Particle defines a single-pixel element (a-la mini-sprite) that has its own lifecycle and gets updated on each frame update. Particle emitter is a components that is responsible for creating particles. And particle sprite ties all that together into single renderable component. Particle sprite can have one or more particle emitters and each emitter can create multiple particles. One of the key features of particle effect support is its modularity: particle implementation can be reused by multiple emitters, and an emitter implementation can be reused by multiple independent particle sprites.
Attributes
Example
See CPParticleExample class for the example of using particle effect.
Tests whether or not this particle is alive. Dead particles will be discarded by the particle sprite and won't be rendered anymore. This method is used to check every particle on each frame update.
Tests whether or not this particle is alive. Dead particles will be discarded by the particle sprite and won't be rendered anymore. This method is used to check every particle on each frame update.
This method is called on each frame update. Technically, a particle sprite call this method when it itself receives CPSceneObject.update callback passing its own scene context to this callback.
This method is called on each frame update. Technically, a particle sprite call this method when it itself receives CPSceneObject.update callback passing its own scene context to this callback.