cocos2d-x  3.0-alpha0
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TMXLayer Class Reference

TMXLayer represents the TMX layer. More...

#include <CCTMXLayer.h>

Inheritance diagram for TMXLayer:
SpriteBatchNode Node TextureProtocol Object BlendProtocol

Public Member Functions

 TMXLayer ()
virtual ~TMXLayer ()
bool initWithTilesetInfo (TMXTilesetInfo *tilesetInfo, TMXLayerInfo *layerInfo, TMXMapInfo *mapInfo)
 initializes a TMXLayer with a tileset info, a layer info and a map info More...
 
void releaseMap ()
 dealloc the map that contains the tile position from memory. More...
 
SpritegetTileAt (const Point &tileCoordinate)
 returns the tile (Sprite) at a given a tile coordinate. More...
 
local getTileAt ( local tileCoordinate)
 returns the tile (Sprite) at a given a tile coordinate. More...
 
CC_DEPRECATED_ATTRIBUTE SpritetileAt (const Point &tileCoordinate)
local tileAt ( local tileCoordinate)
unsigned int getTileGIDAt (const Point &tileCoordinate, ccTMXTileFlags *flags=nullptr)
 returns the tile gid at a given tile coordinate. More...
 
CC_DEPRECATED_ATTRIBUTE
unsigned int 
tileGIDAt (const Point &tileCoordinate, ccTMXTileFlags *flags=nullptr)
local tileGIDAt ( local tileCoordinate, local nullptr)
void setTileGID (unsigned int gid, const Point &tileCoordinate)
 sets the tile gid (gid = tile global id) at a given tile coordinate. More...
 
void setTileGID (unsigned int gid, const Point &tileCoordinate, ccTMXTileFlags flags)
 sets the tile gid (gid = tile global id) at a given tile coordinate. More...
 
void removeTileAt (const Point &tileCoordinate)
 removes a tile at given tile coordinate More...
 
Point getPositionAt (const Point &tileCoordinate)
 returns the position in points of a given tile coordinate More...
 
CC_DEPRECATED_ATTRIBUTE Point positionAt (const Point &tileCoordinate)
local positionAt ( local tileCoordinate)
StringgetProperty (const char *propertyName) const
 return the value for the specific property name More...
 
CC_DEPRECATED_ATTRIBUTE StringpropertyNamed (const char *propertyName) const
local propertyNamed ( local propertyName)
void setupTiles ()
 Creates the tiles. More...
 
var setupTiles ()
 Creates the tiles. More...
 
local setupTiles ()
 Creates the tiles. More...
 
const char * getLayerName ()
void setLayerName (const char *layerName)
const SizegetLayerSize () const
 size of the layer in tiles More...
 
local getLayerSize ()
 size of the layer in tiles More...
 
void setLayerSize (const Size &size)
const SizegetMapTileSize () const
 size of the map's tile (could be different from the tile's size) More...
 
local getMapTileSize ()
 size of the map's tile (could be different from the tile's size) More...
 
void setMapTileSize (const Size &size)
unsigned int * getTiles () const
 pointer to the map of tiles More...
 
void setTiles (unsigned int *tiles)
TMXTilesetInfogetTileSet () const
 Tileset information for the layer. More...
 
void setTileSet (TMXTilesetInfo *info)
unsigned int getLayerOrientation () const
 Layer orientation, which is the same as the map orientation. More...
 
local getLayerOrientation ()
 Layer orientation, which is the same as the map orientation. More...
 
void setLayerOrientation (unsigned int orientation)
DictionarygetProperties () const
 properties from the layer. More...
 
var getProperties ()
 properties from the layer. More...
 
local getProperties ()
 properties from the layer. More...
 
void setProperties (Dictionary *properties)
virtual void addChild (Node *child, int zOrder, int tag) override
 TMXLayer doesn't support adding a Sprite manually. More...
 
void removeChild (Node *child, bool cleanup) override
 Removes a child from the container. More...
 
- Public Member Functions inherited from SpriteBatchNode
 SpriteBatchNode ()
virtual ~SpriteBatchNode ()
bool initWithTexture (Texture2D *tex, int capacity)
 initializes a SpriteBatchNode with a texture2d and capacity of children. More...
 
local initWithTexture ( local tex, local capacity)
 initializes a SpriteBatchNode with a texture2d and capacity of children. More...
 
bool initWithFile (const char *fileImage, int capacity)
 initializes a SpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and a capacity of children. More...
 
local init ( local fileImage, local capacity)
 initializes a SpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and a capacity of children. More...
 
bool init ()
 Initializes the instance of Node. More...
 
TextureAtlasgetTextureAtlas (void)
 returns the TextureAtlas object More...
 
local getTextureAtlas ()
 returns the TextureAtlas object More...
 
void setTextureAtlas (TextureAtlas *textureAtlas)
 sets the TextureAtlas object More...
 
const std::vector< Sprite * > & getDescendants () const
 returns an array with the descendants (children, gran children, etc.). More...
 
void increaseAtlasCapacity ()
void removeChildAtIndex (int index, bool doCleanup)
 removes a child given a certain index. More...
 
var removeChildAtIndex ( var index, var doCleanup)
 removes a child given a certain index. More...
 
local removeChildAtIndex ( local index, local doCleanup)
 removes a child given a certain index. More...
 
void appendChild (Sprite *sprite)
void removeSpriteFromAtlas (Sprite *sprite)
var removeSpriteFromAtlas ( var sprite)
local removeSpriteFromAtlas ( local sprite)
int rebuildIndexInOrder (Sprite *parent, int index)
int highestAtlasIndexInChild (Sprite *sprite)
int lowestAtlasIndexInChild (Sprite *sprite)
int atlasIndexForChild (Sprite *sprite, int z)
void reorderBatch (bool reorder)
virtual Texture2DgetTexture (void) const override
 Returns the currently used texture. More...
 
virtual void setTexture (Texture2D *texture) override
 Sets a new texuture. More...
 
virtual void setBlendFunc (const BlendFunc &blendFunc) override
virtual const BlendFuncgetBlendFunc (void) const override
 Returns the blending function that is currently being used. More...
 
virtual void visit (void) override
 Visits this node's children and draw them recursively. More...
 
virtual void addChild (Node *child) override
 Adds a child to the container with z-order as 0. More...
 
local addChild ( local child)
 Adds a child to the container with z-order as 0. More...
 
virtual void addChild (Node *child, int zOrder) override
 Adds a child to the container with a z-order. More...
 
var addChild ( var child, var zOrder)
 Adds a child to the container with a z-order. More...
 
local addChild ( local child, local zOrder)
 Adds a child to the container with a z-order. More...
 
virtual void reorderChild (Node *child, int zOrder) override
 Reorders a child according to a new z value. More...
 
local reorderChild ( local child, local zOrder)
 Reorders a child according to a new z value. More...
 
virtual void removeAllChildrenWithCleanup (bool cleanup) override
 Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More...
 
virtual void sortAllChildren () override
 Sorts the children array once before drawing, instead of every time when a child is added or reordered. More...
 
virtual void draw (void) override
 Override this method to draw your own node. More...
 
local draw ()
 Override this method to draw your own node. More...
 
- Public Member Functions inherited from Node
virtual CameragetCamera ()
 Returns a camera object that lets you move the node using a gluLookAt. More...
 
virtual bool isRunning () const
 Returns whether or not the node accepts event callbacks. More...
 
void scheduleUpdateWithPriorityLua (int handler, int priority)
 Schedules for lua script. More...
 
virtual void cleanup ()
 Stops all running actions and schedulers. More...
 
var cleanup ()
 Stops all running actions and schedulers. More...
 
local cleanup ()
 Stops all running actions and schedulers. More...
 
virtual Rect getBoundingBox () const
 Returns a "local" axis aligned bounding box of the node. More...
 
local getBoundingBox ()
 Returns a "local" axis aligned bounding box of the node. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE Rect 
boundingBox () const
local boundingBox ()
virtual void setZOrder (int zOrder)
 Sets the Z order which stands for the drawing order, and reorder this node in its parent's children array. More...
 
local setZOrder ( local zOrder)
 Sets the Z order which stands for the drawing order, and reorder this node in its parent's children array. More...
 
virtual void _setZOrder (int z)
 Sets the z order which stands for the drawing order. More...
 
virtual int getZOrder () const
 Gets the Z order of this node. More...
 
virtual void setVertexZ (float vertexZ)
 Sets the real OpenGL Z vertex. More...
 
local setVertexZ ( local vertexZ)
 Sets the real OpenGL Z vertex. More...
 
virtual float getVertexZ () const
 Gets OpenGL Z vertex of this node. More...
 
virtual void setScaleX (float scaleX)
 Changes the scale factor on X axis of this node. More...
 
var setScaleX ( var scaleX)
 Changes the scale factor on X axis of this node. More...
 
local setScaleX ( local scaleX)
 Changes the scale factor on X axis of this node. More...
 
virtual float getScaleX () const
 Returns the scale factor on X axis of this node. More...
 
virtual void setScaleY (float scaleY)
 Changes the scale factor on Y axis of this node. More...
 
var setScaleY ( var scaleY)
 Changes the scale factor on Y axis of this node. More...
 
local setScaleY ( local scaleY)
 Changes the scale factor on Y axis of this node. More...
 
virtual float getScaleY () const
 Returns the scale factor on Y axis of this node. More...
 
virtual void setScale (float scale)
 Changes both X and Y scale factor of the node. More...
 
local setScale ( local scale)
 Changes both X and Y scale factor of the node. More...
 
virtual float getScale () const
 Gets the scale factor of the node, when X and Y have the same scale factor. More...
 
virtual void setPosition (const Point &position)
 Changes the position (x,y) of the node in OpenGL coordinates. More...
 
virtual const PointgetPosition () const
 Gets the position (x,y) of the node in OpenGL coordinates. More...
 
local getPosition ()
 Gets the position (x,y) of the node in OpenGL coordinates. More...
 
virtual void setPosition (float x, float y)
 Sets position in a more efficient way. More...
 
virtual void getPosition (float *x, float *y) const
 Gets position in a more efficient way, returns two number instead of a Point object. More...
 
virtual void setPositionX (float x)
 Gets/Sets x or y coordinate individually for position. More...
 
virtual float getPositionX (void) const
local getPositionX ()
virtual void setPositionY (float y)
local setPositionY ( local y)
virtual float getPositionY (void) const
local getPositionY ()
virtual void setSkewX (float fSkewX)
 Changes the X skew angle of the node in degrees. More...
 
virtual float getSkewX () const
 Returns the X skew angle of the node in degrees. More...
 
virtual void setSkewY (float fSkewY)
 Changes the Y skew angle of the node in degrees. More...
 
local setSkewY ( local fSkewY)
 Changes the Y skew angle of the node in degrees. More...
 
virtual float getSkewY () const
 Returns the Y skew angle of the node in degrees. More...
 
virtual void setAnchorPoint (const Point &anchorPoint)
 Sets the anchor point in percent. More...
 
local setAnchorPoint ( local anchorPoint)
 Sets the anchor point in percent. More...
 
virtual const PointgetAnchorPoint () const
 Returns the anchor point in percent. More...
 
local getAnchorPoint ()
 Returns the anchor point in percent. More...
 
virtual const PointgetAnchorPointInPoints () const
 Returns the anchorPoint in absolute pixels. More...
 
virtual void setContentSize (const Size &contentSize)
 Sets the untransformed size of the node. More...
 
local setContentSize ( local contentSize)
 Sets the untransformed size of the node. More...
 
virtual const SizegetContentSize () const
 Returns the untransformed size of the node. More...
 
virtual void setVisible (bool visible)
 Sets whether the node is visible. More...
 
local setVisible ( local visible)
 Sets whether the node is visible. More...
 
virtual bool isVisible () const
 Determines if the node is visible. More...
 
var isVisible ()
 Determines if the node is visible. More...
 
local isVisible ()
 Determines if the node is visible. More...
 
virtual void setRotation (float rotation)
 Sets the rotation (angle) of the node in degrees. More...
 
virtual float getRotation () const
 Returns the rotation of the node in degrees. More...
 
virtual void setRotationX (float rotationX)
 Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More...
 
local setRotationX ( local rotationX)
 Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More...
 
virtual float getRotationX () const
 Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More...
 
virtual void setRotationY (float rotationY)
 Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
local setRotationY ( local rotationY)
 Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual float getRotationY () const
 Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual void setOrderOfArrival (int orderOfArrival)
 Sets the arrival order when this node has a same ZOrder with other children. More...
 
var setOrderOfArrival ( var orderOfArrival)
 Sets the arrival order when this node has a same ZOrder with other children. More...
 
local setOrderOfArrival ( local orderOfArrival)
 Sets the arrival order when this node has a same ZOrder with other children. More...
 
virtual int getOrderOfArrival () const
 Returns the arrival order, indecates which children is added previously. More...
 
CC_DEPRECATED_ATTRIBUTE void setGLServerState (int serverState)
CC_DEPRECATED_ATTRIBUTE int getGLServerState () const
virtual void ignoreAnchorPointForPosition (bool ignore)
 Sets whether the anchor point will be (0,0) when you position this node. More...
 
virtual bool isIgnoreAnchorPointForPosition () const
 Gets whether the anchor point will be (0,0) when you position this node. More...
 
NodegetChildByTag (int tag)
 Gets a child from the container with its tag. More...
 
virtual ArraygetChildren ()
 Return an array of children. More...
 
virtual const ArraygetChildren () const
unsigned int getChildrenCount () const
 Get the amount of children. More...
 
local getChildrenCount ()
 Get the amount of children. More...
 
virtual void setParent (Node *parent)
 Sets the parent node. More...
 
var setParent ( var parent)
 Sets the parent node. More...
 
local setParent ( local parent)
 Sets the parent node. More...
 
virtual NodegetParent ()
 Returns a pointer to the parent node. More...
 
var getParent ()
 Returns a pointer to the parent node. More...
 
local getParent ()
 Returns a pointer to the parent node. More...
 
virtual const NodegetParent () const
local getParent ()
virtual void removeFromParent ()
 Removes this node itself from its parent node with a cleanup. More...
 
local removeFromParent ()
 Removes this node itself from its parent node with a cleanup. More...
 
virtual void removeFromParentAndCleanup (bool cleanup)
 Removes this node itself from its parent node. More...
 
local removeFromParent ( local cleanup)
 Removes this node itself from its parent node. More...
 
virtual void removeChildByTag (int tag, bool cleanup=true)
 Removes a child from the container by tag value. More...
 
local removeChildByTag ( local tag, local true)
 Removes a child from the container by tag value. More...
 
virtual void removeAllChildren ()
 Removes all children from the container with a cleanup. More...
 
virtual GridBasegetGrid ()
 Returns a grid object that is used when applying effects. More...
 
local getGrid ()
 Returns a grid object that is used when applying effects. More...
 
virtual const GridBasegetGrid () const
local getGrid ()
virtual void setGrid (GridBase *grid)
 Changes a grid object that is used when applying effects. More...
 
local setGrid ( local grid)
 Changes a grid object that is used when applying effects. More...
 
virtual int getTag () const
 Returns a tag that is used to identify the node easily. More...
 
virtual void setTag (int tag)
 Changes the tag that is used to identify the node easily. More...
 
var setTag ( var tag)
 Changes the tag that is used to identify the node easily. More...
 
local setTag ( local tag)
 Changes the tag that is used to identify the node easily. More...
 
virtual void * getUserData ()
 Returns a custom user data pointer. More...
 
virtual const void * getUserData () const
virtual void setUserData (void *userData)
 Sets a custom user data pointer. More...
 
virtual ObjectgetUserObject ()
 Returns a user assigned Object. More...
 
virtual const ObjectgetUserObject () const
virtual void setUserObject (Object *userObject)
 Returns a user assigned Object. More...
 
local setUserObject ( local userObject)
 Returns a user assigned Object. More...
 
virtual GLProgramgetShaderProgram ()
 Return the shader program currently used for this node. More...
 
virtual const GLProgramgetShaderProgram () const
local getShaderProgram ()
virtual void setShaderProgram (GLProgram *shaderProgram)
 Sets the shader program for this node. More...
 
var setShaderProgram ( var shaderProgram)
 Sets the shader program for this node. More...
 
local setShaderProgram ( local shaderProgram)
 Sets the shader program for this node. More...
 
virtual void onEnter ()
 Event callback that is invoked every time when Node enters the 'stage'. More...
 
virtual void onEnterTransitionDidFinish ()
 Event callback that is invoked when the Node enters in the 'stage'. More...
 
virtual void onExit ()
 Event callback that is invoked every time the Node leaves the 'stage'. More...
 
virtual void onExitTransitionDidStart ()
 Event callback that is called every time the Node leaves the 'stage'. More...
 
virtual void setActionManager (ActionManager *actionManager)
 Sets the ActionManager object that is used by all actions. More...
 
virtual ActionManagergetActionManager ()
 Gets the ActionManager object that is used by all actions. More...
 
local getActionManager ()
 Gets the ActionManager object that is used by all actions. More...
 
virtual const ActionManagergetActionManager () const
ActionrunAction (Action *action)
 Executes an action, and returns the action that is executed. More...
 
local runAction ( local action)
 Executes an action, and returns the action that is executed. More...
 
void stopAllActions ()
 Stops and removes all actions from the running action list . More...
 
void stopAction (Action *action)
 Stops and removes an action from the running action list. More...
 
void stopActionByTag (int tag)
 Removes an action from the running action list by its tag. More...
 
ActiongetActionByTag (int tag)
 Gets an action from the running action list by its tag. More...
 
unsigned int getNumberOfRunningActions () const
 Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). More...
 
local getNumberOfRunningActions ()
 Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). More...
 
CC_DEPRECATED_ATTRIBUTE
unsigned int 
numberOfRunningActions () const
local numberOfRunningActions ()
virtual void setScheduler (Scheduler *scheduler)
 Sets a Scheduler object that is used to schedule all "updates" and timers. More...
 
virtual SchedulergetScheduler ()
 Gets a Sheduler object. More...
 
virtual const SchedulergetScheduler () const
local getScheduler ()
bool isScheduled (SEL_SCHEDULE selector)
 Checks whether a selector is scheduled. More...
 
void scheduleUpdate (void)
 Schedules the "update" method. More...
 
void scheduleUpdateWithPriority (int priority)
 Schedules the "update" method with a custom priority. More...
 
void unscheduleUpdate (void)
void schedule (SEL_SCHEDULE selector, float interval, unsigned int repeat, float delay)
 Schedules a custom selector. More...
 
void schedule (SEL_SCHEDULE selector, float interval)
 Schedules a custom selector with an interval time in seconds. More...
 
void scheduleOnce (SEL_SCHEDULE selector, float delay)
 Schedules a selector that runs only once, with a delay of 0 or larger. More...
 
void schedule (SEL_SCHEDULE selector)
 Schedules a custom selector, the scheduled selector will be ticked every frame. More...
 
void unschedule (SEL_SCHEDULE selector)
 Unschedules a custom selector. More...
 
void unscheduleAllSelectors (void)
 Unschedule all scheduled selectors: custom selectors, and the 'update' selector. More...
 
void resumeSchedulerAndActions (void)
 Resumes all scheduled selectors and actions. More...
 
local resumeSchedulerAndActions ()
 Resumes all scheduled selectors and actions. More...
 
void pauseSchedulerAndActions (void)
 Pauses all scheduled selectors and actions. More...
 
virtual void update (float delta)
local update ( local delta)
void transform ()
 Performs OpenGL view-matrix transformation based on position, scale, rotation and other attributes. More...
 
void transformAncestors ()
 Performs OpenGL view-matrix transformation of it's ancestors. More...
 
virtual void updateTransform ()
 Calls children's updateTransform() method recursively. More...
 
virtual const AffineTransformgetNodeToParentTransform () const
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
local getNodeToParentTransform ()
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform 
nodeToParentTransform () const
local nodeToParentTransform ()
virtual const AffineTransformgetParentToNodeTransform () const
 Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform 
parentToNodeTransform () const
local parentToNodeTransform ()
virtual AffineTransform getNodeToWorldTransform () const
 Returns the world affine transform matrix. More...
 
local getNodeToWorldTransform ()
 Returns the world affine transform matrix. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform 
nodeToWorldTransform () const
local nodeToWorldTransform ()
virtual AffineTransform getWorldToNodeTransform () const
 Returns the inverse world affine transform matrix. More...
 
local getWorldToNodeTransform ()
 Returns the inverse world affine transform matrix. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform 
worldToNodeTransform () const
local worldToNodeTransform ()
Point convertToNodeSpace (const Point &worldPoint) const
 Converts a Point to node (local) space coordinates. More...
 
Point convertToWorldSpace (const Point &nodePoint) const
 Converts a Point to world space coordinates. More...
 
Point convertToNodeSpaceAR (const Point &worldPoint) const
 Converts a Point to node (local) space coordinates. More...
 
Point convertToWorldSpaceAR (const Point &nodePoint) const
 Converts a local Point to world space coordinates.The result is in Points. More...
 
Point convertTouchToNodeSpace (Touch *touch) const
 convenience methods which take a Touch instead of Point More...
 
Point convertTouchToNodeSpaceAR (Touch *touch) const
 converts a Touch (world coordinates) into a local coordinate. More...
 
void setAdditionalTransform (const AffineTransform &additionalTransform)
 Sets the additional transform. More...
 
ComponentgetComponent (const char *pName)
 gets a component by its name More...
 
virtual bool addComponent (Component *pComponent)
 adds a component More...
 
local addComponent ( local pComponent)
 adds a component More...
 
virtual bool removeComponent (const char *pName)
 removes a component by its name More...
 
virtual void removeAllComponents ()
 removes all components More...
 
 Node (void)
 Default constructor. More...
 
virtual ~Node (void)
 Default destructor. More...
 
const char * description (void) const
 Gets the description string. More...
 
- Public Member Functions inherited from Object
 Object ()
 Constructor. More...
 
virtual ~Object ()
void release ()
 Release the ownership immediately. More...
 
void retain ()
 Retains the ownership. More...
 
Objectautorelease ()
 Release the ownership sometime soon automatically. More...
 
bool isSingleReference () const
 Returns a boolean value that indicates whether there is only one reference to the object. More...
 
unsigned int retainCount () const
 Returns the object's current reference count. More...
 
virtual bool isEqual (const Object *object)
 Returns a boolean value that indicates whether this object and a given object are equal. More...
 
virtual void acceptVisitor (DataVisitor &visitor)

Static Public Member Functions

static TMXLayercreate (TMXTilesetInfo *tilesetInfo, TMXLayerInfo *layerInfo, TMXMapInfo *mapInfo)
 creates a TMXLayer with an tileset info, a layer info and a map info More...
 
var create ( var tilesetInfo, var layerInfo, var mapInfo)
 creates a TMXLayer with an tileset info, a layer info and a map info More...
 
- Static Public Member Functions inherited from SpriteBatchNode
static SpriteBatchNodecreateWithTexture (Texture2D *tex, int capacity=DEFAULT_CAPACITY)
 creates a SpriteBatchNode with a texture2d and capacity of children. More...
 
var createWithTexture ( var tex, var DEFAULT_CAPACITY)
 creates a SpriteBatchNode with a texture2d and capacity of children. More...
 
local createWithTexture ( local tex, local DEFAULT_CAPACITY)
 creates a SpriteBatchNode with a texture2d and capacity of children. More...
 
static SpriteBatchNodecreate (const char *fileImage, int capacity=DEFAULT_CAPACITY)
 creates a SpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and capacity of children. More...
 
local create ( local fileImage, local DEFAULT_CAPACITY)
 creates a SpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and capacity of children. More...
 
- Static Public Member Functions inherited from Node
static Nodecreate (void)
 Allocates and initializes a node. More...
 

Protected Attributes

std::string _layerName
 name of the layer More...
 
unsigned char _opacity
 TMX Layer supports opacity. More...
 
var _opacity
 TMX Layer supports opacity. More...
 
local _opacity
 TMX Layer supports opacity. More...
 
unsigned int _minGID
unsigned int _maxGID
var _maxGID
local _maxGID
int _vertexZvalue
 Only used when vertexZ is used. More...
 
var _vertexZvalue
 Only used when vertexZ is used. More...
 
local _vertexZvalue
 Only used when vertexZ is used. More...
 
bool _useAutomaticVertexZ
Sprite_reusedTile
 used for optimization More...
 
var _reusedTile
 used for optimization More...
 
local _reusedTile
 used for optimization More...
 
ccCArray * _atlasIndexArray
float _contentScaleFactor
var _contentScaleFactor
local _contentScaleFactor
Size _layerSize
 size of the layer in tiles More...
 
Size _mapTileSize
 size of the map's tile (could be different from the tile's size) More...
 
unsigned int * _tiles
 pointer to the map of tiles More...
 
var _tiles
 pointer to the map of tiles More...
 
local _tiles
 pointer to the map of tiles More...
 
TMXTilesetInfo_tileSet
 Tileset information for the layer. More...
 
unsigned int _layerOrientation
 Layer orientation, which is the same as the map orientation. More...
 
Dictionary_properties
 properties from the layer. More...
 
- Protected Attributes inherited from SpriteBatchNode
TextureAtlas_textureAtlas
BlendFunc _blendFunc
var _blendFunc
local _blendFunc
std::vector< Sprite * > _descendants
var _descendants
local _descendants
- Protected Attributes inherited from Node
float _rotationX
 rotation angle on x-axis More...
 
float _rotationY
 rotation angle on y-axis More...
 
var _rotationY
 rotation angle on y-axis More...
 
local _rotationY
 rotation angle on y-axis More...
 
float _scaleX
 scaling factor on x-axis More...
 
var _scaleX
 scaling factor on x-axis More...
 
local _scaleX
 scaling factor on x-axis More...
 
float _scaleY
 scaling factor on y-axis More...
 
var _scaleY
 scaling factor on y-axis More...
 
local _scaleY
 scaling factor on y-axis More...
 
float _vertexZ
 OpenGL real Z vertex. More...
 
Point _position
 position of the node More...
 
float _skewX
 skew angle on x-axis More...
 
var _skewX
 skew angle on x-axis More...
 
local _skewX
 skew angle on x-axis More...
 
float _skewY
 skew angle on y-axis More...
 
var _skewY
 skew angle on y-axis More...
 
local _skewY
 skew angle on y-axis More...
 
Point _anchorPointInPoints
 anchor point in points More...
 
var _anchorPointInPoints
 anchor point in points More...
 
local _anchorPointInPoints
 anchor point in points More...
 
Point _anchorPoint
 anchor point normalized (NOT in points) More...
 
Size _contentSize
 untransformed size of the node More...
 
local _contentSize
 untransformed size of the node More...
 
AffineTransform _additionalTransform
 transform More...
 
AffineTransform _transform
 transform More...
 
var _transform
 transform More...
 
local _transform
 transform More...
 
AffineTransform _inverse
 inverse transform More...
 
var _inverse
 inverse transform More...
 
local _inverse
 inverse transform More...
 
bool _additionalTransformDirty
 The flag to check whether the additional transform is dirty. More...
 
bool _transformDirty
 transform dirty flag More...
 
var _transformDirty
 transform dirty flag More...
 
local _transformDirty
 transform dirty flag More...
 
bool _inverseDirty
 inverse transform dirty flag More...
 
var _inverseDirty
 inverse transform dirty flag More...
 
local _inverseDirty
 inverse transform dirty flag More...
 
Camera_camera
 a camera More...
 
GridBase_grid
 a grid More...
 
int _ZOrder
 z-order value that affects the draw order More...
 
Array_children
 array of children nodes More...
 
var _children
 array of children nodes More...
 
local _children
 array of children nodes More...
 
Node_parent
 weak reference to parent node More...
 
int _tag
 a tag. Can be any number you assigned just to identify this node More...
 
var _tag
 a tag. Can be any number you assigned just to identify this node More...
 
local _tag
 a tag. Can be any number you assigned just to identify this node More...
 
void * _userData
 A user assingned void pointer, Can be point to any cpp object. More...
 
Object_userObject
 A user assigned Object. More...
 
local _userObject
 A user assigned Object. More...
 
GLProgram_shaderProgram
 OpenGL shader. More...
 
int _orderOfArrival
 used to preserve sequence while sorting children with the same zOrder More...
 
Scheduler_scheduler
 scheduler used to schedule timers and updates More...
 
ActionManager_actionManager
 a pointer to ActionManager singleton, which is used to handle all the actions More...
 
var _actionManager
 a pointer to ActionManager singleton, which is used to handle all the actions More...
 
local _actionManager
 a pointer to ActionManager singleton, which is used to handle all the actions More...
 
bool _running
 is running More...
 
bool _visible
 is this node visible More...
 
bool _ignoreAnchorPointForPosition
 true if the Anchor Point will be (0,0) when you position the Node, false otherwise. More...
 
var _ignoreAnchorPointForPosition
 true if the Anchor Point will be (0,0) when you position the Node, false otherwise. More...
 
local _ignoreAnchorPointForPosition
 true if the Anchor Point will be (0,0) when you position the Node, false otherwise. More...
 
bool _reorderChildDirty
 children order dirty flag More...
 
local _reorderChildDirty
 children order dirty flag More...
 
bool _isTransitionFinished
 flag to indicate whether the transition was finished More...
 
var _isTransitionFinished
 flag to indicate whether the transition was finished More...
 
local _isTransitionFinished
 flag to indicate whether the transition was finished More...
 
int _scriptHandler
 script handler for onEnter() & onExit(), used in Javascript binding and Lua binding. More...
 
int _updateScriptHandler
 script handler for update() callback per frame, which is invoked from lua & javascript. More...
 
var _updateScriptHandler
 script handler for update() callback per frame, which is invoked from lua & javascript. More...
 
local _updateScriptHandler
 script handler for update() callback per frame, which is invoked from lua & javascript. More...
 
ccScriptType _scriptType
 type of script binding, lua or javascript More...
 
ComponentContainer_componentContainer
 Dictionary of components. More...
 
var _componentContainer
 Dictionary of components. More...
 
local _componentContainer
 Dictionary of components. More...
 
int _eventPriority
 The scene graph based priority of event listener. More...
 
int _oldEventPriority
 The old scene graph based priority of event listener. More...
 
var _oldEventPriority
 The old scene graph based priority of event listener. More...
 
local _oldEventPriority
 The old scene graph based priority of event listener. More...
 
- Protected Attributes inherited from Object
unsigned int _reference
 count of references More...
 
var _reference
 count of references More...
 
local _reference
 count of references More...
 
unsigned int _autoReleaseCount
 count of autorelease More...
 
var _autoReleaseCount
 count of autorelease More...
 
local _autoReleaseCount
 count of autorelease More...
 

Additional Inherited Members

- Public Attributes inherited from Object
unsigned int _ID
 object id, ScriptSupport need public _ID More...
 
int _luaID
 Lua reference id. More...
 
- Static Public Attributes inherited from Node
static const int INVALID_TAG = -1
 Default tag used for all the nodes. More...
 
var INVALID_TAG = -1
 Default tag used for all the nodes. More...
 
local INVALID_TAG = -1
 Default tag used for all the nodes. More...
 
- Protected Member Functions inherited from SpriteBatchNode
void insertQuadFromSprite (Sprite *sprite, int index)
 Inserts a quad at a certain index into the texture atlas. More...
 
void updateQuadFromSprite (Sprite *sprite, int index)
 Updates a quad at a certain index into the texture atlas. More...
 
SpriteBatchNodeaddSpriteWithoutQuad (Sprite *child, int z, int aTag)
var addSpriteWithoutQuad ( var child, var z, var aTag)
void updateAtlasIndex (Sprite *sprite, int *curIndex)
void swap (int oldIndex, int newIndex)
void updateBlendFunc ()
- Static Protected Attributes inherited from Node
static int _globalEventPriorityIndex
 The index of global event priority. More...
 

Detailed Description

TMXLayer represents the TMX layer.

It is a subclass of SpriteBatchNode. By default the tiles are rendered using a TextureAtlas. If you modify a tile on runtime, then, that tile will become a Sprite, otherwise no Sprite objects are created. The benefits of using Sprite objects as tiles are:

  • tiles (Sprite) can be rotated/scaled/moved with a nice API

If the layer contains a property named "cc_vertexz" with an integer (in can be positive or negative), then all the tiles belonging to the layer will use that value as their OpenGL vertex Z for depth.

On the other hand, if the "cc_vertexz" property has the "automatic" value, then the tiles will use an automatic vertex Z value. Also before drawing the tiles, GL_ALPHA_TEST will be enabled, and disabled after drawing them. The used alpha func will be:

glAlphaFunc( GL_GREATER, value )

"value" by default is 0, but you can change it from Tiled by adding the "cc_alpha_func" property to the layer. The value 0 should work for most cases, but if you have tiles that are semi-transparent, then you might want to use a different value, like 0.5.

For further information, please see the programming guide:

http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:tiled_maps

Since
v0.8.1 Tiles can have tile flags for additional properties. At the moment only flip horizontal and flip vertical are used. These bit flags are defined in TMXXMLParser.h.
1.1

Constructor & Destructor Documentation

TMXLayer ( )
var ctor ( )
local TMXLayer ( )
virtual ~TMXLayer ( )
virtual

Member Function Documentation

virtual void addChild ( Node child,
int  zOrder,
int  tag 
)
overridevirtual

TMXLayer doesn't support adding a Sprite manually.

Warning
addchild(z, tag); is not supported on TMXLayer. Instead of setTileGID.

Reimplemented from SpriteBatchNode.

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

TMXLayer doesn't support adding a Sprite manually.

Warning
addchild(z, tag); is not supported on TMXLayer. Instead of setTileGID.

Reimplemented from SpriteBatchNode.

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

TMXLayer doesn't support adding a Sprite manually.

Warning
addchild(z, tag); is not supported on TMXLayer. Instead of setTileGID.

Reimplemented from SpriteBatchNode.

static TMXLayer* create ( TMXTilesetInfo tilesetInfo,
TMXLayerInfo layerInfo,
TMXMapInfo mapInfo 
)
static

creates a TMXLayer with an tileset info, a layer info and a map info

var create ( var  tilesetInfo,
var  layerInfo,
var  mapInfo 
)
static

creates a TMXLayer with an tileset info, a layer info and a map info

local create ( local  tilesetInfo,
local  layerInfo,
local  mapInfo 
)
static

creates a TMXLayer with an tileset info, a layer info and a map info

const char* getLayerName ( )
inline
var getLayerName ( )
inline
local getLayerName ( )
inline
unsigned int getLayerOrientation ( ) const
inline

Layer orientation, which is the same as the map orientation.

var getLayerOrientation ( )
inline

Layer orientation, which is the same as the map orientation.

local getLayerOrientation ( )
inline

Layer orientation, which is the same as the map orientation.

const Size& getLayerSize ( ) const
inline

size of the layer in tiles

var getLayerSize ( )
inline

size of the layer in tiles

local getLayerSize ( )
inline

size of the layer in tiles

const Size& getMapTileSize ( ) const
inline

size of the map's tile (could be different from the tile's size)

var getMapTileSize ( )
inline

size of the map's tile (could be different from the tile's size)

local getMapTileSize ( )
inline

size of the map's tile (could be different from the tile's size)

Point getPositionAt ( const Point tileCoordinate)

returns the position in points of a given tile coordinate

var getPositionAt ( var  tileCoordinate)

returns the position in points of a given tile coordinate

local getPositionAt ( local  tileCoordinate)

returns the position in points of a given tile coordinate

Dictionary* getProperties ( ) const
inline

properties from the layer.

They can be added using Tiled

var getProperties ( )
inline

properties from the layer.

They can be added using Tiled

local getProperties ( )
inline

properties from the layer.

They can be added using Tiled

String* getProperty ( const char *  propertyName) const

return the value for the specific property name

var getProperty ( var  propertyName)

return the value for the specific property name

local getProperty ( local  propertyName)

return the value for the specific property name

Sprite* getTileAt ( const Point tileCoordinate)

returns the tile (Sprite) at a given a tile coordinate.

The returned Sprite will be already added to the TMXLayer. Don't add it again. The Sprite can be treated like any other Sprite: rotated, scaled, translated, opacity, color, etc. You can remove either by calling:

  • layer->removeChild(sprite, cleanup);
  • or layer->removeTileAt(Point(x,y));
var getTileAt ( var  tileCoordinate)

returns the tile (Sprite) at a given a tile coordinate.

The returned Sprite will be already added to the TMXLayer. Don't add it again. The Sprite can be treated like any other Sprite: rotated, scaled, translated, opacity, color, etc. You can remove either by calling:

  • layer->removeChild(sprite, cleanup);
  • or layer->removeTileAt(Point(x,y));
local getTileAt ( local  tileCoordinate)

returns the tile (Sprite) at a given a tile coordinate.

The returned Sprite will be already added to the TMXLayer. Don't add it again. The Sprite can be treated like any other Sprite: rotated, scaled, translated, opacity, color, etc. You can remove either by calling:

  • layer->removeChild(sprite, cleanup);
  • or layer->removeTileAt(Point(x,y));
unsigned int getTileGIDAt ( const Point tileCoordinate,
ccTMXTileFlags flags = nullptr 
)

returns the tile gid at a given tile coordinate.

It also returns the tile flags. This method requires the the tile map has not been previously released (eg. don't call [layer releaseMap])

var getTileGIDAt ( var  tileCoordinate,
var  flags = nullptr 
)

returns the tile gid at a given tile coordinate.

It also returns the tile flags. This method requires the the tile map has not been previously released (eg. don't call [layer releaseMap])

local getTileGIDAt ( local  tileCoordinate,
local  flags = nullptr 
)

returns the tile gid at a given tile coordinate.

It also returns the tile flags. This method requires the the tile map has not been previously released (eg. don't call [layer releaseMap])

unsigned int* getTiles ( ) const
inline

pointer to the map of tiles

TMXTilesetInfo* getTileSet ( ) const
inline

Tileset information for the layer.

var getTileSet ( )
inline

Tileset information for the layer.

local getTileSet ( )
inline

Tileset information for the layer.

bool initWithTilesetInfo ( TMXTilesetInfo tilesetInfo,
TMXLayerInfo layerInfo,
TMXMapInfo mapInfo 
)

initializes a TMXLayer with a tileset info, a layer info and a map info

var initWithTilesetInfo ( var  tilesetInfo,
var  layerInfo,
var  mapInfo 
)

initializes a TMXLayer with a tileset info, a layer info and a map info

local initWithTilesetInfo ( local  tilesetInfo,
local  layerInfo,
local  mapInfo 
)

initializes a TMXLayer with a tileset info, a layer info and a map info

CC_DEPRECATED_ATTRIBUTE Point
positionAt
( const Point tileCoordinate)
inline
var positionAt ( var  tileCoordinate)
inline
local positionAt ( local  tileCoordinate)
inline
CC_DEPRECATED_ATTRIBUTE String*
propertyNamed
( const char *  propertyName) const
inline
var propertyNamed ( var  propertyName)
inline
local propertyNamed ( local  propertyName)
inline
void releaseMap ( )

dealloc the map that contains the tile position from memory.

Unless you want to know at runtime the tiles positions, you can safely call this method. If you are going to call layer->tileGIDAt() then, don't release the map

var releaseMap ( )

dealloc the map that contains the tile position from memory.

Unless you want to know at runtime the tiles positions, you can safely call this method. If you are going to call layer->tileGIDAt() then, don't release the map

local releaseMap ( )

dealloc the map that contains the tile position from memory.

Unless you want to know at runtime the tiles positions, you can safely call this method. If you are going to call layer->tileGIDAt() then, don't release the map

void removeChild ( Node child,
bool  cleanup 
)
overridevirtual

Removes a child from the container.

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

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

Reimplemented from SpriteBatchNode.

var removeChild ( var  child,
var  cleanup 
)
overridevirtual

Removes a child from the container.

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

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

Reimplemented from SpriteBatchNode.

local removeChild ( local  child,
local  cleanup 
)
overridevirtual

Removes a child from the container.

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

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

Reimplemented from SpriteBatchNode.

void removeTileAt ( const Point tileCoordinate)

removes a tile at given tile coordinate

var removeTileAt ( var  tileCoordinate)

removes a tile at given tile coordinate

local removeTileAt ( local  tileCoordinate)

removes a tile at given tile coordinate

void setLayerName ( const char *  layerName)
inline
var setLayerName ( var  layerName)
inline
local setLayerName ( local  layerName)
inline
void setLayerOrientation ( unsigned int  orientation)
inline
var setLayerOrientation ( var  orientation)
inline
local setLayerOrientation ( local  orientation)
inline
void setLayerSize ( const Size size)
inline
var setLayerSize ( var  size)
inline
local setLayerSize ( local  size)
inline
void setMapTileSize ( const Size size)
inline
var setMapTileSize ( var  size)
inline
local setMapTileSize ( local  size)
inline
void setProperties ( Dictionary properties)
inline
var setProperties ( var  properties)
inline
local setProperties ( local  properties)
inline
void setTileGID ( unsigned int  gid,
const Point tileCoordinate 
)

sets the tile gid (gid = tile global id) at a given tile coordinate.

The Tile GID can be obtained by using the method "tileGIDAt" or by using the TMX editor -> Tileset Mgr +1. If a tile is already placed at that position, then it will be removed.

var setTileGID ( var  gid,
var  tileCoordinate 
)

sets the tile gid (gid = tile global id) at a given tile coordinate.

The Tile GID can be obtained by using the method "tileGIDAt" or by using the TMX editor -> Tileset Mgr +1. If a tile is already placed at that position, then it will be removed.

local setTileGID ( local  gid,
local  tileCoordinate 
)

sets the tile gid (gid = tile global id) at a given tile coordinate.

The Tile GID can be obtained by using the method "tileGIDAt" or by using the TMX editor -> Tileset Mgr +1. If a tile is already placed at that position, then it will be removed.

void setTileGID ( unsigned int  gid,
const Point tileCoordinate,
ccTMXTileFlags  flags 
)

sets the tile gid (gid = tile global id) at a given tile coordinate.

The Tile GID can be obtained by using the method "tileGIDAt" or by using the TMX editor -> Tileset Mgr +1. If a tile is already placed at that position, then it will be removed.

Use withFlags if the tile flags need to be changed as well

var setTileGID ( var  gid,
var  tileCoordinate,
var  flags 
)

sets the tile gid (gid = tile global id) at a given tile coordinate.

The Tile GID can be obtained by using the method "tileGIDAt" or by using the TMX editor -> Tileset Mgr +1. If a tile is already placed at that position, then it will be removed.

Use withFlags if the tile flags need to be changed as well

local setTileGID ( local  gid,
local  tileCoordinate,
local  flags 
)

sets the tile gid (gid = tile global id) at a given tile coordinate.

The Tile GID can be obtained by using the method "tileGIDAt" or by using the TMX editor -> Tileset Mgr +1. If a tile is already placed at that position, then it will be removed.

Use withFlags if the tile flags need to be changed as well

void setTiles ( unsigned int *  tiles)
inline
var setTiles ( var  tiles)
inline
local setTiles ( local  tiles)
inline
void setTileSet ( TMXTilesetInfo info)
inline
var setTileSet ( var  info)
inline
local setTileSet ( local  info)
inline
void setupTiles ( )

Creates the tiles.

var setupTiles ( )

Creates the tiles.

local setupTiles ( )

Creates the tiles.

CC_DEPRECATED_ATTRIBUTE Sprite*
tileAt
( const Point tileCoordinate)
inline
var tileAt ( var  tileCoordinate)
inline
local tileAt ( local  tileCoordinate)
inline
CC_DEPRECATED_ATTRIBUTE
unsigned int tileGIDAt
( const Point tileCoordinate,
ccTMXTileFlags flags = nullptr 
)
inline
var tileGIDAt ( var  tileCoordinate,
var  flags = nullptr 
)
inline
local tileGIDAt ( local  tileCoordinate,
local  flags = nullptr 
)
inline

Member Data Documentation

ccCArray* _atlasIndexArray
protected
var _atlasIndexArray
protected
local _atlasIndexArray
protected
float _contentScaleFactor
protected
var _contentScaleFactor
protected
local _contentScaleFactor
protected
std::string _layerName
protected

name of the layer

var _layerName
protected

name of the layer

local _layerName
protected

name of the layer

unsigned int _layerOrientation
protected

Layer orientation, which is the same as the map orientation.

var _layerOrientation
protected

Layer orientation, which is the same as the map orientation.

local _layerOrientation
protected

Layer orientation, which is the same as the map orientation.

Size _layerSize
protected

size of the layer in tiles

var _layerSize
protected

size of the layer in tiles

local _layerSize
protected

size of the layer in tiles

Size _mapTileSize
protected

size of the map's tile (could be different from the tile's size)

var _mapTileSize
protected

size of the map's tile (could be different from the tile's size)

local _mapTileSize
protected

size of the map's tile (could be different from the tile's size)

unsigned int _maxGID
protected
var _maxGID
protected
local _maxGID
protected
unsigned int _minGID
protected
var _minGID
protected
local _minGID
protected
unsigned char _opacity
protected

TMX Layer supports opacity.

var _opacity
protected

TMX Layer supports opacity.

local _opacity
protected

TMX Layer supports opacity.

Dictionary* _properties
protected

properties from the layer.

They can be added using Tiled

var _properties
protected

properties from the layer.

They can be added using Tiled

local _properties
protected

properties from the layer.

They can be added using Tiled

Sprite* _reusedTile
protected

used for optimization

var _reusedTile
protected

used for optimization

local _reusedTile
protected

used for optimization

unsigned int* _tiles
protected

pointer to the map of tiles

var _tiles
protected

pointer to the map of tiles

local _tiles
protected

pointer to the map of tiles

TMXTilesetInfo* _tileSet
protected

Tileset information for the layer.

var _tileSet
protected

Tileset information for the layer.

local _tileSet
protected

Tileset information for the layer.

bool _useAutomaticVertexZ
protected
var _useAutomaticVertexZ
protected
local _useAutomaticVertexZ
protected
int _vertexZvalue
protected

Only used when vertexZ is used.

var _vertexZvalue
protected

Only used when vertexZ is used.

local _vertexZvalue
protected

Only used when vertexZ is used.


The documentation for this class was generated from the following file: