Use of Cocos2d-x3.1 particles, cocos2d-x3.1 Particles
1. header files
#include "cocos2d.h"USING_NS_CC;class WaterWaveDemo : public Layer{public: static cocos2d::Scene* createScene(); // Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone virtual bool init(); // a selector callback void menuCloseCallback(cocos2d::Ref* pSender); // implement the "static create()" method manually CREATE_FUNC(WaterWaveDemo);};
2. cpp File
#include "WaterWaveDemo.h"#include "SimpleAudioEngine.h"using namespace CocosDenshion;Scene* WaterWaveDemo::createScene(){ // 'scene' is an autorelease object auto scene = Scene::create(); // 'layer' is an autorelease object auto layer = WaterWaveDemo::create(); // add layer as a child to scene scene->addChild(layer); // return the scene return scene; }bool WaterWaveDemo::init(){ bool bRet = false; do{ CC_BREAK_IF(!Layer::init()); auto listener = EventListenerTouchOneByOne::create(); listener->setSwallowTouches(true); listener->onTouchBegan = [&](Touch* touch,Event* event){ auto touchPosition = touch->getLocation(); ParticleSystemQuad* mParticle = ParticleSystemQuad::create("showClick.plist"); mParticle->setScale(0.5); mParticle->setPosition(touchPosition); mParticle->setAutoRemoveOnFinish(true); addChild(mParticle); return false; }; Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listener, this); bRet = true; }while(0); return bRet;}void WaterWaveDemo::menuCloseCallback(Ref* pSender){#if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) || (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)MessageBox("You pressed the close button. Windows Store Apps do not implement a close button.","Alert"); return;#endif Director::getInstance()->end(); #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) exit(0);#endif}Code download: http://download.csdn.net/detail/yuxikuo_1/7861203
How does ios cocos2d flash a flickering particle?
The example system CCParticleSystem to use cocos2d. You can easily generate an example system by searching for such information on the Internet.
Cocos2d-iphone Particle anomalies I use a Particle designed to occasionally become abnormal when loading, sometimes very large.
Are you using the participant designer? It is very good.
"Occasionally abnormal", how is it abnormal?
"Sometimes it's very big." What's very big?
If you want to make a program, you still need to be specific and rigorous.
In addition, if it is a probability event, you still need to analyze the program yourself.