-------------------------------- -- @module ParticleBatchNode -- @extend Node,TextureProtocol -- @parent_module cc -------------------------------- -- -- @function [parent=#ParticleBatchNode] setTexture -- @param self -- @param #cc.Texture2D texture -------------------------------- -- disables a particle by inserting a 0'd quad into the texture atlas -- @function [parent=#ParticleBatchNode] disableParticle -- @param self -- @param #int particleIndex -------------------------------- -- -- @function [parent=#ParticleBatchNode] getTexture -- @param self -- @return Texture2D#Texture2D ret (return value: cc.Texture2D) -------------------------------- -- Sets the texture atlas used for drawing the quads -- @function [parent=#ParticleBatchNode] setTextureAtlas -- @param self -- @param #cc.TextureAtlas atlas -------------------------------- -- -- @function [parent=#ParticleBatchNode] removeAllChildrenWithCleanup -- @param self -- @param #bool doCleanup -------------------------------- -- Gets the texture atlas used for drawing the quads -- @function [parent=#ParticleBatchNode] getTextureAtlas -- @param self -- @return TextureAtlas#TextureAtlas ret (return value: cc.TextureAtlas) -------------------------------- -- Inserts a child into the ParticleBatchNode -- @function [parent=#ParticleBatchNode] insertChild -- @param self -- @param #cc.ParticleSystem system -- @param #int index -------------------------------- -- -- @function [parent=#ParticleBatchNode] removeChildAtIndex -- @param self -- @param #int index -- @param #bool doCleanup -------------------------------- -- initializes the particle system with the name of a file on disk (for a list of supported formats look at the Texture2D class), a capacity of particles -- @function [parent=#ParticleBatchNode] create -- @param self -- @param #string fileImage -- @param #int capacity -- @return ParticleBatchNode#ParticleBatchNode ret (return value: cc.ParticleBatchNode) -------------------------------- -- initializes the particle system with Texture2D, a capacity of particles, which particle system to use -- @function [parent=#ParticleBatchNode] createWithTexture -- @param self -- @param #cc.Texture2D tex -- @param #int capacity -- @return ParticleBatchNode#ParticleBatchNode ret (return value: cc.ParticleBatchNode) -------------------------------- -- @overload self, cc.Node, int, string -- @overload self, cc.Node, int, int -- @function [parent=#ParticleBatchNode] addChild -- @param self -- @param #cc.Node child -- @param #int zOrder -- @param #int tag -------------------------------- -- -- @function [parent=#ParticleBatchNode] draw -- @param self -- @param #cc.Renderer renderer -- @param #mat4_table transform -- @param #unsigned int flags -------------------------------- -- -- @function [parent=#ParticleBatchNode] visit -- @param self -- @param #cc.Renderer renderer -- @param #mat4_table parentTransform -- @param #unsigned int parentFlags -------------------------------- -- -- @function [parent=#ParticleBatchNode] reorderChild -- @param self -- @param #cc.Node child -- @param #int zOrder -------------------------------- -- -- @function [parent=#ParticleBatchNode] removeChild -- @param self -- @param #cc.Node child -- @param #bool cleanup return nil