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Can Gideros display emitters saved in the standard Cocos2D format (.plist)? — Gideros Forum

Can Gideros display emitters saved in the standard Cocos2D format (.plist)?

MellsMells Guru
edited June 2012 in General questions
Hi,

I am asking because I have downloaded Particles by Tunabelly Software (currently free) and was wondering if the particle emitters created could be imported in Gideros?

image
Description :
Particles - An intuitive and easy way to make particle emitters for Cocos2D.
Emitters are saved in the standard Cocos2D format so they can be easily imported into your app or game.


@atilim I have no idea if this is feasible or not, just asking :)

Files are saved in .plist format and here is a sample :
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "<a href="http://www.apple.com/DTDs/PropertyList-1.0.dtd"&gt" rel="nofollow">http://www.apple.com/DTDs/PropertyList-1.0.dtd"&gt</a>;
<plist version="1.0">
<dict>
	<key>angle</key>
	<integer>44</integer>
	<key>angleVariance</key>
	<integer>26</integer>
	<key>blendFuncDestination</key>
	<integer>771</integer>
	<key>blendFuncSource</key>
	<integer>1</integer>
	<key>duration</key>
	<integer>-1</integer>
	<key>emitterType</key>
	<integer>0</integer>
	<key>finishColorAlpha</key>
	<real>1</real>
	<key>finishColorBlue</key>
	<real>0.0</real>
	<key>finishColorGreen</key>
	<real>0.0</real>
	<key>finishColorRed</key>
	<real>0.0</real>
	<key>finishColorVarianceAlpha</key>
	<real>0.0</real>
	<key>finishColorVarianceBlue</key>
	<real>0.0</real>
	<key>finishColorVarianceGreen</key>
	<real>0.0</real>
	<key>finishColorVarianceRed</key>
	<real>0.0</real>
	<key>finishParticleSize</key>
	<integer>42</integer>
	<key>finishParticleSizeVariance</key>
	<integer>0</integer>
	<key>gravityx</key>
	<integer>-39</integer>
	<key>gravityy</key>
	<integer>-771</integer>
	<key>maxParticles</key>
	<integer>811</integer>
	<key>maxRadius</key>
	<integer>0</integer>
	<key>maxRadiusVariance</key>
	<integer>0</integer>
	<key>minRadius</key>
	<integer>0</integer>
	<key>minRadiusVariance</key>
	<integer>0</integer>
	<key>particleLifespan</key>
	<real>1.3761718273162842</real>
	<key>particleLifespanVariance</key>
	<real>4.6853361129760742</real>
	<key>radialAccelVariance</key>
	<integer>2</integer>
	<key>radialAcceleration</key>
	<integer>4</integer>
	<key>rotatePerSecond</key>
	<integer>0</integer>
	<key>rotatePerSecondVariance</key>
	<integer>0</integer>
	<key>rotationEnd</key>
	<integer>0</integer>
	<key>rotationEndVariance</key>
	<integer>0</integer>
	<key>rotationStart</key>
	<integer>114</integer>
	<key>rotationStartVariance</key>
	<integer>259</integer>
	<key>sourcePositionVariancex</key>
	<integer>70</integer>
	<key>sourcePositionVariancey</key>
	<integer>0</integer>
	<key>sourcePositionx</key>
	<integer>242</integer>
	<key>sourcePositiony</key>
	<integer>308</integer>
	<key>speed</key>
	<integer>225</integer>
	<key>speedVariance</key>
	<integer>30</integer>
	<key>startColorAlpha</key>
	<real>1</real>
	<key>startColorBlue</key>
	<real>1</real>
	<key>startColorGreen</key>
	<real>0.81257879734039307</real>
	<key>startColorRed</key>
	<real>0.77235692739486694</real>
	<key>startColorVarianceAlpha</key>
	<real>0.0</real>
	<key>startColorVarianceBlue</key>
	<real>0.019999999552965164</real>
	<key>startColorVarianceGreen</key>
	<real>0.019999999552965164</real>
	<key>startColorVarianceRed</key>
	<real>0.019999999552965164</real>
	<key>startParticleSize</key>
	<integer>8</integer>
	<key>startParticleSizeVariance</key>
	<integer>5</integer>
	<key>tangentialAccelVariance</key>
	<integer>118</integer>
	<key>tangentialAcceleration</key>
	<integer>-1000</integer>
	<key>textureFileName</key>
	<string></string>
	<key>textureImageData</key>
	<string>H4sIAAAAAAAAAwHSAi39iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0
 
AAAABGdBTUEAAK/INwWK6QAAABl0RVh0U29mdHdhcmUAQWRvYmUgSW1hZ2VSZWFk
 
eXHJZTwAAAJkSURBVHjaxJeJbusgEEW94S1L//83X18M2MSuLd2pbqc4wZGqRLrK
 
BsyZhQHny7Jk73xVL8xpVhWrcmiB5lX+6GJ5YgQ2owbAm8oIwH1VgKZUmGcRqKGG
 
PgtEQQAzGR8hQ59fAmhJHSAagigJ4E7GPWRXOYC6owAd1JM6wDQPADyMWUqZRMqm
 
AojHp1Vn6EQQEgUNMJLnUjMyJsM49wygBkAPw9dVFwXRkncCIIW3GRgoTQUZn6Hx
 
CMAFEFd8TwEQ78X4rHbILoAUmeT+RFG4UhQ6MiIAE4W/UsYFjuVjAIa2nIY4q1R0
 
GFtQWG3E84lqw2GO2QOoCKBVu0BAPgDSU0eUDjjQenNkV/AW/pWChhpMTelo1a64
 
AOKM30vk18GzTHXCNtI/Knz3DFBgsUqBGIjTInXRY1yA9xkVoqW5tVq3pDR9A0hf
 
F5BSARmVnh7RMDCaIdcNgbPBkgzn1Bu+SfIEFSpSBmkxyrMicb0fAEuCZrWnN89v
 
eA/4XcakrPcjBWzkTuLjlbfTQPOlBhz+HwkqqPXmPQDdrQItxE1moGof1S74j/8t
 
xk8EHhTQrAE8qlwfqS5yukm1x/rAJ9Jiaa6nyATqD78aUVBhFo8b1V4DdTXdCW+I
 
xA1zB4JhiOhZMEWO1HqnvdoHZ4FAMIhV9REF8FiUm0jsYPEJx/Fm/N8OhH90HI9Y
 
RHesWbXXZwAShU8qThe7H8YAuJmw5yOd989uRINKRTJAhoF8jbqrHKfeCYdIISZf
 
Sq26bk/K+yO3YvfKrVgiwQBHnwt8ynPB25+M8hceTt/ybPhnryJ78+tLgAEAuCFy
 
iQgQB30AAAAASUVORK5CYIJZHYeC0gIAAA==</string>
</dict>
</plist>

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Comments

  • That app just creates template files for the built in Cocos2D particle system.
    To get those pList's to work you'd need include / emulate the code from Cocos2D.

    I suspect it'd be too heavy to do in Lua (especially for a lot of particles), however it might work as a plugin, whereby someone could put a wrapper around the Cocos2D code and have it render to a separate view like the way the UIKit plugin works.

    The only downside (if it is a downside) is that the particle "layer" would always be on top of the Gideros display and it wouldn't be possible to mix the two..

    That said "if" the Gideros team were looking to implement a native particle system any time soon, then the Cocos2D one might be a good place to start.
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  • ar2rsawseenar2rsawseen Maintainer
    edited June 2012
    Well you could also ask @GregBUG if it could be possible to interpret file and emulate it in TNTParticle Engine

    But he's on vacation now :)
  • It'd be more efficient to convert the plist to something that would work in Greg's TNTParticle Engine. There's lots of plist utilities, it's very easy to understand.
  • Ok, let's be patient then :)
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