Particle system engine
Bases: exceptions.Exception
particle system have no room for another particle
Bases: cocos.cocosnode.CocosNode
Base 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
calcultes the value to pass in glPointSize to respect node scaling and window resize; only used when rendering with point sprites.
is the particle system active ?
The angle (direction) of the particles measured in degrees
Angle variance measured in degrees;
auto remove when particle finishes
blend additive
color modulate
duration in seconds of the system. -1 is infinity
time elapsed since the start of the system (in seconds)
How many particles can be emitted per second
End color of the particles
End color variance
Gravity of the particles
How many seconds will the particle live
Life variance
Count of particles
texture for the particles
position is from “superclass” CocosNode Position variance
Radial acceleration
Radial acceleration variance
Size of the particles
Size variance
The speed the particles will have.
The speed variance
Start color of the particles
Start color variance
Tangential acceleration
Tangential acceleration variance
Maximum particles
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