barcode maker vb.net 1: Particle Systems: More Fun and Easier Than You Think in Objective-C

Painting QR in Objective-C 1: Particle Systems: More Fun and Easier Than You Think

CHAPTER 1: Particle Systems: More Fun and Easier Than You Think
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First you need to make sure that your materials are available, or who knows what you might get. You can call this over and over again (for instance, if you leave this scene and come back, this will get called again) because it will load the texture atlas only once.
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particles = [[BBParticleSystem alloc] init]; particles.position = BBPointMake(0.0, 0.0, -50.0); particles.emissionRange = BBRangeMake(2500,2500); particles.emitCounter = 0.1;
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Here you are setting the emission range to fall between 2,500 and 5,000 particles a second. That is a huge amount! This is why you are going to emit particles for only a tenth of a second.
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particles.xVelocityRange = BBRangeMake(-500, 1000); particles.yVelocityRange = BBRangeMake(-500, 1000); particles.zVelocityRange = BBRangeMake(-500, 1000);
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You will emit particles that are moving between 0 and 500 pixels per second in all directions.
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particles.lifeRange = BBRangeMake(10.0,0.0); particles.decayRange = BBRangeMake(2,0.00);
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All the particles will have exactly 10 life, and decay at 2 life per second. This means each particle will live 20 seconds.
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particles.sizeRange = BBRangeMake(2, 2); particles.growRange = BBRangeMake(-1.0, 0.5);
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The particles will start between 2 and 4 pixels wide, and they will shrink by somewhere between 0.5 and 1 pixels per second.
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particles.emit = NO;
The emitter will start dormant.
[particles setParticle:@"whiteSubtle"]; [self addChild:particles]; }
Set the particle to your very translucent white blur, and add the particle system to the child array so that it will get caught by the renderer:
-(void)update:(NSTimeInterval)deltaTime { [super update:deltaTime]; // check our emit status if (particles.emit == NO) { particles.emitCounter = .10; } }
In the update method, which is called every frame by the game loop, you will check to see whether the emitter has been shut down. If so, then you reset the emitCount to be ready for another explosion:
CHAPTER 1: Particle Systems: More Fun and Easier Than You Think
-(void)emitButtonDown { particles.emit = YES; }
Ahh, yes, the emit button. The Scene class provides a big overlay button that lays overtop the entire screen area, except where the scene-switching buttons are. It provides a method callback for that big overlay button, and it is called emitButtonDown. You will use this to your advantage in many scenes. In this case, you are just turning the emitter on. The emitter will run for 0.1 seconds and then shut itself off. At some point after that, your update will be called, and you will reset the emitCount so you can start over again. This means that just about every time you tap the screen, you will get an explosion of white particles. One thing I must apologize for: it is hard to take good screenshots of particle systems. The beauty of the system is in its ever-changing and fluid nature. A screen capture robs the system of its best quality: the emitter s appearance over time. So, you will need to either be very imaginative or quickly build the app for yourself and try it. Figure 1-9 is a good example, because a static shot it is just a bunch of white dots, but in motion it is so much more.
Figure 1-9. Boom! The SceneZero emitter after I hit it about 20 times in quick succession. Note the two numbers in the lower left. The big one is the number of particles, and the smaller one is the frame rate. I got this in the simulator. You would be hard-pressed to generate 28,000 particles and keep a 30 fps on the device.
OK, now you have seen the basic explosion, so let s tweak this particle system to look like something entirely different. You will use the same particle, mostly just to illustrate the flexibility of particles. Let s tweak this system so it looks like the thruster exhaust from a spaceship. We will do this in SceneOne. It is already set up with three particle emitters; you just need to tweak the emission parameters. Let s take a look:
// thruster particles.emissionRange = BBRangeMake(50,50);
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