mirror of https://github.com/axmolengine/axmol.git
442 lines
11 KiB
C++
442 lines
11 KiB
C++
/****************************************************************************
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2011 Zynga Inc.
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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https://axis-project.github.io/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __CCPARTICLE_EXAMPLE_H__
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#define __CCPARTICLE_EXAMPLE_H__
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#include "2d/CCParticleSystemQuad.h"
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NS_AX_BEGIN
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/**
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* @addtogroup _2d
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* @{
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*/
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/** @class ParticleFire
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* @brief A fire particle system.
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*/
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class CC_DLL ParticleFire : public ParticleSystemQuad
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{
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public:
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/** Create a fire particle system.
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*
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* @return An autoreleased ParticleFire object.
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*/
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static ParticleFire* create();
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/** Create a fire particle system withe a fixed number of particles.
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*
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* @param numberOfParticles A given number of particles.
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* @return An autoreleased ParticleFire object.
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* @js NA
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*/
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static ParticleFire* createWithTotalParticles(int numberOfParticles);
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/**
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* @js ctor
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*/
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ParticleFire() {}
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~ParticleFire() {}
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bool init() override { return initWithTotalParticles(250); }
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virtual bool initWithTotalParticles(int numberOfParticles) override;
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private:
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CC_DISALLOW_COPY_AND_ASSIGN(ParticleFire);
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};
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/** @class ParticleFireworks
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* @brief A fireworks particle system.
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*/
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class CC_DLL ParticleFireworks : public ParticleSystemQuad
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{
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public:
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/** Create a fireworks particle system.
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*
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* @return An autoreleased ParticleFireworks object.
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*/
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static ParticleFireworks* create();
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/** Create a fireworks particle system withe a fixed number of particles.
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*
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* @param numberOfParticles A given number of particles.
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* @return An autoreleased ParticleFireworks object.
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* @js NA
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*/
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static ParticleFireworks* createWithTotalParticles(int numberOfParticles);
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/**
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* @js ctor
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*/
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ParticleFireworks() {}
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~ParticleFireworks() {}
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bool init() { return initWithTotalParticles(1500); }
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virtual bool initWithTotalParticles(int numberOfParticles);
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private:
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CC_DISALLOW_COPY_AND_ASSIGN(ParticleFireworks);
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};
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/** @class ParticleSun
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* @brief A sun particle system.
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*/
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class CC_DLL ParticleSun : public ParticleSystemQuad
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{
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public:
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/** Create a sun particle system.
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*
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* @return An autoreleased ParticleSun object.
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*/
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static ParticleSun* create();
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/** Create a sun particle system withe a fixed number of particles.
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*
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* @param numberOfParticles A given number of particles.
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* @return An autoreleased ParticleSun object.
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* @js NA
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*/
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static ParticleSun* createWithTotalParticles(int numberOfParticles);
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/**
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* @js ctor
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*/
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ParticleSun() {}
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~ParticleSun() {}
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bool init() { return initWithTotalParticles(350); }
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virtual bool initWithTotalParticles(int numberOfParticles);
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private:
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CC_DISALLOW_COPY_AND_ASSIGN(ParticleSun);
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};
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/** @class ParticleGalaxy
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* @brief A galaxy particle system.
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*/
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class CC_DLL ParticleGalaxy : public ParticleSystemQuad
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{
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public:
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/** Create a galaxy particle system.
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*
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* @return An autoreleased ParticleGalaxy object.
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*/
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static ParticleGalaxy* create();
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/** Create a galaxy particle system withe a fixed number of particles.
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*
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* @param numberOfParticles A given number of particles.
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* @return An autoreleased ParticleGalaxy object.
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* @js NA
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*/
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static ParticleGalaxy* createWithTotalParticles(int numberOfParticles);
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/**
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* @js ctor
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*/
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ParticleGalaxy() {}
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~ParticleGalaxy() {}
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bool init() { return initWithTotalParticles(200); }
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virtual bool initWithTotalParticles(int numberOfParticles);
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private:
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CC_DISALLOW_COPY_AND_ASSIGN(ParticleGalaxy);
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};
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/** @class ParticleFlower
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* @brief A flower particle system.
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*/
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class CC_DLL ParticleFlower : public ParticleSystemQuad
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{
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public:
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/** Create a flower particle system.
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*
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* @return An autoreleased ParticleFlower object.
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*/
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static ParticleFlower* create();
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/** Create a flower particle system withe a fixed number of particles.
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*
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* @param numberOfParticles A given number of particles.
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* @return An autoreleased ParticleFlower object.
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* @js NA
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*/
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static ParticleFlower* createWithTotalParticles(int numberOfParticles);
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/**
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* @js ctor
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*/
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ParticleFlower() {}
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~ParticleFlower() {}
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bool init() { return initWithTotalParticles(250); }
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virtual bool initWithTotalParticles(int numberOfParticles);
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private:
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CC_DISALLOW_COPY_AND_ASSIGN(ParticleFlower);
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};
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/** @class ParticleMeteor
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* @brief A meteor particle system.
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*/
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class CC_DLL ParticleMeteor : public ParticleSystemQuad
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{
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public:
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/** Create a meteor particle system.
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*
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* @return An autoreleased ParticleMeteor object.
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*/
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static ParticleMeteor* create();
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/** Create a meteor particle system withe a fixed number of particles.
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*
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* @param numberOfParticles A given number of particles.
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* @return An autoreleased ParticleMeteor object.
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* @js NA
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*/
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static ParticleMeteor* createWithTotalParticles(int numberOfParticles);
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/**
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* @js ctor
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*/
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ParticleMeteor() {}
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~ParticleMeteor() {}
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bool init() { return initWithTotalParticles(150); }
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virtual bool initWithTotalParticles(int numberOfParticles);
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private:
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CC_DISALLOW_COPY_AND_ASSIGN(ParticleMeteor);
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};
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/** @class ParticleSpiral
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* @brief An spiral particle system.
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*/
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class CC_DLL ParticleSpiral : public ParticleSystemQuad
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{
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public:
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/** Create a spiral particle system.
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*
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* @return An autoreleased ParticleSpiral object.
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*/
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static ParticleSpiral* create();
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/** Create a spiral particle system withe a fixed number of particles.
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*
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* @param numberOfParticles A given number of particles.
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* @return An autoreleased ParticleSpiral object.
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* @js NA
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*/
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static ParticleSpiral* createWithTotalParticles(int numberOfParticles);
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/**
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* @js ctor
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*/
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ParticleSpiral() {}
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~ParticleSpiral() {}
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bool init() { return initWithTotalParticles(500); }
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virtual bool initWithTotalParticles(int numberOfParticles);
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private:
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CC_DISALLOW_COPY_AND_ASSIGN(ParticleSpiral);
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};
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/** @class ParticleExplosion
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* @brief An explosion particle system.
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*/
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class CC_DLL ParticleExplosion : public ParticleSystemQuad
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{
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public:
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/** Create a explosion particle system.
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*
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* @return An autoreleased ParticleExplosion object.
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*/
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static ParticleExplosion* create();
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/** Create a explosion particle system withe a fixed number of particles.
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*
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* @param numberOfParticles A given number of particles.
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* @return An autoreleased ParticleExplosion object.
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* @js NA
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*/
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static ParticleExplosion* createWithTotalParticles(int numberOfParticles);
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/**
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* @js ctor
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*/
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ParticleExplosion() {}
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~ParticleExplosion() {}
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bool init() { return initWithTotalParticles(700); }
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virtual bool initWithTotalParticles(int numberOfParticles);
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private:
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CC_DISALLOW_COPY_AND_ASSIGN(ParticleExplosion);
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};
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/** @class ParticleSmoke
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* @brief An smoke particle system.
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*/
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class CC_DLL ParticleSmoke : public ParticleSystemQuad
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{
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public:
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/** Create a smoke particle system.
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*
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* @return An autoreleased ParticleSmoke object.
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*/
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static ParticleSmoke* create();
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/** Create a smoke particle system withe a fixed number of particles.
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*
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* @param numberOfParticles A given number of particles.
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* @return An autoreleased ParticleSmoke object.
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* @js NA
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*/
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static ParticleSmoke* createWithTotalParticles(int numberOfParticles);
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/**
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* @js ctor
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*/
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ParticleSmoke() {}
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~ParticleSmoke() {}
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bool init() { return initWithTotalParticles(200); }
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virtual bool initWithTotalParticles(int numberOfParticles);
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private:
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CC_DISALLOW_COPY_AND_ASSIGN(ParticleSmoke);
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};
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/** @class ParticleSnow
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* @brief An snow particle system.
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*/
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class CC_DLL ParticleSnow : public ParticleSystemQuad
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{
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public:
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/** Create a snow particle system.
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*
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* @return An autoreleased ParticleSnow object.
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*/
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static ParticleSnow* create();
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/** Create a snow particle system withe a fixed number of particles.
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*
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* @param numberOfParticles A given number of particles.
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* @return An autoreleased ParticleSnow object.
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* @js NA
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*/
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static ParticleSnow* createWithTotalParticles(int numberOfParticles);
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/**
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* @js ctor
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*/
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ParticleSnow() {}
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~ParticleSnow() {}
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bool init() { return initWithTotalParticles(700); }
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virtual bool initWithTotalParticles(int numberOfParticles);
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private:
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CC_DISALLOW_COPY_AND_ASSIGN(ParticleSnow);
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};
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/** @class ParticleRain
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* @brief A rain particle system.
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*/
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class CC_DLL ParticleRain : public ParticleSystemQuad
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{
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public:
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/** Create a rain particle system.
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*
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* @return An autoreleased ParticleRain object.
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*/
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static ParticleRain* create();
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/** Create a rain particle system withe a fixed number of particles.
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*
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* @param numberOfParticles A given number of particles.
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* @return An autoreleased ParticleRain object.
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* @js NA
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*/
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static ParticleRain* createWithTotalParticles(int numberOfParticles);
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/**
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* @js ctor
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*/
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ParticleRain() {}
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~ParticleRain() {}
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bool init() { return initWithTotalParticles(1000); }
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virtual bool initWithTotalParticles(int numberOfParticles);
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private:
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CC_DISALLOW_COPY_AND_ASSIGN(ParticleRain);
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};
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// end of _2d group
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/// @}
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NS_AX_END
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#endif //__CCPARTICLE_EXAMPLE_H__
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