cocos2d-x  3.5
 All Classes Namespaces Files Functions Variables Typedefs Enumerations Enumerator Properties Friends Macros Groups Pages
2D Nodes

Namespaces

 cocos2d::DrawPrimitives
 

Classes

class  AnimationFrame
 AnimationFrame. More...
 
struct  AnimationFrame::DisplayedEventInfo
 When the animation display,Dispatches the event of UserData. More...
 
class  Animation
 A Animation object is used to perform animations on the Sprite objects. More...
 
class  AnimationCache
 Singleton that manages the Animations. More...
 
class  AtlasNode
 AtlasNode is a subclass of Node that implements the RGBAProtocol and TextureProtocol protocol. More...
 
class  ClippingNode
 ClippingNode is a subclass of Node. More...
 
class  ClippingRectangleNode
 Clipping Rectangle Node. More...
 
class  DrawNode
 Node that draws dots, segments and polygons. More...
 
class  TMXLayer
 FastTMXLayer represents the TMX layer. More...
 
class  TMXTiledMap
 FastTMXTiledMap knows how to parse and render a TMX map. More...
 
struct  TTFConfig
 
class  Label
 Label is a subclass of SpriteBatchNode that knows how to render text labels. More...
 
struct  Label::LetterInfo
 
class  LabelAtlas
 LabelAtlas is a subclass of AtlasNode. More...
 
class  Layer
 Layer is a subclass of Node that implements the TouchEventsDelegate protocol. More...
 
class  __LayerRGBA
 LayerRGBA is a subclass of Layer that implements the RGBAProtocol protocol using a solid color as the background. More...
 
class  LayerColor
 LayerColor is a subclass of Layer that implements the RGBAProtocol protocol. More...
 
class  LayerGradient
 LayerGradient is a subclass of LayerColor that draws gradients across the background. More...
 
class  LayerMultiplex
 MultipleLayer is a Layer with the ability to multiplex it's children. More...
 
class  Menu
 A Menu for touch handling. More...
 
class  MenuItem
 MenuItem base class. More...
 
class  MenuItemLabel
 An abstract class for "label" MenuItemLabel items. More...
 
class  MenuItemAtlasFont
 A MenuItemAtlasFont. More...
 
class  MenuItemFont
 A MenuItemFont. More...
 
class  MenuItemSprite
 MenuItemSprite accepts Node<RGBAProtocol> objects as items. More...
 
class  MenuItemImage
 MenuItemImage accepts images as items. More...
 
class  MenuItemToggle
 A MenuItemToggle. More...
 
class  MotionStreak
 Creates a trailing path. More...
 
class  Node
 Node is the base element of the Scene Graph. More...
 
class  __NodeRGBA
 __NodeRGBA is a subclass of Node that implements the RGBAProtocol protocol. More...
 
class  NodeGrid
 Base class for Grid Node. More...
 
class  ParallaxNode
 ParallaxNode: A node that simulates a parallax scroller. More...
 
class  ParticleBatchNode
 ParticleBatchNode is like a batch node: if it contains children, it will draw them in 1 single OpenGL call (often known as "batch draw"). More...
 
class  ParticleFire
 A fire particle system. More...
 
class  ParticleFireworks
 A fireworks particle system. More...
 
class  ParticleSun
 A sun particle system. More...
 
class  ParticleGalaxy
 A galaxy particle system. More...
 
class  ParticleFlower
 A flower particle system. More...
 
class  ParticleMeteor
 A meteor particle system. More...
 
class  ParticleSpiral
 An spiral particle system. More...
 
class  ParticleExplosion
 An explosion particle system. More...
 
class  ParticleSmoke
 An smoke particle system. More...
 
class  ParticleSnow
 An snow particle system. More...
 
class  ParticleRain
 A rain particle system. More...
 
struct  tParticle
 
class  ParticleSystem
 Particle System base class. More...
 
class  ParticleSystemQuad
 ParticleSystemQuad is a subclass of ParticleSystem. More...
 
class  ProgressTimer
 ProgressTimer is a subclass of Node. More...
 
class  ProtectedNode
 A inner node type mainly used for UI module. More...
 
class  RenderTexture
 RenderTexture is a generic rendering target. More...
 
class  Scene
 Scene is a subclass of Node that is used only as an abstract concept. More...
 
class  Sprite
 Sprite is a 2d image ( http://en.wikipedia.org/wiki/Sprite_(computer_graphics) ). More...
 
class  SpriteBatchNode
 SpriteBatchNode is like a batch node: if it contains children, it will draw them in 1 single OpenGL call (often known as "batch draw"). More...
 
class  SpriteFrame
 A SpriteFrame has: More...
 
class  SpriteFrameCache
 Singleton that handles the loading of the sprite frames. More...
 
class  TMXObjectGroup
 TMXObjectGroup represents the TMX object group. More...
 
class  TransitionEaseScene
 TransitionEaseScene can ease the actions of the scene protocol. More...
 
class  TransitionScene
 Base class for Transition scenes. More...
 
class  TransitionSceneOriented
 A Transition that supports orientation like. More...
 
class  TransitionRotoZoom
 TransitionRotoZoom: Rotate and zoom out the outgoing scene, and then rotate and zoom in the incoming. More...
 
class  TransitionJumpZoom
 TransitionJumpZoom: Zoom out and jump the outgoing scene, and then jump and zoom in the incoming. More...
 
class  TransitionMoveInL
 TransitionMoveInL: Move in from to the left the incoming scene. More...
 
class  TransitionMoveInR
 TransitionMoveInR: Move in from to the right the incoming scene. More...
 
class  TransitionMoveInT
 TransitionMoveInT: Move in from to the top the incoming scene. More...
 
class  TransitionMoveInB
 TransitionMoveInB: Move in from to the bottom the incoming scene. More...
 
class  TransitionSlideInL
 TransitionSlideInL: Slide in the incoming scene from the left border. More...
 
class  TransitionSlideInR
 TransitionSlideInR: Slide in the incoming scene from the right border. More...
 
class  TransitionSlideInB
 TransitionSlideInB: Slide in the incoming scene from the bottom border. More...
 
class  TransitionSlideInT
 TransitionSlideInT: Slide in the incoming scene from the top border. More...
 
class  TransitionShrinkGrow
 Shrink the outgoing scene while grow the incoming scene. More...
 
class  TransitionFlipX
 TransitionFlipX: Flips the screen horizontally. More...
 
class  TransitionFlipY
 TransitionFlipY: Flips the screen vertically. More...
 
class  TransitionFlipAngular
 TransitionFlipAngular: Flips the screen half horizontally and half vertically. More...
 
class  TransitionZoomFlipX
 TransitionZoomFlipX: Flips the screen horizontally doing a zoom out/in The front face is the outgoing scene and the back face is the incoming scene. More...
 
class  TransitionZoomFlipY
 TransitionZoomFlipY: Flips the screen vertically doing a little zooming out/in The front face is the outgoing scene and the back face is the incoming scene. More...
 
class  TransitionZoomFlipAngular
 TransitionZoomFlipAngular: Flips the screen half horizontally and half vertically doing a little zooming out/in. More...
 
class  TransitionFade
 TransitionFade: Fade out the outgoing scene and then fade in the incoming scene. More...
 
class  TransitionCrossFade
 TransitionCrossFade: Cross fades two scenes using the RenderTexture object. More...
 
class  TransitionTurnOffTiles
 TransitionTurnOffTiles: Turn off the tiles of the outgoing scene in random order. More...
 
class  TransitionSplitCols
 TransitionSplitCols: The odd columns goes upwards while the even columns goes downwards. More...
 
class  TransitionSplitRows
 TransitionSplitRows: The odd rows goes to the left while the even rows goes to the right. More...
 
class  TransitionFadeTR
 TransitionFadeTR: Fade the tiles of the outgoing scene from the left-bottom corner the to top-right corner. More...
 
class  TransitionFadeBL
 TransitionFadeBL: Fade the tiles of the outgoing scene from the top-right corner to the bottom-left corner. More...
 
class  TransitionFadeUp
 TransitionFadeUp: Fade the tiles of the outgoing scene from the bottom to the top. More...
 
class  TransitionFadeDown
 TransitionFadeDown: Fade the tiles of the outgoing scene from the top to the bottom. More...
 
class  TransitionPageTurn
 A transition which peels back the bottom right hand corner of a scene to transition to the scene beneath it simulating a page turn. More...
 
class  TransitionProgress
 A base class of progress transition. More...
 
class  TransitionProgressRadialCCW
 TransitionRadialCCW transition. More...
 
class  TransitionProgressRadialCW
 TransitionRadialCW transition. More...
 
class  TransitionProgressHorizontal
 TransitionProgressHorizontal transition. More...
 
class  TransitionProgressVertical
 TransitionProgressVertical transition. More...
 
class  TransitionProgressInOut
 TransitionProgressInOut transition. More...
 
class  TransitionProgressOutIn
 TransitionProgressOutIn transition. More...
 
class  Texture2D
 Texture2D class. More...
 
struct  Texture2D::PixelFormatInfo
 
struct  TexParams
 Extension to set the Min / Mag filter. More...
 
class  TextureAtlas
 A class that implements a Texture Atlas. More...
 
class  TextureCache
 Singleton that handles the loading of textures. More...
 
struct  TextureCache::AsyncStruct
 
struct  ImageInfo
 
struct  sParticle
 Structure that contains the values of each particle. More...
 

Macros

#define kParticleDefaultCapacity   500

Enumerations

enum  GlyphCollection { DYNAMIC, NEHE, ASCII, CUSTOM }
 Possible GlyphCollection used by Label. More...
 
enum  LabelEffect { NORMAL, OUTLINE, SHADOW, GLOW }
 Possible LabelEffect used by Label. More...
 
enum  LabelType { TTF, BMFONT, CHARMAP, STRING_TEXTURE }
 
enum  State { WAITING, TRACKING_TOUCH }
 Menu state, it's used internally. More...
 
enum  {
  kNodeOnEnter, kNodeOnExit, kNodeOnEnterTransitionDidFinish, kNodeOnExitTransitionDidStart,
  kNodeOnCleanup
}
 
enum  { FLAGS_TRANSFORM_DIRTY = (1 << 0), FLAGS_CONTENT_SIZE_DIRTY = (1 << 1), FLAGS_RENDER_AS_3D = (1 << 3), FLAGS_DIRTY_MASK = (FLAGS_TRANSFORM_DIRTY | FLAGS_CONTENT_SIZE_DIRTY) }
 
enum  Mode { GRAVITY, RADIUS }
 Mode. More...
 
enum  PositionType { FREE, RELATIVE, GROUPED }
 PositionType Possible types of particle positions. More...
 
enum  { DURATION_INFINITY = -1, START_SIZE_EQUAL_TO_END_SIZE = -1, START_RADIUS_EQUAL_TO_END_RADIUS = -1 }
 
enum  Type { RADIAL, BAR }
 Types of progress. More...
 
enum  { TMXOrientationOrtho, TMXOrientationHex, TMXOrientationIso, TMXOrientationStaggered }
 Possible orientations of the TMX map. More...
 
enum  Orientation { LEFT_OVER = 0, RIGHT_OVER = 1, UP_OVER = 0, DOWN_OVER = 1 }
 Orientation Type used by some transitions. More...
 
enum  PixelFormat {
  AUTO, BGRA8888, RGBA8888, RGB888,
  RGB565, A8, I8, AI88,
  RGBA4444, RGB5A1, PVRTC4, PVRTC4A,
  PVRTC2, PVRTC2A, ETC, S3TC_DXT1,
  S3TC_DXT3, S3TC_DXT5, ATC_RGB, ATC_EXPLICIT_ALPHA,
  ATC_INTERPOLATED_ALPHA, DEFAULT = AUTO, NONE = -1
}
 Possible texture pixel formats. More...
 

Functions

bool CC_DLL  (Node *n1, Node *n2)
local  ( local n1, local n2)

Detailed Description

Macro Definition Documentation

#define kParticleDefaultCapacity   500
var kParticleDefaultCapacity   500
local kParticleDefaultCapacity   500

Enumeration Type Documentation

anonymous enum
Enumerator
kNodeOnEnter 
kNodeOnExit 
kNodeOnEnterTransitionDidFinish 
kNodeOnExitTransitionDidStart 
kNodeOnCleanup 
var enum
Enumerator
kNodeOnEnter 
kNodeOnExit 
kNodeOnEnterTransitionDidFinish 
kNodeOnExitTransitionDidStart 
kNodeOnCleanup 
anonymous enum
Enumerator
FLAGS_TRANSFORM_DIRTY 
FLAGS_CONTENT_SIZE_DIRTY 
FLAGS_RENDER_AS_3D 
FLAGS_DIRTY_MASK 
var enum
Enumerator
FLAGS_TRANSFORM_DIRTY 
FLAGS_CONTENT_SIZE_DIRTY 
FLAGS_RENDER_AS_3D 
FLAGS_DIRTY_MASK 
local enum
Enumerator
FLAGS_TRANSFORM_DIRTY 
FLAGS_CONTENT_SIZE_DIRTY 
FLAGS_RENDER_AS_3D 
FLAGS_DIRTY_MASK 
anonymous enum
Enumerator
DURATION_INFINITY 

The Particle emitter lives forever.

START_SIZE_EQUAL_TO_END_SIZE 

The starting size of the particle is equal to the ending size.

START_RADIUS_EQUAL_TO_END_RADIUS 

The starting radius of the particle is equal to the ending radius.

var enum
Enumerator
DURATION_INFINITY 

The Particle emitter lives forever.

START_SIZE_EQUAL_TO_END_SIZE 

The starting size of the particle is equal to the ending size.

START_RADIUS_EQUAL_TO_END_RADIUS 

The starting radius of the particle is equal to the ending radius.

local enum
Enumerator
DURATION_INFINITY 

The Particle emitter lives forever.

START_SIZE_EQUAL_TO_END_SIZE 

The starting size of the particle is equal to the ending size.

START_RADIUS_EQUAL_TO_END_RADIUS 

The starting radius of the particle is equal to the ending radius.

anonymous enum

Possible orientations of the TMX map.

Enumerator
TMXOrientationOrtho 

Orthogonal orientation.

TMXOrientationHex 

Hexagonal orientation.

TMXOrientationIso 

Isometric orientation.

TMXOrientationStaggered 

Isometric staggered orientation.

var enum

Possible orientations of the TMX map.

Enumerator
TMXOrientationOrtho 

Orthogonal orientation.

TMXOrientationHex 

Hexagonal orientation.

TMXOrientationIso 

Isometric orientation.

TMXOrientationStaggered 

Isometric staggered orientation.

local enum

Possible orientations of the TMX map.

Enumerator
TMXOrientationOrtho 

Orthogonal orientation.

TMXOrientationHex 

Hexagonal orientation.

TMXOrientationIso 

Isometric orientation.

TMXOrientationStaggered 

Isometric staggered orientation.

enum GlyphCollection
strong

Possible GlyphCollection used by Label.

Specify a collections of characters to be load when Label created. Consider using DYNAMIC.

Enumerator
DYNAMIC 
NEHE 
ASCII 
CUSTOM 
enum LabelEffect
strong

Possible LabelEffect used by Label.

Enumerator
NORMAL 
OUTLINE 
SHADOW 
GLOW 
var LabelEffect
strong

Possible LabelEffect used by Label.

Enumerator
NORMAL 
OUTLINE 
SHADOW 
GLOW 
local LabelEffect
strong

Possible LabelEffect used by Label.

Enumerator
NORMAL 
OUTLINE 
SHADOW 
GLOW 
enum LabelType
strongprotected
Enumerator
TTF 
BMFONT 
CHARMAP 
STRING_TEXTURE 
var LabelType
strongprotected
Enumerator
TTF 
BMFONT 
CHARMAP 
STRING_TEXTURE 
local LabelType
strongprotected
Enumerator
TTF 
BMFONT 
CHARMAP 
STRING_TEXTURE 
enum Mode
strong

Mode.

Enumerator
GRAVITY 
RADIUS 
var Mode
strong

Mode.

Enumerator
GRAVITY 
RADIUS 
local Mode
strong

Mode.

Enumerator
GRAVITY 
RADIUS 
enum Orientation
strong

Orientation Type used by some transitions.

Enumerator
LEFT_OVER 

An horizontal orientation where the Left is nearer.

RIGHT_OVER 

An horizontal orientation where the Right is nearer.

UP_OVER 

A vertical orientation where the Up is nearer.

DOWN_OVER 

A vertical orientation where the Bottom is nearer.

var Orientation
strong

Orientation Type used by some transitions.

Enumerator
LEFT_OVER 

An horizontal orientation where the Left is nearer.

RIGHT_OVER 

An horizontal orientation where the Right is nearer.

UP_OVER 

A vertical orientation where the Up is nearer.

DOWN_OVER 

A vertical orientation where the Bottom is nearer.

local Orientation
strong

Orientation Type used by some transitions.

Enumerator
LEFT_OVER 

An horizontal orientation where the Left is nearer.

RIGHT_OVER 

An horizontal orientation where the Right is nearer.

UP_OVER 

A vertical orientation where the Up is nearer.

DOWN_OVER 

A vertical orientation where the Bottom is nearer.

enum PixelFormat
strong

Possible texture pixel formats.

Enumerator
AUTO 

auto detect the type

BGRA8888 

32-bit texture: BGRA8888

RGBA8888 

32-bit texture: RGBA8888

RGB888 

24-bit texture: RGBA888

RGB565 

16-bit texture without Alpha channel

A8 

8-bit textures used as masks

I8 

8-bit intensity texture

AI88 

16-bit textures used as masks

RGBA4444 

16-bit textures: RGBA4444

RGB5A1 

16-bit textures: RGB5A1

PVRTC4 

4-bit PVRTC-compressed texture: PVRTC4

PVRTC4A 

4-bit PVRTC-compressed texture: PVRTC4 (has alpha channel)

PVRTC2 

2-bit PVRTC-compressed texture: PVRTC2

PVRTC2A 

2-bit PVRTC-compressed texture: PVRTC2 (has alpha channel)

ETC 

ETC-compressed texture: ETC.

S3TC_DXT1 

S3TC-compressed texture: S3TC_Dxt1.

S3TC_DXT3 

S3TC-compressed texture: S3TC_Dxt3.

S3TC_DXT5 

S3TC-compressed texture: S3TC_Dxt5.

ATC_RGB 

ATITC-compressed texture: ATC_RGB.

ATC_EXPLICIT_ALPHA 

ATITC-compressed texture: ATC_EXPLICIT_ALPHA.

ATC_INTERPOLATED_ALPHA 

ATITC-compresed texture: ATC_INTERPOLATED_ALPHA.

DEFAULT 

Default texture format: AUTO.

NONE 
var PixelFormat
strong

Possible texture pixel formats.

Enumerator
AUTO 

auto detect the type

BGRA8888 

32-bit texture: BGRA8888

RGBA8888 

32-bit texture: RGBA8888

RGB888 

24-bit texture: RGBA888

RGB565 

16-bit texture without Alpha channel

A8 

8-bit textures used as masks

I8 

8-bit intensity texture

AI88 

16-bit textures used as masks

RGBA4444 

16-bit textures: RGBA4444

RGB5A1 

16-bit textures: RGB5A1

PVRTC4 

4-bit PVRTC-compressed texture: PVRTC4

PVRTC4A 

4-bit PVRTC-compressed texture: PVRTC4 (has alpha channel)

PVRTC2 

2-bit PVRTC-compressed texture: PVRTC2

PVRTC2A 

2-bit PVRTC-compressed texture: PVRTC2 (has alpha channel)

ETC 

ETC-compressed texture: ETC.

S3TC_DXT1 

S3TC-compressed texture: S3TC_Dxt1.

S3TC_DXT3 

S3TC-compressed texture: S3TC_Dxt3.

S3TC_DXT5 

S3TC-compressed texture: S3TC_Dxt5.

ATC_RGB 

ATITC-compressed texture: ATC_RGB.

ATC_EXPLICIT_ALPHA 

ATITC-compressed texture: ATC_EXPLICIT_ALPHA.

ATC_INTERPOLATED_ALPHA 

ATITC-compresed texture: ATC_INTERPOLATED_ALPHA.

DEFAULT 

Default texture format: AUTO.

NONE 
local PixelFormat
strong

Possible texture pixel formats.

Enumerator
AUTO 

auto detect the type

BGRA8888 

32-bit texture: BGRA8888

RGBA8888 

32-bit texture: RGBA8888

RGB888 

24-bit texture: RGBA888

RGB565 

16-bit texture without Alpha channel

A8 

8-bit textures used as masks

I8 

8-bit intensity texture

AI88 

16-bit textures used as masks

RGBA4444 

16-bit textures: RGBA4444

RGB5A1 

16-bit textures: RGB5A1

PVRTC4 

4-bit PVRTC-compressed texture: PVRTC4

PVRTC4A 

4-bit PVRTC-compressed texture: PVRTC4 (has alpha channel)

PVRTC2 

2-bit PVRTC-compressed texture: PVRTC2

PVRTC2A 

2-bit PVRTC-compressed texture: PVRTC2 (has alpha channel)

ETC 

ETC-compressed texture: ETC.

S3TC_DXT1 

S3TC-compressed texture: S3TC_Dxt1.

S3TC_DXT3 

S3TC-compressed texture: S3TC_Dxt3.

S3TC_DXT5 

S3TC-compressed texture: S3TC_Dxt5.

ATC_RGB 

ATITC-compressed texture: ATC_RGB.

ATC_EXPLICIT_ALPHA 

ATITC-compressed texture: ATC_EXPLICIT_ALPHA.

ATC_INTERPOLATED_ALPHA 

ATITC-compresed texture: ATC_INTERPOLATED_ALPHA.

DEFAULT 

Default texture format: AUTO.

NONE 
enum PositionType
strong

PositionType Possible types of particle positions.

Enumerator
FREE 
RELATIVE 

Living particles are attached to the world and are unaffected by emitter repositioning.

GROUPED 

Living particles are attached to the world but will follow the emitter repositioning.

Use case: Attach an emitter to an sprite, and you want that the emitter follows the sprite.

var PositionType
strong

PositionType Possible types of particle positions.

Enumerator
FREE 
RELATIVE 

Living particles are attached to the world and are unaffected by emitter repositioning.

GROUPED 

Living particles are attached to the world but will follow the emitter repositioning.

Use case: Attach an emitter to an sprite, and you want that the emitter follows the sprite.

local PositionType
strong

PositionType Possible types of particle positions.

Enumerator
FREE 
RELATIVE 

Living particles are attached to the world and are unaffected by emitter repositioning.

GROUPED 

Living particles are attached to the world but will follow the emitter repositioning.

Use case: Attach an emitter to an sprite, and you want that the emitter follows the sprite.

enum State
strong

Menu state, it's used internally.

Enumerator
WAITING 
TRACKING_TOUCH 
enum Type
strong

Types of progress.

Since
v0.99.1
Enumerator
RADIAL 
BAR 

Radial Counter-Clockwise.

var Type
strong

Types of progress.

Since
v0.99.1
Enumerator
RADIAL 
BAR 

Radial Counter-Clockwise.

Function Documentation

bool CC_DLL
cocos2d::nodeComparisonLess
( Node *  n1,
Node *  n2 
)
var nodeComparisonLess ( var  n1,
var  n2 
)
local nodeComparisonLess ( local  n1,
local  n2 
)