/boundedParticles

Cocos2d-x v3 bounded quad particle system

Primary LanguageC++

Bounded Particles

Cocos2d-x V3 bounded quad particle system is a way of masking particles so the do not exit a given shape and thus creates a masking effect.

There are two ways to mask your particles.

Example of use...

  1. Polygon masking

    std::vector polyPoints; polyPoints.push_back(Point(100.0f, 100.0f)); polyPoints.push_back(Point(200.0f, 100.0f)); polyPoints.push_back(Point(200.0f, 200.0f)); polyPoints.push_back(Point(100.0f, 200.0f));

    auto particle = BoundedParticleSystemQuad::create("particles/myParticle.plist", polyPoints); particle->setPosition(Point(150.0f, 100.0f)); this->addChild(particle);

  2. Circular masking

    Vec2 center = Vec2(0, 0); float radius = 300;

    auto particle = CircleBoundedParticleSystemQuad::create("res/particle.plist", center, radius); particle->setPosition(center); this->addChild(particle);