CCSpriteBatchNode is like a batch node: if it contains children, it will draw them in 1 single OpenGL call (often known as "batch draw"). More...
#include <CCSpriteBatchNode.h>
Public Member Functions | |
CCSpriteBatchNode () | |
~CCSpriteBatchNode () | |
CCTextureAtlas * | getTextureAtlas (void) |
void | setTextureAtlas (CCTextureAtlas *textureAtlas) |
CCArray * | getDescendants (void) |
bool | initWithTexture (CCTexture2D *tex, unsigned int capacity) |
initializes a CCSpriteBatchNode with a texture2d and capacity of children. More... | |
bool | initWithFile (const char *fileImage, unsigned int capacity) |
initializes a CCSpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and a capacity of children. More... | |
bool | init () |
Initializes the instance of CCNode. More... | |
void | increaseAtlasCapacity () |
var | increaseAtlasCapacity () |
local | increaseAtlasCapacity () |
void | removeChildAtIndex (unsigned int index, bool doCleanup) |
removes a child given a certain index. More... | |
void | insertChild (CCSprite *child, unsigned int index) |
void | appendChild (CCSprite *sprite) |
void | removeSpriteFromAtlas (CCSprite *sprite) |
var | removeSpriteFromAtlas ( var sprite) |
local | removeSpriteFromAtlas ( local sprite) |
unsigned int | rebuildIndexInOrder (CCSprite *parent, unsigned int index) |
local | rebuildIndexInOrder ( local parent, local index) |
unsigned int | highestAtlasIndexInChild (CCSprite *sprite) |
unsigned int | lowestAtlasIndexInChild (CCSprite *sprite) |
unsigned int | atlasIndexForChild (CCSprite *sprite, int z) |
local | atlasIndexForChild ( local sprite, local z) |
void | reorderBatch (bool reorder) |
virtual CCTexture2D * | getTexture (void) |
Returns the currently used texture. More... | |
virtual void | setTexture (CCTexture2D *texture) |
Sets a new texuture. More... | |
var | setTexture ( var texture) |
Sets a new texuture. More... | |
local | setTexture ( local texture) |
Sets a new texuture. More... | |
virtual void | setBlendFunc (ccBlendFunc blendFunc) |
Sets the source blending function. More... | |
local | setBlendFunc ( local blendFunc) |
Sets the source blending function. More... | |
virtual ccBlendFunc | getBlendFunc (void) |
Returns the blending function that is currently being used. More... | |
local | getBlendFunc () |
Returns the blending function that is currently being used. More... | |
virtual void | visit (void) |
Visits this node's children and draw them recursively. More... | |
virtual void | addChild (CCNode *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 (CCNode *child, int 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 | addChild (CCNode *child, int zOrder, int tag) |
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 | reorderChild (CCNode *child, int 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 | removeChild (CCNode *child, bool cleanup) |
Removes a child from the container. More... | |
var | removeChild ( var child, var cleanup) |
Removes a child from the container. More... | |
local | removeChild ( local child, local cleanup) |
Removes a child from the container. More... | |
virtual void | removeAllChildrenWithCleanup (bool cleanup) |
Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More... | |
virtual void | sortAllChildren () |
Sorts the children array once before drawing, instead of every time when a child is added or reordered. More... | |
virtual void | draw (void) |
Override this method to draw your own node. More... | |
local | draw () |
Override this method to draw your own node. More... | |
Public Member Functions inherited from CCNode | |
virtual CCCamera * | getCamera () |
Returns a camera object that lets you move the node using a gluLookAt. More... | |
local | getCamera () |
Returns a camera object that lets you move the node using a gluLookAt. More... | |
virtual bool | isRunning () |
Returns whether or not the node accepts event callbacks. More... | |
var | isRunning () |
Returns whether or not the node accepts event callbacks. More... | |
local | isRunning () |
Returns whether or not the node accepts event callbacks. More... | |
virtual void | cleanup (void) |
Stops all running actions and schedulers. More... | |
CCRect | boundingBox (void) |
Returns a "local" axis aligned bounding box of the node. More... | |
var | getBoundingBox () |
Returns a "local" axis aligned bounding box of the node. More... | |
local | boundingBox () |
Returns a "local" axis aligned bounding box of the node. More... | |
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... | |
virtual void | _setZOrder (int z) |
Sets the z order which stands for the drawing order. More... | |
var | _setZOrder ( var z) |
Sets the z order which stands for the drawing order. More... | |
local | _setZOrder ( local z) |
Sets the z order which stands for the drawing order. More... | |
virtual int | getZOrder () |
Gets the Z order of this node. More... | |
var | getZOrder () |
Gets the Z order of this node. More... | |
local | getZOrder () |
Gets the Z order of this node. More... | |
virtual void | setVertexZ (float vertexZ) |
Sets the real OpenGL Z vertex. More... | |
var | setVertexZ ( var vertexZ) |
Sets the real OpenGL Z vertex. More... | |
local | setVertexZ ( local vertexZ) |
Sets the real OpenGL Z vertex. More... | |
virtual float | getVertexZ () |
Gets OpenGL Z vertex of this node. More... | |
var | getVertexZ () |
Gets OpenGL Z vertex of this node. More... | |
local | getVertexZ () |
Gets OpenGL Z vertex of this node. More... | |
virtual void | setScaleX (float fScaleX) |
Changes the scale factor on X axis of this node. More... | |
virtual float | getScaleX () |
Returns the scale factor on X axis of this node. More... | |
local | getScaleX () |
Returns the scale factor on X axis of this node. More... | |
virtual void | setScaleY (float fScaleY) |
Changes the scale factor on Y axis of this node. More... | |
virtual float | getScaleY () |
Returns the scale factor on Y axis of this node. More... | |
local | getScaleY () |
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... | |
var | setScale ( var 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 () |
Gets the scale factor of the node, when X and Y have the same scale factor. More... | |
virtual void | setScale (float fScaleX, float fScaleY) |
Changes both X and Y scale factor of the node. More... | |
local | setScale ( local fScaleX, local fScaleY) |
Changes both X and Y scale factor of the node. More... | |
virtual void | setPosition (const CCPoint &position) |
Changes the position (x,y) of the node in OpenGL coordinates. More... | |
virtual const CCPoint & | getPosition () |
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... | |
local | setPosition ( local x, local y) |
Sets position in a more efficient way. More... | |
virtual void | getPosition (float *x, float *y) |
Gets position in a more efficient way, returns two number instead of a CCPoint object. More... | |
local | getPosition ( local x, local y) |
Gets position in a more efficient way, returns two number instead of a CCPoint object. More... | |
virtual void | setPositionX (float x) |
Gets/Sets x or y coordinate individually for position. More... | |
var | setPositionX ( var x) |
Gets/Sets x or y coordinate individually for position. More... | |
local | setPositionX ( local x) |
Gets/Sets x or y coordinate individually for position. More... | |
virtual float | getPositionX (void) |
var | getPositionX () |
local | getPositionX () |
virtual void | setPositionY (float y) |
virtual float | getPositionY (void) |
virtual void | setSkewX (float fSkewX) |
Changes the X skew angle of the node in degrees. More... | |
local | setSkewX ( local fSkewX) |
Changes the X skew angle of the node in degrees. More... | |
virtual float | getSkewX () |
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 () |
Returns the Y skew angle of the node in degrees. More... | |
virtual void | setAnchorPoint (const CCPoint &anchorPoint) |
Sets the anchor point in percent. More... | |
local | setAnchorPoint ( local anchorPoint) |
Sets the anchor point in percent. More... | |
virtual const CCPoint & | getAnchorPoint () |
Returns the anchor point in percent. More... | |
local | getAnchorPoint () |
Returns the anchor point in percent. More... | |
virtual const CCPoint & | getAnchorPointInPoints () |
Returns the anchorPoint in absolute pixels. More... | |
virtual void | setContentSize (const CCSize &contentSize) |
Sets the untransformed size of the node. More... | |
local | setContentSize ( local contentSize) |
Sets the untransformed size of the node. More... | |
virtual const CCSize & | getContentSize () const |
Returns the untransformed size of the node. More... | |
local | getContentSize () |
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 () |
Determines if the node is visible. More... | |
virtual void | setRotation (float fRotation) |
Sets the rotation (angle) of the node in degrees. More... | |
local | setRotation ( local fRotation) |
Sets the rotation (angle) of the node in degrees. More... | |
virtual float | getRotation () |
Returns the rotation of the node in degrees. More... | |
virtual void | setRotationX (float fRotaionX) |
Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More... | |
local | setRotationX ( local fRotaionX) |
Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More... | |
virtual float | getRotationX () |
Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More... | |
virtual void | setRotationY (float fRotationY) |
Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More... | |
local | setRotationY ( local fRotationY) |
Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More... | |
virtual float | getRotationY () |
Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More... | |
virtual void | setOrderOfArrival (unsigned int uOrderOfArrival) |
Sets the arrival order when this node has a same ZOrder with other children. More... | |
local | setOrderOfArrival ( local uOrderOfArrival) |
Sets the arrival order when this node has a same ZOrder with other children. More... | |
virtual unsigned int | getOrderOfArrival () |
Returns the arrival order, indecates which children is added previously. More... | |
virtual void | setGLServerState (ccGLServerState glServerState) |
Sets the state of OpenGL server side. More... | |
local | setGLServerState ( local glServerState) |
Sets the state of OpenGL server side. More... | |
virtual ccGLServerState | getGLServerState () |
Returns the state of OpenGL server side. More... | |
local | getGLServerState () |
Returns the state of OpenGL server side. More... | |
virtual void | ignoreAnchorPointForPosition (bool ignore) |
Sets whether the anchor point will be (0,0) when you position this node. More... | |
local | ignoreAnchorPointForPosition ( local ignore) |
Sets whether the anchor point will be (0,0) when you position this node. More... | |
virtual bool | isIgnoreAnchorPointForPosition () |
Gets whether the anchor point will be (0,0) when you position this node. More... | |
virtual CCNode * | getChildByTag (int tag) |
Gets a child from the container with its tag. More... | |
virtual CCArray * | getChildren () |
Return an array of children. More... | |
var | getChildren () |
Return an array of children. More... | |
local | getChildren () |
Return an array of children. More... | |
virtual unsigned int | getChildrenCount (void) const |
Get the amount of children. More... | |
var | getChildrenCount () |
Get the amount of children. More... | |
local | getChildrenCount () |
Get the amount of children. More... | |
virtual void | setParent (CCNode *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 CCNode * | getParent () |
Returns a pointer to the parent node. More... | |
virtual void | 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 | removeFromParentAndCleanup ( local cleanup) |
Removes this node itself from its parent node. More... | |
virtual void | removeChild (CCNode *child) |
Removes a child from the container with a cleanup. More... | |
virtual void | removeChildByTag (int tag) |
Removes a child from the container by tag value with a cleanup. More... | |
local | removeChildByTag ( local tag) |
Removes a child from the container by tag value with a cleanup. More... | |
virtual void | removeChildByTag (int tag, bool cleanup) |
Removes a child from the container by tag value. More... | |
local | removeChildByTag ( local tag, local cleanup) |
Removes a child from the container by tag value. More... | |
virtual void | removeAllChildren () |
Removes all children from the container with a cleanup. More... | |
virtual CCGridBase * | getGrid () |
Returns a grid object that is used when applying effects. More... | |
virtual void | setGrid (CCGridBase *pGrid) |
Changes a grid object that is used when applying effects. More... | |
local | setGrid ( local pGrid) |
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... | |
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 nTag) |
Changes the tag that is used to identify the node easily. More... | |
var | setTag ( var nTag) |
Changes the tag that is used to identify the node easily. More... | |
local | setTag ( local nTag) |
Changes the tag that is used to identify the node easily. More... | |
virtual void * | getUserData () |
Returns a custom user data pointer. More... | |
virtual void | setUserData (void *pUserData) |
Sets a custom user data pointer. More... | |
local | setUserData ( local pUserData) |
Sets a custom user data pointer. More... | |
virtual CCObject * | getUserObject () |
Returns a user assigned CCObject. More... | |
local | getUserObject () |
Returns a user assigned CCObject. More... | |
virtual void | setUserObject (CCObject *pUserObject) |
Returns a user assigned CCObject. More... | |
local | setUserObject ( local pUserObject) |
Returns a user assigned CCObject. More... | |
virtual CCGLProgram * | getShaderProgram () |
Return the shader program currently used for this node. More... | |
virtual void | setShaderProgram (CCGLProgram *pShaderProgram) |
Sets the shader program for this node. More... | |
local | setShaderProgram ( local pShaderProgram) |
Sets the shader program for this node. More... | |
virtual void | registerScriptHandler (int handler) |
Registers a script function that will be called in onEnter() & onExit() seires functions. More... | |
local | registerScriptHandler ( local handler) |
Registers a script function that will be called in onEnter() & onExit() seires functions. More... | |
virtual void | unregisterScriptHandler (void) |
Unregisters a script function that will be called in onEnter() & onExit() series functions. More... | |
local | unregisterScriptHandler () |
Unregisters a script function that will be called in onEnter() & onExit() series functions. More... | |
int | getScriptHandler () |
Gets script handler for onEnter/onExit event. More... | |
void | scheduleUpdateWithPriorityLua (int nHandler, int priority) |
Schedules for lua script. More... | |
local | scheduleUpdateWithPriorityLua ( local nHandler, local priority) |
Schedules for lua script. More... | |
virtual void | onEnter () |
Event callback that is invoked every time when CCNode enters the 'stage'. More... | |
virtual void | onEnterTransitionDidFinish () |
Event callback that is invoked when the CCNode enters in the 'stage'. More... | |
virtual void | onExit () |
Event callback that is invoked every time the CCNode leaves the 'stage'. More... | |
virtual void | onExitTransitionDidStart () |
Event callback that is called every time the CCNode leaves the 'stage'. More... | |
virtual void | setActionManager (CCActionManager *actionManager) |
Sets the CCActionManager object that is used by all actions. More... | |
local | setActionManager ( local actionManager) |
Sets the CCActionManager object that is used by all actions. More... | |
virtual CCActionManager * | getActionManager () |
Gets the CCActionManager object that is used by all actions. More... | |
local | getActionManager () |
Gets the CCActionManager object that is used by all actions. More... | |
CCAction * | runAction (CCAction *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 (void) |
Stops and removes all actions from the running action list . More... | |
var | stopAllActions () |
Stops and removes all actions from the running action list . More... | |
local | stopAllActions () |
Stops and removes all actions from the running action list . More... | |
void | stopAction (CCAction *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... | |
CCAction * | getActionByTag (int tag) |
Gets an action from the running action list by its tag. More... | |
unsigned int | numberOfRunningActions (void) |
Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). More... | |
local | numberOfRunningActions () |
Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). More... | |
virtual void | setScheduler (CCScheduler *scheduler) |
Sets a CCScheduler object that is used to schedule all "updates" and timers. More... | |
virtual CCScheduler * | getScheduler () |
Gets a CCSheduler object. More... | |
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) |
var | unscheduleUpdate () |
local | unscheduleUpdate () |
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... | |
var | scheduleOnce ( var selector, var 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... | |
var | schedule ( var selector) |
Schedules a custom selector, the scheduled selector will be ticked every frame. More... | |
void | unschedule (SEL_SCHEDULE selector) |
Unschedules a custom selector. More... | |
var | unschedule ( var selector) |
Unschedules a custom selector. More... | |
void | unscheduleAllSelectors (void) |
Unschedule all scheduled selectors: custom selectors, and the 'update' selector. More... | |
local | unscheduleAllSelectors () |
Unschedule all scheduled selectors: custom selectors, and the 'update' selector. More... | |
void | resumeSchedulerAndActions (void) |
Resumes all scheduled selectors and actions. More... | |
void | pauseSchedulerAndActions (void) |
Pauses all scheduled selectors and actions. More... | |
virtual void | update (float delta) |
void | transform (void) |
Performs OpenGL view-matrix transformation based on position, scale, rotation and other attributes. More... | |
void | transformAncestors (void) |
Performs OpenGL view-matrix transformation of it's ancestors. More... | |
local | transformAncestors () |
Performs OpenGL view-matrix transformation of it's ancestors. More... | |
virtual void | updateTransform (void) |
Calls children's updateTransform() method recursively. More... | |
local | updateTransform () |
Calls children's updateTransform() method recursively. More... | |
virtual CCAffineTransform | nodeToParentTransform (void) |
Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More... | |
local | nodeToParentTransform () |
Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More... | |
virtual CCAffineTransform | parentToNodeTransform (void) |
Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More... | |
local | parentToNodeTransform () |
Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More... | |
virtual CCAffineTransform | nodeToWorldTransform (void) |
Returns the world affine transform matrix. More... | |
local | nodeToWorldTransform () |
Returns the world affine transform matrix. More... | |
virtual CCAffineTransform | worldToNodeTransform (void) |
Returns the inverse world affine transform matrix. More... | |
CCPoint | convertToNodeSpace (const CCPoint &worldPoint) |
Converts a Point to node (local) space coordinates. More... | |
var | convertToNodeSpace ( var worldPoint) |
Converts a Point to node (local) space coordinates. More... | |
local | convertToNodeSpace ( local worldPoint) |
Converts a Point to node (local) space coordinates. More... | |
CCPoint | convertToWorldSpace (const CCPoint &nodePoint) |
Converts a Point to world space coordinates. More... | |
var | convertToWorldSpace ( var nodePoint) |
Converts a Point to world space coordinates. More... | |
local | convertToWorldSpace ( local nodePoint) |
Converts a Point to world space coordinates. More... | |
CCPoint | convertToNodeSpaceAR (const CCPoint &worldPoint) |
Converts a Point to node (local) space coordinates. More... | |
var | convertToNodeSpaceAR ( var worldPoint) |
Converts a Point to node (local) space coordinates. More... | |
local | convertToNodeSpaceAR ( local worldPoint) |
Converts a Point to node (local) space coordinates. More... | |
CCPoint | convertToWorldSpaceAR (const CCPoint &nodePoint) |
Converts a local Point to world space coordinates.The result is in Points. More... | |
var | convertToWorldSpaceAR ( var nodePoint) |
Converts a local Point to world space coordinates.The result is in Points. More... | |
local | convertToWorldSpaceAR ( local nodePoint) |
Converts a local Point to world space coordinates.The result is in Points. More... | |
CCPoint | convertTouchToNodeSpace (CCTouch *touch) |
convenience methods which take a CCTouch instead of CCPoint More... | |
CCPoint | convertTouchToNodeSpaceAR (CCTouch *touch) |
converts a CCTouch (world coordinates) into a local coordinate. More... | |
var | convertTouchToNodeSpaceAR ( var touch) |
converts a CCTouch (world coordinates) into a local coordinate. More... | |
local | convertTouchToNodeSpaceAR ( local touch) |
converts a CCTouch (world coordinates) into a local coordinate. More... | |
void | setAdditionalTransform (const CCAffineTransform &additionalTransform) |
Sets the additional transform. More... | |
local | setAdditionalTransform ( local additionalTransform) |
Sets the additional transform. More... | |
CCComponent * | getComponent (const char *pName) const |
gets a component by its name More... | |
virtual bool | addComponent (CCComponent *pComponent) |
adds a component More... | |
virtual bool | removeComponent (const char *pName) |
removes a component by its name More... | |
var | removeComponent ( var pName) |
removes a component by its name More... | |
local | removeComponent ( local pName) |
removes a component by its name More... | |
virtual void | removeAllComponents () |
removes all components More... | |
CCNode (void) | |
Default constructor. More... | |
virtual | ~CCNode (void) |
Default destructor. More... | |
const char * | description (void) |
Gets the description string. More... | |
local | description () |
Gets the description string. More... | |
Public Member Functions inherited from CCObject | |
CCObject (void) | |
virtual | ~CCObject (void) |
void | release (void) |
void | retain (void) |
CCObject * | autorelease (void) |
CCObject * | copy (void) |
bool | isSingleReference (void) const |
unsigned int | retainCount (void) const |
virtual bool | isEqual (const CCObject *pObject) |
virtual void | acceptVisitor (CCDataVisitor &visitor) |
Public Member Functions inherited from CCCopying | |
virtual CCObject * | copyWithZone (CCZone *pZone) |
Static Public Member Functions | |
static CCSpriteBatchNode * | createWithTexture (CCTexture2D *tex, unsigned int capacity) |
creates a CCSpriteBatchNode with a texture2d and capacity of children. More... | |
local | createWithTexture ( local tex, local capacity) |
creates a CCSpriteBatchNode with a texture2d and capacity of children. More... | |
static CCSpriteBatchNode * | createWithTexture (CCTexture2D *tex) |
local | createWithTexture ( local tex) |
static CCSpriteBatchNode * | create (const char *fileImage, unsigned int capacity) |
creates a CCSpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and capacity of children. More... | |
local | create ( local fileImage, local capacity) |
creates a CCSpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and capacity of children. More... | |
static CCSpriteBatchNode * | create (const char *fileImage) |
local | create ( local fileImage) |
Static Public Member Functions inherited from CCNode | |
static CCNode * | create (void) |
Allocates and initializes a node. More... | |
var | create () |
Allocates and initializes a node. More... | |
local | create () |
Allocates and initializes a node. More... | |
Protected Member Functions | |
void | insertQuadFromSprite (CCSprite *sprite, unsigned int index) |
Inserts a quad at a certain index into the texture atlas. More... | |
var | insertQuadFromSprite ( var sprite, var index) |
Inserts a quad at a certain index into the texture atlas. More... | |
local | insertQuadFromSprite ( local sprite, local index) |
Inserts a quad at a certain index into the texture atlas. More... | |
void | updateQuadFromSprite (CCSprite *sprite, unsigned int index) |
Updates a quad at a certain index into the texture atlas. More... | |
CCSpriteBatchNode * | addSpriteWithoutQuad (CCSprite *child, unsigned int z, int aTag) |
Protected Attributes | |
CCTextureAtlas * | m_pobTextureAtlas |
local | m_pobTextureAtlas |
ccBlendFunc | m_blendFunc |
var | m_blendFunc |
local | m_blendFunc |
CCArray * | m_pobDescendants |
var | m_pobDescendants |
local | m_pobDescendants |
Protected Attributes inherited from CCNode | |
float | m_fRotationX |
rotation angle on x-axis More... | |
float | m_fRotationY |
rotation angle on y-axis More... | |
var | m_fRotationY |
rotation angle on y-axis More... | |
local | m_fRotationY |
rotation angle on y-axis More... | |
float | m_fScaleX |
scaling factor on x-axis More... | |
var | m_fScaleX |
scaling factor on x-axis More... | |
local | m_fScaleX |
scaling factor on x-axis More... | |
float | m_fScaleY |
scaling factor on y-axis More... | |
var | m_fScaleY |
scaling factor on y-axis More... | |
local | m_fScaleY |
scaling factor on y-axis More... | |
float | m_fVertexZ |
OpenGL real Z vertex. More... | |
var | m_fVertexZ |
OpenGL real Z vertex. More... | |
local | m_fVertexZ |
OpenGL real Z vertex. More... | |
CCPoint | m_obPosition |
position of the node More... | |
var | m_obPosition |
position of the node More... | |
local | m_obPosition |
position of the node More... | |
float | m_fSkewX |
skew angle on x-axis More... | |
var | m_fSkewX |
skew angle on x-axis More... | |
local | m_fSkewX |
skew angle on x-axis More... | |
float | m_fSkewY |
skew angle on y-axis More... | |
var | m_fSkewY |
skew angle on y-axis More... | |
local | m_fSkewY |
skew angle on y-axis More... | |
CCPoint | m_obAnchorPointInPoints |
anchor point in points More... | |
var | m_obAnchorPointInPoints |
anchor point in points More... | |
local | m_obAnchorPointInPoints |
anchor point in points More... | |
CCPoint | m_obAnchorPoint |
anchor point normalized (NOT in points) More... | |
var | m_obAnchorPoint |
anchor point normalized (NOT in points) More... | |
local | m_obAnchorPoint |
anchor point normalized (NOT in points) More... | |
CCSize | m_obContentSize |
untransformed size of the node More... | |
var | m_obContentSize |
untransformed size of the node More... | |
local | m_obContentSize |
untransformed size of the node More... | |
CCAffineTransform | m_sAdditionalTransform |
transform More... | |
CCAffineTransform | m_sTransform |
transform More... | |
var | m_sTransform |
transform More... | |
local | m_sTransform |
transform More... | |
CCAffineTransform | m_sInverse |
transform More... | |
var | m_sInverse |
transform More... | |
local | m_sInverse |
transform More... | |
CCCamera * | m_pCamera |
a camera More... | |
var | m_pCamera |
a camera More... | |
local | m_pCamera |
a camera More... | |
CCGridBase * | m_pGrid |
a grid More... | |
var | m_pGrid |
a grid More... | |
local | m_pGrid |
a grid More... | |
int | m_nZOrder |
z-order value that affects the draw order More... | |
var | m_nZOrder |
z-order value that affects the draw order More... | |
local | m_nZOrder |
z-order value that affects the draw order More... | |
CCArray * | m_pChildren |
array of children nodes More... | |
var | m_pChildren |
array of children nodes More... | |
local | m_pChildren |
array of children nodes More... | |
CCNode * | m_pParent |
weak reference to parent node More... | |
var | m_pParent |
weak reference to parent node More... | |
local | m_pParent |
weak reference to parent node More... | |
int | m_nTag |
a tag. Can be any number you assigned just to identify this node More... | |
var | m_nTag |
a tag. Can be any number you assigned just to identify this node More... | |
local | m_nTag |
a tag. Can be any number you assigned just to identify this node More... | |
void * | m_pUserData |
A user assingned void pointer, Can be point to any cpp object. More... | |
var | m_pUserData |
A user assingned void pointer, Can be point to any cpp object. More... | |
local | m_pUserData |
A user assingned void pointer, Can be point to any cpp object. More... | |
CCObject * | m_pUserObject |
A user assigned CCObject. More... | |
var | m_pUserObject |
A user assigned CCObject. More... | |
local | m_pUserObject |
A user assigned CCObject. More... | |
CCGLProgram * | m_pShaderProgram |
OpenGL shader. More... | |
var | m_pShaderProgram |
OpenGL shader. More... | |
local | m_pShaderProgram |
OpenGL shader. More... | |
ccGLServerState | m_eGLServerState |
OpenGL servier side state. More... | |
var | m_eGLServerState |
OpenGL servier side state. More... | |
local | m_eGLServerState |
OpenGL servier side state. More... | |
unsigned int | m_uOrderOfArrival |
used to preserve sequence while sorting children with the same zOrder More... | |
var | m_uOrderOfArrival |
used to preserve sequence while sorting children with the same zOrder More... | |
local | m_uOrderOfArrival |
used to preserve sequence while sorting children with the same zOrder More... | |
CCScheduler * | m_pScheduler |
scheduler used to schedule timers and updates More... | |
var | m_pScheduler |
scheduler used to schedule timers and updates More... | |
local | m_pScheduler |
scheduler used to schedule timers and updates More... | |
CCActionManager * | m_pActionManager |
a pointer to ActionManager singleton, which is used to handle all the actions More... | |
bool | m_bRunning |
is running More... | |
var | m_bRunning |
is running More... | |
local | m_bRunning |
is running More... | |
bool | m_bTransformDirty |
transform dirty flag More... | |
var | m_bTransformDirty |
transform dirty flag More... | |
local | m_bTransformDirty |
transform dirty flag More... | |
bool | m_bInverseDirty |
transform dirty flag More... | |
var | m_bInverseDirty |
transform dirty flag More... | |
local | m_bInverseDirty |
transform dirty flag More... | |
bool | m_bAdditionalTransformDirty |
The flag to check whether the additional transform is dirty. More... | |
var | m_bAdditionalTransformDirty |
The flag to check whether the additional transform is dirty. More... | |
local | m_bAdditionalTransformDirty |
The flag to check whether the additional transform is dirty. More... | |
bool | m_bVisible |
is this node visible More... | |
var | m_bVisible |
is this node visible More... | |
local | m_bVisible |
is this node visible More... | |
bool | m_bIgnoreAnchorPointForPosition |
true if the Anchor Point will be (0,0) when you position the CCNode, false otherwise. More... | |
var | m_bIgnoreAnchorPointForPosition |
true if the Anchor Point will be (0,0) when you position the CCNode, false otherwise. More... | |
local | m_bIgnoreAnchorPointForPosition |
true if the Anchor Point will be (0,0) when you position the CCNode, false otherwise. More... | |
bool | m_bReorderChildDirty |
children order dirty flag More... | |
local | m_bReorderChildDirty |
children order dirty flag More... | |
int | m_nScriptHandler |
script handler for onEnter() & onExit(), used in Javascript binding and Lua binding. More... | |
var | m_nScriptHandler |
script handler for onEnter() & onExit(), used in Javascript binding and Lua binding. More... | |
local | m_nScriptHandler |
script handler for onEnter() & onExit(), used in Javascript binding and Lua binding. More... | |
int | m_nUpdateScriptHandler |
script handler for update() callback per frame, which is invoked from lua & javascript. More... | |
ccScriptType | m_eScriptType |
type of script binding, lua or javascript More... | |
var | m_eScriptType |
type of script binding, lua or javascript More... | |
local | m_eScriptType |
type of script binding, lua or javascript More... | |
CCComponentContainer * | m_pComponentContainer |
Dictionary of components. More... | |
Protected Attributes inherited from CCObject | |
unsigned int | m_uReference |
unsigned int | m_uAutoReleaseCount |
Additional Inherited Members | |
Public Attributes inherited from CCObject | |
unsigned int | m_uID |
int | m_nLuaID |
CCSpriteBatchNode is like a batch node: if it contains children, it will draw them in 1 single OpenGL call (often known as "batch draw").
A CCSpriteBatchNode can reference one and only one texture (one image file, one texture atlas). Only the CCSprites that are contained in that texture can be added to the CCSpriteBatchNode. All CCSprites added to a CCSpriteBatchNode are drawn in one OpenGL ES draw call. If the CCSprites are not added to a CCSpriteBatchNode then an OpenGL ES draw call will be needed for each one, which is less efficient.
Limitations:
var ctor | ( | ) |
local CCSpriteBatchNode | ( | ) |
~CCSpriteBatchNode | ( | ) |
|
virtual |
Adds a child to the container with z-order as 0.
If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.
child | A child node |
Reimplemented from CCNode.
|
virtual |
Adds a child to the container with z-order as 0.
If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.
child | A child node |
Reimplemented from CCNode.
|
virtual |
Adds a child to the container with z-order as 0.
If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.
child | A child node |
Reimplemented from CCNode.
|
virtual |
Adds a child to the container with a z-order.
If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.
child | A child node |
zOrder | Z order for drawing priority. Please refer to setZOrder(int) |
Reimplemented from CCNode.
|
virtual |
Adds a child to the container with a z-order.
If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.
child | A child node |
zOrder | Z order for drawing priority. Please refer to setZOrder(int) |
Reimplemented from CCNode.
|
virtual |
Adds a child to the container with a z-order.
If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.
child | A child node |
zOrder | Z order for drawing priority. Please refer to setZOrder(int) |
Reimplemented from CCNode.
|
virtual |
Adds a child to the container with z order and tag.
If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.
child | A child node |
zOrder | Z order for drawing priority. Please refer to setZOrder(int) |
tag | A interger to identify the node easily. Please refer to setTag(int) |
Reimplemented from CCNode.
Reimplemented in CCTMXLayer.
|
virtual |
Adds a child to the container with z order and tag.
If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.
child | A child node |
zOrder | Z order for drawing priority. Please refer to setZOrder(int) |
tag | A interger to identify the node easily. Please refer to setTag(int) |
Reimplemented from CCNode.
Reimplemented in CCTMXLayer.
|
virtual |
Adds a child to the container with z order and tag.
If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.
child | A child node |
zOrder | Z order for drawing priority. Please refer to setZOrder(int) |
tag | A interger to identify the node easily. Please refer to setTag(int) |
Reimplemented from CCNode.
Reimplemented in CCTMXLayer.
|
protected |
|
protected |
|
protected |
void appendChild | ( | CCSprite * | sprite) |
var appendChild | ( | var | sprite) |
local appendChild | ( | local | sprite) |
unsigned int atlasIndexForChild | ( | CCSprite * | sprite, |
int | z | ||
) |
var atlasIndexForChild | ( | var | sprite, |
var | z | ||
) |
local atlasIndexForChild | ( | local | sprite, |
local | z | ||
) |
|
static |
creates a CCSpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and 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.
|
static |
creates a CCSpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and 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.
|
static |
creates a CCSpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and 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.
|
inlinestatic |
|
inlinestatic |
|
inlinestatic |
|
static |
creates a CCSpriteBatchNode with a texture2d and capacity of children.
The capacity will be increased in 33% in runtime if it run out of space.
|
static |
creates a CCSpriteBatchNode with a texture2d and capacity of children.
The capacity will be increased in 33% in runtime if it run out of space.
|
static |
creates a CCSpriteBatchNode with a texture2d and capacity of children.
The capacity will be increased in 33% in runtime if it run out of space.
|
inlinestatic |
|
inlinestatic |
|
inlinestatic |
|
virtual |
Override this method to draw your own node.
The following GL states will be enabled by default:
Reimplemented from CCNode.
|
virtual |
Override this method to draw your own node.
The following GL states will be enabled by default:
Reimplemented from CCNode.
|
virtual |
Override this method to draw your own node.
The following GL states will be enabled by default:
Reimplemented from CCNode.
|
virtual |
Returns the blending function that is currently being used.
Implements CCBlendProtocol.
|
virtual |
Returns the blending function that is currently being used.
Implements CCBlendProtocol.
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inline |
|
inline |
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inline |
|
virtual |
Returns the currently used texture.
Implements CCTextureProtocol.
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virtual |
Returns the currently used texture.
Implements CCTextureProtocol.
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virtual |
Returns the currently used texture.
Implements CCTextureProtocol.
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inline |
|
inline |
|
inline |
unsigned int highestAtlasIndexInChild |
( | CCSprite * | sprite) |
var highestAtlasIndexInChild | ( | var | sprite) |
local highestAtlasIndexInChild | ( | local | sprite) |
void increaseAtlasCapacity | ( | ) |
var increaseAtlasCapacity | ( | ) |
local increaseAtlasCapacity | ( | ) |
|
virtual |
|
virtual |
|
virtual |
bool initWithFile | ( | const char * | fileImage, |
unsigned int | capacity | ||
) |
initializes a CCSpriteBatchNode 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.
var initWithFile | ( | var | fileImage, |
var | capacity | ||
) |
initializes a CCSpriteBatchNode 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.
local initWithFile | ( | local | fileImage, |
local | capacity | ||
) |
initializes a CCSpriteBatchNode 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.
bool initWithTexture | ( | CCTexture2D * | tex, |
unsigned int | capacity | ||
) |
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.
var initWithTexture | ( | var | tex, |
var | capacity | ||
) |
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.
local initWithTexture | ( | local | tex, |
local | capacity | ||
) |
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.
void insertChild | ( | CCSprite * | child, |
unsigned int | index | ||
) |
var insertChild | ( | var | child, |
var | index | ||
) |
local insertChild | ( | local | child, |
local | index | ||
) |
|
protected |
Inserts 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 CCSprite won't be updated. For example: a tile map (CCTMXMap) or a label with lots of characters (CCLabelBMFont)
|
protected |
Inserts 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 CCSprite won't be updated. For example: a tile map (CCTMXMap) or a label with lots of characters (CCLabelBMFont)
|
protected |
Inserts 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 CCSprite won't be updated. For example: a tile map (CCTMXMap) or a label with lots of characters (CCLabelBMFont)
unsigned int lowestAtlasIndexInChild |
( | CCSprite * | sprite) |
var lowestAtlasIndexInChild | ( | var | sprite) |
local lowestAtlasIndexInChild | ( | local | sprite) |
unsigned int rebuildIndexInOrder | ( | CCSprite * | parent, |
unsigned int | index | ||
) |
var rebuildIndexInOrder | ( | var | parent, |
var | index | ||
) |
local rebuildIndexInOrder | ( | local | parent, |
local | index | ||
) |
|
virtual |
Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter.
cleanup | true if all running actions on all children nodes should be cleanup, false oterwise. |
Reimplemented from CCNode.
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virtual |
Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter.
cleanup | true if all running actions on all children nodes should be cleanup, false oterwise. |
Reimplemented from CCNode.
|
virtual |
Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter.
cleanup | true if all running actions on all children nodes should be cleanup, false oterwise. |
Reimplemented from CCNode.
|
virtual |
Removes a child from the container.
It will also cleanup all running actions depending on the cleanup parameter.
child | The child node which will be removed. |
cleanup | true if all running actions and callbacks on the child node will be cleanup, false otherwise. |
Reimplemented from CCNode.
Reimplemented in CCTMXLayer.
|
virtual |
Removes a child from the container.
It will also cleanup all running actions depending on the cleanup parameter.
child | The child node which will be removed. |
cleanup | true if all running actions and callbacks on the child node will be cleanup, false otherwise. |
Reimplemented from CCNode.
Reimplemented in CCTMXLayer.
|
virtual |
Removes a child from the container.
It will also cleanup all running actions depending on the cleanup parameter.
child | The child node which will be removed. |
cleanup | true if all running actions and callbacks on the child node will be cleanup, false otherwise. |
Reimplemented from CCNode.
Reimplemented in CCTMXLayer.
void removeChildAtIndex | ( | unsigned int | index, |
bool | doCleanup | ||
) |
removes a child given a certain index.
It will also cleanup the running actions depending on the cleanup parameter.
var removeChildAtIndex | ( | var | index, |
var | doCleanup | ||
) |
removes a child given a certain index.
It will also cleanup the running actions depending on the cleanup parameter.
local removeChildAtIndex | ( | local | index, |
local | doCleanup | ||
) |
removes a child given a certain index.
It will also cleanup the running actions depending on the cleanup parameter.
void removeSpriteFromAtlas | ( | CCSprite * | sprite) |
var removeSpriteFromAtlas | ( | var | sprite) |
local removeSpriteFromAtlas | ( | local | sprite) |
void reorderBatch | ( | bool | reorder) |
var reorderBatch | ( | var | reorder) |
local reorderBatch | ( | local | reorder) |
|
virtual |
Reorders a child according to a new z value.
child | An already added child node. It MUST be already added. |
zOrder | Z order for drawing priority. Please refer to setZOrder(int) |
Reimplemented from CCNode.
|
virtual |
Reorders a child according to a new z value.
child | An already added child node. It MUST be already added. |
zOrder | Z order for drawing priority. Please refer to setZOrder(int) |
Reimplemented from CCNode.
|
virtual |
Reorders a child according to a new z value.
child | An already added child node. It MUST be already added. |
zOrder | Z order for drawing priority. Please refer to setZOrder(int) |
Reimplemented from CCNode.
|
virtual |
Sets the source blending function.
blendFunc | A structure with source and destination factor to specify pixel arithmetic, e.g. {GL_ONE, GL_ONE}, {GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA}. |
Implements CCBlendProtocol.
|
virtual |
Sets the source blending function.
blendFunc | A structure with source and destination factor to specify pixel arithmetic, e.g. {GL_ONE, GL_ONE}, {GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA}. |
Implements CCBlendProtocol.
|
virtual |
Sets the source blending function.
blendFunc | A structure with source and destination factor to specify pixel arithmetic, e.g. {GL_ONE, GL_ONE}, {GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA}. |
Implements CCBlendProtocol.
|
virtual |
Sets a new texuture.
It will be retained.
texture | A valid CCTexture2D object, which will be applied to this sprite object. |
Implements CCTextureProtocol.
|
virtual |
Sets a new texuture.
It will be retained.
texture | A valid CCTexture2D object, which will be applied to this sprite object. |
Implements CCTextureProtocol.
|
virtual |
Sets a new texuture.
It will be retained.
texture | A valid CCTexture2D object, which will be applied to this sprite object. |
Implements CCTextureProtocol.
|
inline |
|
inline |
|
inline |
|
virtual |
Sorts the children array once before drawing, instead of every time when a child is added or reordered.
This appraoch can improves the performance massively.
Reimplemented from CCNode.
|
virtual |
Sorts the children array once before drawing, instead of every time when a child is added or reordered.
This appraoch can improves the performance massively.
Reimplemented from CCNode.
|
virtual |
Sorts the children array once before drawing, instead of every time when a child is added or reordered.
This appraoch can improves the performance massively.
Reimplemented from CCNode.
|
protected |
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 CCSprite won't be updated. For example: a tile map (CCTMXMap) or a label with lots of characters (CCLabelBMFont)
|
protected |
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 CCSprite won't be updated. For example: a tile map (CCTMXMap) or a label with lots of characters (CCLabelBMFont)
|
protected |
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 CCSprite won't be updated. For example: a tile map (CCTMXMap) or a label with lots of characters (CCLabelBMFont)
|
virtual |
Visits this node's children and draw them recursively.
Reimplemented from CCNode.
|
virtual |
Visits this node's children and draw them recursively.
Reimplemented from CCNode.
|
virtual |
Visits this node's children and draw them recursively.
Reimplemented from CCNode.
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |