I want to spawn some particles when my user drags their finger on the screen. I have all the drag code in place but my problem is that I simply can't see any particles drawing!
With a bit of googling I've come up with the following class that i've made a subclass of UIView:
#import "PrettyTouch.h"
#import <QuartzCore/QuartzCore.h>
@implementation PrettyTouch
{
CAEmitterLayer* touchEmitter;
}
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
// Initialization code
touchEmitter = (CAEmitterLayer*) self.layer;
touchEmitter.emitterPosition= CGPointMake(0, 0);
touchEmitter.emitterSize = CGSizeMake(5,5);
CAEmitterCell* touch = [CAEmitterCell emitterCell];
touch.birthRate = 0;
touch.lifetime = 0.6;
touch.color = [[UIColor colorWithRed:0.2 green:0.3 blue:1.0 alpha:0.06] CGColor];
touch.contents = (id)[[UIImage imageNamed:@"part.png"]CGImage];
touch.velocity = 0;
touch.velocityRange = 50;
touch.emissionRange = 2*M_PI;
touch.scale = 1.0;
touch.scaleSpeed = -0.1;
touchEmitter.renderMode = kCAEmitterLayerAdditive;
touchEmitter.emitterCells = [NSArray arrayWithObject:touch];
}
return self;
}
+ (Class) layerClass
{
//tell UIView to use the CAEmitterLayer root class
return [CAEmitterLayer class];
}
- (void) setEmitterPosition:(CGPoint)pos
{
touchEmitter.emitterPosition = pos;
}
- (void) toggleOn:(bool)on
{
touchEmitter.birthRate = on? 300 : 0;
}
@end
And then in my game view controller class, in viewDidLoad, i've done this:
@implementation PlayViewController
{
//...
PrettyTouch* touch;
}
- (void)viewDidLoad
{
[super viewDidLoad];
//...
touch = [[PrettyTouch alloc]initWithFrame:self.view.frame];
touch.hidden = NO;
[self.view addSubview:touch];
//...
And then in my UIPanGestureRecogniser function I call [touch toggleOn:YES];
when the gesture starts and [touch setEmitterPosition:[gest locationInView:self.view]];
whenever the function is called. (gest is the UIPanGestureRecogniser*).
What might I be missing or do I need to do to get the particle drawing?
Thank you
There are two birthRate
properties in play here.
Each CAEmitterCell
has a birthRate
property.
This is the hardwired birthrate for that cell.
The CAEmitterLayer
has a birthRate
property.
This is a multiplier applied to each cell's birthRate
property to derive an actual birthrate in play.
Your code is confusing the two - you set the cells' birthRate to zero in your initialisation, but change the layer's birthRate multiplier in your toggle method.
Two solutions...
1 - in toggleOn:
set the cell's birthRate, not the layer's multiplier:
- (void) toggleOn:(bool)on
{
CAEmitterCell* emitterCell = [self.touchEmitter.emitterCells objectAtIndex:0];
[emitterCell setBirthRate:on? 300 : 0];
}
2 - in your initialisation, set the cell's birthrate to nonzero:
touch.birthRate = 1.0;
The multiplier you are using in toggleOn
will then apply to this number.