cocos2d-x  2.2.6
Classes | Macros | Functions | Variables
Sprite Nodes

Classes

class   CCAnimationFrame
  CCAnimationFrame A frame of the animation. More...
 
class   CCAnimation
  A CCAnimation object is used to perform animations on the CCSprite objects. More...
 
class   CCAnimationCache
  Singleton that manages the Animations. More...
 
class   CCSprite
 
  CCSpriteBatchNode is like a batch node: if it contains children, it will draw them in 1 single OpenGL call (often known as "batch draw"). More...
 
class   CCSpriteFrame
 
  Singleton that handles the loading of the sprite frames. More...
 

Macros

#define  CCSpriteIndexNotInitialized   0xffffffff
#define  kDefaultSpriteBatchCapacity   29

Functions

void  updateColor (void)
virtual void  setTextureCoords (CCRect rect)
local  setTextureCoords ( local rect)
virtual void  updateBlendFunc (void)
var  updateBlendFunc ()
local  updateBlendFunc ()
virtual void  setReorderChildDirtyRecursively (void)
virtual void  setDirtyRecursively (bool bValue)
var  setDirtyRecursively ( var bValue)
local  setDirtyRecursively ( local bValue)

Variables

CCTextureAtlas *  m_pobTextureAtlas
unsigned int  m_uAtlasIndex
  CCSpriteBatchNode texture atlas (weak reference) More...
 
  CCSpriteBatchNode texture atlas (weak reference) More...
 
local  m_uAtlasIndex
  CCSpriteBatchNode texture atlas (weak reference) More...
 
CCSpriteBatchNode *  m_pobBatchNode
  Absolute (real) Index on the SpriteSheet. More...
 
  Absolute (real) Index on the SpriteSheet. More...
 
local  m_pobBatchNode
  Absolute (real) Index on the SpriteSheet. More...
 
bool  m_bDirty
  Used batch node (weak reference) More...
 
var  m_bDirty
  Used batch node (weak reference) More...
 
local  m_bDirty
  Used batch node (weak reference) More...
 
  Whether the sprite needs to be updated. More...
 
  Whether the sprite needs to be updated. More...
 
  Whether the sprite needs to be updated. More...
 
  Whether all of the sprite's children needs to be updated. More...
 
  Whether all of the sprite's children needs to be updated. More...
 
local  m_bHasChildren
  Whether all of the sprite's children needs to be updated. More...
 
  Whether the sprite contains children. More...
 
  Whether the sprite contains children. More...
 
  Whether the sprite contains children. More...
 
CCAffineTransform  m_transformToBatch
  should not be drawn because one of the ancestors is not visible More...
 
  should not be drawn because one of the ancestors is not visible More...
 
  should not be drawn because one of the ancestors is not visible More...
 
CCTexture2D *  m_pobTexture
  It's required for CCTextureProtocol inheritance. More...
 
var  m_pobTexture
  It's required for CCTextureProtocol inheritance. More...
 
local  m_pobTexture
  It's required for CCTextureProtocol inheritance. More...
 
CCRect  m_obRect
  CCTexture2D object that is used to render the sprite. More...
 
  Retangle of CCTexture2D. More...
 
local  m_bRectRotated
  Retangle of CCTexture2D. More...
 
CCPoint  m_obOffsetPosition
  Whether the texture is rotated. More...
 
  Whether the texture is rotated. More...
 
  Whether the texture is rotated. More...
 
local  m_sQuad
bool  m_bFlipX
var  m_bFlipX
local  m_bFlipX
bool  m_bFlipY
  Whether the sprite is flipped horizaontally or not. More...
 
var  m_bFlipY
  Whether the sprite is flipped horizaontally or not. More...
 
local  m_bFlipY
  Whether the sprite is flipped horizaontally or not. More...
 

Creators

static CCSprite *  create ()
  Creates an empty sprite without texture. More...
 
var  create ()
  Creates an empty sprite without texture. More...
 
local  create ()
  Creates an empty sprite without texture. More...
 
static CCSprite *  create (const char *pszFileName)
  Creates a sprite with an image filename. More...
 
var  create ( var pszFileName)
  Creates a sprite with an image filename. More...
 
static CCSprite *  create (const char *pszFileName, const CCRect &rect)
  Creates a sprite with an image filename and a rect. More...
 
var  create ( var pszFileName, var rect)
  Creates a sprite with an image filename and a rect. More...
 
local  create ( local pszFileName, local rect)
  Creates a sprite with an image filename and a rect. More...
 
static CCSprite *  createWithTexture (CCTexture2D *pTexture)
  Creates a sprite with an exsiting texture contained in a CCTexture2D object After creation, the rect will be the size of the texture, and the offset will be (0,0). More...
 
local  createWithTexture ( local pTexture)
  Creates a sprite with an exsiting texture contained in a CCTexture2D object After creation, the rect will be the size of the texture, and the offset will be (0,0). More...
 
static CCSprite *  createWithTexture (CCTexture2D *pTexture, const CCRect &rect)
  Creates a sprite with a texture and a rect. More...
 
local  createWithTexture ( local pTexture, local rect)
  Creates a sprite with a texture and a rect. More...
 
static CCSprite *  createWithSpriteFrame (CCSpriteFrame *pSpriteFrame)
  Creates a sprite with an sprite frame. More...
 
static CCSprite *  createWithSpriteFrameName (const char *pszSpriteFrameName)
  Creates a sprite with an sprite frame name. More...
 
var  createWithSpriteFrameName ( var pszSpriteFrameName)
  Creates a sprite with an sprite frame name. More...
 
local  createWithSpriteFrameName ( local pszSpriteFrameName)
  Creates a sprite with an sprite frame name. More...
 

Initializers

  CCSprite (void)
  Default constructor. More...
 
  ctor ()
  Default constructor. More...
 
  CCSprite ()
  Default constructor. More...
 
virtual  ~CCSprite (void)
  Default destructor. More...
 
virtual bool  init (void)
  Initializes an empty sprite with nothing init. More...
 
var  init ()
  Initializes an empty sprite with nothing init. More...
 
local  init ()
  Initializes an empty sprite with nothing init. More...
 
virtual bool  initWithTexture (CCTexture2D *pTexture)
  Initializes a sprite with a texture. More...
 
virtual bool  initWithTexture (CCTexture2D *pTexture, const CCRect &rect)
  Initializes a sprite with a texture and a rect. More...
 
var  initWithTexture ( var pTexture, var rect)
  Initializes a sprite with a texture and a rect. More...
 
local  initWithTexture ( local pTexture, local rect)
  Initializes a sprite with a texture and a rect. More...
 
virtual bool  initWithTexture (CCTexture2D *pTexture, const CCRect &rect, bool rotated)
  Initializes a sprite with a texture and a rect in points, optionally rotated. More...
 
local  initWithTexture ( local pTexture, local rect, local rotated)
  Initializes a sprite with a texture and a rect in points, optionally rotated. More...
 
virtual bool  initWithSpriteFrame (CCSpriteFrame *pSpriteFrame)
  Initializes a sprite with an SpriteFrame. More...
 
var  initWithSpriteFrame ( var pSpriteFrame)
  Initializes a sprite with an SpriteFrame. More...
 
local  initWithSpriteFrame ( local pSpriteFrame)
  Initializes a sprite with an SpriteFrame. More...
 
virtual bool  initWithSpriteFrameName (const char *pszSpriteFrameName)
  Initializes a sprite with an sprite frame name. More...
 
var  initWithSpriteFrameName ( var pszSpriteFrameName)
  Initializes a sprite with an sprite frame name. More...
 
local  initWithSpriteFrameName ( local pszSpriteFrameName)
  Initializes a sprite with an sprite frame name. More...
 
virtual bool  initWithFile (const char *pszFilename)
  Initializes a sprite with an image filename. More...
 
virtual bool  initWithFile (const char *pszFilename, const CCRect &rect)
  Initializes a sprite with an image filename, and a rect. More...
 
var  init ( var pszFilename, var rect)
  Initializes a sprite with an image filename, and a rect. More...
 
local  initWithFile ( local pszFilename, local rect)
  Initializes a sprite with an image filename, and a rect. More...
 

Functions inherited from CCTextureProtocol

virtual void  setTexture (CCTexture2D *texture)
  Sets a new texuture. More...
 
virtual CCTexture2D *  getTexture (void)
  Returns the currently used texture. More...
 
void  setBlendFunc (ccBlendFunc blendFunc)
  Sets the source blending function. More...
 
var  setBlendFunc ( var blendFunc)
  Sets the source blending function. More...
 
local  setBlendFunc ( local blendFunc)
  Sets the source blending function. More...
 
  Returns the blending function that is currently being used. More...
 
local  getBlendFunc ()
  Returns the blending function that is currently being used. More...
 

Functions inherited from CCNode

virtual void  setScaleX (float fScaleX)
  Changes the scale factor on X axis of this node. More...
 
virtual void  setScaleY (float fScaleY)
  Changes the scale factor on Y axis of this node. More...
 
local  setScaleY ( local fScaleY)
  Changes the scale factor on Y axis of this node. More...
 
virtual void  setPosition (const CCPoint &pos)
  Changes the position (x,y) of the node in OpenGL coordinates. More...
 
virtual void  setRotation (float fRotation)
  Sets the rotation (angle) of the node in degrees. More...
 
virtual void  setRotationX (float fRotationX)
  Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More...
 
local  setRotationX ( local fRotationX)
  Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More...
 
virtual void  setRotationY (float fRotationY)
  Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
local  setRotationY ( local fRotationY)
  Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual void  setSkewX (float sx)
  Changes the X skew angle of the node in degrees. More...
 
var  setSkewX ( var sx)
  Changes the X skew angle of the node in degrees. More...
 
local  setSkewX ( local sx)
  Changes the X skew angle of the node in degrees. More...
 
virtual void  setSkewY (float sy)
  Changes the Y skew angle of the node in degrees. More...
 
var  setSkewY ( var sy)
  Changes the Y skew angle of the node in degrees. More...
 
local  setSkewY ( local sy)
  Changes the Y skew angle of the node in degrees. More...
 
virtual void  removeChild (CCNode *pChild, bool bCleanup)
  Removes a child from the container. More...
 
local  removeChild ( local pChild, local bCleanup)
  Removes a child from the container. More...
 
virtual void  removeAllChildrenWithCleanup (bool bCleanup)
  Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More...
 
local  removeAllChildrenWithCleanup ( local bCleanup)
  Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More...
 
virtual void  reorderChild (CCNode *pChild, int zOrder)
  Reorders a child according to a new z value. More...
 
var  reorderChild ( var pChild, var zOrder)
  Reorders a child according to a new z value. More...
 
local  reorderChild ( local pChild, local zOrder)
  Reorders a child according to a new z value. More...
 
virtual void  addChild (CCNode *pChild)
  Adds a child to the container with z-order as 0. More...
 
local  addChild ( local pChild)
  Adds a child to the container with z-order as 0. More...
 
virtual void  addChild (CCNode *pChild, int zOrder)
  Adds a child to the container with a z-order. More...
 
local  addChild ( local pChild, local zOrder)
  Adds a child to the container with a z-order. More...
 
virtual void  addChild (CCNode *pChild, int zOrder, int tag)
  Adds a child to the container with z order and tag. More...
 
local  addChild ( local pChild, local zOrder, local tag)
  Adds a child to the container with z order and tag. More...
 
virtual void  sortAllChildren ()
  Sorts the children array once before drawing, instead of every time when a child is added or reordered. More...
 
var  sortAllChildren ()
  Sorts the children array once before drawing, instead of every time when a child is added or reordered. More...
 
local  sortAllChildren ()
  Sorts the children array once before drawing, instead of every time when a child is added or reordered. More...
 
virtual void  setScale (float fScale)
  Changes both X and Y scale factor of the node. More...
 
local  setScale ( local fScale)
  Changes both X and Y scale factor of the node. More...
 
virtual void  setVertexZ (float fVertexZ)
  Sets the real OpenGL Z vertex. More...
 
var  setVertexZ ( var fVertexZ)
  Sets the real OpenGL Z vertex. More...
 
local  setVertexZ ( local fVertexZ)
  Sets the real OpenGL Z vertex. More...
 
virtual void  setAnchorPoint (const CCPoint &anchor)
  Sets the anchor point in percent. More...
 
var  setAnchorPoint ( var anchor)
  Sets the anchor point in percent. More...
 
local  setAnchorPoint ( local anchor)
  Sets the anchor point in percent. More...
 
virtual void  ignoreAnchorPointForPosition (bool value)
  Sets whether the anchor point will be (0,0) when you position this node. More...
 
local  ignoreAnchorPointForPosition ( local value)
  Sets whether the anchor point will be (0,0) when you position this node. More...
 
virtual void  setVisible (bool bVisible)
  Sets whether the node is visible. More...
 
var  setVisible ( var bVisible)
  Sets whether the node is visible. More...
 
local  setVisible ( local bVisible)
  Sets whether the node is visible. More...
 
virtual void  draw (void)
  Override this method to draw your own node. More...
 
local  draw ()
  Override this method to draw your own node. More...
 

Functions inherited from CCNodeRGBA

virtual void  setColor (const ccColor3B &color3)
  @ More...
 
local  setColor ( local color3)
  @ More...
 
virtual void  updateDisplayedColor (const ccColor3B &parentColor)
  recursive method that updates display color More...
 
local  updateDisplayedColor ( local parentColor)
  recursive method that updates display color More...
 
virtual void  setOpacity (GLubyte opacity)
  Changes the opacity. More...
 
var  setOpacity ( var opacity)
  Changes the opacity. More...
 
local  setOpacity ( local opacity)
  Changes the opacity. More...
 
virtual void  setOpacityModifyRGB (bool modify)
  Changes the OpacityModifyRGB property. More...
 
var  setOpacityModifyRGB ( var modify)
  Changes the OpacityModifyRGB property. More...
 
local  setOpacityModifyRGB ( local modify)
  Changes the OpacityModifyRGB property. More...
 
virtual bool  isOpacityModifyRGB (void)
  Returns whether or not the opacity will be applied using glColor(R,G,B,opacity) or glColor(opacity, opacity, opacity, opacity) More...
 
  Returns whether or not the opacity will be applied using glColor(R,G,B,opacity) or glColor(opacity, opacity, opacity, opacity) More...
 
local  isOpacityModifyRGB ()
  Returns whether or not the opacity will be applied using glColor(R,G,B,opacity) or glColor(opacity, opacity, opacity, opacity) More...
 
virtual void  updateDisplayedOpacity (GLubyte parentOpacity)
  recursive method that updates the displayed opacity. More...
 
var  updateDisplayedOpacity ( var parentOpacity)
  recursive method that updates the displayed opacity. More...
 
local  updateDisplayedOpacity ( local parentOpacity)
  recursive method that updates the displayed opacity. More...
 

BatchNode methods

virtual void  updateTransform (void)
  Updates the quad according the rotation, position, scale values. More...
 
virtual CCSpriteBatchNode *  getBatchNode (void)
  Returns the batch node object if this sprite is rendered by CCSpriteBatchNode. More...
 
local  getBatchNode ()
  Returns the batch node object if this sprite is rendered by CCSpriteBatchNode. More...
 
virtual void  setBatchNode (CCSpriteBatchNode *pobSpriteBatchNode)
  Sets the batch node to sprite. More...
 
local  setBatchNode ( local pobSpriteBatchNode)
  Sets the batch node to sprite. More...
 

Texture methods

virtual void  setTextureRect (const CCRect &rect)
  Updates the texture rect of the CCSprite in points. More...
 
local  setTextureRect ( local rect)
  Updates the texture rect of the CCSprite in points. More...
 
virtual void  setTextureRect (const CCRect &rect, bool rotated, const CCSize &untrimmedSize)
  Sets the texture rect, rectRotated and untrimmed size of the CCSprite in points. More...
 
local  setTextureRect ( local rect, local rotated, local untrimmedSize)
  Sets the texture rect, rectRotated and untrimmed size of the CCSprite in points. More...
 
virtual void  setVertexRect (const CCRect &rect)
  Sets the vertex rect. More...
 
var  setVertexRect ( var rect)
  Sets the vertex rect. More...
 
local  setVertexRect ( local rect)
  Sets the vertex rect. More...
 

Frames methods

virtual void  setDisplayFrame (CCSpriteFrame *pNewFrame)
  Sets a new display frame to the CCSprite. More...
 
virtual bool  isFrameDisplayed (CCSpriteFrame *pFrame)
  Returns whether or not a CCSpriteFrame is being displayed. More...
 
local  isFrameDisplayed ( local pFrame)
  Returns whether or not a CCSpriteFrame is being displayed. More...
 
virtual CCSpriteFrame *  displayFrame (void)
  Returns the current displayed frame. More...
 
local  displayFrame ()
  Returns the current displayed frame. More...
 

Animation methods

virtual void  setDisplayFrameWithAnimationName (const char *animationName, int frameIndex)
  Changes the display frame with animation name and index. More...
 
var  setDisplayFrameWithAnimationName ( var animationName, var frameIndex)
  Changes the display frame with animation name and index. More...
 
local  setDisplayFrameWithAnimationName ( local animationName, local frameIndex)
  Changes the display frame with animation name and index. More...
 

Sprite Properties' setter/getters

virtual bool  isDirty (void)
  Whether or not the Sprite needs to be updated in the Atlas. More...
 
virtual void  setDirty (bool bDirty)
  Makes the Sprite to be updated in the Atlas. More...
 
var  setDirty ( var bDirty)
  Makes the Sprite to be updated in the Atlas. More...
 
local  setDirty ( local bDirty)
  Makes the Sprite to be updated in the Atlas. More...
 
  Returns the quad (tex coords, vertex coords and color) information. More...
 
local  getQuad ()
  Returns the quad (tex coords, vertex coords and color) information. More...
 
bool  isTextureRectRotated (void)
  Returns whether or not the texture rectangle is rotated. More...
 
unsigned int  getAtlasIndex (void)
  Returns the index used on the TextureAtlas. More...
 
var  getAtlasIndex ()
  Returns the index used on the TextureAtlas. More...
 
local  getAtlasIndex ()
  Returns the index used on the TextureAtlas. More...
 
void  setAtlasIndex (unsigned int uAtlasIndex)
  Sets the index used on the TextureAtlas. More...
 
const CCRect &  getTextureRect (void)
  Returns the rect of the CCSprite in points. More...
 
var  getTextureRect ()
  Returns the rect of the CCSprite in points. More...
 
local  getTextureRect ()
  Returns the rect of the CCSprite in points. More...
 
CCTextureAtlas *  getTextureAtlas (void)
  Gets the weak reference of the CCTextureAtlas when the sprite is rendered using via CCSpriteBatchNode. More...
 
var  getTextureAtlas ()
  Gets the weak reference of the CCTextureAtlas when the sprite is rendered using via CCSpriteBatchNode. More...
 
local  getTextureAtlas ()
  Gets the weak reference of the CCTextureAtlas when the sprite is rendered using via CCSpriteBatchNode. More...
 
void  setTextureAtlas (CCTextureAtlas *pobTextureAtlas)
  Sets the weak reference of the CCTextureAtlas when the sprite is rendered using via CCSpriteBatchNode. More...
 
var  setTextureAtlas ( var pobTextureAtlas)
  Sets the weak reference of the CCTextureAtlas when the sprite is rendered using via CCSpriteBatchNode. More...
 
local  setTextureAtlas ( local pobTextureAtlas)
  Sets the weak reference of the CCTextureAtlas when the sprite is rendered using via CCSpriteBatchNode. More...
 
const CCPoint &  getOffsetPosition (void)
  Gets the offset position of the sprite. More...
 
local  getOffsetPosition ()
  Gets the offset position of the sprite. More...
 
bool  isFlipX (void)
  Returns the flag which indicates whether the sprite is flipped horizontally or not. More...
 
void  setFlipX (bool bFlipX)
  Sets whether the sprite should be flipped horizontally or not. More...
 
local  setFlipX ( local bFlipX)
  Sets whether the sprite should be flipped horizontally or not. More...
 
bool  isFlipY (void)
  Return the flag which indicates whether the sprite is flipped vertically or not. More...
 
void  setFlipY (bool bFlipY)
  Sets whether the sprite should be flipped vertically or not. More...
 

Detailed Description

Macro Definition Documentation

#define CCSpriteIndexNotInitialized   0xffffffff
#define kDefaultSpriteBatchCapacity   29

Function Documentation

CCSprite ( void  )

Default constructor.

var ctor (   )

Default constructor.

local CCSprite (   )

Default constructor.

virtual ~CCSprite ( void  )
virtual

Default destructor.

virtual void addChild ( CCNodechild )
virtual

Adds a child to the container with z-order as 0.

If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.

Parameters
child A child node

Reimplemented from CCNode.

var addChild ( var  child )
virtual

Adds a child to the container with z-order as 0.

If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.

Parameters
child A child node

Reimplemented from CCNode.

local addChild ( local  child )
virtual

Adds a child to the container with z-order as 0.

If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.

Parameters
child A child node

Reimplemented from CCNode.

virtual void addChild ( CCNodechild,
int  zOrder 
)
virtual

Adds a child to the container with a z-order.

If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.

Parameters
child A child node
zOrder Z order for drawing priority. Please refer to setZOrder(int)

Reimplemented from CCNode.

var addChild ( var  child,
var  zOrder 
)
virtual

Adds a child to the container with a z-order.

If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.

Parameters
child A child node
zOrder Z order for drawing priority. Please refer to setZOrder(int)

Reimplemented from CCNode.

local addChild ( local  child,
local  zOrder 
)
virtual

Adds a child to the container with a z-order.

If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.

Parameters
child A child node
zOrder Z order for drawing priority. Please refer to setZOrder(int)

Reimplemented from CCNode.

virtual void addChild ( CCNodechild,
int  zOrder,
int  tag 
)
virtual

Adds a child to the container with z order and tag.

If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.

Parameters
child A child node
zOrder Z order for drawing priority. Please refer to setZOrder(int)
tag A interger to identify the node easily. Please refer to setTag(int)

Reimplemented from CCNode.

var addChild ( var  child,
var  zOrder,
var  tag 
)
virtual

Adds a child to the container with z order and tag.

If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.

Parameters
child A child node
zOrder Z order for drawing priority. Please refer to setZOrder(int)
tag A interger to identify the node easily. Please refer to setTag(int)

Reimplemented from CCNode.

local addChild ( local  child,
local  zOrder,
local  tag 
)
virtual

Adds a child to the container with z order and tag.

If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.

Parameters
child A child node
zOrder Z order for drawing priority. Please refer to setZOrder(int)
tag A interger to identify the node easily. Please refer to setTag(int)

Reimplemented from CCNode.

static CCSprite* create ( )
static

Creates an empty sprite without texture.

You can call setTexture method subsequently.

Returns
An empty sprite object that is marked as autoreleased.
var create ( )
static

Creates an empty sprite without texture.

You can call setTexture method subsequently.

Returns
An empty sprite object that is marked as autoreleased.
local create ( )
static

Creates an empty sprite without texture.

You can call setTexture method subsequently.

Returns
An empty sprite object that is marked as autoreleased.
static CCSprite* create ( const char *  pszFileName )
static

Creates a sprite with an image filename.

After creation, the rect of sprite will be the size of the image, and the offset will be (0,0).

Parameters
pszFileName The string which indicates a path to image file, e.g., "scene1/monster.png".
Returns
A valid sprite object that is marked as autoreleased.
var create ( var  pszFileName )
static

Creates a sprite with an image filename.

After creation, the rect of sprite will be the size of the image, and the offset will be (0,0).

Parameters
pszFileName The string which indicates a path to image file, e.g., "scene1/monster.png".
Returns
A valid sprite object that is marked as autoreleased.
local create ( local  pszFileName )
static

Creates a sprite with an image filename.

After creation, the rect of sprite will be the size of the image, and the offset will be (0,0).

Parameters
pszFileName The string which indicates a path to image file, e.g., "scene1/monster.png".
Returns
A valid sprite object that is marked as autoreleased.
static CCSprite* create ( const char *  pszFileName,
const CCRectrect 
)
static

Creates a sprite with an image filename and a rect.

Parameters
pszFileName The string wich indicates a path to image file, e.g., "scene1/monster.png"
rect Only the contents inside rect of pszFileName's texture will be applied for this sprite.
Returns
A valid sprite object that is marked as autoreleased.
var create ( var  pszFileName,
var  rect 
)
static

Creates a sprite with an image filename and a rect.

Parameters
pszFileName The string wich indicates a path to image file, e.g., "scene1/monster.png"
rect Only the contents inside rect of pszFileName's texture will be applied for this sprite.
Returns
A valid sprite object that is marked as autoreleased.
local create ( local  pszFileName,
local  rect 
)
static

Creates a sprite with an image filename and a rect.

Parameters
pszFileName The string wich indicates a path to image file, e.g., "scene1/monster.png"
rect Only the contents inside rect of pszFileName's texture will be applied for this sprite.
Returns
A valid sprite object that is marked as autoreleased.
static CCSprite*
createWithSpriteFrame ( CCSpriteFramepSpriteFrame )
static

Creates a sprite with an sprite frame.

Parameters
pSpriteFrame A sprite frame which involves a texture and a rect
Returns
A valid sprite object that is marked as autoreleased.
var createWithSpriteFrame ( var  pSpriteFrame )
static

Creates a sprite with an sprite frame.

Parameters
pSpriteFrame A sprite frame which involves a texture and a rect
Returns
A valid sprite object that is marked as autoreleased.
local createWithSpriteFrame ( local  pSpriteFrame )
static

Creates a sprite with an sprite frame.

Parameters
pSpriteFrame A sprite frame which involves a texture and a rect
Returns
A valid sprite object that is marked as autoreleased.
static CCSprite*
createWithSpriteFrameName ( const char *  pszSpriteFrameName )
static

Creates a sprite with an sprite frame name.

A CCSpriteFrame will be fetched from the CCSpriteFrameCache by pszSpriteFrameName param. If the CCSpriteFrame doesn't exist it will raise an exception.

Parameters
pszSpriteFrameName A null terminated string which indicates the sprite frame name.
Returns
A valid sprite object that is marked as autoreleased.
var createWithSpriteFrameName ( var  pszSpriteFrameName )
static

Creates a sprite with an sprite frame name.

A CCSpriteFrame will be fetched from the CCSpriteFrameCache by pszSpriteFrameName param. If the CCSpriteFrame doesn't exist it will raise an exception.

Parameters
pszSpriteFrameName A null terminated string which indicates the sprite frame name.
Returns
A valid sprite object that is marked as autoreleased.
local createWithSpriteFrameName ( local  pszSpriteFrameName )
static

Creates a sprite with an sprite frame name.

A CCSpriteFrame will be fetched from the CCSpriteFrameCache by pszSpriteFrameName param. If the CCSpriteFrame doesn't exist it will raise an exception.

Parameters
pszSpriteFrameName A null terminated string which indicates the sprite frame name.
Returns
A valid sprite object that is marked as autoreleased.
static CCSprite* createWithTexture ( CCTexture2DpTexture )
static

Creates a sprite with an exsiting texture contained in a CCTexture2D object After creation, the rect will be the size of the texture, and the offset will be (0,0).

Parameters
pTexture A pointer to a CCTexture2D object.
Returns
A valid sprite object that is marked as autoreleased.
var createWithTexture ( var  pTexture )
static

Creates a sprite with an exsiting texture contained in a CCTexture2D object After creation, the rect will be the size of the texture, and the offset will be (0,0).

Parameters
pTexture A pointer to a CCTexture2D object.
Returns
A valid sprite object that is marked as autoreleased.
local createWithTexture ( local  pTexture )
static

Creates a sprite with an exsiting texture contained in a CCTexture2D object After creation, the rect will be the size of the texture, and the offset will be (0,0).

Parameters
pTexture A pointer to a CCTexture2D object.
Returns
A valid sprite object that is marked as autoreleased.
static CCSprite* createWithTexture ( CCTexture2DpTexture,
const CCRectrect 
)
static

Creates a sprite with a texture and a rect.

After creation, the offset will be (0,0).

Parameters
pTexture A pointer to an existing CCTexture2D object. You can use a CCTexture2D object for many sprites.
rect Only the contents inside the rect of this texture will be applied for this sprite.
Returns
A valid sprite object that is marked as autoreleased.
var createWithTexture ( var  pTexture,
var  rect 
)
static

Creates a sprite with a texture and a rect.

After creation, the offset will be (0,0).

Parameters
pTexture A pointer to an existing CCTexture2D object. You can use a CCTexture2D object for many sprites.
rect Only the contents inside the rect of this texture will be applied for this sprite.
Returns
A valid sprite object that is marked as autoreleased.
local createWithTexture ( local  pTexture,
local  rect 
)
static

Creates a sprite with a texture and a rect.

After creation, the offset will be (0,0).

Parameters
pTexture A pointer to an existing CCTexture2D object. You can use a CCTexture2D object for many sprites.
rect Only the contents inside the rect of this texture will be applied for this sprite.
Returns
A valid sprite object that is marked as autoreleased.
virtual CCSpriteFrame* displayFrame ( void  )
virtual

Returns the current displayed frame.

local displayFrame (   )
virtual

Returns the current displayed frame.

virtual void draw ( void  )
virtual

Override this method to draw your own node.

The following GL states will be enabled by default:

  • glEnableClientState(GL_VERTEX_ARRAY);
  • glEnableClientState(GL_COLOR_ARRAY);
  • glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  • glEnable(GL_TEXTURE_2D); AND YOU SHOULD NOT DISABLE THEM AFTER DRAWING YOUR NODE But if you enable any other GL state, you should disable it after drawing your node.

Reimplemented from CCNode.

Reimplemented in CCTextFieldTTF.

var draw (   )
virtual

Override this method to draw your own node.

The following GL states will be enabled by default:

  • glEnableClientState(GL_VERTEX_ARRAY);
  • glEnableClientState(GL_COLOR_ARRAY);
  • glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  • glEnable(GL_TEXTURE_2D); AND YOU SHOULD NOT DISABLE THEM AFTER DRAWING YOUR NODE But if you enable any other GL state, you should disable it after drawing your node.

Reimplemented from CCNode.

Reimplemented in CCTextFieldTTF.

local draw (   )
virtual

Override this method to draw your own node.

The following GL states will be enabled by default:

  • glEnableClientState(GL_VERTEX_ARRAY);
  • glEnableClientState(GL_COLOR_ARRAY);
  • glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  • glEnable(GL_TEXTURE_2D); AND YOU SHOULD NOT DISABLE THEM AFTER DRAWING YOUR NODE But if you enable any other GL state, you should disable it after drawing your node.

Reimplemented from CCNode.

Reimplemented in CCTextFieldTTF.

unsigned int getAtlasIndex ( void  )
inline

Returns the index used on the TextureAtlas.

var getAtlasIndex (   )
inline

Returns the index used on the TextureAtlas.

local getAtlasIndex (   )
inline

Returns the index used on the TextureAtlas.

virtual CCSpriteBatchNode*
getBatchNode ( void  )
virtual

Returns the batch node object if this sprite is rendered by CCSpriteBatchNode.

Returns
The CCSpriteBatchNode object if this sprite is rendered by CCSpriteBatchNode, NULL if the sprite isn't used batch node.
var getBatchNode (   )
virtual

Returns the batch node object if this sprite is rendered by CCSpriteBatchNode.

Returns
The CCSpriteBatchNode object if this sprite is rendered by CCSpriteBatchNode, NULL if the sprite isn't used batch node.
local getBatchNode (   )
virtual

Returns the batch node object if this sprite is rendered by CCSpriteBatchNode.

Returns
The CCSpriteBatchNode object if this sprite is rendered by CCSpriteBatchNode, NULL if the sprite isn't used batch node.
ccBlendFunc getBlendFunc ( void  )
inlinevirtual

Returns the blending function that is currently being used.

Returns
A ccBlendFunc structure with source and destination factor which specified pixel arithmetic.

Implements CCBlendProtocol.

local getBlendFunc (   )
inlinevirtual

Returns the blending function that is currently being used.

Returns
A ccBlendFunc structure with source and destination factor which specified pixel arithmetic.

Implements CCBlendProtocol.

const CCPoint& getOffsetPosition ( void  )
inline

Gets the offset position of the sprite.

Calculated automatically by editors like Zwoptex.

var getOffsetPosition (   )
inline

Gets the offset position of the sprite.

Calculated automatically by editors like Zwoptex.

local getOffsetPosition (   )
inline

Gets the offset position of the sprite.

Calculated automatically by editors like Zwoptex.

ccV3F_C4B_T2F_Quad getQuad ( void  )
inline

Returns the quad (tex coords, vertex coords and color) information.

local getQuad (   )
inline

Returns the quad (tex coords, vertex coords and color) information.

virtual CCTexture2D* getTexture ( void  )
virtual

Returns the currently used texture.

Returns
The texture that is currenlty being used.

Implements CCTextureProtocol.

var getTexture (   )
virtual

Returns the currently used texture.

Returns
The texture that is currenlty being used.

Implements CCTextureProtocol.

local getTexture (   )
virtual

Returns the currently used texture.

Returns
The texture that is currenlty being used.

Implements CCTextureProtocol.

CCTextureAtlas* getTextureAtlas ( void  )
inline

Gets the weak reference of the CCTextureAtlas when the sprite is rendered using via CCSpriteBatchNode.

var getTextureAtlas (   )
inline

Gets the weak reference of the CCTextureAtlas when the sprite is rendered using via CCSpriteBatchNode.

local getTextureAtlas (   )
inline

Gets the weak reference of the CCTextureAtlas when the sprite is rendered using via CCSpriteBatchNode.

const CCRect& getTextureRect ( void  )
inline

Returns the rect of the CCSprite in points.

var getTextureRect (   )
inline

Returns the rect of the CCSprite in points.

local getTextureRect (   )
inline

Returns the rect of the CCSprite in points.

virtual void
ignoreAnchorPointForPosition ( bool  ignore )
virtual

Sets whether the anchor point will be (0,0) when you position this node.

This is an internal method, only used by CCLayer and CCScene. Don't call it outside framework. The default value is false, while in CCLayer and CCScene are true

Parameters
ignore true if anchor point will be (0,0) when you position this node
Todo:
This method shoud be renamed as setIgnoreAnchorPointForPosition(bool) or something with "set"

Reimplemented from CCNode.

var ignoreAnchorPointForPosition ( var  ignore )
virtual

Sets whether the anchor point will be (0,0) when you position this node.

This is an internal method, only used by CCLayer and CCScene. Don't call it outside framework. The default value is false, while in CCLayer and CCScene are true

Parameters
ignore true if anchor point will be (0,0) when you position this node
Todo:
This method shoud be renamed as setIgnoreAnchorPointForPosition(bool) or something with "set"

Reimplemented from CCNode.

local ignoreAnchorPointForPosition ( local  ignore )
virtual

Sets whether the anchor point will be (0,0) when you position this node.

This is an internal method, only used by CCLayer and CCScene. Don't call it outside framework. The default value is false, while in CCLayer and CCScene are true

Parameters
ignore true if anchor point will be (0,0) when you position this node
Todo:
This method shoud be renamed as setIgnoreAnchorPointForPosition(bool) or something with "set"

Reimplemented from CCNode.

virtual bool init ( void  )
virtual

Initializes an empty sprite with nothing init.

Reimplemented from CCNodeRGBA.

Reimplemented in CCLabelTTF.

var init (   )
virtual

Initializes an empty sprite with nothing init.

Reimplemented from CCNodeRGBA.

Reimplemented in CCLabelTTF.

local init (   )
virtual

Initializes an empty sprite with nothing init.

Reimplemented from CCNodeRGBA.

Reimplemented in CCLabelTTF.

virtual bool initWithFile ( const char *  pszFilename )
virtual

Initializes a sprite with an image filename.

This method will find pszFilename from local file system, load its content to CCTexture2D, then use CCTexture2D to create a sprite. After initialization, the rect used will be the size of the image. The offset will be (0,0).

Parameters
pszFilename The path to an image file in local file system
Returns
true if the sprite is initialized properly, false otherwise.

Reimplemented in CCSkin.

var init ( var  pszFilename )
virtual

Initializes a sprite with an image filename.

This method will find pszFilename from local file system, load its content to CCTexture2D, then use CCTexture2D to create a sprite. After initialization, the rect used will be the size of the image. The offset will be (0,0).

Parameters
pszFilename The path to an image file in local file system
Returns
true if the sprite is initialized properly, false otherwise.

Reimplemented in CCSkin.

local initWithFile ( local  pszFilename )
virtual

Initializes a sprite with an image filename.

This method will find pszFilename from local file system, load its content to CCTexture2D, then use CCTexture2D to create a sprite. After initialization, the rect used will be the size of the image. The offset will be (0,0).

Parameters
pszFilename The path to an image file in local file system
Returns
true if the sprite is initialized properly, false otherwise.

Reimplemented in CCSkin.

virtual bool initWithFile ( const char *  pszFilename,
const CCRectrect 
)
virtual

Initializes a sprite with an image filename, and a rect.

This method will find pszFilename from local file system, load its content to CCTexture2D, then use CCTexture2D to create a sprite. After initialization, the offset will be (0,0).

Parameters
pszFilename The path to an image file in local file system.
rect The rectangle assigned the content area from texture.
Returns
true if the sprite is initialized properly, false otherwise.
var init ( var  pszFilename,
var  rect 
)
virtual

Initializes a sprite with an image filename, and a rect.

This method will find pszFilename from local file system, load its content to CCTexture2D, then use CCTexture2D to create a sprite. After initialization, the offset will be (0,0).

Parameters
pszFilename The path to an image file in local file system.
rect The rectangle assigned the content area from texture.
Returns
true if the sprite is initialized properly, false otherwise.
local initWithFile ( local  pszFilename,
local  rect 
)
virtual

Initializes a sprite with an image filename, and a rect.

This method will find pszFilename from local file system, load its content to CCTexture2D, then use CCTexture2D to create a sprite. After initialization, the offset will be (0,0).

Parameters
pszFilename The path to an image file in local file system.
rect The rectangle assigned the content area from texture.
Returns
true if the sprite is initialized properly, false otherwise.
virtual bool initWithSpriteFrame ( CCSpriteFramepSpriteFrame )
virtual

Initializes a sprite with an SpriteFrame.

The texture and rect in SpriteFrame will be applied on this sprite

Parameters
pSpriteFrame A CCSpriteFrame object. It should includes a valid texture and a rect
Returns
true if the sprite is initialized properly, false otherwise.
var initWithSpriteFrame ( var  pSpriteFrame )
virtual

Initializes a sprite with an SpriteFrame.

The texture and rect in SpriteFrame will be applied on this sprite

Parameters
pSpriteFrame A CCSpriteFrame object. It should includes a valid texture and a rect
Returns
true if the sprite is initialized properly, false otherwise.
local initWithSpriteFrame ( local  pSpriteFrame )
virtual

Initializes a sprite with an SpriteFrame.

The texture and rect in SpriteFrame will be applied on this sprite

Parameters
pSpriteFrame A CCSpriteFrame object. It should includes a valid texture and a rect
Returns
true if the sprite is initialized properly, false otherwise.
virtual bool
initWithSpriteFrameName ( const char *  pszSpriteFrameName )
virtual

Initializes a sprite with an sprite frame name.

A CCSpriteFrame will be fetched from the CCSpriteFrameCache by name. If the CCSpriteFrame doesn't exist it will raise an exception.

Parameters
pszSpriteFrameName A key string that can fected a volid CCSpriteFrame from CCSpriteFrameCache
Returns
true if the sprite is initialized properly, false otherwise.

Reimplemented in CCSkin.

var initWithSpriteFrameName ( var  pszSpriteFrameName )
virtual

Initializes a sprite with an sprite frame name.

A CCSpriteFrame will be fetched from the CCSpriteFrameCache by name. If the CCSpriteFrame doesn't exist it will raise an exception.

Parameters
pszSpriteFrameName A key string that can fected a volid CCSpriteFrame from CCSpriteFrameCache
Returns
true if the sprite is initialized properly, false otherwise.

Reimplemented in CCSkin.

local initWithSpriteFrameName ( local  pszSpriteFrameName )
virtual

Initializes a sprite with an sprite frame name.

A CCSpriteFrame will be fetched from the CCSpriteFrameCache by name. If the CCSpriteFrame doesn't exist it will raise an exception.

Parameters
pszSpriteFrameName A key string that can fected a volid CCSpriteFrame from CCSpriteFrameCache
Returns
true if the sprite is initialized properly, false otherwise.

Reimplemented in CCSkin.

virtual bool initWithTexture ( CCTexture2DpTexture )
virtual

Initializes a sprite with a texture.

After initialization, the rect used will be the size of the texture, and the offset will be (0,0).

Parameters
pTexture A pointer to an existing CCTexture2D object. You can use a CCTexture2D object for many sprites.
Returns
true if the sprite is initialized properly, false otherwise.
var initWithTexture ( var  pTexture )
virtual

Initializes a sprite with a texture.

After initialization, the rect used will be the size of the texture, and the offset will be (0,0).

Parameters
pTexture A pointer to an existing CCTexture2D object. You can use a CCTexture2D object for many sprites.
Returns
true if the sprite is initialized properly, false otherwise.
local initWithTexture ( local  pTexture )
virtual

Initializes a sprite with a texture.

After initialization, the rect used will be the size of the texture, and the offset will be (0,0).

Parameters
pTexture A pointer to an existing CCTexture2D object. You can use a CCTexture2D object for many sprites.
Returns
true if the sprite is initialized properly, false otherwise.
virtual bool initWithTexture ( CCTexture2DpTexture,
const CCRectrect 
)
virtual

Initializes a sprite with a texture and a rect.

After initialization, the offset will be (0,0).

Parameters
pTexture A pointer to an exisiting CCTexture2D object. You can use a CCTexture2D object for many sprites.
rect Only the contents inside rect of this texture will be applied for this sprite.
Returns
true if the sprite is initialized properly, false otherwise.
var initWithTexture ( var  pTexture,
var  rect 
)
virtual

Initializes a sprite with a texture and a rect.

After initialization, the offset will be (0,0).

Parameters
pTexture A pointer to an exisiting CCTexture2D object. You can use a CCTexture2D object for many sprites.
rect Only the contents inside rect of this texture will be applied for this sprite.
Returns
true if the sprite is initialized properly, false otherwise.
local initWithTexture ( local  pTexture,
local  rect 
)
virtual

Initializes a sprite with a texture and a rect.

After initialization, the offset will be (0,0).

Parameters
pTexture A pointer to an exisiting CCTexture2D object. You can use a CCTexture2D object for many sprites.
rect Only the contents inside rect of this texture will be applied for this sprite.
Returns
true if the sprite is initialized properly, false otherwise.
virtual bool initWithTexture ( CCTexture2DpTexture,
const CCRectrect,
bool  rotated 
)
virtual

Initializes a sprite with a texture and a rect in points, optionally rotated.

After initialization, the offset will be (0,0).

Note
This is the designated initializer.
Parameters
pTexture A CCTexture2D object whose texture will be applied to this sprite.
rect A rectangle assigned the contents of texture.
rotated Whether or not the texture rectangle is rotated.
Returns
true if the sprite is initialized properly, false otherwise.
var initWithTexture ( var  pTexture,
var  rect,
var  rotated 
)
virtual

Initializes a sprite with a texture and a rect in points, optionally rotated.

After initialization, the offset will be (0,0).

Note
This is the designated initializer.
Parameters
pTexture A CCTexture2D object whose texture will be applied to this sprite.
rect A rectangle assigned the contents of texture.
rotated Whether or not the texture rectangle is rotated.
Returns
true if the sprite is initialized properly, false otherwise.
local initWithTexture ( local  pTexture,
local  rect,
local  rotated 
)
virtual

Initializes a sprite with a texture and a rect in points, optionally rotated.

After initialization, the offset will be (0,0).

Note
This is the designated initializer.
Parameters
pTexture A CCTexture2D object whose texture will be applied to this sprite.
rect A rectangle assigned the contents of texture.
rotated Whether or not the texture rectangle is rotated.
Returns
true if the sprite is initialized properly, false otherwise.
virtual bool isDirty ( void  )
inlinevirtual

Whether or not the Sprite needs to be updated in the Atlas.

Returns
true if the sprite needs to be updated in the Atlas, false otherwise.

Reimplemented in CCPhysicsSprite.

var isDirty (   )
inlinevirtual

Whether or not the Sprite needs to be updated in the Atlas.

Returns
true if the sprite needs to be updated in the Atlas, false otherwise.

Reimplemented in CCPhysicsSprite.

local isDirty (   )
inlinevirtual

Whether or not the Sprite needs to be updated in the Atlas.

Returns
true if the sprite needs to be updated in the Atlas, false otherwise.

Reimplemented in CCPhysicsSprite.

bool isFlipX ( void  )

Returns the flag which indicates whether the sprite is flipped horizontally or not.

It only flips the texture of the sprite, and not the texture of the sprite's children. Also, flipping the texture doesn't alter the anchorPoint. If you want to flip the anchorPoint too, and/or to flip the children too use: sprite->setScaleX(sprite->getScaleX() * -1);

Returns
true if the sprite is flipped horizaontally, false otherwise.
var isFlippedX (   )

Returns the flag which indicates whether the sprite is flipped horizontally or not.

It only flips the texture of the sprite, and not the texture of the sprite's children. Also, flipping the texture doesn't alter the anchorPoint. If you want to flip the anchorPoint too, and/or to flip the children too use: sprite->setScaleX(sprite->getScaleX() * -1);

Returns
true if the sprite is flipped horizaontally, false otherwise.
local isFlipX (   )

Returns the flag which indicates whether the sprite is flipped horizontally or not.

It only flips the texture of the sprite, and not the texture of the sprite's children. Also, flipping the texture doesn't alter the anchorPoint. If you want to flip the anchorPoint too, and/or to flip the children too use: sprite->setScaleX(sprite->getScaleX() * -1);

Returns
true if the sprite is flipped horizaontally, false otherwise.
bool isFlipY ( void  )

Return the flag which indicates whether the sprite is flipped vertically or not.

It only flips the texture of the sprite, and not the texture of the sprite's children. Also, flipping the texture doesn't alter the anchorPoint. If you want to flip the anchorPoint too, and/or to flip the children too use: sprite->setScaleY(sprite->getScaleY() * -1);

Returns
true if the sprite is flipped vertically, flase otherwise.
var isFlippedY (   )

Return the flag which indicates whether the sprite is flipped vertically or not.

It only flips the texture of the sprite, and not the texture of the sprite's children. Also, flipping the texture doesn't alter the anchorPoint. If you want to flip the anchorPoint too, and/or to flip the children too use: sprite->setScaleY(sprite->getScaleY() * -1);

Returns
true if the sprite is flipped vertically, flase otherwise.
local isFlipY (   )

Return the flag which indicates whether the sprite is flipped vertically or not.

It only flips the texture of the sprite, and not the texture of the sprite's children. Also, flipping the texture doesn't alter the anchorPoint. If you want to flip the anchorPoint too, and/or to flip the children too use: sprite->setScaleY(sprite->getScaleY() * -1);

Returns
true if the sprite is flipped vertically, flase otherwise.
virtual bool isFrameDisplayed ( CCSpriteFramepFrame )
virtual

Returns whether or not a CCSpriteFrame is being displayed.

var isFrameDisplayed ( var  pFrame )
virtual

Returns whether or not a CCSpriteFrame is being displayed.

local isFrameDisplayed ( local  pFrame )
virtual

Returns whether or not a CCSpriteFrame is being displayed.

virtual bool isOpacityModifyRGB ( void  )
virtual

Returns whether or not the opacity will be applied using glColor(R,G,B,opacity) or glColor(opacity, opacity, opacity, opacity)

Returns
Returns opacity modify flag.

Reimplemented from CCNodeRGBA.

var isOpacityModifyRGB (   )
virtual

Returns whether or not the opacity will be applied using glColor(R,G,B,opacity) or glColor(opacity, opacity, opacity, opacity)

Returns
Returns opacity modify flag.

Reimplemented from CCNodeRGBA.

local isOpacityModifyRGB (   )
virtual

Returns whether or not the opacity will be applied using glColor(R,G,B,opacity) or glColor(opacity, opacity, opacity, opacity)

Returns
Returns opacity modify flag.

Reimplemented from CCNodeRGBA.

bool isTextureRectRotated ( void  )
inline

Returns whether or not the texture rectangle is rotated.

var isTextureRectRotated (   )
inline

Returns whether or not the texture rectangle is rotated.

local isTextureRectRotated (   )
inline

Returns whether or not the texture rectangle is rotated.

virtual void
removeAllChildrenWithCleanup ( bool  cleanup )
virtual

Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter.

Parameters
cleanup true if all running actions on all children nodes should be cleanup, false oterwise.

Reimplemented from CCNode.

var removeAllChildrenWithCleanup ( var  cleanup )
virtual

Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter.

Parameters
cleanup true if all running actions on all children nodes should be cleanup, false oterwise.

Reimplemented from CCNode.

local removeAllChildrenWithCleanup ( local  cleanup )
virtual

Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter.

Parameters
cleanup true if all running actions on all children nodes should be cleanup, false oterwise.

Reimplemented from CCNode.

virtual void removeChild ( CCNodechild,
bool  cleanup 
)
virtual

Removes a child from the container.

It will also cleanup all running actions depending on the cleanup parameter.

Parameters
child The child node which will be removed.
cleanup true if all running actions and callbacks on the child node will be cleanup, false otherwise.

Reimplemented from CCNode.

var removeChild ( var  child,
var  cleanup 
)
virtual

Removes a child from the container.

It will also cleanup all running actions depending on the cleanup parameter.

Parameters
child The child node which will be removed.
cleanup true if all running actions and callbacks on the child node will be cleanup, false otherwise.

Reimplemented from CCNode.

local removeChild ( local  child,
local  cleanup 
)
virtual

Removes a child from the container.

It will also cleanup all running actions depending on the cleanup parameter.

Parameters
child The child node which will be removed.
cleanup true if all running actions and callbacks on the child node will be cleanup, false otherwise.

Reimplemented from CCNode.

virtual void reorderChild ( CCNodechild,
int  zOrder 
)
virtual

Reorders a child according to a new z value.

Parameters
child An already added child node. It MUST be already added.
zOrder Z order for drawing priority. Please refer to setZOrder(int)

Reimplemented from CCNode.

var reorderChild ( var  child,
var  zOrder 
)
virtual

Reorders a child according to a new z value.

Parameters
child An already added child node. It MUST be already added.
zOrder Z order for drawing priority. Please refer to setZOrder(int)

Reimplemented from CCNode.

local reorderChild ( local  child,
local  zOrder 
)
virtual

Reorders a child according to a new z value.

Parameters
child An already added child node. It MUST be already added.
zOrder Z order for drawing priority. Please refer to setZOrder(int)

Reimplemented from CCNode.

virtual void setAnchorPoint ( const CCPointanchorPoint )
virtual

Sets the anchor point in percent.

anchorPoint is the point around which all transformations and positioning manipulations take place. It's like a pin in the node where it is "attached" to its parent. The anchorPoint is normalized, like a percentage. (0,0) means the bottom-left corner and (1,1) means the top-right corner. But you can use values higher than (1,1) and lower than (0,0) too. The default anchorPoint is (0.5,0.5), so it starts in the center of the node.

Parameters
anchorPoint The anchor point of node.

Reimplemented from CCNode.

var setAnchorPoint ( var  anchorPoint )
virtual

Sets the anchor point in percent.

anchorPoint is the point around which all transformations and positioning manipulations take place. It's like a pin in the node where it is "attached" to its parent. The anchorPoint is normalized, like a percentage. (0,0) means the bottom-left corner and (1,1) means the top-right corner. But you can use values higher than (1,1) and lower than (0,0) too. The default anchorPoint is (0.5,0.5), so it starts in the center of the node.

Parameters
anchorPoint The anchor point of node.

Reimplemented from CCNode.

local setAnchorPoint ( local  anchorPoint )
virtual

Sets the anchor point in percent.

anchorPoint is the point around which all transformations and positioning manipulations take place. It's like a pin in the node where it is "attached" to its parent. The anchorPoint is normalized, like a percentage. (0,0) means the bottom-left corner and (1,1) means the top-right corner. But you can use values higher than (1,1) and lower than (0,0) too. The default anchorPoint is (0.5,0.5), so it starts in the center of the node.

Parameters
anchorPoint The anchor point of node.

Reimplemented from CCNode.

void setAtlasIndex ( unsigned int  uAtlasIndex )
inline

Sets the index used on the TextureAtlas.

Warning
Don't modify this value unless you know what you are doing
var setAtlasIndex ( var  uAtlasIndex )
inline

Sets the index used on the TextureAtlas.

Warning
Don't modify this value unless you know what you are doing
local setAtlasIndex ( local  uAtlasIndex )
inline

Sets the index used on the TextureAtlas.

Warning
Don't modify this value unless you know what you are doing
virtual void setBatchNode ( CCSpriteBatchNodepobSpriteBatchNode )
virtual

Sets the batch node to sprite.

Warning
This method is not recommended for game developers. Sample code for using batch node
CCSpriteBatchNode *batch = CCSpriteBatchNode::create("Images/grossini_dance_atlas.png", 15);
CCSprite *sprite = CCSprite::createWithTexture(batch->getTexture(), CCRectMake(0, 0, 57, 57));
batch->addChild(sprite);
layer->addChild(batch);
var setBatchNode ( var  pobSpriteBatchNode )
virtual

Sets the batch node to sprite.

Warning
This method is not recommended for game developers. Sample code for using batch node
CCSpriteBatchNode *batch = CCSpriteBatchNode::create("Images/grossini_dance_atlas.png", 15);
CCSprite *sprite = CCSprite::createWithTexture(batch->getTexture(), CCRectMake(0, 0, 57, 57));
batch->addChild(sprite);
layer->addChild(batch);
local setBatchNode ( local  pobSpriteBatchNode )
virtual

Sets the batch node to sprite.

Warning
This method is not recommended for game developers. Sample code for using batch node
CCSpriteBatchNode *batch = CCSpriteBatchNode::create("Images/grossini_dance_atlas.png", 15);
CCSprite *sprite = CCSprite::createWithTexture(batch->getTexture(), CCRectMake(0, 0, 57, 57));
batch->addChild(sprite);
layer->addChild(batch);
void setBlendFunc ( ccBlendFunc  blendFunc )
inlinevirtual

Sets the source blending function.

Parameters
blendFunc A structure with source and destination factor to specify pixel arithmetic, e.g. {GL_ONE, GL_ONE}, {GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA}.

Implements CCBlendProtocol.

var setBlendFunc ( var  blendFunc )
inlinevirtual

Sets the source blending function.

Parameters
blendFunc A structure with source and destination factor to specify pixel arithmetic, e.g. {GL_ONE, GL_ONE}, {GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA}.

Implements CCBlendProtocol.

local setBlendFunc ( local  blendFunc )
inlinevirtual

Sets the source blending function.

Parameters
blendFunc A structure with source and destination factor to specify pixel arithmetic, e.g. {GL_ONE, GL_ONE}, {GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA}.

Implements CCBlendProtocol.

virtual void setColor ( const ccColor3Bcolor )
virtual

@

Reimplemented from CCNodeRGBA.

var setColor ( var  color )
virtual

@

Reimplemented from CCNodeRGBA.

local setColor ( local  color )
virtual

@

Reimplemented from CCNodeRGBA.

virtual void setDirty ( bool  bDirty )
inlinevirtual

Makes the Sprite to be updated in the Atlas.

var setDirty ( var  bDirty )
inlinevirtual

Makes the Sprite to be updated in the Atlas.

local setDirty ( local  bDirty )
inlinevirtual

Makes the Sprite to be updated in the Atlas.

virtual void setDirtyRecursively ( bool  bValue )
protectedvirtual
var setDirtyRecursively ( var  bValue )
protectedvirtual
local setDirtyRecursively ( local  bValue )
protectedvirtual
virtual void setDisplayFrame ( CCSpriteFramepNewFrame )
virtual

Sets a new display frame to the CCSprite.

var setDisplayFrame ( var  pNewFrame )
virtual

Sets a new display frame to the CCSprite.

local setDisplayFrame ( local  pNewFrame )
virtual

Sets a new display frame to the CCSprite.

virtual void
setDisplayFrameWithAnimationName ( const char *  animationName,
int  frameIndex 
)
virtual

Changes the display frame with animation name and index.

The animation name will be get from the CCAnimationCache

var
setDisplayFrameWithAnimationName ( var  animationName,
var  frameIndex 
)
virtual

Changes the display frame with animation name and index.

The animation name will be get from the CCAnimationCache

local
setDisplayFrameWithAnimationName ( local  animationName,
local  frameIndex 
)
virtual

Changes the display frame with animation name and index.

The animation name will be get from the CCAnimationCache

void setFlipX ( bool  bFlipX )

Sets whether the sprite should be flipped horizontally or not.

Parameters
bFlipX true if the sprite should be flipped horizaontally, false otherwise.
var setFlipX ( var  bFlipX )

Sets whether the sprite should be flipped horizontally or not.

Parameters
bFlipX true if the sprite should be flipped horizaontally, false otherwise.
local setFlipX ( local  bFlipX )

Sets whether the sprite should be flipped horizontally or not.

Parameters
bFlipX true if the sprite should be flipped horizaontally, false otherwise.
void setFlipY ( bool  bFlipY )

Sets whether the sprite should be flipped vertically or not.

Parameters
bFlipY true if the sprite should be flipped vertically, flase otherwise.
var setFlipY ( var  bFlipY )

Sets whether the sprite should be flipped vertically or not.

Parameters
bFlipY true if the sprite should be flipped vertically, flase otherwise.
local setFlipY ( local  bFlipY )

Sets whether the sprite should be flipped vertically or not.

Parameters
bFlipY true if the sprite should be flipped vertically, flase otherwise.
virtual void setOpacity ( GLubyte  opacity )
virtual

Changes the opacity.

Parameters
value Goes from 0 to 255, where 255 means fully opaque and 0 means fully transparent.

Reimplemented from CCNodeRGBA.

var setOpacity ( var  opacity )
virtual

Changes the opacity.

Parameters
value Goes from 0 to 255, where 255 means fully opaque and 0 means fully transparent.

Reimplemented from CCNodeRGBA.

local setOpacity ( local  opacity )
virtual

Changes the opacity.

Parameters
value Goes from 0 to 255, where 255 means fully opaque and 0 means fully transparent.

Reimplemented from CCNodeRGBA.

virtual void setOpacityModifyRGB ( bool  bValue )
virtual

Changes the OpacityModifyRGB property.

If thie property is set to true, then the rendered color will be affected by opacity. Normally, r = r * opacity/255, g = g * opacity/255, b = b * opacity/255.

Parameters
bValue true then the opacity will be applied as: glColor(R,G,B,opacity); false then the opacity will be applied as: glColor(opacity, opacity, opacity, opacity);

Reimplemented from CCNodeRGBA.

var setOpacityModifyRGB ( var  bValue )
virtual

Changes the OpacityModifyRGB property.

If thie property is set to true, then the rendered color will be affected by opacity. Normally, r = r * opacity/255, g = g * opacity/255, b = b * opacity/255.

Parameters
bValue true then the opacity will be applied as: glColor(R,G,B,opacity); false then the opacity will be applied as: glColor(opacity, opacity, opacity, opacity);

Reimplemented from CCNodeRGBA.

local setOpacityModifyRGB ( local  bValue )
virtual

Changes the OpacityModifyRGB property.

If thie property is set to true, then the rendered color will be affected by opacity. Normally, r = r * opacity/255, g = g * opacity/255, b = b * opacity/255.

Parameters
bValue true then the opacity will be applied as: glColor(R,G,B,opacity); false then the opacity will be applied as: glColor(opacity, opacity, opacity, opacity);

Reimplemented from CCNodeRGBA.

virtual void setPosition ( const CCPointposition )
virtual

Changes the position (x,y) of the node in OpenGL coordinates.

Usually we use ccp(x,y) to compose CCPoint object. The original point (0,0) is at the left-bottom corner of screen. For example, this codesnip sets the node in the center of screen.

node->setPosition( ccp(size.width/2, size.height/2) )
Parameters
position The position (x,y) of the node in OpenGL coordinates

Reimplemented from CCNode.

Reimplemented in CCPhysicsSprite.

var setPosition ( var  position )
virtual

Changes the position (x,y) of the node in OpenGL coordinates.

Usually we use ccp(x,y) to compose CCPoint object. The original point (0,0) is at the left-bottom corner of screen. For example, this codesnip sets the node in the center of screen.

node->setPosition( ccp(size.width/2, size.height/2) )
Parameters
position The position (x,y) of the node in OpenGL coordinates

Reimplemented from CCNode.

Reimplemented in CCPhysicsSprite.

virtual void
setReorderChildDirtyRecursively ( void  )
protectedvirtual
var setReorderChildDirtyRecursively (   )
protectedvirtual
local
setReorderChildDirtyRecursively (   )
protectedvirtual
virtual void setRotation ( float  fRotation )
virtual

Sets the rotation (angle) of the node in degrees.

0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise.

Parameters
fRotation The roration of the node in degrees.

Reimplemented from CCNode.

Reimplemented in CCPhysicsSprite.

var setRotation ( var  fRotation )
virtual

Sets the rotation (angle) of the node in degrees.

0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise.

Parameters
fRotation The roration of the node in degrees.

Reimplemented from CCNode.

Reimplemented in CCPhysicsSprite.

local setRotation ( local  fRotation )
virtual

Sets the rotation (angle) of the node in degrees.

0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise.

Parameters
fRotation The roration of the node in degrees.

Reimplemented from CCNode.

Reimplemented in CCPhysicsSprite.

virtual void setRotationX ( float  fRotaionX )
virtual

Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew.

0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise.

Parameters
fRotationX The X rotation in degrees which performs a horizontal rotational skew.

Reimplemented from CCNode.

var setRotationX ( var  fRotaionX )
virtual

Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew.

0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise.

Parameters
fRotationX The X rotation in degrees which performs a horizontal rotational skew.

Reimplemented from CCNode.

local setRotationX ( local  fRotaionX )
virtual

Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew.

0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise.

Parameters
fRotationX The X rotation in degrees which performs a horizontal rotational skew.

Reimplemented from CCNode.

virtual void setRotationY ( float  fRotationY )
virtual

Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.

0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise.

Parameters
fRotationY The Y rotation in degrees.

Reimplemented from CCNode.

var setRotationY ( var  fRotationY )
virtual

Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.

0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise.

Parameters
fRotationY The Y rotation in degrees.

Reimplemented from CCNode.

local setRotationY ( local  fRotationY )
virtual

Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.

0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise.

Parameters
fRotationY The Y rotation in degrees.

Reimplemented from CCNode.

virtual void setScale ( float  scale )
virtual

Changes both X and Y scale factor of the node.

1.0 is the default scale factor. It modifies the X and Y scale at the same time.

Parameters
scale The scale factor for both X and Y axis.

Reimplemented from CCNode.

var setScale ( var  scale )
virtual

Changes both X and Y scale factor of the node.

1.0 is the default scale factor. It modifies the X and Y scale at the same time.

Parameters
scale The scale factor for both X and Y axis.

Reimplemented from CCNode.

local setScale ( local  scale )
virtual

Changes both X and Y scale factor of the node.

1.0 is the default scale factor. It modifies the X and Y scale at the same time.

Parameters
scale The scale factor for both X and Y axis.

Reimplemented from CCNode.

virtual void setScaleX ( float  fScaleX )
virtual

Changes the scale factor on X axis of this node.

The deafult value is 1.0 if you haven't changed it before

Parameters
fScaleX The scale factor on X axis.

Reimplemented from CCNode.

var setScaleX ( var  fScaleX )
virtual

Changes the scale factor on X axis of this node.

The deafult value is 1.0 if you haven't changed it before

Parameters
fScaleX The scale factor on X axis.

Reimplemented from CCNode.

local setScaleX ( local  fScaleX )
virtual

Changes the scale factor on X axis of this node.

The deafult value is 1.0 if you haven't changed it before

Parameters
fScaleX The scale factor on X axis.

Reimplemented from CCNode.

virtual void setScaleY ( float  fScaleY )
virtual

Changes the scale factor on Y axis of this node.

The Default value is 1.0 if you haven't changed it before.

Parameters
fScaleY The scale factor on Y axis.

Reimplemented from CCNode.

var setScaleY ( var  fScaleY )
virtual

Changes the scale factor on Y axis of this node.

The Default value is 1.0 if you haven't changed it before.

Parameters
fScaleY The scale factor on Y axis.

Reimplemented from CCNode.

local setScaleY ( local  fScaleY )
virtual

Changes the scale factor on Y axis of this node.

The Default value is 1.0 if you haven't changed it before.

Parameters
fScaleY The scale factor on Y axis.

Reimplemented from CCNode.

virtual void setSkewX ( float  fSkewX )
virtual

Changes the X skew angle of the node in degrees.

This angle describes the shear distortion in the X direction. Thus, it is the angle between the Y axis and the left edge of the shape The default skewX angle is 0. Positive values distort the node in a CW direction.

Parameters
fSkewX The X skew angle of the node in degrees.

Reimplemented from CCNode.

var setSkewX ( var  fSkewX )
virtual

Changes the X skew angle of the node in degrees.

This angle describes the shear distortion in the X direction. Thus, it is the angle between the Y axis and the left edge of the shape The default skewX angle is 0. Positive values distort the node in a CW direction.

Parameters
fSkewX The X skew angle of the node in degrees.

Reimplemented from CCNode.

local setSkewX ( local  fSkewX )
virtual

Changes the X skew angle of the node in degrees.

This angle describes the shear distortion in the X direction. Thus, it is the angle between the Y axis and the left edge of the shape The default skewX angle is 0. Positive values distort the node in a CW direction.

Parameters
fSkewX The X skew angle of the node in degrees.

Reimplemented from CCNode.

virtual void setSkewY ( float  fSkewY )
virtual

Changes the Y skew angle of the node in degrees.

This angle describes the shear distortion in the Y direction. Thus, it is the angle between the X axis and the bottom edge of the shape The default skewY angle is 0. Positive values distort the node in a CCW direction.

Parameters
fSkewY The Y skew angle of the node in degrees.

Reimplemented from CCNode.

var setSkewY ( var  fSkewY )
virtual

Changes the Y skew angle of the node in degrees.

This angle describes the shear distortion in the Y direction. Thus, it is the angle between the X axis and the bottom edge of the shape The default skewY angle is 0. Positive values distort the node in a CCW direction.

Parameters
fSkewY The Y skew angle of the node in degrees.

Reimplemented from CCNode.

local setSkewY ( local  fSkewY )
virtual

Changes the Y skew angle of the node in degrees.

This angle describes the shear distortion in the Y direction. Thus, it is the angle between the X axis and the bottom edge of the shape The default skewY angle is 0. Positive values distort the node in a CCW direction.

Parameters
fSkewY The Y skew angle of the node in degrees.

Reimplemented from CCNode.

virtual void setTexture ( CCTexture2Dtexture )
virtual

Sets a new texuture.

It will be retained.

Parameters
texture A valid CCTexture2D object, which will be applied to this sprite object.

Implements CCTextureProtocol.

var setTexture ( var  texture )
virtual

Sets a new texuture.

It will be retained.

Parameters
texture A valid CCTexture2D object, which will be applied to this sprite object.

Implements CCTextureProtocol.

local setTexture ( local  texture )
virtual

Sets a new texuture.

It will be retained.

Parameters
texture A valid CCTexture2D object, which will be applied to this sprite object.

Implements CCTextureProtocol.

void setTextureAtlas ( CCTextureAtlaspobTextureAtlas )
inline

Sets the weak reference of the CCTextureAtlas when the sprite is rendered using via CCSpriteBatchNode.

var setTextureAtlas ( var  pobTextureAtlas )
inline

Sets the weak reference of the CCTextureAtlas when the sprite is rendered using via CCSpriteBatchNode.

local setTextureAtlas ( local  pobTextureAtlas )
inline

Sets the weak reference of the CCTextureAtlas when the sprite is rendered using via CCSpriteBatchNode.

virtual void setTextureCoords ( CCRect  rect )
protectedvirtual
var setTextureCoords ( var  rect )
protectedvirtual
local setTextureCoords ( local  rect )
protectedvirtual
virtual void setTextureRect ( const CCRectrect )
virtual

Updates the texture rect of the CCSprite in points.

It will call setTextureRect:rotated:untrimmedSize with rotated = NO, and utrimmedSize = rect.size.

var setTextureRect ( var  rect )
virtual

Updates the texture rect of the CCSprite in points.

It will call setTextureRect:rotated:untrimmedSize with rotated = NO, and utrimmedSize = rect.size.

local setTextureRect ( local  rect )
virtual

Updates the texture rect of the CCSprite in points.

It will call setTextureRect:rotated:untrimmedSize with rotated = NO, and utrimmedSize = rect.size.

virtual void setTextureRect ( const CCRectrect,
bool  rotated,
const CCSizeuntrimmedSize 
)
virtual

Sets the texture rect, rectRotated and untrimmed size of the CCSprite in points.

It will update the texture coordinates and the vertex rectangle.

var setTextureRect ( var  rect,
var  rotated,
var  untrimmedSize 
)
virtual

Sets the texture rect, rectRotated and untrimmed size of the CCSprite in points.

It will update the texture coordinates and the vertex rectangle.

local setTextureRect ( local  rect,
local  rotated,
local  untrimmedSize 
)
virtual

Sets the texture rect, rectRotated and untrimmed size of the CCSprite in points.

It will update the texture coordinates and the vertex rectangle.

virtual void setVertexRect ( const CCRectrect )
virtual

Sets the vertex rect.

It will be called internally by setTextureRect. Useful if you want to create 2x images from SD images in Retina Display. Do not call it manually. Use setTextureRect instead.

var setVertexRect ( var  rect )
virtual

Sets the vertex rect.

It will be called internally by setTextureRect. Useful if you want to create 2x images from SD images in Retina Display. Do not call it manually. Use setTextureRect instead.

local setVertexRect ( local  rect )
virtual

Sets the vertex rect.

It will be called internally by setTextureRect. Useful if you want to create 2x images from SD images in Retina Display. Do not call it manually. Use setTextureRect instead.

virtual void setVertexZ ( float  vertexZ )
virtual

Sets the real OpenGL Z vertex.

Differences between openGL Z vertex and cocos2d Z order:

  • OpenGL Z modifies the Z vertex, and not the Z order in the relation between parent-children
  • OpenGL Z might require to set 2D projection
  • cocos2d Z order works OK if all the nodes uses the same openGL Z vertex. eg: vertexZ = 0
Warning
Use it at your own risk since it might break the cocos2d parent-children z order
Parameters
fVertexZ OpenGL Z vertex of this node.

Reimplemented from CCNode.

var setVertexZ ( var  vertexZ )
virtual

Sets the real OpenGL Z vertex.

Differences between openGL Z vertex and cocos2d Z order:

  • OpenGL Z modifies the Z vertex, and not the Z order in the relation between parent-children
  • OpenGL Z might require to set 2D projection
  • cocos2d Z order works OK if all the nodes uses the same openGL Z vertex. eg: vertexZ = 0
Warning
Use it at your own risk since it might break the cocos2d parent-children z order
Parameters
fVertexZ OpenGL Z vertex of this node.

Reimplemented from CCNode.

local setVertexZ ( local  vertexZ )
virtual

Sets the real OpenGL Z vertex.

Differences between openGL Z vertex and cocos2d Z order:

  • OpenGL Z modifies the Z vertex, and not the Z order in the relation between parent-children
  • OpenGL Z might require to set 2D projection
  • cocos2d Z order works OK if all the nodes uses the same openGL Z vertex. eg: vertexZ = 0
Warning
Use it at your own risk since it might break the cocos2d parent-children z order
Parameters
fVertexZ OpenGL Z vertex of this node.

Reimplemented from CCNode.

virtual void setVisible ( bool  visible )
virtual

Sets whether the node is visible.

The default value is true, a node is default to visible

Parameters
visible true if the node is visible, false if the node is hidden.

Reimplemented from CCNode.

var setVisible ( var  visible )
virtual

Sets whether the node is visible.

The default value is true, a node is default to visible

Parameters
visible true if the node is visible, false if the node is hidden.

Reimplemented from CCNode.

local setVisible ( local  visible )
virtual

Sets whether the node is visible.

The default value is true, a node is default to visible

Parameters
visible true if the node is visible, false if the node is hidden.

Reimplemented from CCNode.

virtual void sortAllChildren ( )
virtual

Sorts the children array once before drawing, instead of every time when a child is added or reordered.

This appraoch can improves the performance massively.

Note
Don't call this manually unless a child added needs to be removed in the same frame

Reimplemented from CCNode.

var sortAllChildren ( )
virtual

Sorts the children array once before drawing, instead of every time when a child is added or reordered.

This appraoch can improves the performance massively.

Note
Don't call this manually unless a child added needs to be removed in the same frame

Reimplemented from CCNode.

local sortAllChildren ( )
virtual

Sorts the children array once before drawing, instead of every time when a child is added or reordered.

This appraoch can improves the performance massively.

Note
Don't call this manually unless a child added needs to be removed in the same frame

Reimplemented from CCNode.

virtual void updateBlendFunc ( void  )
protectedvirtual
var updateBlendFunc (   )
protectedvirtual
local updateBlendFunc (   )
protectedvirtual
void updateColor ( void  )
protected
var updateColor (   )
protected
local updateColor (   )
protected
virtual void updateDisplayedColor ( const ccColor3Bcolor )
virtual

recursive method that updates display color

Reimplemented from CCNodeRGBA.

var updateDisplayedColor ( var  color )
virtual

recursive method that updates display color

Reimplemented from CCNodeRGBA.

local updateDisplayedColor ( local  color )
virtual

recursive method that updates display color

Reimplemented from CCNodeRGBA.

virtual void updateDisplayedOpacity ( GLubyte  opacity )
virtual

recursive method that updates the displayed opacity.

Reimplemented from CCNodeRGBA.

var updateDisplayedOpacity ( var  opacity )
virtual

recursive method that updates the displayed opacity.

Reimplemented from CCNodeRGBA.

local updateDisplayedOpacity ( local  opacity )
virtual

recursive method that updates the displayed opacity.

Reimplemented from CCNodeRGBA.

virtual void updateTransform ( void  )
virtual

Updates the quad according the rotation, position, scale values.

Reimplemented from CCNode.

Reimplemented in CCSkin.

var updateTransform (   )
virtual

Updates the quad according the rotation, position, scale values.

Reimplemented from CCNode.

Reimplemented in CCSkin.

local updateTransform (   )
virtual

Updates the quad according the rotation, position, scale values.

Reimplemented from CCNode.

Reimplemented in CCSkin.

Variable Documentation

bool m_bDirty
protected

Used batch node (weak reference)

var m_bDirty
protected

Used batch node (weak reference)

local m_bDirty
protected

Used batch node (weak reference)

bool m_bFlipX
protected
var m_bFlipX
protected
local m_bFlipX
protected
bool m_bFlipY
protected

Whether the sprite is flipped horizaontally or not.

var m_bFlipY
protected

Whether the sprite is flipped horizaontally or not.

local m_bFlipY
protected

Whether the sprite is flipped horizaontally or not.

bool m_bHasChildren
protected

Whether all of the sprite's children needs to be updated.

var m_bHasChildren
protected

Whether all of the sprite's children needs to be updated.

local m_bHasChildren
protected

Whether all of the sprite's children needs to be updated.

bool m_bOpacityModifyRGB
protected
var m_bOpacityModifyRGB
protected
local m_bOpacityModifyRGB
protected
bool m_bRectRotated
protected

Retangle of CCTexture2D.

var m_bRectRotated
protected

Retangle of CCTexture2D.

local m_bRectRotated
protected

Retangle of CCTexture2D.

bool m_bRecursiveDirty
protected

Whether the sprite needs to be updated.

var m_bRecursiveDirty
protected

Whether the sprite needs to be updated.

local m_bRecursiveDirty
protected

Whether the sprite needs to be updated.

bool m_bShouldBeHidden
protected

Whether the sprite contains children.

var m_bShouldBeHidden
protected

Whether the sprite contains children.

local m_bShouldBeHidden
protected

Whether the sprite contains children.

CCPoint m_obOffsetPosition
protected

Whether the texture is rotated.

var m_obOffsetPosition
protected

Whether the texture is rotated.

local m_obOffsetPosition
protected

Whether the texture is rotated.

CCRect m_obRect
protected

CCTexture2D object that is used to render the sprite.

var m_obRect
protected

CCTexture2D object that is used to render the sprite.

local m_obRect
protected

CCTexture2D object that is used to render the sprite.

CCPoint
m_obUnflippedOffsetPositionFromCenter
protected
var
m_obUnflippedOffsetPositionFromCenter
protected
local
m_obUnflippedOffsetPositionFromCenter
protected
CCSpriteBatchNode* m_pobBatchNode
protected

Absolute (real) Index on the SpriteSheet.

var m_pobBatchNode
protected

Absolute (real) Index on the SpriteSheet.

local m_pobBatchNode
protected

Absolute (real) Index on the SpriteSheet.

CCTexture2D* m_pobTexture
protected

It's required for CCTextureProtocol inheritance.

var m_pobTexture
protected

It's required for CCTextureProtocol inheritance.

local m_pobTexture
protected

It's required for CCTextureProtocol inheritance.

CCTextureAtlas* m_pobTextureAtlas
protected
ccBlendFunc m_sBlendFunc
protected
var m_sBlendFunc
protected
local m_sBlendFunc
protected
protected
var m_sQuad
protected
local m_sQuad
protected
CCAffineTransform
m_transformToBatch
protected

should not be drawn because one of the ancestors is not visible

var m_transformToBatch
protected

should not be drawn because one of the ancestors is not visible

local m_transformToBatch
protected

should not be drawn because one of the ancestors is not visible

unsigned int m_uAtlasIndex
protected

CCSpriteBatchNode texture atlas (weak reference)

var m_uAtlasIndex
protected

CCSpriteBatchNode texture atlas (weak reference)

local m_uAtlasIndex
protected

CCSpriteBatchNode texture atlas (weak reference)

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