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There are two emitter modes: gravity and radius, controlled by the emitterMode property. These two modes create fundamentally different effects even if most of the parameters are the same, as you can see when you compare Figure 9 3 with Figure 9 4. Both modes use several exclusive properties that must not be set if they are not supported by the current mode, otherwise you ll receive a runtime exception from cocos2d like this:
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ParticleEffects[6332:207] *** Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'Particle Mode should be Radius'
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CHAPTER 9: Particle Effects
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Emitter Mode: Gravity
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Gravity mode lets particles fly toward or away from a center point. Its strength is that it allows very dynamic, organic effects. You can set gravity mode with this line:
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self.emitterMode = kCCParticleModeGravity;
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Gravity mode uses the following exclusive properties, which can be used only when emitterMode is set to kCCParticleModeGravity:
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self.centerOfGravity = CGPointMake(-15, 0); self.gravity = CGPointMake(-50, -90); self.radialAccel = -90; self.radialAccelVar = 20; self.tangentialAccel = 120; self.tangentialAccelVar = 10; self.speed = 15; self.speedVar = 4;
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The centerOfGravity determines the offset as a CGPoint from the node s position where new particles appear. The name is a bit misleading in that the actual center of gravity is the node s position, and centerOfGravity is an offset to that center of gravity. The gravity property then determines the speed with which particles accelerate in the x and y directions. For the center of gravity have any impact, the gravity of the particles shouldn t be too high and the centerOfGravity should not be offset too far. The above values give you a good working example that you can tweak. The radialAccel property defines how fast particles accelerate the further they move away from the emitter. This parameter can also be negative, which makes particles slow down as they move away. The tangentialAccel property is similar in that it lets particles rotate around the emitter and speed up as they move away. Negative values let the particles spin clockwise, positive values spin them counterclockwise. The speed property should be fairly obvious it s simply the speed of the particles. It has no particular unit of measurement. Figure 9 3 shows an example particle effect using gravity mode.
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Figure 9 3. The ParticleEffectSelfMade from the ParticleEffects02 project in gravity mode
CHAPTER 9: Particle Effects
Emitter Mode: Radius
Radius mode causes particles to rotate in a circle. It also allows you to create spiral effects with particles either rushing inward or rotating outward. You set radius mode with this line:
self.emitterMode = kCCParticleModeRadius;
Like gravity mode, radius mode has exclusive properties, which can be used only when emitterMode is set to kCCParticleModeRadius:
self.startRadius = 100; self.startRadiusVar = 0; self.endRadius = 10; self.endRadiusVar = 0; self.rotatePerSecond = -180; self.rotatePerSecondVar = 0;
The startRadius property determines how far away from the particle effect node s position the particles will be emitted. Likewise, the endRadius determines the distance from the node s position the particles will rotate toward. If you want to achieve a perfect circle effect, you can set endRadius to the same as the startRadius using this constant:
self.endRadius = kCCParticleStartRadiusEqualToEndRadius;
Using the rotatePerSecond property you can influence the direction the particles move and the speed with which they move, and thus the number of times they rotate around if startRadius and endRadius are different. The same particle effect that was shown in Figure 9 3 using gravity mode is shown in Figure 9 4 using radius mode, and you ll notice how different it looks, despite all other properties except for the exclusive ones being the same. To test this, uncomment the following line in the ParticleEffects02 project:
//self.emitterMode = kCCParticleModeRadius;
Figure 9 4. The very same effect using radius mode looks completely different.
CHAPTER 9: Particle Effects
Particle Position
By moving the node, you also move the effect. But the effect also has a posVar property that determines the variance in the position where new particles will be created. By default, both are at the center of the node:
self.position = CGPointZero; self.posVar = CGPointZero;
A very important aspect of particle positions is whether existing particles should move relative to the node s movement, or if they should not be influenced at all by the node s position. For example, if you have a particle effect that creates stars around your playercharacter s head, you would want the stars to follow the player as he moves around. You can achieve this effect by setting this property:
self.positionType = kCCPositionTypeGrouped;
On the other hand, if you want to set your player on fire and you want the particles to create a trail-like effect as the player moves around, you should set the positionType property like this:
self.positionType = kCCPositionTypeFree;
The free movement is best used with effects like steam, fire, engine exhaust smoke, and similar effects that move around with the object they are attached to, and should give the impression of not being connected to the object that emits these particles.
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