Class cc.SpriteBatchNode
- Defined in: CCSpriteBatchNode.js
- Extends cc.Node
Constructor Attributes | Constructor Name and Description |
---|---|
In Canvas render mode ,cc.SpriteBatchNodeCanvas is like a normal node: if it contains children. |
Method Summary
Class Detail
In Canvas render mode ,cc.SpriteBatchNodeCanvas is like a normal node: if it contains children.
If its _useCache is set to true, it can cache the result that all children of SpriteBatchNode to a canvas
(often known as "batch draw").
A cc.SpriteBatchNode can reference one and only one texture (one image file, one texture atlas).
Only the cc.Sprites that are contained in that texture can be added to the cc.SpriteBatchNode.
All cc.Sprites added to a cc.SpriteBatchNode are drawn in one WebGL draw call.
If the cc.Sprites are not added to a cc.SpriteBatchNode then an WebGL draw call will be needed for each one, which is less efficient.
Limitations:
- The only object that is accepted as child (or grandchild, grand-grandchild, etc...) is cc.Sprite or any subclass of cc.Sprite.
eg: particles, labels and layer can't be added to a cc.SpriteBatchNode.
- Either all its children are Aliased or Antialiased. It can't be a mix.
This is because "alias" is a property of the texture, and all the sprites share the same texture.
//create a SpriteBatchNode var parent2 = cc.SpriteBatchNode.create("res/animations/grossini.png", 50);
Field Detail
initializes a CCSpriteBatchNode with a texture2d and capacity of children.
The capacity will be increased in 33% in runtime if it run out of space.
Inserts a quad at a certain index into the texture atlas. The cc.Sprite won't be added into the children array.
This method should be called only when you are dealing with very big AtlasSprite and when most of the cc.Sprite won't be updated.
For example: a tile map (cc.TMXMap) or a label with lots of characters (cc.LabelBMFont)
Removes all children from the container and do a cleanup all running actions depending on the cleanup parameter.
(override removeAllChildren of cc.Node)
Updates a quad at a certain index into the texture atlas. The CCSprite won't be added into the children array.
This method should be called only when you are dealing with very big AtlasSrite and when most of the cc.Sprite won't be updated.
For example: a tile map (cc.TMXMap) or a label with lots of characters (BitmapFontAtlas)
Method Detail
-
{cc.SpriteBatchNode} addSpriteWithoutQuad(child, z, aTag)
This is the opposite of "addQuadFromSprite.
It add the sprite to the children and descendants array, but it doesn't update add it to the texture atlas
- Parameters:
- {cc.Sprite} child
- {Number} z
- zOrder
- {Number} aTag
- Returns:
- {cc.SpriteBatchNode}
-
{Number} atlasIndexForChild(sprite, nZ)get atlas index for child
- Parameters:
- {cc.Sprite} sprite
- {Number} nZ
- Returns:
- {Number}
-
creates a cc.SpriteBatchNodeCanvas with a file image (.png, .jpg etc) with a default capacity of 29 children.
The capacity will be increased in 33% in runtime if it run out of space.
The file will be loaded using the TextureMgr.
//create a SpriteBatchNode var parent2 = cc.SpriteBatchNode.create("res/animations/grossini.png", 50);
- Parameters:
- {String} fileImage
- {Number} capacity
- Returns:
- {cc.SpriteBatchNode}
-
creates a cc.SpriteBatchNodeCanvas with a texture2d and a default capacity of 29 children.
The capacity will be increased in 33% in runtime if it run out of space.
- Parameters:
- {cc.Texture2D} texture
- {Number} capacity
- Returns:
- {cc.SpriteBatchNode}
-
{cc.BlendFunc} getBlendFunc()returns the blending function used for the texture
- Returns:
- {cc.BlendFunc}
-
{Array} getDescendants()Return Descendants of cc.SpriteBatchNode
- Returns:
- {Array}
-
{cc.TextureAtlas} getTextureAtlas()Return TextureAtlas of cc.SpriteBatchNode
- Returns:
- {cc.TextureAtlas}
-
{Number} highestAtlasIndexInChild(sprite)get highest atlas index in child
- Parameters:
- {cc.Sprite} sprite
- Returns:
- {Number}
-
increaseAtlasCapacity()increase Atlas Capacity
-
{Boolean} init(fileImage, capacity)
initializes a cc.SpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and a capacity of children.
The capacity will be increased in 33% in runtime if it run out of space.
The file will be loaded using the TextureMgr.- Parameters:
- {String} fileImage
- {Number} capacity
- Returns:
- {Boolean}
-
{Boolean} initWithFile(fileImage, capacity)
initializes a cc.SpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and a capacity of children.
The capacity will be increased in 33% in runtime if it run out of space.
The file will be loaded using the TextureMgr.- Parameters:
- {String} fileImage
- {Number} capacity
- Returns:
- {Boolean}
-
insertChild(sprite, index)add child helper
- Parameters:
- {cc.Sprite} sprite
- {Number} index
-
{Number} lowestAtlasIndexInChild(sprite)get lowest atlas index in child
- Parameters:
- {cc.Sprite} sprite
- Returns:
- {Number}
-
{Number} rebuildIndexInOrder(pobParent, index)rebuild index in order for child
- Parameters:
- {cc.Sprite} pobParent
- {Number} index
- Returns:
- {Number}
-
removeChild(child, cleanup)remove child from cc.SpriteBatchNode (override removeChild of cc.Node)
- Parameters:
- {cc.Sprite} child
- cleanup
-
removeChildAtIndex(index, doCleanup)removes a child given a certain index. It will also cleanup the running actions depending on the cleanup parameter.
- Parameters:
- {Number} index
- {Boolean} doCleanup
-
reorderBatch(reorder)Sprites use this to start sortChildren, don't call this manually
- Parameters:
- {Boolean} reorder
-
reorderChild(child, zOrder)(override reorderChild of cc.Node)
- Parameters:
- {cc.Sprite} child
- {Number} zOrder
-
setBlendFunc(src, dst)set the source blending function for the texture
- Parameters:
- {Number | cc.BlendFunc} src
- {Number} dst
-
setTextureAtlas(textureAtlas)TextureAtlas of cc.SpriteBatchNode setter
- Parameters:
- {cc.TextureAtlas} textureAtlas