A Sprite subclass that is bound to a physics body. More...
Inherits Sprite.
Public Member Functions | |
virtual bool | isDirty () const override |
Whether or not the Sprite needs to be updated in the Atlas. More... | |
var | isDirty () |
Whether or not the Sprite needs to be updated in the Atlas. More... | |
bool | isIgnoreBodyRotation () const |
Keep the sprite's rotation separate from the body. | |
void | setIgnoreBodyRotation (bool bIgnoreBodyRotation) |
Keep the sprite's rotation separate from the body. More... | |
var | setIgnoreBodyRotation ( var bIgnoreBodyRotation) |
Keep the sprite's rotation separate from the body. More... | |
cpBody * | getCPBody () const |
Body accessor when using regular Chipmunk. More... | |
void | setCPBody (cpBody *pBody) |
Set the physics body of Chipmunk that let the sprite effect with physics. More... | |
b2Body * | getB2Body () const |
Body accessor when using Box2d. More... | |
void | setB2Body (b2Body *pBody) |
Set the physics body of Box2D that let the sprite effect with physics. More... | |
virtual const Vec2 & | getPosition () const override |
Gets the position (x,y) of the node in its parent's coordinate system. More... | |
var | getPosition () |
Gets the position (x,y) of the node in its parent's coordinate system. More... | |
virtual void | getPosition (float *x, float *y) const override |
Gets position in a more efficient way, returns two number instead of a Vec2 object. More... | |
virtual float | getPositionX () const override |
Gets the x coordinate of the node in its parent's coordinate system. More... | |
virtual float | getPositionY () const override |
Gets the y coordinate of the node in its parent's coordinate system. More... | |
virtual Vec3 | getPosition3D () const override |
Returns the position (X,Y,Z) in its parent's coordinate system. More... | |
var | getPosition3D () |
Returns the position (X,Y,Z) in its parent's coordinate system. More... | |
virtual void | setPosition (const Vec2 &position) override |
Sets the position (x,y) of the node in its parent's coordinate system. More... | |
virtual void | setPosition (float x, float y) override |
Sets the position (x,y) of the node in its parent's coordinate system. More... | |
virtual void | setPositionX (float x) override |
Sets the x coordinate of the node in its parent's coordinate system. More... | |
var | setPositionX ( var x) |
Sets the x coordinate of the node in its parent's coordinate system. More... | |
virtual void | setPositionY (float y) override |
Sets the y coordinate of the node in its parent's coordinate system. More... | |
virtual void | setPosition3D (const Vec3 &position) override |
Sets the position (X, Y, and Z) in its parent's coordinate system. More... | |
virtual float | getRotation () const override |
Returns the rotation of the node in degrees. More... | |
virtual void | setRotation (float fRotation) override |
Sets the rotation (angle) of the node in degrees. More... | |
virtual void | onEnter () override |
Event callback that is invoked every time when Node enters the 'stage'. More... | |
virtual void | onExit () override |
Event callback that is invoked every time the Node leaves the 'stage'. More... | |
var | onExit () |
Event callback that is invoked every time the Node leaves the 'stage'. More... | |
Public Member Functions inherited from Sprite | |
virtual void | setDisplayFrame (SpriteFrame *newFrame) |
virtual bool | isFrameDisplayed (SpriteFrame *frame) const |
Returns whether or not a SpriteFrame is being displayed. | |
virtual SpriteFrame * | getSpriteFrame () const |
Returns the current displayed frame. | |
local | getSpriteFrame () |
Returns the current displayed frame. | |
virtual SpriteFrame * | getDisplayFrame () const |
local | getDisplayFrame () |
virtual SpriteFrame * | displayFrame () const |
var | displayFrame () |
local | displayFrame () |
bool | isFlipY () |
void | setFlipY (bool flippedY) |
local | setFlipY ( local flippedY) |
PolygonInfo & | getPolygonInfo () |
returns a reference of the polygon information associated with this sprite More... | |
void | setPolygonInfo (const PolygonInfo &info) |
set the sprite to use this new PolygonInfo More... | |
var | setPolygonInfo ( var info) |
set the sprite to use this new PolygonInfo More... | |
local | setPolygonInfo ( local info) |
set the sprite to use this new PolygonInfo More... | |
virtual std::string | getDescription () const override |
Gets the description string. More... | |
local | getDescription () |
Gets the description string. More... | |
const int | getResourceType () const |
Return texture file type(0 = file, 1 = plist). | |
var | getResourceType () |
Return texture file type(0 = file, 1 = plist). | |
local | getResourceType () |
Return texture file type(0 = file, 1 = plist). | |
const std::string | getResourceName () const |
Return texture file name. | |
local | getResourceName () |
Return texture file name. | |
virtual void | updateTransform () override |
Updates the quad according the rotation, position, scale values. | |
virtual SpriteBatchNode * | getBatchNode () const |
Returns the batch node object if this sprite is rendered by SpriteBatchNode. More... | |
local | getBatchNode () |
Returns the batch node object if this sprite is rendered by SpriteBatchNode. More... | |
virtual void | setBatchNode (SpriteBatchNode *spriteBatchNode) |
Sets the batch node to sprite. More... | |
var | setBatchNode ( var spriteBatchNode) |
Sets the batch node to sprite. More... | |
local | setBatchNode ( local spriteBatchNode) |
Sets the batch node to sprite. More... | |
virtual void | setTexture (const std::string &filename) |
Sets a new texture (from a filename) to the sprite. More... | |
var | setTexture ( var filename) |
Sets a new texture (from a filename) to the sprite. More... | |
local | setTexture ( local filename) |
Sets a new texture (from a filename) to the sprite. More... | |
virtual void | setTexture (Texture2D *texture) override |
This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.The Texture's rect is not changed. | |
var | setTexture ( var texture) |
This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.The Texture's rect is not changed. | |
local | setTexture ( local texture) |
This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.The Texture's rect is not changed. | |
virtual Texture2D * | getTexture () const override |
var | getTexture () |
local | getTexture () |
virtual void | setTextureRect (const Rect &rect) |
Updates the texture rect of the Sprite in points. More... | |
var | setTextureRect ( var rect) |
Updates the texture rect of the Sprite in points. More... | |
local | setTextureRect ( local rect) |
Updates the texture rect of the Sprite in points. More... | |
virtual void | setTextureRect (const Rect &rect, bool rotated, const Size &untrimmedSize) |
It will update the texture coordinates and the vertex rectangle. More... | |
var | setTextureRect ( var rect, var rotated, var untrimmedSize) |
It will update the texture coordinates and the vertex rectangle. More... | |
local | setTextureRect ( local rect, local rotated, local untrimmedSize) |
It will update the texture coordinates and the vertex rectangle. More... | |
virtual void | setVertexRect (const Rect &rect) |
Sets the vertex rect. More... | |
virtual void | setSpriteFrame (const std::string &spriteFrameName) |
var | setSpriteFrame ( var spriteFrameName) |
local | setSpriteFrame ( local spriteFrameName) |
virtual void | setSpriteFrame (SpriteFrame *newFrame) |
var | setSpriteFrame ( var newFrame) |
local | setSpriteFrame ( local newFrame) |
virtual void | setDisplayFrameWithAnimationName (const std::string &animationName, ssize_t 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... | |
virtual void | setDirty (bool dirty) |
Makes the Sprite to be updated in the Atlas. | |
var | setDirty ( var dirty) |
Makes the Sprite to be updated in the Atlas. | |
local | setDirty ( local dirty) |
Makes the Sprite to be updated in the Atlas. | |
V3F_C4B_T2F_Quad | getQuad () const |
Returns the quad (tex coords, vertex coords and color) information. | |
bool | isTextureRectRotated () const |
Returns whether or not the texture rectangle is rotated. | |
var | isTextureRectRotated () |
Returns whether or not the texture rectangle is rotated. | |
local | isTextureRectRotated () |
Returns whether or not the texture rectangle is rotated. | |
ssize_t | getAtlasIndex () const |
Returns the index used on the TextureAtlas. | |
void | setAtlasIndex (ssize_t atlasIndex) |
Sets the index used on the TextureAtlas. More... | |
var | setAtlasIndex ( var atlasIndex) |
Sets the index used on the TextureAtlas. More... | |
local | setAtlasIndex ( local atlasIndex) |
Sets the index used on the TextureAtlas. More... | |
const Rect & | getTextureRect () const |
Returns the rect of the Sprite in points. | |
TextureAtlas * | getTextureAtlas () const |
Gets the weak reference of the TextureAtlas when the sprite is rendered using via SpriteBatchNode. | |
void | setTextureAtlas (TextureAtlas *textureAtlas) |
Sets the weak reference of the TextureAtlas when the sprite is rendered using via SpriteBatchNode. | |
var | setTextureAtlas ( var textureAtlas) |
Sets the weak reference of the TextureAtlas when the sprite is rendered using via SpriteBatchNode. | |
local | setTextureAtlas ( local textureAtlas) |
Sets the weak reference of the TextureAtlas when the sprite is rendered using via SpriteBatchNode. | |
const Vec2 & | getOffsetPosition () const |
Gets the offset position of the sprite. More... | |
local | getOffsetPosition () |
Gets the offset position of the sprite. More... | |
bool | isFlippedX () const |
Returns the flag which indicates whether the sprite is flipped horizontally or not. More... | |
void | setFlippedX (bool flippedX) |
Sets whether the sprite should be flipped horizontally or not. More... | |
bool | isFlipX () |
void | setFlipX (bool flippedX) |
local | setFlipX ( local flippedX) |
bool | isFlippedY () const |
Return the flag which indicates whether the sprite is flipped vertically or not. More... | |
void | setFlippedY (bool flippedY) |
Sets whether the sprite should be flipped vertically or not. More... | |
void | setBlendFunc (const BlendFunc &blendFunc) override |
var | setBlendFunc ( var blendFunc) |
local | setBlendFunc ( local blendFunc) |
const BlendFunc & | getBlendFunc () const override |
virtual void | setScaleX (float scaleX) override |
Sets the scale (x) of the node. More... | |
var | setScaleX ( var scaleX) |
Sets the scale (x) of the node. More... | |
local | setScaleX ( local scaleX) |
Sets the scale (x) of the node. More... | |
virtual void | setScaleY (float scaleY) override |
Sets the scale (y) of the node. More... | |
local | setScaleY ( local scaleY) |
Sets the scale (y) of the node. More... | |
virtual void | setScale (float scaleX, float scaleY) override |
Sets the scale (x,y) of the node. More... | |
virtual void | setRotationSkewX (float rotationX) override |
Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More... | |
var | setRotationSkewX ( var rotationX) |
Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More... | |
local | setRotationSkewX ( local rotationX) |
Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More... | |
virtual void | setRotationSkewY (float rotationY) override |
Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More... | |
var | setRotationSkewY ( var rotationY) |
Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More... | |
local | setRotationSkewY ( local rotationY) |
Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More... | |
virtual void | setSkewX (float sx) override |
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) override |
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 (Node *child, bool cleanup) override |
Removes a child from the container. 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... | |
var | removeAllChildrenWithCleanup ( var cleanup) |
Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More... | |
local | removeAllChildrenWithCleanup ( local cleanup) |
Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More... | |
virtual void | reorderChild (Node *child, int zOrder) override |
Reorders a child according to a new z value. More... | |
var | reorderChild ( var child, var zOrder) |
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 | addChild (Node *child, int zOrder, int tag) override |
Adds a child to the container with z order and tag. More... | |
local | addChild ( local child, local zOrder, local tag) |
Adds a child to the container with z order and tag. More... | |
virtual void | addChild (Node *child, int zOrder, const std::string &name) override |
Adds a child to the container with z order and tag. 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 | setScale (float scale) override |
Sets the scale (x,y,z) of the node. More... | |
virtual void | setPositionZ (float positionZ) override |
Sets the 'z' coordinate in the position. More... | |
local | setPositionZ ( local positionZ) |
Sets the 'z' coordinate in the position. More... | |
virtual void | setAnchorPoint (const Vec2 &anchor) override |
Sets the anchor point in percent. More... | |
local | setAnchorPoint ( local anchor) |
Sets the anchor point in percent. More... | |
virtual void | ignoreAnchorPointForPosition (bool value) override |
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) override |
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 (Renderer *renderer, const Mat4 &transform, uint32_t flags) override |
Override this method to draw your own node. More... | |
virtual void | setOpacityModifyRGB (bool modify) override |
var | setOpacityModifyRGB ( var modify) |
local | setOpacityModifyRGB ( local modify) |
virtual bool | isOpacityModifyRGB () const override |
Public Member Functions inherited from Node | |
virtual bool | isRunning () const |
Returns whether or not the node is "running". More... | |
var | isRunning () |
Returns whether or not the node is "running". More... | |
local | isRunning () |
Returns whether or not the node is "running". More... | |
void | scheduleUpdateWithPriorityLua (int handler, int priority) |
Schedules for lua script. More... | |
local | scheduleUpdateWithPriorityLua ( local handler, local priority) |
Schedules for lua script. More... | |
virtual void | cleanup () |
Stops and removes all running actions and schedulers. | |
var | cleanup () |
Stops and removes all running actions and schedulers. | |
local | cleanup () |
Stops and removes all running actions and schedulers. | |
virtual void | visit (Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags) |
Visits this node's children and send their render command recursively. More... | |
local | visit ( local renderer, local parentTransform, local parentFlags) |
Visits this node's children and send their render command recursively. More... | |
virtual Scene * | getScene () const |
Returns the Scene that contains the Node. More... | |
virtual Rect | getBoundingBox () const |
Returns an AABB (axis-aligned bounding-box) in its parent's coordinate system. More... | |
virtual Rect | boundingBox () const |
local | boundingBox () |
virtual void | setEventDispatcher (EventDispatcher *dispatcher) |
Set event dispatcher for node. More... | |
virtual EventDispatcher * | getEventDispatcher () const |
Get the event dispatcher. More... | |
local | getEventDispatcher () |
Get the event dispatcher. More... | |
void | setPhysicsBody (PhysicsBody *body) |
Set the PhysicsBody that let the sprite effect with physics. More... | |
PhysicsBody * | getPhysicsBody () const |
Get the PhysicsBody the sprite have. More... | |
void | removeFromPhysicsWorld () |
Remove this node from physics world. More... | |
var | removeFromPhysicsWorld () |
Remove this node from physics world. More... | |
local | removeFromPhysicsWorld () |
Remove this node from physics world. More... | |
void | updateTransformFromPhysics (const Mat4 &parentTransform, uint32_t parentFlags) |
Update the transform matrix from physics. | |
var | updateTransformFromPhysics ( var parentTransform, var parentFlags) |
Update the transform matrix from physics. | |
local | updateTransformFromPhysics ( local parentTransform, local parentFlags) |
Update the transform matrix from physics. | |
virtual void | updatePhysicsBodyTransform (const Mat4 &parentTransform, uint32_t parentFlags, float parentScaleX, float parentScaleY) |
Update physics body transform matrix. | |
var | updatePhysicsBodyTransform ( var parentTransform, var parentFlags, var parentScaleX, var parentScaleY) |
Update physics body transform matrix. | |
local | updatePhysicsBodyTransform ( local parentTransform, local parentFlags, local parentScaleX, local parentScaleY) |
Update physics body transform matrix. | |
unsigned short | getCameraMask () const |
get & set camera mask, the node is visible by the camera whose camera flag & node's camera mask is true | |
virtual void | setLocalZOrder (int localZOrder) |
LocalZOrder is the 'key' used to sort the node relative to its siblings. More... | |
virtual void | setZOrder (int localZOrder) |
virtual void | _setLocalZOrder (int z) |
local | _setLocalZOrder ( local z) |
virtual int | getLocalZOrder () const |
Gets the local Z order of this node. More... | |
var | getLocalZOrder () |
Gets the local Z order of this node. More... | |
local | getLocalZOrder () |
Gets the local Z order of this node. More... | |
virtual int | getZOrder () const |
virtual void | setGlobalZOrder (float globalZOrder) |
Defines the oder in which the nodes are renderer. More... | |
local | setGlobalZOrder ( local globalZOrder) |
Defines the oder in which the nodes are renderer. More... | |
virtual float | getGlobalZOrder () const |
Returns the Node's Global Z Order. More... | |
virtual float | getScaleX () const |
Returns the scale factor on X axis of this node The scale factor on X axis. | |
virtual float | getScaleY () const |
Returns the scale factor on Y axis of this node The scale factor on Y axis. | |
virtual void | setScaleZ (float scaleZ) |
Changes the scale factor on Z axis of this node. More... | |
local | setScaleZ ( local scaleZ) |
Changes the scale factor on Z axis of this node. More... | |
virtual float | getScaleZ () const |
Returns the scale factor on Z axis of this node The scale factor on Z axis. | |
virtual float | getScale () const |
Gets the scale factor of the node, when X and Y have the same scale factor. More... | |
virtual void | setNormalizedPosition (const Vec2 &position) |
Sets the position (x,y) using values between 0 and 1. More... | |
var | setNormalizedPosition ( var position) |
Sets the position (x,y) using values between 0 and 1. More... | |
local | setNormalizedPosition ( local position) |
Sets the position (x,y) using values between 0 and 1. More... | |
virtual const Vec2 & | getNormalizedPosition () const |
Returns the normalized position. More... | |
virtual void | setVertexZ (float vertexZ) |
virtual float | getPositionZ () const |
Gets position Z coordinate of this node. More... | |
var | getVertexZ () |
Gets position Z coordinate of this node. More... | |
local | getPositionZ () |
Gets position Z coordinate of this node. More... | |
virtual float | getVertexZ () const |
virtual float | getSkewX () const |
Returns the X skew angle of the node in degrees. More... | |
var | getSkewX () |
Returns the X skew angle of the node in degrees. More... | |
local | getSkewX () |
Returns the X skew angle of the node in degrees. More... | |
virtual float | getSkewY () const |
Returns the Y skew angle of the node in degrees. More... | |
var | getSkewY () |
Returns the Y skew angle of the node in degrees. More... | |
local | getSkewY () |
Returns the Y skew angle of the node in degrees. More... | |
virtual const Vec2 & | getAnchorPoint () const |
Returns the anchor point in percent. More... | |
virtual const Vec2 & | getAnchorPointInPoints () const |
Returns the anchorPoint in absolute pixels. More... | |
virtual void | setContentSize (const Size &contentSize) |
Sets the untransformed size of the node. More... | |
var | setContentSize ( var contentSize) |
Sets the untransformed size of the node. More... | |
local | setContentSize ( local contentSize) |
Sets the untransformed size of the node. More... | |
virtual const Size & | getContentSize () const |
Returns the untransformed size of the node. More... | |
var | getContentSize () |
Returns the untransformed size of the node. More... | |
local | getContentSize () |
Returns the untransformed size of the node. More... | |
virtual bool | isVisible () const |
Determines if the node is visible. More... | |
virtual void | setRotation3D (const Vec3 &rotation) |
Sets the rotation (X,Y,Z) in degrees. More... | |
local | setRotation3D ( local rotation) |
Sets the rotation (X,Y,Z) in degrees. More... | |
virtual Vec3 | getRotation3D () const |
Returns the rotation (X,Y,Z) in degrees. More... | |
virtual void | setRotationQuat (const Quaternion &quat) |
Set rotation by quaternion. More... | |
local | setRotationQuat ( local quat) |
Set rotation by quaternion. More... | |
virtual Quaternion | getRotationQuat () const |
Return the rotation by quaternion, Note that when _rotationZ_X == _rotationZ_Y, the returned quaternion equals to RotationZ_X * RotationY * RotationX, The rotation in quaternion. | |
virtual void | setRotationX (float rotationX) |
var | setRotationX ( var rotationX) |
local | setRotationX ( local rotationX) |
virtual float | getRotationSkewX () const |
Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More... | |
local | getRotationSkewX () |
Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More... | |
virtual float | getRotationX () const |
virtual void | setRotationY (float rotationY) |
local | setRotationY ( local rotationY) |
virtual float | getRotationSkewY () const |
Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More... | |
local | getRotationSkewY () |
Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More... | |
virtual float | getRotationY () const |
void | setOrderOfArrival (int orderOfArrival) |
Sets the arrival order when this node has a same ZOrder with other children. More... | |
int | getOrderOfArrival () const |
Returns the arrival order, indicates which children is added previously. More... | |
void | setGLServerState (int serverState) |
var | setGLServerState ( var serverState) |
int | getGLServerState () const |
var | getGLServerState () |
virtual bool | isIgnoreAnchorPointForPosition () const |
Gets whether the anchor point will be (0,0) when you position this node. More... | |
virtual void | addChild (Node *child) |
Adds a child to the container with z-order as 0. More... | |
var | addChild ( var child) |
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 localZOrder) |
Adds a child to the container with a local z-order. More... | |
local | addChild ( local child, local localZOrder) |
Adds a child to the container with a local z-order. More... | |
virtual Node * | getChildByTag (int tag) const |
Gets a child from the container with its tag. More... | |
template<typename T > | |
T | getChildByTag (int tag) const |
Gets a child from the container with its tag that can be cast to Type T. More... | |
template<typename T > | |
var | getChildByTag ( var tag) |
Gets a child from the container with its tag that can be cast to Type T. More... | |
template<typename T > | |
local | getChildByTag ( local tag) |
Gets a child from the container with its tag that can be cast to Type T. More... | |
virtual Node * | getChildByName (const std::string &name) const |
Gets a child from the container with its name. More... | |
template<typename T > | |
T | getChildByName (const std::string &name) const |
Gets a child from the container with its name that can be cast to Type T. More... | |
virtual void | enumerateChildren (const std::string &name, std::function< bool(Node *node)> callback) const |
Search the children of the receiving node to perform processing for nodes which share a name. More... | |
virtual Vector< Node * > & | getChildren () |
Returns the array of the node's children. More... | |
local | getChildren () |
Returns the array of the node's children. More... | |
virtual const Vector< Node * > & | getChildren () const |
local | getChildren () |
virtual ssize_t | getChildrenCount () const |
Returns the amount of children. More... | |
var | getChildrenCount () |
Returns the amount of children. More... | |
local | getChildrenCount () |
Returns the amount of children. More... | |
virtual void | setParent (Node *parent) |
Sets the parent node. More... | |
local | setParent ( local parent) |
Sets the parent node. More... | |
virtual Node * | getParent () |
Returns a pointer to the parent node. More... | |
virtual const Node * | getParent () const |
var | getParent () |
local | getParent () |
virtual void | removeFromParent () |
Removes this node itself from its parent node with a cleanup. More... | |
var | 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... | |
var | removeChildByTag ( var tag, var 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 | removeChildByName (const std::string &name, bool cleanup=true) |
Removes a child from the container by tag value. More... | |
var | removeChildByName ( var name, var true) |
Removes a child from the container by tag value. More... | |
local | removeChildByName ( local name, local true) |
Removes a child from the container by tag value. More... | |
virtual void | removeAllChildren () |
Removes all children from the container with a cleanup. | |
var | removeAllChildren () |
Removes all children from the container with a cleanup. | |
local | removeAllChildren () |
Removes all children from the container with a cleanup. | |
virtual int | getTag () const |
Returns a tag that is used to identify the node easily. More... | |
var | getTag () |
Returns a tag that is used to identify the node easily. More... | |
local | getTag () |
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... | |
local | setTag ( local tag) |
Changes the tag that is used to identify the node easily. More... | |
virtual const std::string & | getName () const |
Returns a string that is used to identify the node. More... | |
local | getName () |
Returns a string that is used to identify the node. More... | |
virtual void | setName (const std::string &name) |
Changes the name that is used to identify the node easily. More... | |
var | setName ( var name) |
Changes the name that is used to identify the node easily. More... | |
local | setName ( local name) |
Changes the name 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 Ref * | getUserObject () |
Returns a user assigned Object. More... | |
virtual const Ref * | getUserObject () const |
virtual void | setUserObject (Ref *userObject) |
Returns a user assigned Object. More... | |
local | setUserObject ( local userObject) |
Returns a user assigned Object. More... | |
GLProgram * | getGLProgram () const |
Return the GLProgram (shader) currently used for this node. More... | |
var | getGLProgram () |
Return the GLProgram (shader) currently used for this node. More... | |
local | getGLProgram () |
Return the GLProgram (shader) currently used for this node. More... | |
GLProgram * | getShaderProgram () const |
var | getShaderProgram () |
local | getShaderProgram () |
virtual void | setGLProgram (GLProgram *glprogram) |
Sets the shader program for this node. More... | |
local | setGLProgram ( local glprogram) |
Sets the shader program for this node. More... | |
void | setShaderProgram (GLProgram *glprogram) |
var | setShaderProgram ( var glprogram) |
local | setShaderProgram ( local glprogram) |
GLProgramState * | getGLProgramState () const |
Return the GLProgramState currently used for this node. More... | |
var | getGLProgramState () |
Return the GLProgramState currently used for this node. More... | |
local | getGLProgramState () |
Return the GLProgramState currently used for this node. More... | |
virtual void | setGLProgramState (GLProgramState *glProgramState) |
Set the GLProgramState for this node. More... | |
local | setGLProgramState ( local glProgramState) |
Set the GLProgramState for this node. More... | |
virtual void | onEnterTransitionDidFinish () |
Event callback that is invoked when the Node enters in 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... | |
var | setActionManager ( var actionManager) |
Sets the ActionManager object that is used by all actions. More... | |
local | setActionManager ( local actionManager) |
Sets the ActionManager object that is used by all actions. More... | |
virtual ActionManager * | getActionManager () |
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 ActionManager * | getActionManager () const |
local | getActionManager () |
virtual Action * | runAction (Action *action) |
Executes an action, and returns the action that is executed. More... | |
var | runAction ( var 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 . | |
var | stopAllActions () |
Stops and removes all actions from the running action list . | |
local | stopAllActions () |
Stops and removes all actions from the running action list . | |
void | stopAction (Action *action) |
Stops and removes an action from the running action list. More... | |
var | stopAction ( var action) |
Stops and removes an action from the running action list. More... | |
local | stopAction ( local 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... | |
var | stopActionByTag ( var tag) |
Removes an action from the running action list by its tag. More... | |
local | stopActionByTag ( local tag) |
Removes an action from the running action list by its tag. More... | |
void | stopAllActionsByTag (int tag) |
Removes all actions from the running action list by its tag. More... | |
var | stopAllActionsByTag ( var tag) |
Removes all actions from the running action list by its tag. More... | |
local | stopAllActionsByTag ( local tag) |
Removes all actions from the running action list by its tag. More... | |
void | stopActionsByFlags (unsigned int flags) |
Removes all actions from the running action list by its flags. More... | |
Action * | getActionByTag (int tag) |
Gets an action from the running action list by its tag. More... | |
ssize_t | 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... | |
ssize_t | numberOfRunningActions () const |
local | numberOfRunningActions () |
virtual void | setScheduler (Scheduler *scheduler) |
Sets a Scheduler object that is used to schedule all "updates" and timers. More... | |
virtual Scheduler * | getScheduler () |
Gets a Sheduler object. More... | |
virtual const Scheduler * | getScheduler () const |
local | getScheduler () |
bool | isScheduled (SEL_SCHEDULE selector) |
Checks whether a selector is scheduled. More... | |
bool | isScheduled (const std::string &key) |
Checks whether a lambda function 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 The SEL_SCHEDULE selector to be scheduled. More... | |
void | scheduleOnce (const std::function< void(float)> &callback, float delay, const std::string &key) |
Schedules a lambda function that runs only once, with a delay of 0 or larger The lambda function to be scheduled. More... | |
void | schedule (SEL_SCHEDULE selector) |
Schedules a custom selector, the scheduled selector will be ticked every frame. More... | |
void | schedule (const std::function< void(float)> &callback, const std::string &key) |
Schedules a lambda function. More... | |
void | schedule (const std::function< void(float)> &callback, float interval, const std::string &key) |
Schedules a lambda function. More... | |
void | schedule (const std::function< void(float)> &callback, float interval, unsigned int repeat, float delay, const std::string &key) |
Schedules a lambda function. More... | |
var | schedule ( var callback, var interval, var repeat, var delay, var key) |
Schedules a lambda function. More... | |
void | unschedule (SEL_SCHEDULE selector) |
Unschedules a custom selector. More... | |
var | unschedule ( var selector) |
Unschedules a custom selector. More... | |
void | unschedule (const std::string &key) |
Unschedules a lambda function. More... | |
var | unschedule ( var key) |
Unschedules a lambda function. More... | |
void | unscheduleAllCallbacks () |
Unschedule all scheduled selectors and lambda functions: custom selectors, and the 'update' selector and lambda functions. | |
var | unscheduleAllCallbacks () |
Unschedule all scheduled selectors and lambda functions: custom selectors, and the 'update' selector and lambda functions. | |
void | unscheduleAllSelectors () |
var | unscheduleAllSelectors () |
local | unscheduleAllSelectors () |
virtual void | resume (void) |
Resumes all scheduled selectors, actions and event listeners. More... | |
local | resume () |
Resumes all scheduled selectors, actions and event listeners. More... | |
virtual void | pause (void) |
Pauses all scheduled selectors, actions and event listeners. More... | |
local | pause () |
Pauses all scheduled selectors, actions and event listeners. More... | |
void | resumeSchedulerAndActions () |
Resumes all scheduled selectors, actions and event listeners. More... | |
void | pauseSchedulerAndActions () |
Pauses all scheduled selectors, actions and event listeners. More... | |
var | pauseSchedulerAndActions () |
Pauses all scheduled selectors, actions and event listeners. More... | |
local | pauseSchedulerAndActions () |
Pauses all scheduled selectors, actions and event listeners. More... | |
virtual void | update (float delta) |
Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live". | |
var | update ( var delta) |
Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live". | |
local | update ( local delta) |
Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live". | |
virtual const Mat4 & | getNodeToParentTransform () const |
Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More... | |
virtual AffineTransform | getNodeToParentAffineTransform () const |
local | getNodeToParentAffineTransform () |
virtual Mat4 | getNodeToParentTransform (Node *ancestor) const |
Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More... | |
local | getNodeToParentTransform ( local ancestor) |
Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More... | |
virtual AffineTransform | getNodeToParentAffineTransform (Node *ancestor) const |
Returns the affine transform matrix that transform the node's (local) space coordinates into the parent's space coordinates. More... | |
local | getNodeToParentAffineTransform ( local ancestor) |
Returns the affine transform matrix that transform the node's (local) space coordinates into the parent's space coordinates. More... | |
virtual void | setNodeToParentTransform (const Mat4 &transform) |
Sets the transformation matrix manually. More... | |
var | setNodeToParentTransform ( var transform) |
Sets the transformation matrix manually. More... | |
local | setNodeToParentTransform ( local transform) |
Sets the transformation matrix manually. More... | |
virtual AffineTransform | nodeToParentTransform () const |
local | nodeToParentTransform () |
virtual const Mat4 & | getParentToNodeTransform () const |
Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More... | |
var | getParentToNodeTransform () |
Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More... | |
local | getParentToNodeTransform () |
Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More... | |
virtual AffineTransform | getParentToNodeAffineTransform () const |
local | getParentToNodeAffineTransform () |
virtual AffineTransform | parentToNodeTransform () const |
local | parentToNodeTransform () |
virtual Mat4 | getNodeToWorldTransform () const |
Returns the world affine transform matrix. More... | |
var | getNodeToWorldTransform () |
Returns the world affine transform matrix. More... | |
local | getNodeToWorldTransform () |
Returns the world affine transform matrix. More... | |
virtual AffineTransform | getNodeToWorldAffineTransform () const |
local | getNodeToWorldAffineTransform () |
virtual AffineTransform | nodeToWorldTransform () const |
local | nodeToWorldTransform () |
virtual Mat4 | getWorldToNodeTransform () const |
Returns the inverse world affine transform matrix. More... | |
var | getWorldToNodeTransform () |
Returns the inverse world affine transform matrix. More... | |
local | getWorldToNodeTransform () |
Returns the inverse world affine transform matrix. More... | |
virtual AffineTransform | getWorldToNodeAffineTransform () const |
local | getWorldToNodeAffineTransform () |
virtual AffineTransform | worldToNodeTransform () const |
local | worldToNodeTransform () |
Vec2 | convertToNodeSpace (const Vec2 &worldPoint) const |
Converts a Vec2 to node (local) space coordinates. More... | |
Vec2 | convertToWorldSpace (const Vec2 &nodePoint) const |
Converts a Vec2 to world space coordinates. More... | |
Vec2 | convertToNodeSpaceAR (const Vec2 &worldPoint) const |
Converts a Vec2 to node (local) space coordinates. More... | |
Vec2 | convertToWorldSpaceAR (const Vec2 &nodePoint) const |
Converts a local Vec2 to world space coordinates.The result is in Points. More... | |
Vec2 | convertTouchToNodeSpace (Touch *touch) const |
Convenience methods which take a Touch instead of Vec2. More... | |
var | convertTouchToNodeSpace ( var touch) |
Convenience methods which take a Touch instead of Vec2. More... | |
local | convertTouchToNodeSpace ( local touch) |
Convenience methods which take a Touch instead of Vec2. More... | |
Vec2 | convertTouchToNodeSpaceAR (Touch *touch) const |
Converts a Touch (world coordinates) into a local coordinate. More... | |
void | setAdditionalTransform (Mat4 *additionalTransform) |
Sets an additional transform matrix to the node. More... | |
void | setAdditionalTransform (const AffineTransform &additionalTransform) |
var | setAdditionalTransform ( var additionalTransform) |
local | setAdditionalTransform ( local additionalTransform) |
Component * | getComponent (const std::string &name) |
Gets a component by its name. More... | |
var | getComponent ( var name) |
Gets a component by its name. More... | |
local | getComponent ( local name) |
Gets a component by its name. More... | |
virtual bool | addComponent (Component *component) |
Adds a component. More... | |
virtual bool | removeComponent (const std::string &name) |
Removes a component by its name. More... | |
local | removeComponent ( local name) |
Removes a component by its name. More... | |
virtual bool | removeComponent (Component *component) |
Removes a component by its pointer. More... | |
local | removeComponent ( local component) |
Removes a component by its pointer. More... | |
virtual void | removeAllComponents () |
Removes all components. | |
Public Member Functions inherited from Ref | |
void | retain () |
Retains the ownership. More... | |
local | retain () |
Retains the ownership. More... | |
void | release () |
Releases the ownership immediately. More... | |
Ref * | autorelease () |
Releases the ownership sometime soon automatically. More... | |
unsigned int | getReferenceCount () const |
Returns the Ref's current reference count. More... | |
local | getReferenceCount () |
Returns the Ref's current reference count. More... | |
virtual | ~Ref () |
Destructor. | |
Static Public Member Functions | |
static PhysicsSprite * | createWithTexture (Texture2D *texture) |
Creates a physics sprite with a texture. More... | |
var | createWithTexture ( var texture) |
Creates a physics sprite with a texture. More... | |
static PhysicsSprite * | createWithTexture (Texture2D *texture, const Rect &rect) |
Creates a physics sprite with a texture and a rect. More... | |
static PhysicsSprite * | createWithSpriteFrame (SpriteFrame *spriteFrame) |
Creates a physics sprite with an sprite frame. More... | |
static PhysicsSprite * | createWithSpriteFrameName (const char *spriteFrameName) |
Creates a physics sprite with an sprite frame name. More... | |
static PhysicsSprite * | create (const char *filePath) |
Creates a physics sprite with an image file path. More... | |
static PhysicsSprite * | create (const char *filePath, const Rect &rect) |
Creates a physics sprite with an image file path and a rect. More... | |
Static Public Member Functions inherited from Sprite | |
static Sprite * | create () |
Creates an empty sprite without texture. More... | |
local | create () |
Creates an empty sprite without texture. More... | |
static Sprite * | create (const std::string &filename) |
Creates a sprite with an image filename. More... | |
local | create ( local filename) |
Creates a sprite with an image filename. More... | |
static Sprite * | create (const PolygonInfo &info) |
Creates a polygon sprite with a polygon info. More... | |
static Sprite * | create (const std::string &filename, const Rect &rect) |
Creates a sprite with an image filename and a rect. More... | |
var | create ( var filename, var rect) |
Creates a sprite with an image filename and a rect. More... | |
local | create ( local filename, local rect) |
Creates a sprite with an image filename and a rect. More... | |
static Sprite * | createWithTexture (Texture2D *texture) |
Creates a sprite with a Texture2D object. More... | |
static Sprite * | createWithTexture (Texture2D *texture, const Rect &rect, bool rotated=false) |
Creates a sprite with a texture and a rect. More... | |
var | createWithTexture ( var texture, var rect, var false) |
Creates a sprite with a texture and a rect. More... | |
local | createWithTexture ( local texture, local rect, local false) |
Creates a sprite with a texture and a rect. More... | |
static Sprite * | createWithSpriteFrame (SpriteFrame *spriteFrame) |
Creates a sprite with an sprite frame. More... | |
static Sprite * | createWithSpriteFrameName (const std::string &spriteFrameName) |
Creates a sprite with an sprite frame name. More... | |
Static Public Member Functions inherited from Node | |
static Node * | create () |
Allocates and initializes a node. More... | |
var | create () |
Allocates and initializes a node. More... | |
local | create () |
Allocates and initializes a node. More... | |
Additional Inherited Members | |
Public Attributes inherited from Ref | |
unsigned int | _ID |
object id, ScriptSupport need public _ID | |
local | _ID |
object id, ScriptSupport need public _ID | |
int | _luaID |
Lua reference id. | |
local | _luaID |
Lua reference id. | |
void * | _scriptObject |
scriptObject, support for swift | |
local | _scriptObject |
scriptObject, support for swift | |
bool | _rooted |
When true, it means that the object was already rooted. | |
local | _rooted |
When true, it means that the object was already rooted. | |
bool | _scriptOwned |
The life of the object is scrolled by the scripting engine. More... | |
local | _scriptOwned |
The life of the object is scrolled by the scripting engine. More... | |
Static Public Attributes inherited from Sprite | |
static const int | INDEX_NOT_INITIALIZED = -1 |
Sprite invalid index on the SpriteBatchNode. | |
Static Public Attributes inherited from Node | |
static const int | INVALID_TAG = -1 |
Default tag used for all the nodes. | |
var | INVALID_TAG = -1 |
Default tag used for all the nodes. | |
local | INVALID_TAG = -1 |
Default tag used for all the nodes. | |
Protected Member Functions inherited from Sprite | |
virtual bool | initWithTexture (Texture2D *texture) |
Initializes a sprite with a texture. More... | |
local | initWithTexture ( local texture) |
Initializes a sprite with a texture. More... | |
virtual bool | initWithPolygon (const PolygonInfo &info) |
Initializes a sprite with a PolygonInfo. More... | |
var | initWithPolygon ( var info) |
Initializes a sprite with a PolygonInfo. More... | |
local | initWithPolygon ( local info) |
Initializes a sprite with a PolygonInfo. More... | |
virtual bool | initWithTexture (Texture2D *texture, const Rect &rect) |
Initializes a sprite with a texture and a rect. More... | |
local | initWithTexture ( local texture, local rect) |
Initializes a sprite with a texture and a rect. More... | |
virtual bool | initWithTexture (Texture2D *texture, const Rect &rect, bool rotated) |
Initializes a sprite with a texture and a rect in points, optionally rotated. More... | |
local | initWithTexture ( local texture, local rect, local rotated) |
Initializes a sprite with a texture and a rect in points, optionally rotated. More... | |
virtual bool | initWithSpriteFrame (SpriteFrame *spriteFrame) |
Initializes a sprite with an SpriteFrame. More... | |
virtual bool | initWithSpriteFrameName (const std::string &spriteFrameName) |
Initializes a sprite with an sprite frame name. More... | |
var | initWithSpriteFrameName ( var spriteFrameName) |
Initializes a sprite with an sprite frame name. More... | |
local | initWithSpriteFrameName ( local spriteFrameName) |
Initializes a sprite with an sprite frame name. More... | |
virtual bool | initWithFile (const std::string &filename) |
Initializes a sprite with an image filename. More... | |
virtual bool | initWithFile (const std::string &filename, const Rect &rect) |
Initializes a sprite with an image filename, and a rect. More... | |
local | init ( local filename, local rect) |
Initializes a sprite with an image filename, and a rect. More... | |
A Sprite subclass that is bound to a physics body.
It works with:
Features and Limitations:
|
static |
Creates a physics sprite with a texture.
The rect used will be the size of the texture. The offset will be (0,0). A pointer to a Texture2D object. A initialized physics sprite which is marked as "autorelease".
|
static |
Creates a physics sprite with a texture.
The rect used will be the size of the texture. The offset will be (0,0). A pointer to a Texture2D object. A initialized physics sprite which is marked as "autorelease".
|
static |
Creates a physics sprite with a texture and a rect.
The offset will be (0,0). A pointer to a Texture2D object. A subrect of the texture. A initialized physics sprite which is marked as "autorelease".
|
static |
Creates a physics sprite with a texture and a rect.
The offset will be (0,0). A pointer to a Texture2D object. A subrect of the texture. A initialized physics sprite which is marked as "autorelease".
|
static |
Creates a physics sprite with an sprite frame.
The rect used will be the size of the sprite frame. A sprite frame object. A initialized physics sprite which is marked as "autorelease".
|
static |
Creates a physics sprite with an sprite frame.
The rect used will be the size of the sprite frame. A sprite frame object. A initialized physics sprite which is marked as "autorelease".
|
static |
Creates a physics sprite with an sprite frame name.
An SpriteFrame will be fetched from the SpriteFrameCache by name. If the SpriteFrame doesn't exist it will raise an exception. the name of sprite frame. A initialized physics sprite which is marked as "autorelease".
|
static |
Creates a physics sprite with an sprite frame name.
An SpriteFrame will be fetched from the SpriteFrameCache by name. If the SpriteFrame doesn't exist it will raise an exception. the name of sprite frame. A initialized physics sprite which is marked as "autorelease".
|
static |
Creates a physics sprite with an image file path.
The rect used will be the size of the image. The offset will be (0,0). an image file path. A initialized physics sprite which is marked as "autorelease".
|
static |
Creates a physics sprite with an image file path.
The rect used will be the size of the image. The offset will be (0,0). an image file path. A initialized physics sprite which is marked as "autorelease".
|
static |
Creates a physics sprite with an image file path and a rect.
The offset will be (0,0). an image file path. A subrect of the image file. A initialized physics sprite which is marked as "autorelease".
|
static |
Creates a physics sprite with an image file path and a rect.
The offset will be (0,0). an image file path. A subrect of the image file. A initialized physics sprite which is marked as "autorelease".
|
overridevirtual |
|
overridevirtual |
void setIgnoreBodyRotation | ( | bool | bIgnoreBodyRotation | ) |
Keep the sprite's rotation separate from the body.
true if the sprite's rotation separate from the body.false,other wise.
var setIgnoreBodyRotation | ( | var | bIgnoreBodyRotation | ) |
Keep the sprite's rotation separate from the body.
true if the sprite's rotation separate from the body.false,other wise.
cpBody* getCPBody | ( | ) | const |
Body accessor when using regular Chipmunk.
a physics body of Chipmunk.
var getCPBody | ( | ) |
Body accessor when using regular Chipmunk.
a physics body of Chipmunk.
void setCPBody | ( | cpBody * | pBody | ) |
Set the physics body of Chipmunk that let the sprite effect with physics.
a physics body of Chipmunk.
var setCPBody | ( | var | pBody | ) |
Set the physics body of Chipmunk that let the sprite effect with physics.
a physics body of Chipmunk.
b2Body* getB2Body | ( | ) | const |
Body accessor when using Box2d.
a physics body of Box2d.
var getB2Body | ( | ) |
Body accessor when using Box2d.
a physics body of Box2d.
void setB2Body | ( | b2Body * | pBody | ) |
Set the physics body of Box2D that let the sprite effect with physics.
a physics body of Box2D.
var setB2Body | ( | var | pBody | ) |
Set the physics body of Box2D that let the sprite effect with physics.
a physics body of Box2D.
|
overridevirtual |
Gets the position (x,y) of the node in its parent's coordinate system.
The position (x,y) of the node in OpenGL coordinates.
Reimplemented from Node.
|
overridevirtual |
Gets the position (x,y) of the node in its parent's coordinate system.
The position (x,y) of the node in OpenGL coordinates.
Reimplemented from Node.
|
overridevirtual |
|
overridevirtual |
|
overridevirtual |
Gets the x coordinate of the node in its parent's coordinate system.
The x coordinate of the node.
Reimplemented from Node.
|
overridevirtual |
Gets the x coordinate of the node in its parent's coordinate system.
The x coordinate of the node.
Reimplemented from Node.
|
overridevirtual |
Gets the y coordinate of the node in its parent's coordinate system.
The y coordinate of the node.
Reimplemented from Node.
|
overridevirtual |
Gets the y coordinate of the node in its parent's coordinate system.
The y coordinate of the node.
Reimplemented from Node.
|
overridevirtual |
Returns the position (X,Y,Z) in its parent's coordinate system.
The position (X, Y, and Z) in its parent's coordinate system.
Reimplemented from Node.
|
overridevirtual |
Returns the position (X,Y,Z) in its parent's coordinate system.
The position (X, Y, and Z) in its parent's coordinate system.
Reimplemented from Node.
|
overridevirtual |
|
overridevirtual |
|
overridevirtual |
Sets the position (x,y) of the node in its parent's coordinate system.
Passing two numbers (x,y) is much efficient than passing Vec2 object. This method is bound to Lua and JavaScript. Passing a number is 10 times faster than passing a object from Lua to c++. X coordinate for position. Y coordinate for position.
Reimplemented from Sprite.
|
overridevirtual |
Sets the position (x,y) of the node in its parent's coordinate system.
Passing two numbers (x,y) is much efficient than passing Vec2 object. This method is bound to Lua and JavaScript. Passing a number is 10 times faster than passing a object from Lua to c++. X coordinate for position. Y coordinate for position.
Reimplemented from Sprite.
|
overridevirtual |
Sets the x coordinate of the node in its parent's coordinate system.
The x coordinate of the node.
Reimplemented from Node.
|
overridevirtual |
Sets the x coordinate of the node in its parent's coordinate system.
The x coordinate of the node.
Reimplemented from Node.
|
overridevirtual |
Sets the y coordinate of the node in its parent's coordinate system.
The y coordinate of the node.
Reimplemented from Node.
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overridevirtual |
Sets the y coordinate of the node in its parent's coordinate system.
The y coordinate of the node.
Reimplemented from Node.
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overridevirtual |
Sets the position (X, Y, and Z) in its parent's coordinate system.
The position (X, Y, and Z) in its parent's coordinate system.
Reimplemented from Node.
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overridevirtual |
Sets the position (X, Y, and Z) in its parent's coordinate system.
The position (X, Y, and Z) in its parent's coordinate system.
Reimplemented from Node.
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overridevirtual |
Returns the rotation of the node in degrees.
The rotation of the node in degrees.
Reimplemented from Node.
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overridevirtual |
Returns the rotation of the node in degrees.
The rotation of the node in degrees.
Reimplemented from Node.
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overridevirtual |
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. The rotation of the node in degrees.
Reimplemented from Sprite.
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overridevirtual |
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. The rotation of the node in degrees.
Reimplemented from Sprite.
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overridevirtual |
Event callback that is invoked every time when Node enters the 'stage'.
If the Node enters the 'stage' with a transition, this event is called when the transition starts. During onEnter you can't access a "sister/brother" node. If you override onEnter, you shall call its parent's one, e.g., Node::onEnter().
Reimplemented from Node.
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overridevirtual |
Event callback that is invoked every time when Node enters the 'stage'.
If the Node enters the 'stage' with a transition, this event is called when the transition starts. During onEnter you can't access a "sister/brother" node. If you override onEnter, you shall call its parent's one, e.g., Node::onEnter().
Reimplemented from Node.
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overridevirtual |
Event callback that is invoked every time the Node leaves the 'stage'.
If the Node leaves the 'stage' with a transition, this event is called when the transition finishes. During onExit you can't access a sibling node. If you override onExit, you shall call its parent's one, e.g., Node::onExit().
Reimplemented from Node.
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overridevirtual |
Event callback that is invoked every time the Node leaves the 'stage'.
If the Node leaves the 'stage' with a transition, this event is called when the transition finishes. During onExit you can't access a sibling node. If you override onExit, you shall call its parent's one, e.g., Node::onExit().
Reimplemented from Node.