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- It represents Apple's latest graphics API design. Unlike OpenGL, Metal is not cross-platform. It is an API designed specifically for Apple's latest hardware architecture, so it can boost rendering performance by up to 10x for 3D graphics. Since Apple will deprecate OpenGL, Cocos2d-x v4 adopts Metal for it's rendering engine on Apple platforms.
- Cocos2d Cocos2d is a family of open-source software frameworks for building cross-platform games&apps. Cocos2d The Cocos2d family consists of Cocos2d-x, Cocos2d-JS, Cocos2d-XNA and Cocos2d(Python). Cocos2d Each of the frameworks has powered a handful successful game works.
- Version 2.4.4: New Updated toolbar icons for a more consistent look New Added feature to allow unlimited values for certain text fields (ex: duration, number of particles, etc.) New Added crash reporting Fixed Issue where the start/end colours may not be set correctly. Intel, 64-bit processor; OS X 10.7 or later.
- Living particles are attached to the world and are unaffected by emitter repositioning. KCCPositionTypeRelative: Living particles are attached to the world but will follow the emitter repositioning. Use case: Attach an emitter to an sprite, and you want that the emitter follows the sprite. Generated on Thu Sep 26 2013 09:57:46 for cocos2d.
- Particles For Cocos2d 2 4 4 Download
- Particles For Cocos2d 2 4 4 Key
- Particles For Cocos2d 2 4 4 0
- Particles For Cocos2d 2 4 4 Cc
Just as the photon, Z boson and W ± bosons are superpositions of the B 0, W 0, W 1, and W 2 fields, the photino, zino, and wino ± are superpositions of the bino 0, wino 0, wino 1, and wino 2. No matter if one uses the original gauginos or this superpositions as a basis, the only predicted physical particles are neutralinos and charginos as a.
Pre-defined Particle Systems.
Here are some concrete implementations of Particle Systems. They are built by subclassing
ParticleSystem
and overriding the desired class attributes.Fireworks
(fallback=None, texture=None)¶Bases:
cocos.particle.ParticleSystem
angle
= 90¶
angle_var
= 20¶
blend_additive
= False¶
color_modulate
= True¶
duration
= -1¶
emission_rate
= 857.1428571428571¶
end_color
= Color(0.10, 0.10, 0.10, 0.20)¶
end_color_var
= Color(0.10, 0.10, 0.10, 0.20)¶
gravity
= Point2(0.00, -90.00)¶
life
= 3.5¶
life_var
= 1¶
pos_var
= Point2(0.00, 0.00)¶
radial_accel
= 0¶
radial_accel_var
= 0¶
size
= 8.0¶
size_var
= 2.0¶
speed
= 180¶
speed_var
= 50¶
start_color
= Color(0.50, 0.50, 0.50, 1.00)¶
start_color_var
= Color(0.50, 0.50, 0.50, 1.00)¶
total_particles
= 3000¶
Spiral
(fallback=None, texture=None)¶Bases:
cocos.particle.ParticleSystem
angle
= 90.0¶
angle_var
= 0.0¶
blend_additive
= True¶
color_modulate
= True¶
duration
= -1¶
emission_rate
= 41.666666666666664¶
end_color
= Color(0.50, 0.50, 0.50, 1.00)¶
end_color_var
= Color(0.50, 0.50, 0.50, 0.00)¶
gravity
= Point2(0.00, 0.00)¶
life
= 12.0¶
life_var
= 0.0¶
pos_var
= Point2(0.00, 0.00)¶
radial_accel
= -380¶
radial_accel_var
= 0¶
size
= 20.0¶
size_var
= 10.0¶
speed
= 150.0¶
speed_var
= 0.0¶
start_color
= Color(0.50, 0.50, 0.50, 1.00)¶
start_color_var
= Color(0.50, 0.50, 0.50, 0.00)¶
tangential_accel
= 45.0¶
tangential_accel_var
= 0.0¶
total_particles
= 500¶
Meteor
(fallback=None, texture=None)¶Bases:
cocos.particle.ParticleSystem
angle
= 90.0¶
angle_var
= 360.0¶
blend_additive
= True¶
color_modulate
= True¶
duration
= -1¶
emission_rate
= 75.0¶
end_color
= Color(0.00, 0.00, 0.00, 1.00)¶
end_color_var
= Color(0.00, 0.00, 0.00, 0.00)¶
gravity
= Point2(-200.00, 100.00)¶
life
= 2.0¶
life_var
= 1.0¶
pos_var
= Point2(0.00, 0.00)¶
radial_accel
= 0¶
radial_accel_var
= 0¶
size
= 60.0¶
size_var
= 10.0¶
speed
= 15.0¶
speed_var
= 5.0¶
start_color
= Color(0.20, 0.70, 0.70, 1.00)¶
start_color_var
= Color(0.00, 0.00, 0.00, 0.20)¶
tangential_accel
= 0.0¶
tangential_accel_var
= 0.0¶
total_particles
= 150¶
Sun
(fallback=None, texture=None)¶Bases:
cocos.particle.ParticleSystem
angle
= 90.0¶
angle_var
= 360.0¶
blend_additive
= True¶
color_modulate
= True¶
duration
= -1¶
emission_rate
= 350.0¶
end_color
= Color(0.00, 0.00, 0.00, 0.00)¶
end_color_var
= Color(0.00, 0.00, 0.00, 0.00)¶
gravity
= Point2(0.00, 0.00)¶
life
= 1.0¶
life_var
= 0.5¶
pos_var
= Point2(0.00, 0.00)¶
radial_accel
= 0¶
radial_accel_var
= 0¶
size
= 40.0¶
size_var
= 0.0¶
speed
= 20.0¶
speed_var
= 5.0¶
start_color
= Color(0.75, 0.25, 0.12, 1.00)¶
start_color_var
= Color(0.00, 0.00, 0.00, 0.00)¶
tangential_accel
= 0.0¶
tangential_accel_var
= 0.0¶
total_particles
= 350¶
Fire
(fallback=None, texture=None)¶Bases:
cocos.particle.ParticleSystem
Cleanusbdrive 1 5 1.angle
= 90.0¶
angle_var
= 10.0¶
blend_additive
= True¶
color_modulate
= True¶
duration
= -1¶
emission_rate
= 83.33333333333333¶
end_color
= Color(0.00, 0.00, 0.00, 1.00)¶
end_color_var
= Color(0.00, 0.00, 0.00, 0.00)¶
gravity
= Point2(0.00, 0.00)¶
life
= 3.0¶
life_var
= 0.25¶
pos_var
= Point2(40.00, 20.00)¶
radial_accel
= 0¶
radial_accel_var
= 0¶
size
= 100.0¶
size_var
= 10.0¶
speed
= 60.0¶
speed_var
= 20.0¶
start_color
= Color(0.76, 0.25, 0.12, 1.00)¶
start_color_var
= Color(0.00, 0.00, 0.00, 0.00)¶
total_particles
= 250¶
Galaxy
(fallback=None, texture=None)¶Bases:
cocos.particle.ParticleSystem
angle
= 90.0¶
angle_var
= 360.0¶
blend_additive
= True¶
color_modulate
= True¶
duration
= -1¶
emission_rate
= 50.0¶
end_color
= Color(0.00, 0.00, 0.00, 0.00)¶
end_color_var
= Color(0.00, 0.00, 0.00, 0.00)¶
gravity
= Point2(0.00, 0.00)¶
life
= 4.0¶
life_var
= 1.0¶
pos_var
= Point2(0.00, 0.00)¶
radial_accel
= -80.0¶
radial_accel_var
= 0¶
size
= 37.0¶
size_var
= 10.0¶
speed
= 60.0¶
speed_var
= 10.0¶
start_color
= Color(0.12, 0.25, 0.76, 1.00)¶
start_color_var
= Color(0.00, 0.00, 0.00, 0.00)¶
tangential_accel
= 80.0¶
tangential_accel_var
= 0.0¶
total_particles
= 200¶
Flower
(fallback=None, texture=None)¶Bases:
cocos.particle.ParticleSystem
angle
= 90.0¶
angle_var
= 360.0¶
blend_additive
= True¶
color_modulate
= True¶
duration
= -1¶
emission_rate
= 125.0¶
end_color
= Color(0.00, 0.00, 0.00, 1.00)¶
end_color_var
= Color(0.00, 0.00, 0.00, 0.00)¶
gravity
= Point2(0.00, 0.00)¶
life
= 4.0¶
Particles For Cocos2d 2 4 4 Download
life_var
= 1.0¶
pos_var
= Point2(0.00, 0.00)¶
radial_accel
= -60¶
radial_accel_var
= 0¶
size
= 30.0¶
size_var
= 0.0¶
speed
= 80.0¶
speed_var
= 10.0¶
start_color
= Color(0.50, 0.50, 0.50, 1.00)¶
start_color_var
= Color(0.50, 0.50, 0.50, 0.00)¶
tangential_accel
= 15.0¶
tangential_accel_var
= 0.0¶
total_particles
= 500¶
Explosion
(fallback=None, texture=None)¶Bases:
cocos.particle.ParticleSystem
angle
= 90.0¶
angle_var
= 360.0¶
blend_additive
= False¶
color_modulate
= True¶
duration
= 0.1¶
emission_rate
= 7000.0¶
end_color
= Color(0.50, 0.50, 0.50, 0.00)¶
end_color_var
= Color(0.50, 0.50, 0.50, 0.00)¶
gravity
= Point2(0.00, -90.00)¶
life
= 5.0¶
life_var
= 2.0¶
pos_var
= Point2(0.00, 0.00)¶
radial_accel
= 0¶
radial_accel_var
= 0¶
size
= 15.0¶
size_var
= 10.0¶
speed
= 70.0¶
speed_var
= 40.0¶
start_color
= Color(0.70, 0.20, 0.10, 1.00)¶
Particles For Cocos2d 2 4 4 Key
start_color_var
= Color(0.50, 0.50, 0.50, 0.00)¶
total_particles
= 700¶
Smoke
(fallback=None, texture=None)¶Bases:
cocos.particle.ParticleSystem
angle
= 90.0¶
angle_var
= 10.0¶
blend_additive
= True¶
color_modulate
= False¶
duration
= -1¶
emission_rate
= 20.0¶
end_color
= Color(0.50, 0.50, 0.50, 0.10)¶
end_color_var
= Color(0.00, 0.00, 0.00, 0.10)¶
Particles For Cocos2d 2 4 4 0
gravity
= Point2(0.00, 0.00)¶
life
= 4.0¶
life_var
= 1.0¶
pos_var
= Point2(0.10, 0.00)¶
radial_accel
= 5¶
radial_accel_var
= 0¶
size
= 40.0¶
size_var
= 10.0¶
speed
= 25.0¶
speed_var
= 10.0¶
start_color
= Color(0.50, 0.50, 0.50, 0.10)¶
start_color_var
= Color(0.00, 0.00, 0.00, 0.10)¶
tangential_accel
= 0.0¶
tangential_accel_var
= 0.0¶
![Particles for cocos2d 2 4 4 key Particles for cocos2d 2 4 4 key](https://media.cheggcdn.com/media/9a0/9a070ef0-b106-4ca3-9b50-9f19859a7343/phpciKp34.png)
total_particles
= 80¶
With Microsoft’s latest open source code contribution to the Cocos2d-x project [https://github.com/cocos2d/cocos2d-x/pull/12107], Microsoft has enabled Cocos2d-x to run on Windows 10 on the Universal Windows Platform. The Universal Windows Platform (UWP) makes it possible to target all Windows platforms (Desktop/Tablet, Phone and IoT devices) through one project with the new application model. With this new code contribution, users will automatically generate projects using Visual Studio 2015 that target the UWP when they create new projects.
Getting Started
- Ensure you have Windows 10 installed. If you cannot install this on your primary machine, you can set up a virtual machine on Windows 10 for Cocos2d-x development.
- Download and install Microsoft Visual Studio. Make sure that the “Universal Windows App Development Tools” are selected from the optional features list as these are needed for UWP development.
- Install Python 2.7.x
- Add c:Python27 to the Path Environment setting
- Clone the Cocos2d-x repo [https://github.com/cocos2d/cocos2d-x] and follow the steps described within the related readme file (download-deps.py and git submodule update –init)
- Open up command prompt and use the command:
cocos new myWin10Game -l cpp -d projects - Enter the proj.win10 folder and open the solution. In this example, it will be myWin10Game.sln.
Getting into the source code Mini metro 1 0 12.
In Visual Studio 2015, you will see this project structure. As expected, all of the game logic and code will be contained within the Classes folder. The application start code will reside within HelloWorld.cpp.
Particles For Cocos2d 2 4 4 Cc
You can build and run the game, below is what you should see. To switch to Windows Mobile and test on a phone or phone emulator, just switch your output to ARM and change your deploy target.
This is just the beginning of our Cocos2d-x work on Windows 10. If you want to try out a more complex game, clone the repro for Rocket Man. For an example of a full blown game running Cocos, Devils & Demons by HandyGames in Germany is one of many examples. Devils & Demons is a great RPG that lets you fight hordes of demons and undead with amazing quests! Dearmob iphone manager 4 2 gb.
We would love for you to start working with Cocos and give us your early feedback and report issues. More so, we would love to see what everyone creates, tweet @WPDev a link to your game so we can try it out!
If you haven’t already, check out the “Unleash the Power of Cocos and Windows” Game Developer Contest. The deadline has been extended to June 30. You now have more time to finalize your entry or submit a new entry of innovative mobile games built for Windows using the Cocos engine. The contest will award $25,000 USD for first place, $15,000 USD for second place, and $3,000 USD for third place. Games will be judged on originality, innovation, and pushing the boundaries of creativity using Windows and the Cocos engine. Submit your new game or newly ported game today!