I have a Particle designer plist in Cocos2d that plays ok when I use plist that "loops" or repeats itself e.g. a rainbow but does not display when single display e.g. an explosion.
I'm using cocos2d 2.0 in a vanilla template with a plists created in Particle Designer tool.
I'm using following code with iOS 5.1... am I missing something?
-(void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
CCParticleSystemQuad *particle = [CCParticleSystemQuad particleWithFile:@"explosion.plist"]; //alt plist working with rainbow.plist
particle.position = ccp(240,160);
[self addChild:particle z:20];
particle.autoRemoveOnFinish = YES;
It seems it has to do with the blend function, which I don't understand (Bottom right corner of config screen). For benefit of others, while I don't have a low level explanation other than to suggest changing these to GL_ONE made it visible. Can't assume that because it displays in the PD simulator that it shows on device.