Cocos2D.CCLightning
Class CCLightning
Namespace: Cocos2D
Assembly: Cocos2D.dll, cocos2d_mono.Core.Android.dll, cocos2d_mono.Core.DesktopGL.dll, cocos2d-mono.Core.iOS.dll, cocos2d_mono.Core.Linux.dll, cocos2d_mono.Core.macOS.dll, cocos2d_mono.Windows.dll, cocos2d_mono.DesktopGL.dll, cocos2d-mono.iOS.dll, cocos2d_mono.Linux.dll, cocos2d_mono.macOS.dll
public class CCLightning : CCDrawNode, ICCSelectorProtocol, ICCFocusable, ICCTargetedTouchDelegate, ICCStandardTouchDelegate, ICCTouchDelegate, ICCKeypadDelegate, ICCKeyboardDelegate, ICCRGBAProtocol, IComparer<CCNode>
Inheritance
object ← CCNode ← CCDrawNode ← CCLightning
Implements
ICCSelectorProtocol, ICCFocusable, ICCTargetedTouchDelegate, ICCStandardTouchDelegate, ICCTouchDelegate, ICCKeypadDelegate, ICCKeyboardDelegate, ICCRGBAProtocol, IComparer<CCNode>
Inherited Members
CCDrawNode.Init(), CCDrawNode.DrawDot(CCPoint, float, CCColor4F), CCDrawNode.DrawSegment(CCPoint, CCPoint, float, CCColor4F), CCDrawNode.FadeBySegment(int, float), CCDrawNode.FadeToSegment(int, float), CCDrawNode.RemoveSegment(int), CCDrawNode.FadeByVertices(int, int, float), CCDrawNode.FadeToVertices(int, int, float), CCDrawNode.DrawCircleOutline(CCPoint, float, float, CCColor4B), CCDrawNode.DrawCircleOutline(CCPoint, float, float, float, int, CCColor4B), CCDrawNode.DrawCircle(CCPoint, float, CCColor4B), CCDrawNode.DrawCircle(CCPoint, float, float, int, CCColor4B), CCDrawNode.DrawRect(CCRect, CCColor4B), CCDrawNode.DrawRect(CCRect, CCColor4F, float, CCColor4F), CCDrawNode.DrawPolygon(CCPoint[], int, CCColor4F, float, CCColor4F), CCDrawNode.DrawLine(CCPoint, CCPoint, float, CCLineCap), CCDrawNode.DrawLine(CCPoint, CCPoint, CCColor4B, CCLineCap), CCDrawNode.DrawLine(CCPoint, CCPoint, float, CCColor4B, CCLineCap), CCDrawNode.DrawSolidArc(CCPoint, float, float, float, CCColor4B), CCDrawNode.Clear(), CCDrawNode.Draw(), CCDrawNode.BlendFunc, CCDrawNode.FilterPrimitivesByAlpha, CCNode.kCCNodeTagInvalid, CCNode.m_bIgnoreAnchorPointForPosition, CCNode.m_sTransform, CCNode.m_bInverseDirty, CCNode.m_bRunning, CCNode.m_bTransformDirty, CCNode.m_bVisible, CCNode.m_bReorderChildDirty, CCNode.m_fRotationX, CCNode.m_fRotationY, CCNode.m_fScaleX, CCNode.m_fScaleY, CCNode.m_bWorldTransformIsDirty, CCNode.m_NodeToWorldTransform, CCNode.m_fSkewX, CCNode.m_fSkewY, CCNode.m_fVertexZ, CCNode.m_uOrderOfArrival, CCNode.m_pActionManager, CCNode.m_pCamera, CCNode.m_pChildren, CCNode.m_pChildrenByTag, CCNode.m_pGrid, CCNode.m_pParent, CCNode.m_pScheduler, CCNode.pDispatcher, CCNode.m_pUserData, CCNode.m_obAnchorPoint, CCNode.m_obAnchorPointInPoints, CCNode.m_obContentSize, CCNode.m_obPosition, CCNode._displayedOpacity, CCNode._realOpacity, CCNode._displayedColor, CCNode._realColor, CCNode._cascadeColorEnabled, CCNode._cascadeOpacityEnabled, CCNode.Init(), CCNode.Serialize(Stream), CCNode.Deserialize(Stream), CCNode.ConvertPointTo(ref CCPoint, CCNode), CCNode.GetBoundingBox(CCNode), CCNode.ForceTransformRefresh(), CCNode.Update(float), CCNode.GetPosition(out float, out float), CCNode.SetPosition(float, float), CCNode.ResetCleanState(), CCNode.Cleanup(), CCNode.GetChildByTag(int), CCNode.AddChild(CCNode), CCNode.AddChild(CCNode, int), CCNode.AddChild(CCNode, int, int), CCNode.RemoveFromParent(bool), CCNode.RemoveChild(CCNode, bool), CCNode.RemoveChildByTag(int), CCNode.RemoveChildByTag(int, bool), CCNode.RemoveAllChildrenByTag(int), CCNode.RemoveAllChildrenByTag(int, bool), CCNode.RemoveAllChildren(bool), CCNode.UpdateZOrderRange(), CCNode.ReorderChild(CCNode, int), CCNode.Compare(CCNode, CCNode), CCNode.SortAllChildren(), CCNode.Draw(), CCNode.UpdateGraphIndex(), CCNode.Visit(), CCNode.Visit(ref CCAffineTransform), CCNode.VisitRenderer(ref CCAffineTransform), CCNode.TransformAncestors(), CCNode.SetTransform(CCAffineTransform), CCNode.Transform(), CCNode.UpdateDisplayedColor(CCColor3B), CCNode.UpdateDisplayedOpacity(byte), CCNode.OnEnter(), CCNode.OnEnterTransitionDidFinish(), CCNode.AddedToScene(), CCNode.OnExitTransitionDidStart(), CCNode.OnExit(), CCNode.RunAction(CCAction), CCNode.StopAllActions(), CCNode.StopAction(CCAction), CCNode.StopAction(int), CCNode.GetAction(int), CCNode.NumberOfRunningActions(), CCNode.ScheduleUpdate(), CCNode.ScheduleUpdateWithPriority(int), CCNode.UnscheduleUpdate(), CCNode.Schedule(Action<float>), CCNode.Schedule(Action<float>, float), CCNode.Schedule(Action<float>, float, uint, float), CCNode.ScheduleOnce(Action<float>, float), CCNode.Unschedule(Action<float>), CCNode.UnscheduleAllSelectors(), CCNode.UnscheduleAll(), CCNode.Resume(), CCNode.ResumeSchedulerAndActions(), CCNode.Pause(), CCNode.PauseSchedulerAndActions(), CCNode.NodeToParentTransform(), CCNode.SetTransformIsDirty(), CCNode.SetWorldTransformIsDirty(), CCNode.UpdateTransform(), CCNode.ParentToNodeTransform(), CCNode.NodeToWorldTransform(), CCNode.WorldToNodeTransform(), CCNode.ConvertToNodeSpace(CCPoint), CCNode.ConvertToWorldSpace(CCPoint), CCNode.ConvertToNodeSpaceAr(CCPoint), CCNode.ConvertToWorldSpaceAr(CCPoint), CCNode.ConvertToWindowSpace(CCPoint), CCNode.ConvertTouchToNodeSpace(CCTouch), CCNode.ConvertTouchToNodeSpaceAr(CCTouch), CCNode.RegisterWithTouchDispatcher(), CCNode.TouchesBegan(List<CCTouch>), CCNode.TouchesMoved(List<CCTouch>), CCNode.TouchesEnded(List<CCTouch>), CCNode.TouchesCancelled(List<CCTouch>), CCNode.TouchBegan(CCTouch), CCNode.TouchMoved(CCTouch), CCNode.TouchEnded(CCTouch), CCNode.TouchCancelled(CCTouch), CCNode.KeyBackClicked(), CCNode.KeyMenuClicked(), CCNode.KeyPressed(Keys), CCNode.KeyReleased(Keys), CCNode.KeyboardCurrentState(KeyboardState), CCNode.OnGamePadTriggerUpdate(float, float, PlayerIndex), CCNode.OnGamePadStickUpdate(CCGameStickStatus, CCGameStickStatus, PlayerIndex), CCNode.OnGamePadDPadUpdate(CCGamePadButtonStatus, CCGamePadButtonStatus, CCGamePadButtonStatus, CCGamePadButtonStatus, PlayerIndex), CCNode.OnGamePadConnectionUpdate(PlayerIndex, bool), CCNode.OnGamePadButtonUpdate(CCGamePadButtonStatus, CCGamePadButtonStatus, CCGamePadButtonStatus, CCGamePadButtonStatus, CCGamePadButtonStatus, CCGamePadButtonStatus, CCGamePadButtonStatus, CCGamePadButtonStatus, CCGamePadButtonStatus, PlayerIndex), CCNode.Dispose(), CCNode.Dispose(bool), CCNode.CleanUpParentsProperly(), CCNode.Color, CCNode.DisplayedColor, CCNode.Opacity, CCNode.DisplayedOpacity, CCNode.IsOpacityModifyRGB, CCNode.CascadeColorEnabled, CCNode.CascadeOpacityEnabled, CCNode.IsSerializable, CCNode.HasFocus, CCNode.CanReceiveFocus, CCNode.Tag, CCNode.UserData, CCNode.UserObject, CCNode.SkewX, CCNode.SkewY, CCNode.LocalMaxZForChildren, CCNode.LocalMInZForChildren, CCNode.ZOrder, CCNode.VertexZ, CCNode.Rotation, CCNode.RotationX, CCNode.RotationY, CCNode.Scale, CCNode.ScaleX, CCNode.ScaleY, CCNode.Position, CCNode.PositionX, CCNode.PositionY, CCNode.Children, CCNode.ChildrenCount, CCNode.Camera, CCNode.Grid, CCNode.VisibleInParent, CCNode.Visible, CCNode.AnchorPointInPoints, CCNode.AnchorPoint, CCNode.ContentSizeInPixels, CCNode.ScaledContentSize, CCNode.ContentSize, CCNode.IsRunning, CCNode.Parent, CCNode.IgnoreAnchorPointForPosition, CCNode.WorldBoundingBox, CCNode.BoundingBoxTransformedToWorld, CCNode.AffineLocalTransform, CCNode.AffineWorldTransform, CCNode.BoundingBox, CCNode.BoundingBoxInPixels, CCNode.OrderOfArrival, CCNode.AdditionalTransform, CCNode.Name, CCNode.ActionManager, CCNode.Scheduler, CCNode.TouchMode, CCNode.TouchEnabled, CCNode.VisibleForTouches, CCNode.TouchPriority, CCNode.KeypadEnabled, CCNode.KeyboardEnabled, CCNode.KeyboardMode, CCNode.GamePadEnabled, object.GetType(), object.MemberwiseClone(), object.ToString(), object.Equals(object?), object.Equals(object?, object?), object.ReferenceEquals(object?, object?), object.GetHashCode()
Constructors
CCLightning()
public CCLightning()
CCLightning()
public CCLightning()
CCLightning()
public CCLightning()
CCLightning()
public CCLightning()
CCLightning()
public CCLightning()
CCLightning()
public CCLightning()
CCLightning()
public CCLightning()
CCLightning()
public CCLightning()
CCLightning()
public CCLightning()
CCLightning()
public CCLightning()
CCLightning()
public CCLightning()
CCLightning()
public CCLightning()
Fields
LightningBlue
Typical blue for lightning.
public static readonly CCColor4F LightningBlue
Field Value
LightningBlue
Typical blue for lightning.
public static readonly CCColor4F LightningBlue
Field Value
LightningBlue
public static readonly CCColor4F LightningBlue
Field Value
LightningBlue
public static readonly CCColor4F LightningBlue
Field Value
LightningBlue
public static readonly CCColor4F LightningBlue
Field Value
LightningBlue
public static readonly CCColor4F LightningBlue
Field Value
LightningBlue
public static readonly CCColor4F LightningBlue
Field Value
LightningBlue
public static readonly CCColor4F LightningBlue
Field Value
LightningBlue
public static readonly CCColor4F LightningBlue
Field Value
LightningBlue
public static readonly CCColor4F LightningBlue
Field Value
LightningBlue
public static readonly CCColor4F LightningBlue
Field Value
LightningBlue
public static readonly CCColor4F LightningBlue
Field Value
LightningBlueGlow
public static readonly CCColor4F LightningBlueGlow
Field Value
LightningBlueGlow
public static readonly CCColor4F LightningBlueGlow
Field Value
LightningBlueGlow
public static readonly CCColor4F LightningBlueGlow
Field Value
LightningBlueGlow
public static readonly CCColor4F LightningBlueGlow
Field Value
LightningBlueGlow
public static readonly CCColor4F LightningBlueGlow
Field Value
LightningBlueGlow
public static readonly CCColor4F LightningBlueGlow
Field Value
LightningBlueGlow
public static readonly CCColor4F LightningBlueGlow
Field Value
LightningBlueGlow
public static readonly CCColor4F LightningBlueGlow
Field Value
LightningBlueGlow
public static readonly CCColor4F LightningBlueGlow
Field Value
LightningBlueGlow
public static readonly CCColor4F LightningBlueGlow
Field Value
LightningBlueGlow
public static readonly CCColor4F LightningBlueGlow
Field Value
LightningBlueGlow
public static readonly CCColor4F LightningBlueGlow
Field Value
Properties
DrawShadowSegments
public virtual bool DrawShadowSegments { get; set; }
Property Value
DrawShadowSegments
public virtual bool DrawShadowSegments { get; set; }
Property Value
DrawShadowSegments
public virtual bool DrawShadowSegments { get; set; }
Property Value
DrawShadowSegments
public virtual bool DrawShadowSegments { get; set; }
Property Value
DrawShadowSegments
public virtual bool DrawShadowSegments { get; set; }
Property Value
DrawShadowSegments
public virtual bool DrawShadowSegments { get; set; }
Property Value
DrawShadowSegments
public virtual bool DrawShadowSegments { get; set; }
Property Value
DrawShadowSegments
public virtual bool DrawShadowSegments { get; set; }
Property Value
DrawShadowSegments
public virtual bool DrawShadowSegments { get; set; }
Property Value
DrawShadowSegments
public virtual bool DrawShadowSegments { get; set; }
Property Value
DrawShadowSegments
public virtual bool DrawShadowSegments { get; set; }
Property Value
DrawShadowSegments
public virtual bool DrawShadowSegments { get; set; }
Property Value
GlowSize
public virtual float GlowSize { get; set; }
Property Value
GlowSize
public virtual float GlowSize { get; set; }
Property Value
GlowSize
public virtual float GlowSize { get; set; }
Property Value
GlowSize
public virtual float GlowSize { get; set; }
Property Value
GlowSize
public virtual float GlowSize { get; set; }
Property Value
GlowSize
public virtual float GlowSize { get; set; }
Property Value
GlowSize
public virtual float GlowSize { get; set; }
Property Value
GlowSize
public virtual float GlowSize { get; set; }
Property Value
GlowSize
public virtual float GlowSize { get; set; }
Property Value
GlowSize
public virtual float GlowSize { get; set; }
Property Value
GlowSize
public virtual float GlowSize { get; set; }
Property Value
GlowSize
public virtual float GlowSize { get; set; }
Property Value
Sway
public float Sway { get; set; }
Property Value
Sway
public float Sway { get; set; }
Property Value
Sway
public float Sway { get; set; }
Property Value
Sway
public float Sway { get; set; }
Property Value
Sway
public float Sway { get; set; }
Property Value
Sway
public float Sway { get; set; }
Property Value
Sway
public float Sway { get; set; }
Property Value
Sway
public float Sway { get; set; }
Property Value
Sway
public float Sway { get; set; }
Property Value
Sway
public float Sway { get; set; }
Property Value
Sway
public float Sway { get; set; }
Property Value
Sway
public float Sway { get; set; }
Property Value
Methods
AddBolt(CCLightningBolt)
public void AddBolt(CCLightningBolt bolt)
Parameters
bolt
CCLightningBolt
AddBolt(CCLightningBolt)
public void AddBolt(CCLightningBolt bolt)
Parameters
bolt
CCLightningBolt
AddBolt(CCLightningBolt)
public void AddBolt(CCLightningBolt bolt)
Parameters
bolt
CCLightningBolt
AddBolt(CCLightningBolt)
public void AddBolt(CCLightningBolt bolt)
Parameters
bolt
CCLightningBolt
AddBolt(CCLightningBolt)
public void AddBolt(CCLightningBolt bolt)
Parameters
bolt
CCLightningBolt
AddBolt(CCLightningBolt)
public void AddBolt(CCLightningBolt bolt)
Parameters
bolt
CCLightningBolt
AddBolt(CCLightningBolt)
public void AddBolt(CCLightningBolt bolt)
Parameters
bolt
CCLightningBolt
AddBolt(CCLightningBolt)
public void AddBolt(CCLightningBolt bolt)
Parameters
bolt
CCLightningBolt
AddBolt(CCLightningBolt)
public void AddBolt(CCLightningBolt bolt)
Parameters
bolt
CCLightningBolt
AddBolt(CCLightningBolt)
public void AddBolt(CCLightningBolt bolt)
Parameters
bolt
CCLightningBolt
AddBolt(CCLightningBolt)
public void AddBolt(CCLightningBolt bolt)
Parameters
bolt
CCLightningBolt
AddBolt(CCLightningBolt)
public void AddBolt(CCLightningBolt bolt)
Parameters
bolt
CCLightningBolt
Clear()
Removes the drawn vertices and clears out the lightning. New lightning will be drawn upon the next update.
public override void Clear()
Clear()
Removes the drawn vertices and clears out the lightning. New lightning will be drawn upon the next update.
public override void Clear()
Clear()
public override void Clear()
Clear()
public override void Clear()
Clear()
public override void Clear()
Clear()
public override void Clear()
Clear()
public override void Clear()
Clear()
public override void Clear()
Clear()
public override void Clear()
Clear()
public override void Clear()
Clear()
public override void Clear()
Clear()
public override void Clear()
CreateBolt(CCPoint, CCPoint)
Creates the full set of bolt segments between the start and end points. Based upon the algorithm found at http://gamedevelopment.tutsplus.com/tutorials/how-to-generate-shockingly-good-2d-lightning-effects--gamedev-2681 by Michael Hoffman.
protected virtual List<CCPoint> CreateBolt(CCPoint source, CCPoint dest)
Parameters
source
CCPoint
dest
CCPoint
Returns
CreateBolt(CCPoint, CCPoint)
Creates the full set of bolt segments between the start and end points. Based upon the algorithm found at http://gamedevelopment.tutsplus.com/tutorials/how-to-generate-shockingly-good-2d-lightning-effects--gamedev-2681 by Michael Hoffman.
protected virtual List<CCPoint> CreateBolt(CCPoint source, CCPoint dest)
Parameters
source
CCPoint
dest
CCPoint
Returns
CreateBolt(CCPoint, CCPoint)
protected virtual List<CCPoint> CreateBolt(CCPoint source, CCPoint dest)
Parameters
source
CCPoint
dest
CCPoint
Returns
CreateBolt(CCPoint, CCPoint)
protected virtual List<CCPoint> CreateBolt(CCPoint source, CCPoint dest)
Parameters
source
CCPoint
dest
CCPoint
Returns
CreateBolt(CCPoint, CCPoint)
protected virtual List<CCPoint> CreateBolt(CCPoint source, CCPoint dest)
Parameters
source
CCPoint
dest
CCPoint
Returns
CreateBolt(CCPoint, CCPoint)
protected virtual List<CCPoint> CreateBolt(CCPoint source, CCPoint dest)
Parameters
source
CCPoint
dest
CCPoint
Returns
CreateBolt(CCPoint, CCPoint)
protected virtual List<CCPoint> CreateBolt(CCPoint source, CCPoint dest)
Parameters
source
CCPoint
dest
CCPoint
Returns
CreateBolt(CCPoint, CCPoint)
protected virtual List<CCPoint> CreateBolt(CCPoint source, CCPoint dest)
Parameters
source
CCPoint
dest
CCPoint
Returns
CreateBolt(CCPoint, CCPoint)
protected virtual List<CCPoint> CreateBolt(CCPoint source, CCPoint dest)
Parameters
source
CCPoint
dest
CCPoint
Returns
CreateBolt(CCPoint, CCPoint)
protected virtual List<CCPoint> CreateBolt(CCPoint source, CCPoint dest)
Parameters
source
CCPoint
dest
CCPoint
Returns
CreateBolt(CCPoint, CCPoint)
protected virtual List<CCPoint> CreateBolt(CCPoint source, CCPoint dest)
Parameters
source
CCPoint
dest
CCPoint
Returns
CreateBolt(CCPoint, CCPoint)
protected virtual List<CCPoint> CreateBolt(CCPoint source, CCPoint dest)
Parameters
source
CCPoint
dest
CCPoint
Returns
OnEnter()
public override void OnEnter()
OnEnter()
public override void OnEnter()
OnEnter()
public override void OnEnter()
OnEnter()
public override void OnEnter()
OnEnter()
public override void OnEnter()
OnEnter()
public override void OnEnter()
OnEnter()
public override void OnEnter()
OnEnter()
public override void OnEnter()
OnEnter()
public override void OnEnter()
OnEnter()
public override void OnEnter()
OnEnter()
public override void OnEnter()
OnEnter()
public override void OnEnter()
Update(float)
public override void Update(float dt)
Parameters
dt
float
Update(float)
public override void Update(float dt)
Parameters
dt
float
Update(float)
public override void Update(float dt)
Parameters
dt
float
Update(float)
public override void Update(float dt)
Parameters
dt
float
Update(float)
public override void Update(float dt)
Parameters
dt
float
Update(float)
public override void Update(float dt)
Parameters
dt
float
Update(float)
public override void Update(float dt)
Parameters
dt
float
Update(float)
public override void Update(float dt)
Parameters
dt
float
Update(float)
public override void Update(float dt)
Parameters
dt
float
Update(float)
public override void Update(float dt)
Parameters
dt
float
Update(float)
public override void Update(float dt)
Parameters
dt
float
Update(float)
public override void Update(float dt)
Parameters
dt
float