新建工程,名为testParticle
修改HelloWorldScene.h
#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__
#include "cocos2d.h"
class HelloWorld : public cocos2d::CCLayer
{
public:
// Method 'init' in cocos2d-x returns bool, instead of 'id' in cocos2d-iphone (an object pointer)
virtual bool init();
// there's no 'id' in cpp, so we recommend to return the class instance pointer
static cocos2d::CCScene* scene();
// preprocessor macro for "static create()" constructor ( node() deprecated )
CREATE_FUNC(HelloWorld);
};
#endif // __HELLOWORLD_SCENE_H__
修改HelloWorldScene.cpp
#include "HelloWorldScene.h"
#include "SimpleAudioEngine.h"
using namespace cocos2d;
using namespace CocosDenshion;
CCScene* HelloWorld::scene()
{
// 'scene' is an autorelease object
CCScene *scene = CCScene::create();
// 'layer' is an autorelease object
HelloWorld *layer = HelloWorld::create();
// add layer as a child to scene
scene->addChild(layer);
// return the scene
return scene;
}
// on "init" you need to initialize your instance
bool HelloWorld::init()
{
//////////////////////////////
// 1. super init first
if ( !CCLayer::init() )
{
return false;
}
#define particleTest 15
switch (particleTest) {
case 1:
{
//------爆炸粒子效果
CCParticleSystem *particleSystem=CCParticleExplosion::create();
particleSystem->setTexture(CCTextureCache::sharedTextureCache()->addImage("stars.png"));
particleSystem->setPosition(ccp(240,160));
addChild(particleSystem);
}
break;
case 2:
{
//------火焰粒子效果
CCParticleSystem *particleSystem=CCParticleFire::create();
particleSystem->setTexture(CCTextureCache::sharedTextureCache()->addImage("fire.png"));
particleSystem->setPosition(ccp(240,160));
addChild(particleSystem);
}
break;
case 3:
{
//------花束粒子效果
CCParticleSystem *particleSystem=CCParticleFlower::create();
particleSystem->setTexture(CCTextureCache::sharedTextureCache()->addImage("fire.png"));
particleSystem->setPosition(ccp(240,160));
addChild(particleSystem);
}
break;
case 4:
{
//------烟花粒子效果
CCParticleSystem *particleSystem=CCParticleFireworks::create();
particleSystem->setTexture(CCTextureCache::sharedTextureCache()->addImage("fire.png"));
particleSystem->setPosition(ccp(240,160));
addChild(particleSystem);
}
break;
case 5:
{
//------星系粒子效果
CCParticleSystem *particleSystem=CCParticleGalaxy::create();
particleSystem->setTexture(CCTextureCache::sharedTextureCache()->addImage("fire.png"));
particleSystem->setPosition(ccp(240,160));
addChild(particleSystem);
}
break;
case 6:
{
//------流星粒子效果
CCParticleSystem *particleSystem=CCParticleMeteor::create();
particleSystem->setTexture(CCTextureCache::sharedTextureCache()->addImage("fire.png"));
particleSystem->setPosition(ccp(240,160));
addChild(particleSystem);
}
break;
case 7:
{
//------下雨粒子效果
CCParticleSystem *particleSystem=CCParticleRain::create();
particleSystem->setTexture(CCTextureCache::sharedTextureCache()->addImage("fire.png"));
particleSystem->setPosition(ccp(240,160));
addChild(particleSystem);
}
break;
case 8:
{
//------下雪粒子效果
CCParticleSystem *particleSystem=CCParticleSnow::create();
particleSystem->setTexture(CCTextureCache::sharedTextureCache()->addImage("snow.png"));
particleSystem->setPosition(ccp(240,160));
addChild(particleSystem);
}
break;
case 9:
{
//------烟雾粒子效果
CCParticleSystem *particleSystem=CCParticleSmoke::create();
particleSystem->setTexture(CCTextureCache::sharedTextureCache()->addImage("fire.png"));
particleSystem->setPosition(ccp(240,160));
addChild(particleSystem);
}
break;
case 10:
{
//------漩涡粒子效果
CCParticleSystem *particleSystem=CCParticleSpiral::create();
particleSystem->setTexture(CCTextureCache::sharedTextureCache()->addImage("fire.png"));
particleSystem->setPosition(ccp(240,160));
addChild(particleSystem);
}
break;
case 11:
{
//------太阳粒子效果
CCParticleSystem *particleSystem=CCParticleSun::create();
particleSystem->setTexture(CCTextureCache::sharedTextureCache()->addImage("fire.png"));
particleSystem->setPosition(ccp(240,160));
addChild(particleSystem);
}
break;
case 12:
{
//------粒子移动
CCParticleSystem *particleSystemFree=CCParticleSun::create();
particleSystemFree->setTexture(CCTextureCache::sharedTextureCache()->addImage("fire.png"));
particleSystemFree->setAutoRemoveOnFinish(true);
particleSystemFree->setPositionType(kCCPositionTypeFree);
particleSystemFree->setPosition(ccp(90,160));
addChild(particleSystemFree);
CCParticleSystem *particleSystemRel=CCParticleSun::create();
particleSystemRel->setTexture(CCTextureCache::sharedTextureCache()->addImage("fire.png"));
particleSystemRel->setAutoRemoveOnFinish(true);
particleSystemRel->setPositionType(kCCPositionTypeRelative);
particleSystemRel->setPosition(ccp(200,160));
addChild(particleSystemRel);
CCParticleSystem *particleSystemGrp=CCParticleSun::create();
particleSystemGrp->setTexture(CCTextureCache::sharedTextureCache()->addImage("fire.png"));
particleSystemGrp->setAutoRemoveOnFinish(true);
particleSystemGrp->setPositionType(kCCPositionTypeGrouped);
particleSystemGrp->setPosition(ccp(300,160));
addChild(particleSystemGrp);
//让当前Layer来回移动,观察两个移动模式不同的粒子特效
CCFiniteTimeAction *move=CCMoveBy::create(3,ccp(290,0));
CCFiniteTimeAction *back=move->reverse();
this->runAction(CCSequence::create(move,back,NULL));
}
break;
case 13:
{
//------创建自定义粒子
CCParticleSystem *particleSystem=CCParticleSystemQuad::create("himiParticle.plist");
particleSystem->setPosition(ccp(240,160));
addChild(particleSystem);
}
break;
case 14:
{
//------不使用CCParticleBatchNode创建粒子
for (int i=0; i<10; i++) {
CCParticleSystem *particleSystem=CCParticleSun::create();
particleSystem->setTexture(CCTextureCache::sharedTextureCache()->addImage("fire.png"));
particleSystem->setPosition(ccp(150+i*20,160));
addChild(particleSystem);
}
}
break;
case 15:
{
//------使用CCParticleBatchNode创建粒子
CCTexture2D *texture=CCTextureCache::sharedTextureCache()->addImage("fire.png");
CCParticleBatchNode *particleNode=CCParticleBatchNode::createWithTexture(texture);
for (int i=0; i<10; i++) {
CCParticleSystem *particleSystem=CCParticleSun::create();
particleSystem->setTexture(texture);
particleSystem->setPosition(ccp(150+i*20,160));
particleNode->addChild(particleSystem);
}
addChild(particleNode);
}
break;
default:
break;
}
return true;
}
注意我们可以使用particle Designer来制作粒子,将plist,png加到工程目录下就可。http://particledesigner.71squred.com