cocos.particle module¶
Particle system engine
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exception
ExceptionNoEmptyParticle¶ Bases:
exceptions.Exceptionparticle system have no room for another particle
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class
ParticleSystem(fallback=None)¶ Bases:
cocos.cocosnode.CocosNodeBase class for many flawors of cocos particle systems
The most easy way to customize is subclass and redefine some class members; see particle_systems by example.
If you want to use a custom texture remember it should hold only one image, so don’t use texture = pyglet.resource.image(...) (it would produce an atlas, ie multiple images in a texture); using texture = pyglet.image.load(...) is fine
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add_particle()¶ - Code calling add_particle must be either:
- be sure there is room for the particle or be prepared to catch the exception ExceptionNoEmptyParticle It is acceptable to try: ... except...: pass
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draw()¶
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draw_fallback()¶
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get_scaled_particle_size()¶ calculates the value to pass in glPointSize to respect node scaling and window resize; only used when rendering with point sprites.
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init_particle()¶
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load_texture()¶
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make_delta_pos_to_vertex()¶
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on_enter()¶
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reset_system()¶
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step(delta)¶
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stop_system()¶
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update_particles(delta)¶
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update_per_vertex_colors()¶
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update_vertexs_from_pos()¶
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POSITION_FREE= 0¶
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POSITION_GROUPED= 1¶
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active= True¶ is the particle system active ?
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angle= 0.0¶ The angle (direction) of the particles measured in degrees
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angle_var= 0.0¶ Angle variance measured in degrees;
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auto_remove_on_finish= None¶ auto remove when particle finishes
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blend_additive= False¶ blend additive
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color_modulate= True¶ color modulate
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duration= 0¶ duration in seconds of the system. -1 is infinity
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elapsed= 0¶ time elapsed since the start of the system (in seconds)
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emit_counter= None¶ How many particles can be emitted per second
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end_color= <cocos.particle.Color object at 0x07C2E690>¶ End color of the particles
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end_color_var= <cocos.particle.Color object at 0x07C2E1B0>¶ End color variance
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gravity= Point2(0.00, 0.00)¶ Gravity of the particles
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life= 0¶ How many seconds will the particle live
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life_var= 0¶ Life variance
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particle_count= None¶ Count of particles
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pos_var= Point2(0.00, 0.00)¶ position is from “superclass” CocosNode Position variance
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position_type= 1¶
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radial_accel= 0.0¶ Radial acceleration
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radial_accel_var= 0.0¶ Radial acceleration variance
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size= 0.0¶ Size of the particles
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size_var= 0.0¶ Size variance
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speed= 0.0¶ The speed the particles will have.
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speed_var= 0.0¶ The speed variance
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start_color= <cocos.particle.Color object at 0x07F9EE30>¶ Start color of the particles
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start_color_var= <cocos.particle.Color object at 0x07D5E7D0>¶ Start color variance
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tangential_accel= 0.0¶ Tangential acceleration
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tangential_accel_var= 0.0¶ Tangential acceleration variance
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texture= None¶ texture for the particles. Lazy loaded because Intel weakness, #235
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total_particles= 0¶ Maximum particles
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PointerToNumpy(a, ptype=<class 'ctypes.c_float'>)¶
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point_sprites_available()¶ returns a bool telling if point sprites are available
For development and diagonostic cocos.particle.forced_point_sprites could be set to force the desired return value
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rand()¶