my particles are working fine in the simulator, but when I run the app with the device (iPhone 4S - iOS 6.1) it looks like some weird lasers (see the images below):
Particles on the Device: https://dl.dropboxusercontent.com/u/58621241/IMG_2287.PNG
Particles on Simulator: https://dl.dropboxusercontent.com/u/58621241/Screen%20Shot%202013-06-20%20at%2018.10.15.png
And here is the code where I create the particlesystem:
@implementation CCParticleMainDrill
-(id) init
{
return [self initWithTotalParticles:100];
}
-(id) initWithTotalParticles:(NSUInteger) p
{
if( (self=[super initWithTotalParticles:p]) ) {
// _duration
_duration = kCCParticleDurationInfinity;
// Gravity Mode
self.emitterMode = kCCParticleModeGravity;
// Gravity Mode: gravity
self.gravity = ccp(0,100);
// Gravity Mode: speed of particles
self.speed = 400;
self.speedVar = 230;
// Gravity Mode: radial
self.radialAccel = 0;
self.radialAccelVar = 0;
// Gravity Mode: tagential
self.tangentialAccel = 0;
self.tangentialAccelVar = 0;
ccBlendFunc ccbf = {GL_DST_COLOR,GL_DST_ALPHA};//{GL_SRC_ALPHA,GL_SRC_ALPHA_SATURATE};
self.blendFunc = ccbf;
// _angle
_angle = 90;
_angleVar = 60;
// emitter position
//CGSize winSize = [[CCDirector sharedDirector] winSize];
self.positionType = kCCPositionTypeFree;
self.position = ccp(0, 0);// ccp(winSize.width/2, winSize.height/2);
self.posVar = ccp(3, 0);
// _life of particles
_life = 0.06;
_lifeVar = 0.1;
// size, in pixels
_startSize = 5.0f;
_startSizeVar = 1.0f;
_endSize = 3.0f;
_endSizeVar = 0.00f;
// emits per second
_emissionRate = _totalParticles/_life;
// color of particles
_startColor.r = 0.25f;
_startColor.g = 0.14f;
_startColor.b = 0.07f;
_startColor.a = 1.0f;
_startColorVar.r = 0.0f;
_startColorVar.g = 0.0f;
_startColorVar.b = 0.0f;
_startColorVar.a = 0.0f;
_endColor.r = 0.28f;
_endColor.g = 0.19f;
_endColor.b = 0.12f;
_endColor.a = 0.30f;
_endColorVar.r = 0.0f;
_endColorVar.g = 0.0f;
_endColorVar.b = 0.0f;
_endColorVar.a = 0.0f;
self.texture = [[CCTextureCache sharedTextureCache] addImage: @"particle.png"];
// additive
self.blendAdditive = YES;
}
return self;
}
@end
And this one when I add the Particles to the scene:
Armor = [CCSprite spriteWithFile:@"player.png"];
Armor.position = ccp(16, 16);
[self addChild:Armor];
DrillParticles = [CCParticleMainDrill node];//[CCParticleSmoke node];
[DrillParticles setPosition:ccp(Armor.boundingBox.size.width/2, 0)];
[DrillParticles setTotalParticles:0];
[Armor addChild:DrillParticles z:INT_MAX];
FIXED
I was setting the number of particles to 0 as a way to pause particles animation. It works on the simulator but causes a bug on the device.
Instead of changing the number of particles, I've created a function to change the _life and _lifeVar variables. Now it is working just fine. See the code below:
Particle System Interface
@interface CCParticleMainDrill : CCParticleSystemQuad
{
float _saved_life, _saved_lifeVar;
}
// needed for BridgeSupport
-(void) SetActive:(BOOL) b;
-(id) init;
@end
Particle System Implementation
@implementation CCParticleMainDrill
-(id) init
{
return [self initWithTotalParticles:100];
}
-(void) SetActive:(BOOL) b
{
if (b) {
_life = _saved_life;
_lifeVar = _saved_lifeVar;
}
else
{
_saved_life = _life;
_saved_lifeVar = _lifeVar;
_lifeVar = 0;
_life = 0;
}
}
-(id) initWithTotalParticles:(NSUInteger) p
{
if( (self=[super initWithTotalParticles:p]) ) {
// _duration
_duration = kCCParticleDurationInfinity;
// Gravity Mode
self.emitterMode = kCCParticleModeGravity;
// Gravity Mode: gravity
self.gravity = ccp(0,100);
// Gravity Mode: speed of particles
self.speed = 400;
self.speedVar = 230;
// Gravity Mode: radial
self.radialAccel = 0;
self.radialAccelVar = 0;
// Gravity Mode: tagential
self.tangentialAccel = 0;
self.tangentialAccelVar = 0;
ccBlendFunc ccbf = {GL_DST_COLOR,GL_DST_ALPHA};//{GL_SRC_ALPHA,GL_SRC_ALPHA_SATURATE};
self.blendFunc = ccbf;
// _angle
_angle = 90;
_angleVar = 60;
// emitter position
//CGSize winSize = [[CCDirector sharedDirector] winSize];
self.positionType = kCCPositionTypeFree;
self.position = ccp(0, 0);// ccp(winSize.width/2, winSize.height/2);
self.posVar = ccp(3, 0);
// _life of particles
_life = 0.06;
_lifeVar = 0.1;
// size, in pixels
_startSize = 5.0f;
_startSizeVar = 1.0f;
_endSize = 3.0f;
_endSizeVar = 0.00f;
// emits per second
_emissionRate = _totalParticles/_life;
// color of particles
_startColor.r = 0.25f;
_startColor.g = 0.14f;
_startColor.b = 0.07f;
_startColor.a = 1.0f;
_startColorVar.r = 0.0f;
_startColorVar.g = 0.0f;
_startColorVar.b = 0.0f;
_startColorVar.a = 0.0f;
_endColor.r = 0.28f;
_endColor.g = 0.19f;
_endColor.b = 0.12f;
_endColor.a = 0.30f;
_endColorVar.r = 0.0f;
_endColorVar.g = 0.0f;
_endColorVar.b = 0.0f;
_endColorVar.a = 0.0f;
NSString *path = [[NSBundle mainBundle] pathForResource:@"particle" ofType:@"png"];
self.texture = [[CCTextureCache sharedTextureCache] addImage: path];
_saved_life = _life;
_saved_lifeVar = _lifeVar;
// additive
self.blendAdditive = YES;
}
return self;
}
@end
Adding Particle to Scene
-(id) init
{
Armor = [CCSprite spriteWithFile:@"player.png"];
Armor.position = ccp(16, 16);
[self addChild:Armor];
DrillParticles = [CCParticleMainDrill node];//[CCParticleSmoke node];//
[DrillParticles setPosition:ccp(Armor.boundingBox.size.width/2, 0)];
//[DrillParticles setTotalParticles:0]; //BUGGED CODE
[Armor addChild:DrillParticles z:INT_MAX];
[DrillParticles SetActive:NO];
}
-(void) StopAnimation
{
[DrillParticles SetActive:NO];
//[DrillParticles setTotalParticles:0]; // BUGGED CODE
}
-(void)StartAnimation
{
[DrillParticles SetActive:YES];
//[DrillParticles setTotalParticles:100]; // BUGGED CODE
}