axmol/tools/tolua++/CCParticleSystem.pkg

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namespace cocos2d {
class CCParticleSystem : public CCNode, public CCTextureProtocol {
CCParticleSystem();
static CCParticleSystem * particleWithFile(const char *plistFile);
bool initWithFile(const char *plistFile);
bool initWithDictionary(CCDictionary<std::string, CCObject*> *dictionary);
bool initWithTotalParticles(unsigned int numberOfParticles);
// mode A
const CCPoint& getGravity();
void setGravity(const CCPoint& g);
float getSpeed();
void setSpeed(float speed);
float getSpeedVar();
void setSpeedVar(float speed);
float getTangentialAccel();
void setTangentialAccel(float t);
float getTangentialAccelVar();
void setTangentialAccelVar(float t);
float getRadialAccel();
void setRadialAccel(float t);
float getRadialAccelVar();
void setRadialAccelVar(float t);
// mode B
float getStartRadius();
void setStartRadius(float startRadius);
float getStartRadiusVar();
void setStartRadiusVar(float startRadiusVar);
float getEndRadius();
void setEndRadius(float endRadius);
float getEndRadiusVar();
void setEndRadiusVar(float endRadiusVar);
float getRotatePerSecond();
void setRotatePerSecond(float degrees);
float getRotatePerSecondVar();
void setRotatePerSecondVar(float degrees);
bool addParticle();
void initParticle(tCCParticle* particle);
void stopSystem();
void resetSystem();
bool isFull();
void updateQuadWithParticle(tCCParticle* particle, const CCPoint& newPosition);
void postStep();
void update(ccTime dt);
CCTexture2D* getTexture(void);
void setTexture(CCTexture2D* var);
ccBlendFunc getBlendFunc(void);
void setBlendFunc(ccBlendFunc var);
};
class CCParticleSystemQuad : public CCParticleSystem {
static CCParticleSystemQuad * particleWithFile(const char *plistFile);
};
class CCParticleSystemPoint : public CCParticleSystem {
static CCParticleSystemPoint * particleWithFile(const char *plistFile);
};
// Inheritance is funky here in the examples.... in reality its a pragma-def .. not sure how to map that?
class CCParticleFire : public CCParticleSystem {
CCParticleFire();
bool init();
bool initWithTotalParticles(unsigned int numberOfParticles);
static CCParticleFire *node(void);
};
class CCParticleFireworks : public CCParticleSystem {
CCParticleFireworks();
bool init();
bool initWithTotalParticles(unsigned int numberOfParticles);
static CCParticleFireworks *node(void);
};
class CCParticleSun : public CCParticleSystem {
CCParticleSun();
bool init();
bool initWithTotalParticles(unsigned int numberOfParticles);
static CCParticleSun *node(void);
};
class CCParticleGalaxy : public CCParticleSystem {
CCParticleGalaxy();
bool init();
bool initWithTotalParticles(unsigned int numberOfParticles);
static CCParticleGalaxy *node(void);
};
class CCParticleMeteor : public CCParticleSystem {
CCParticleMeteor();
bool init();
bool initWithTotalParticles(unsigned int numberOfParticles);
static CCParticleMeteor *node(void);
};
class CCParticleSpiral : public CCParticleSystem {
CCParticleSpiral();
bool init();
bool initWithTotalParticles(unsigned int numberOfParticles);
static CCParticleSpiral *node(void);
};
class CCParticleExplosion : public CCParticleSystem {
CCParticleExplosion();
bool init();
bool initWithTotalParticles(unsigned int numberOfParticles);
static CCParticleExplosion *node(void);
};
class CCParticleSmoke : public CCParticleSystem {
CCParticleSmoke();
bool init();
bool initWithTotalParticles(unsigned int numberOfParticles);
static CCParticleSmoke *node(void);
};
class CCParticleSnow : public CCParticleSystem {
CCParticleSnow();
bool init();
bool initWithTotalParticles(unsigned int numberOfParticles);
static CCParticleSnow *node(void);
};
class CCParticleRain : public CCParticleSystem {
CCParticleRain();
bool init();
bool initWithTotalParticles(unsigned int numberOfParticles);
static CCParticleRain *node(void);
};
} // namespace