Game Development Reference
In-Depth Information
case ParticleTypeFireworks:
system = [CCParticleFireworks node];
break;
case ParticleTypeFlower:
system = [CCParticleFlower node];
break;
case ParticleTypeGalaxy:
system = [CCParticleGalaxy node];
break;
case ParticleTypeMeteor:
system = [CCParticleMeteor node];
break;
case ParticleTypeRain:
system = [CCParticleRain node];
break;
case ParticleTypeSmoke:
system = [CCParticleSmoke node];
break;
case ParticleTypeSnow:
system = [CCParticleSnow node];
break;
case ParticleTypeSpiral:
system = [CCParticleSpiral node];
break;
case ParticleTypeSun:
system = [CCParticleSun node];
break;
default:
// do nothing
break;
}
CGSize winSize = [CCDirector sharedDirector].winSize;
system.position = CGPointMake(winSize.width / 2, winSize.height / 2);
[self addChild: system z:1 tag:1];
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