Forums » C# Framework » emmiters blend, plist, anchor and others »
| Evgeniy Rojkov | emmiters blend, plist, anchor and others | ||
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Added by Evgeniy Rojkov about 1 year ago
PROBLEM #1: plist¶I exported plist from Particle Designer. That file contains <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> with that line visaul studio throw exception
System.NotSupportedException was unhandled
Message=NotSupportedException
StackTrace:
at System.Xml.XmlTextReaderImpl.ParseDoctypeDecl()
at System.Xml.XmlTextReaderImpl.ParseDocumentContent()
at System.Xml.XmlTextReaderImpl.Read()
at cocos2d.CCSAXParser.parse(String pszFile)
at cocos2d.CCDictMaker.dictionaryWithContentsOfFile(String pFileName)
at cocos2d.CCFileUtils.dictionaryWithContentsOfFile(String pFileName)
at cocos2d.CCParticleSystem.initWithFile(String plistFile)
at Rebellion.GUI.GameLogo.createFlameEmiiter(Int32 depth)
at Rebellion.GUI.GameLogo..ctor()
at Rebellion.GUI.MainMenu.init()
at Rebellion.GUI.MainMenu.node()
at Rebellion.GUI.MainMenu.scene()
at Rebellion.AERGameDelegate.applicationDidFinishLaunching()
at cocos2d.CCApplication.LoadContent()
at Microsoft.Xna.Framework.DrawableGameComponent.Initialize()
at cocos2d.CCApplication.Initialize()
at Microsoft.Xna.Framework.Game.Initialize()
at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
at Microsoft.Xna.Framework.Game.StartGameLoop()
at Microsoft.Xna.Framework.XnaGameApplication.XnaGameApplicationStartGameLoop()
at Microsoft.Xna.Framework.XnaGameApplication.XnaGameApplication_Launching(Object sender, LaunchingEventArgs e)
at Microsoft.Phone.Shell.PhoneApplicationService.FireLaunching()
at Microsoft.Phone.Execution.NativeEmInterop.FireOnLaunching()
without that file - everything is ok |
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| Evgeniy Rojkov | RE: emmiters blend, plist, anchor and others | ||
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Added by Evgeniy Rojkov about 1 year ago
PROBLEM #2: emmiter blend¶plist contains blending setting (additive blend) plist <key>blendFuncDestination</key> <integer>1</integer> <key>blendFuncSource</key> <integer>770</integer> C#
CCParticleSystemQuad flameEmmiter = new CCParticleSystemQuad();
flameEmmiter.initWithFile("flame");
addChild(flameEmmiter, depth);
also BlendFunc doesnt work¶flameEmmiter.BlendFunc.src = OGLES.GL_SRC_ALPHA; //also tryed OGLES.GL_ONE flameEmmiter.BlendFunc.dst = OGLES.GL_ONE; works only "IsBlendAdditive", but its lead to problem #3¶C# flameEmmiter.IsBlendAdditive = true; |
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| Evgeniy Rojkov | RE: emmiters blend, plist, anchor and others | ||
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Added by Evgeniy Rojkov about 1 year ago
PROBLEM #3: IsBlendAdditive¶if set emmiter.IsBlendAdditive = true , this makes all other sprites with higher depth become blend additive too. here screenshot
C#
spriteRebellion = CCSprite.spriteWithFile(AERLocale.IMAGES_FOLDER + AssetID.IMAGE_REBELLION);
addChild(spriteRebellion, 1);
CCParticleSystemQuad flameEmmiter = new CCParticleSystemQuad();
flameEmmiter.initWithFile("flame");
flameEmmiter.IsBlendAdditive = true; // this makes "spriteRebellion" additive too
addChild(flameEmmiter, 0);
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| Evgeniy Rojkov | RE: emmiters blend, plist, anchor and others | ||
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Added by Evgeniy Rojkov about 1 year ago
PROBLEM #4: something wrong with particles anchor point¶on windows phone emulator sprites spread and rotate looks like anchor point not in center here screenshot
<key>rotationEnd</key> <real>0.0</real> <key>rotationEndVariance</key> <real>90</real> <key>rotationStart</key> <real>0.0</real> <key>rotationStartVariance</key> <real>90</real> if i change rotationEndVariance and rotationStartVariance to 0 - flame become like in Particle Designer but without rotates |
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| Evgeniy Rojkov | RE: emmiters blend, plist, anchor and others | ||
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Added by Evgeniy Rojkov about 1 year ago
here plist and texture for tests back_flame.plist (2.6 kB) |
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| Evgeniy Rojkov | RE: emmiters blend, plist, anchor and others | ||
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Added by Evgeniy Rojkov about 1 year ago
texture smoke5.png (6.3 kB) |
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| Evgeniy Rojkov | RE: emmiters blend, plist, anchor and others | ||
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Added by Evgeniy Rojkov about 1 year ago
up |
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| Evgeniy Rojkov | RE: emmiters blend, plist, anchor and others | ||
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Added by Evgeniy Rojkov about 1 year ago
bump again. |
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| Raghu S | RE: emmiters blend, plist, anchor and others | ||
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Added by Raghu S about 1 year ago
hi, |
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| Raghu S | RE: emmiters blend, plist, anchor and others | ||
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Added by Raghu S about 1 year ago
As for your third question I believe it is because the underlying XNA processes all sprites in batches. drawing everything in a single class might be the reason for your problem. cocos might me sending all sprites in a class to a single spritebatch draw method of XNA - Again I'm not sure this is how it goes in cocos. Dev's might be of help here but it seems to be the right cause for your problem according to me. try using separate classes or layers for particles and Text. sorry not so sure about your other two questions. |
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| Evgeniy Rojkov | RE: emmiters blend, plist, anchor and others | ||
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Added by Evgeniy Rojkov about 1 year ago
seems like all developers abandon this project |
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| 姜 卓 | RE: emmiters blend, plist, anchor and others | ||
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Added by 姜 卓 about 1 year ago
I have the seem problem4. |
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| RongHong Huang | RE: emmiters blend, plist, anchor and others | ||
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Added by RongHong Huang about 1 year ago
About problem 3, this is a bug, the blendadditive attribute shouldn't affect other sprites. |
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| RongHong Huang | RE: emmiters blend, plist, anchor and others | ||
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Added by RongHong Huang about 1 year ago
The blendadditive bug has been fixed and committed, About problem 4, the particle rotation wasn't implemented before, now it acts, Thank Evgeniy and Jiang for your reports. |
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| Jiri Formanek | RE: emmiters blend, plist, anchor and others | ||
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Added by Jiri Formanek about 1 year ago
About the problem #1... I solved it this way: ... XmlReaderSettings settings = new XmlReaderSettings(); settings.DtdProcessing = DtdProcessing.Ignore; XmlReader xmlReader = XmlReader.Create(textReader, settings); ... directly in CCSAXParser class. There is no reason to read DTD. Jiri Formanek |
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