I am trying to use a particle system loading the particles for a texture. Since it's just an exercise, it's fine to me to generate the texture "manually". So in this case I just allocate a buffer of data and fill it with red color (RGBA 32 bit format).
But the problem is that when the program starts running, I just see the black screen and there isn't what I am expecting to see (some red particles moving on).
I explain what I am trying to do in the comments:
if( (self=[super init]))
{
NSAutoreleasePool* pool=[[NSAutoreleasePool alloc]init];
uint32_t mask= 255+pow(255, 4); // This is a 32 bit red pixel
NSUInteger size=256; // The texture is 256x256
void* buffer= malloc(size*size*4); // Here I hold the data, it will be all red
for(NSUInteger i=0; i<size; i++)
{
for(NSUInteger j=0; j<size; j++)
{
memcpy(buffer+j+i*32, &mask, 4);
}
}
NSData* data=[[[NSData alloc]initWithBytesNoCopy: buffer length: size*size*4 freeWhenDone: YES]autorelease]; // I wrap it into NSData to automatically release it later.
CCTexture2D* texture=[[[CCTexture2D alloc]initWithData: data.bytes pixelFormat: kCCTexture2DPixelFormat_RGBA8888 pixelsWide: size pixelsHigh: size contentSize: CGSizeMake(size, size)]autorelease];
CCParticleSystemQuad* system=[[[CCParticleSystemQuad alloc]initWithTotalParticles: 100]autorelease];
system.texture= texture; // I set the texture in a way that it should be load to draw particles
system.position= ccp(200, 200);
system.startSize= 10;
system.endSize= 5;
system.duration= kCCParticleDurationInfinity;
system.life= 1;
[self addChild: system];
[pool drain];
}
Using an image
I tried to modify the code in a way that I use an UIImage instead of the manually created texture:
if( (self=[super init]))
{
// Even with glClearColor() it doesn't work
//glClearColor(1, 0, 1, 1);
NSAutoreleasePool* pool=[[NSAutoreleasePool alloc]init];
NSBundle* bundle=[NSBundle mainBundle];
NSString* path=[bundle pathForResource: @"fire" ofType: @"png"];
UIImage* image=[UIImage imageWithContentsOfFile: path];
CCTexture2D* texture=[[[CCTexture2D alloc]initWithImage: image]autorelease];
CCParticleSystemQuad* system=[[[CCParticleSystemQuad alloc]initWithTotalParticles: 100]autorelease];
system.texture= texture;
system.startSize= 10;
system.endSize= 10;
system.life= 1;
system.duration= kCCParticleDurationInfinity;
system.position= ccp(200, 200);
// Even changing the start/end color it doesn't work
//system.startColor= (ccColor4F){1.0,0.0,0.0,1.0};
//system.endColor= (ccColor4F){1.0,0.0,0.0,1.0};
system.emitterMode= kCCParticleModeGravity;
system.gravity= ccp(200, 200);
system.speed=1;
[self addChild: system];
[pool drain];
}
The image "fire.png" in the app bundle is:
I also set some other properties but it still doesn't work: black screen.
I ended up using particles mint to create a particle system, then using the factory method:
CCParticleSystemQuad* system=[[[CCParticleSystemQuad alloc]initWithDictionary: [ParticleFactory makeEffect]]autorelease];