2012-03-27 143 views
-1

當前在我正在構建的測試應用程序中,我想創建在兩個對象發生碰撞時出現的粒子爆發。主對象將保持可見,而第二個對象將被刪除。在第二個物體(已被移除)的位置將是粒子爆發。 我應該如何設置? 你能指導我通過在cocos2d中創建這個粒子爆發的步驟嗎? 謝謝!創建粒子爆發

回答

1

http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:particles

繼承人的代碼,我有3個發射器:

emitter = [[CCParticleGalaxy alloc] init]; 
emitter.texture = [[CCTextureCache sharedTextureCache] addImage:@"stars.png"]; 
emitter.startColor = ccc4FFromccc3B(ccRED); 
emitter.endColor = ccc4FFromccc3B(ccGREEN); 
emitter.life = 1; 
emitter.duration = .5; 

emitter2 = [[CCParticleGalaxy alloc] init]; 
emitter2.texture = [[CCTextureCache sharedTextureCache] addImage:@"stars.png"]; 
emitter2.startColor = ccc4FFromccc3B(ccRED); 
emitter2.endColor = ccc4FFromccc3B(ccGREEN); 
emitter2.life = 1; 
emitter2.duration = .5; 

emitter3 = [[CCParticleGalaxy alloc] init]; 
emitter3.texture = [[CCTextureCache sharedTextureCache] addImage:@"stars.png"]; 
emitter3.startColor = ccc4FFromccc3B(ccRED); 
emitter3.endColor = ccc4FFromccc3B(ccGREEN); 
emitter3.life = 1; 
emitter3.duration = .5; 

定義爲.H

CCParticleGalaxy *emitter; 
CCParticleGalaxy *emitter2; 
CCParticleGalaxy *emitter3; 
CCParticleGalaxy *emitter4; 

在需要的時候把它添加到您的層和設置位置

emitter.position = ccp(sprite.position.x, sprite.position.y); 
[self addChild:emitter]; 

而不是CCParticleGalaxy你可以改變它到CCParticleExplosion, CCParticleFire, CCParticleFireworks, CCParticleFire, ect...只是試驗,找到最適合你的東西