cocos2d-x  3.0-alpha0
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Node Class Reference

Node is the main element. More...

#include <CCNode.h>

Inheritance diagram for Node:
Object ClippingNode DrawNode BatchNode AssetsManager CCBFile TableViewCell Layer NodeRGBA ParallaxNode ParticleBatchNode ParticleSystem RenderTexture Scene SpriteBatchNode TMXTiledMap GLNode

Public Member Functions

virtual CameragetCamera ()
 Returns a camera object that lets you move the node using a gluLookAt. More...
 
virtual bool isRunning () const
 Returns whether or not the node accepts event callbacks. More...
 
void scheduleUpdateWithPriorityLua (int handler, int priority)
 Schedules for lua script. More...
 
virtual void cleanup ()
 Stops all running actions and schedulers. More...
 
var cleanup ()
 Stops all running actions and schedulers. More...
 
local cleanup ()
 Stops all running actions and schedulers. More...
 
virtual void draw ()
 Override this method to draw your own node. More...
 
local draw ()
 Override this method to draw your own node. More...
 
virtual void visit ()
 Visits this node's children and draw them recursively. More...
 
local visit ()
 Visits this node's children and draw them recursively. More...
 
virtual Rect getBoundingBox () const
 Returns a "local" axis aligned bounding box of the node. More...
 
local getBoundingBox ()
 Returns a "local" axis aligned bounding box of the node. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE Rect 
boundingBox () const
local boundingBox ()
Setters & Getters for Graphic Peroperties
virtual void setZOrder (int zOrder)
 Sets the Z order which stands for the drawing order, and reorder this node in its parent's children array. More...
 
local setZOrder ( local zOrder)
 Sets the Z order which stands for the drawing order, and reorder this node in its parent's children array. More...
 
virtual void _setZOrder (int z)
 Sets the z order which stands for the drawing order. More...
 
virtual int getZOrder () const
 Gets the Z order of this node. More...
 
virtual void setVertexZ (float vertexZ)
 Sets the real OpenGL Z vertex. More...
 
local setVertexZ ( local vertexZ)
 Sets the real OpenGL Z vertex. More...
 
virtual float getVertexZ () const
 Gets OpenGL Z vertex of this node. More...
 
virtual void setScaleX (float scaleX)
 Changes the scale factor on X axis of this node. More...
 
var setScaleX ( var scaleX)
 Changes the scale factor on X axis of this node. More...
 
local setScaleX ( local scaleX)
 Changes the scale factor on X axis of this node. More...
 
virtual float getScaleX () const
 Returns the scale factor on X axis of this node. More...
 
virtual void setScaleY (float scaleY)
 Changes the scale factor on Y axis of this node. More...
 
var setScaleY ( var scaleY)
 Changes the scale factor on Y axis of this node. More...
 
local setScaleY ( local scaleY)
 Changes the scale factor on Y axis of this node. More...
 
virtual float getScaleY () const
 Returns the scale factor on Y axis of this node. More...
 
virtual void setScale (float scale)
 Changes both X and Y scale factor of the node. More...
 
local setScale ( local scale)
 Changes both X and Y scale factor of the node. More...
 
virtual float getScale () const
 Gets the scale factor of the node, when X and Y have the same scale factor. More...
 
virtual void setPosition (const Point &position)
 Changes the position (x,y) of the node in OpenGL coordinates. More...
 
virtual const PointgetPosition () const
 Gets the position (x,y) of the node in OpenGL coordinates. More...
 
local getPosition ()
 Gets the position (x,y) of the node in OpenGL coordinates. More...
 
virtual void setPosition (float x, float y)
 Sets position in a more efficient way. More...
 
virtual void getPosition (float *x, float *y) const
 Gets position in a more efficient way, returns two number instead of a Point object. More...
 
virtual void setPositionX (float x)
 Gets/Sets x or y coordinate individually for position. More...
 
virtual float getPositionX (void) const
local getPositionX ()
virtual void setPositionY (float y)
local setPositionY ( local y)
virtual float getPositionY (void) const
local getPositionY ()
virtual void setSkewX (float fSkewX)
 Changes the X skew angle of the node in degrees. More...
 
virtual float getSkewX () const
 Returns the X skew angle of the node in degrees. More...
 
virtual void setSkewY (float fSkewY)
 Changes the Y skew angle of the node in degrees. More...
 
local setSkewY ( local fSkewY)
 Changes the Y skew angle of the node in degrees. More...
 
virtual float getSkewY () const
 Returns the Y skew angle of the node in degrees. More...
 
virtual void setAnchorPoint (const Point &anchorPoint)
 Sets the anchor point in percent. More...
 
local setAnchorPoint ( local anchorPoint)
 Sets the anchor point in percent. More...
 
virtual const PointgetAnchorPoint () const
 Returns the anchor point in percent. More...
 
local getAnchorPoint ()
 Returns the anchor point in percent. More...
 
virtual const PointgetAnchorPointInPoints () const
 Returns the anchorPoint in absolute pixels. More...
 
virtual void setContentSize (const Size &contentSize)
 Sets the untransformed size of the node. More...
 
local setContentSize ( local contentSize)
 Sets the untransformed size of the node. More...
 
virtual const SizegetContentSize () const
 Returns the untransformed size of the node. More...
 
virtual void setVisible (bool visible)
 Sets whether the node is visible. More...
 
local setVisible ( local visible)
 Sets whether the node is visible. More...
 
virtual bool isVisible () const
 Determines if the node is visible. More...
 
var isVisible ()
 Determines if the node is visible. More...
 
local isVisible ()
 Determines if the node is visible. More...
 
virtual void setRotation (float rotation)
 Sets the rotation (angle) of the node in degrees. More...
 
virtual float getRotation () const
 Returns the rotation of the node in degrees. More...
 
virtual void setRotationX (float rotationX)
 Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More...
 
local setRotationX ( local rotationX)
 Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More...
 
virtual float getRotationX () const
 Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More...
 
virtual void setRotationY (float rotationY)
 Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
local setRotationY ( local rotationY)
 Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual float getRotationY () const
 Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual void setOrderOfArrival (int orderOfArrival)
 Sets the arrival order when this node has a same ZOrder with other children. More...
 
var setOrderOfArrival ( var orderOfArrival)
 Sets the arrival order when this node has a same ZOrder with other children. More...
 
local setOrderOfArrival ( local orderOfArrival)
 Sets the arrival order when this node has a same ZOrder with other children. More...
 
virtual int getOrderOfArrival () const
 Returns the arrival order, indecates which children is added previously. More...
 
CC_DEPRECATED_ATTRIBUTE void setGLServerState (int serverState)
CC_DEPRECATED_ATTRIBUTE int getGLServerState () const
virtual void ignoreAnchorPointForPosition (bool ignore)
 Sets whether the anchor point will be (0,0) when you position this node. More...
 
virtual bool isIgnoreAnchorPointForPosition () const
 Gets whether the anchor point will be (0,0) when you position this node. More...
 
Children and Parent
virtual void addChild (Node *child)
 Adds a child to the container with z-order as 0. More...
 
virtual void addChild (Node *child, int zOrder)
 Adds a child to the container with a z-order. More...
 
virtual void addChild (Node *child, int zOrder, int tag)
 Adds a child to the container with z order and tag. More...
 
NodegetChildByTag (int tag)
 Gets a child from the container with its tag. More...
 
virtual ArraygetChildren ()
 Return an array of children. More...
 
virtual const ArraygetChildren () const
unsigned int getChildrenCount () const
 Get the amount of children. More...
 
local getChildrenCount ()
 Get the amount of children. More...
 
virtual void setParent (Node *parent)
 Sets the parent node. More...
 
var setParent ( var parent)
 Sets the parent node. More...
 
local setParent ( local parent)
 Sets the parent node. More...
 
virtual NodegetParent ()
 Returns a pointer to the parent node. More...
 
var getParent ()
 Returns a pointer to the parent node. More...
 
local getParent ()
 Returns a pointer to the parent node. More...
 
virtual const NodegetParent () const
local getParent ()
virtual void removeFromParent ()
 Removes this node itself from its parent node with a cleanup. More...
 
local removeFromParent ()
 Removes this node itself from its parent node with a cleanup. More...
 
virtual void removeFromParentAndCleanup (bool cleanup)
 Removes this node itself from its parent node. More...
 
local removeFromParent ( local cleanup)
 Removes this node itself from its parent node. More...
 
virtual void removeChild (Node *child, bool cleanup=true)
 Removes a child from the container. More...
 
var removeChild ( var child, var true)
 Removes a child from the container. More...
 
local removeChild ( local child, local true)
 Removes a child from the container. More...
 
virtual void removeChildByTag (int tag, bool cleanup=true)
 Removes a child from the container by tag value. More...
 
local removeChildByTag ( local tag, local true)
 Removes a child from the container by tag value. More...
 
virtual void removeAllChildren ()
 Removes all children from the container with a cleanup. More...
 
virtual void removeAllChildrenWithCleanup (bool cleanup)
 Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More...
 
local removeAllChildren ( 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)
 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 sortAllChildren ()
 Sorts the children array once before drawing, instead of every time when a child is added or reordered. More...
 
Grid object for effects
virtual GridBasegetGrid ()
 Returns a grid object that is used when applying effects. More...
 
local getGrid ()
 Returns a grid object that is used when applying effects. More...
 
virtual const GridBasegetGrid () const
local getGrid ()
virtual void setGrid (GridBase *grid)
 Changes a grid object that is used when applying effects. More...
 
local setGrid ( local grid)
 Changes a grid object that is used when applying effects. More...
 
Tag & User data
virtual int getTag () const
 Returns a tag that is used to identify the node easily. More...
 
virtual void setTag (int tag)
 Changes the tag that is used to identify the node easily. More...
 
var setTag ( var tag)
 Changes the tag that is used to identify the node easily. More...
 
local setTag ( local tag)
 Changes the tag that is used to identify the node easily. More...
 
virtual void * getUserData ()
 Returns a custom user data pointer. More...
 
virtual const void * getUserData () const
virtual void setUserData (void *userData)
 Sets a custom user data pointer. More...
 
virtual ObjectgetUserObject ()
 Returns a user assigned Object. More...
 
virtual const ObjectgetUserObject () const
virtual void setUserObject (Object *userObject)
 Returns a user assigned Object. More...
 
local setUserObject ( local userObject)
 Returns a user assigned Object. More...
 
Shader Program
virtual GLProgramgetShaderProgram ()
 Return the shader program currently used for this node. More...
 
virtual const GLProgramgetShaderProgram () const
local getShaderProgram ()
virtual void setShaderProgram (GLProgram *shaderProgram)
 Sets the shader program for this node. More...
 
var setShaderProgram ( var shaderProgram)
 Sets the shader program for this node. More...
 
local setShaderProgram ( local shaderProgram)
 Sets the shader program for this node. More...
 
Event Callbacks
virtual void onEnter ()
 Event callback that is invoked every time when Node enters the 'stage'. More...
 
virtual void onEnterTransitionDidFinish ()
 Event callback that is invoked when the Node enters in the 'stage'. More...
 
virtual void onExit ()
 Event callback that is invoked every time the Node leaves the 'stage'. More...
 
virtual void onExitTransitionDidStart ()
 Event callback that is called every time the Node leaves the 'stage'. More...
 
Actions
virtual void setActionManager (ActionManager *actionManager)
 Sets the ActionManager object that is used by all actions. More...
 
virtual ActionManagergetActionManager ()
 Gets the ActionManager object that is used by all actions. More...
 
local getActionManager ()
 Gets the ActionManager object that is used by all actions. More...
 
virtual const ActionManagergetActionManager () const
ActionrunAction (Action *action)
 Executes an action, and returns the action that is executed. More...
 
local runAction ( local action)
 Executes an action, and returns the action that is executed. More...
 
void stopAllActions ()
 Stops and removes all actions from the running action list . More...
 
void stopAction (Action *action)
 Stops and removes an action from the running action list. More...
 
void stopActionByTag (int tag)
 Removes an action from the running action list by its tag. More...
 
ActiongetActionByTag (int tag)
 Gets an action from the running action list by its tag. More...
 
unsigned int getNumberOfRunningActions () const
 Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). More...
 
local getNumberOfRunningActions ()
 Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). More...
 
CC_DEPRECATED_ATTRIBUTE
unsigned int 
numberOfRunningActions () const
local numberOfRunningActions ()
Scheduler and Timer
virtual void setScheduler (Scheduler *scheduler)
 Sets a Scheduler object that is used to schedule all "updates" and timers. More...
 
virtual SchedulergetScheduler ()
 Gets a Sheduler object. More...
 
virtual const SchedulergetScheduler () const
local getScheduler ()
bool isScheduled (SEL_SCHEDULE selector)
 Checks whether a selector is scheduled. More...
 
void scheduleUpdate (void)
 Schedules the "update" method. More...
 
void scheduleUpdateWithPriority (int priority)
 Schedules the "update" method with a custom priority. More...
 
void unscheduleUpdate (void)
void schedule (SEL_SCHEDULE selector, float interval, unsigned int repeat, float delay)
 Schedules a custom selector. More...
 
void schedule (SEL_SCHEDULE selector, float interval)
 Schedules a custom selector with an interval time in seconds. More...
 
void scheduleOnce (SEL_SCHEDULE selector, float delay)
 Schedules a selector that runs only once, with a delay of 0 or larger. More...
 
void schedule (SEL_SCHEDULE selector)
 Schedules a custom selector, the scheduled selector will be ticked every frame. More...
 
void unschedule (SEL_SCHEDULE selector)
 Unschedules a custom selector. More...
 
void unscheduleAllSelectors (void)
 Unschedule all scheduled selectors: custom selectors, and the 'update' selector. More...
 
void resumeSchedulerAndActions (void)
 Resumes all scheduled selectors and actions. More...
 
local resumeSchedulerAndActions ()
 Resumes all scheduled selectors and actions. More...
 
void pauseSchedulerAndActions (void)
 Pauses all scheduled selectors and actions. More...
 
virtual void update (float delta)
local update ( local delta)
Transformations
void transform ()
 Performs OpenGL view-matrix transformation based on position, scale, rotation and other attributes. More...
 
void transformAncestors ()
 Performs OpenGL view-matrix transformation of it's ancestors. More...
 
virtual void updateTransform ()
 Calls children's updateTransform() method recursively. More...
 
virtual const AffineTransformgetNodeToParentTransform () const
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
local getNodeToParentTransform ()
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform 
nodeToParentTransform () const
local nodeToParentTransform ()
virtual const AffineTransformgetParentToNodeTransform () const
 Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform 
parentToNodeTransform () const
local parentToNodeTransform ()
virtual AffineTransform getNodeToWorldTransform () const
 Returns the world affine transform matrix. More...
 
local getNodeToWorldTransform ()
 Returns the world affine transform matrix. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform 
nodeToWorldTransform () const
local nodeToWorldTransform ()
virtual AffineTransform getWorldToNodeTransform () const
 Returns the inverse world affine transform matrix. More...
 
local getWorldToNodeTransform ()
 Returns the inverse world affine transform matrix. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform 
worldToNodeTransform () const
local worldToNodeTransform ()
Coordinate Converters
Point convertToNodeSpace (const Point &worldPoint) const
 Converts a Point to node (local) space coordinates. More...
 
Point convertToWorldSpace (const Point &nodePoint) const
 Converts a Point to world space coordinates. More...
 
Point convertToNodeSpaceAR (const Point &worldPoint) const
 Converts a Point to node (local) space coordinates. More...
 
Point convertToWorldSpaceAR (const Point &nodePoint) const
 Converts a local Point to world space coordinates.The result is in Points. More...
 
Point convertTouchToNodeSpace (Touch *touch) const
 convenience methods which take a Touch instead of Point More...
 
Point convertTouchToNodeSpaceAR (Touch *touch) const
 converts a Touch (world coordinates) into a local coordinate. More...
 
void setAdditionalTransform (const AffineTransform &additionalTransform)
 Sets the additional transform. More...
 
component functions
ComponentgetComponent (const char *pName)
 gets a component by its name More...
 
virtual bool addComponent (Component *pComponent)
 adds a component More...
 
local addComponent ( local pComponent)
 adds a component More...
 
virtual bool removeComponent (const char *pName)
 removes a component by its name More...
 
virtual void removeAllComponents ()
 removes all components More...
 
- Public Member Functions inherited from Object
 Object ()
 Constructor. More...
 
virtual ~Object ()
void release ()
 Release the ownership immediately. More...
 
void retain ()
 Retains the ownership. More...
 
Objectautorelease ()
 Release the ownership sometime soon automatically. More...
 
bool isSingleReference () const
 Returns a boolean value that indicates whether there is only one reference to the object. More...
 
unsigned int retainCount () const
 Returns the object's current reference count. More...
 
virtual bool isEqual (const Object *object)
 Returns a boolean value that indicates whether this object and a given object are equal. More...
 
virtual void acceptVisitor (DataVisitor &visitor)

Static Public Attributes

static const int INVALID_TAG = -1
 Default tag used for all the nodes. More...
 
var INVALID_TAG = -1
 Default tag used for all the nodes. More...
 
local INVALID_TAG = -1
 Default tag used for all the nodes. More...
 

Protected Member Functions

void updateEventPriorityIndex ()
 Upates event priority for this node. More...
 
void removeAllEventListeners ()
 Removes all event listeners that associated with this node. More...
 
void setDirtyForAllEventListeners ()
 Sets dirty for event listener. More...
 
void childrenAlloc (void)
 lazy allocs More...
 
void insertChild (Node *child, int z)
 helper that reorder a child More...
 
void detachChild (Node *child, int index, bool doCleanup)
 Removes a child, call child->onExit(), do cleanup, remove it from children array. More...
 
Point convertToWindowSpace (const Point &nodePoint) const
 Convert cocos2d coordinates to UI windows coordinate. More...
 

Protected Attributes

float _rotationX
 rotation angle on x-axis More...
 
float _rotationY
 rotation angle on y-axis More...
 
var _rotationY
 rotation angle on y-axis More...
 
local _rotationY
 rotation angle on y-axis More...
 
float _scaleX
 scaling factor on x-axis More...
 
var _scaleX
 scaling factor on x-axis More...
 
local _scaleX
 scaling factor on x-axis More...
 
float _scaleY
 scaling factor on y-axis More...
 
var _scaleY
 scaling factor on y-axis More...
 
local _scaleY
 scaling factor on y-axis More...
 
float _vertexZ
 OpenGL real Z vertex. More...
 
Point _position
 position of the node More...
 
float _skewX
 skew angle on x-axis More...
 
var _skewX
 skew angle on x-axis More...
 
local _skewX
 skew angle on x-axis More...
 
float _skewY
 skew angle on y-axis More...
 
var _skewY
 skew angle on y-axis More...
 
local _skewY
 skew angle on y-axis More...
 
Point _anchorPointInPoints
 anchor point in points More...
 
var _anchorPointInPoints
 anchor point in points More...
 
local _anchorPointInPoints
 anchor point in points More...
 
Point _anchorPoint
 anchor point normalized (NOT in points) More...
 
Size _contentSize
 untransformed size of the node More...
 
local _contentSize
 untransformed size of the node More...
 
AffineTransform _additionalTransform
 transform More...
 
AffineTransform _transform
 transform More...
 
var _transform
 transform More...
 
local _transform
 transform More...
 
AffineTransform _inverse
 inverse transform More...
 
var _inverse
 inverse transform More...
 
local _inverse
 inverse transform More...
 
bool _additionalTransformDirty
 The flag to check whether the additional transform is dirty. More...
 
bool _transformDirty
 transform dirty flag More...
 
var _transformDirty
 transform dirty flag More...
 
local _transformDirty
 transform dirty flag More...
 
bool _inverseDirty
 inverse transform dirty flag More...
 
var _inverseDirty
 inverse transform dirty flag More...
 
local _inverseDirty
 inverse transform dirty flag More...
 
Camera_camera
 a camera More...
 
GridBase_grid
 a grid More...
 
int _ZOrder
 z-order value that affects the draw order More...
 
Array_children
 array of children nodes More...
 
var _children
 array of children nodes More...
 
local _children
 array of children nodes More...
 
Node_parent
 weak reference to parent node More...
 
int _tag
 a tag. Can be any number you assigned just to identify this node More...
 
var _tag
 a tag. Can be any number you assigned just to identify this node More...
 
local _tag
 a tag. Can be any number you assigned just to identify this node More...
 
void * _userData
 A user assingned void pointer, Can be point to any cpp object. More...
 
Object_userObject
 A user assigned Object. More...
 
local _userObject
 A user assigned Object. More...
 
GLProgram_shaderProgram
 OpenGL shader. More...
 
int _orderOfArrival
 used to preserve sequence while sorting children with the same zOrder More...
 
Scheduler_scheduler
 scheduler used to schedule timers and updates More...
 
ActionManager_actionManager
 a pointer to ActionManager singleton, which is used to handle all the actions More...
 
var _actionManager
 a pointer to ActionManager singleton, which is used to handle all the actions More...
 
local _actionManager
 a pointer to ActionManager singleton, which is used to handle all the actions More...
 
bool _running
 is running More...
 
bool _visible
 is this node visible More...
 
bool _ignoreAnchorPointForPosition
 true if the Anchor Point will be (0,0) when you position the Node, false otherwise. More...
 
var _ignoreAnchorPointForPosition
 true if the Anchor Point will be (0,0) when you position the Node, false otherwise. More...
 
local _ignoreAnchorPointForPosition
 true if the Anchor Point will be (0,0) when you position the Node, false otherwise. More...
 
bool _reorderChildDirty
 children order dirty flag More...
 
local _reorderChildDirty
 children order dirty flag More...
 
bool _isTransitionFinished
 flag to indicate whether the transition was finished More...
 
var _isTransitionFinished
 flag to indicate whether the transition was finished More...
 
local _isTransitionFinished
 flag to indicate whether the transition was finished More...
 
int _scriptHandler
 script handler for onEnter() & onExit(), used in Javascript binding and Lua binding. More...
 
int _updateScriptHandler
 script handler for update() callback per frame, which is invoked from lua & javascript. More...
 
var _updateScriptHandler
 script handler for update() callback per frame, which is invoked from lua & javascript. More...
 
local _updateScriptHandler
 script handler for update() callback per frame, which is invoked from lua & javascript. More...
 
ccScriptType _scriptType
 type of script binding, lua or javascript More...
 
ComponentContainer_componentContainer
 Dictionary of components. More...
 
var _componentContainer
 Dictionary of components. More...
 
local _componentContainer
 Dictionary of components. More...
 
int _eventPriority
 The scene graph based priority of event listener. More...
 
int _oldEventPriority
 The old scene graph based priority of event listener. More...
 
var _oldEventPriority
 The old scene graph based priority of event listener. More...
 
local _oldEventPriority
 The old scene graph based priority of event listener. More...
 
- Protected Attributes inherited from Object
unsigned int _reference
 count of references More...
 
var _reference
 count of references More...
 
local _reference
 count of references More...
 
unsigned int _autoReleaseCount
 count of autorelease More...
 
var _autoReleaseCount
 count of autorelease More...
 
local _autoReleaseCount
 count of autorelease More...
 

Static Protected Attributes

static int _globalEventPriorityIndex
 The index of global event priority. More...
 

Friends

class Director
class EventDispatcher

Constructor, Destructor and Initializers

static Nodecreate (void)
 Allocates and initializes a node. More...
 
 Node (void)
 Default constructor. More...
 
virtual ~Node (void)
 Default destructor. More...
 
virtual bool init ()
 Initializes the instance of Node. More...
 
const char * description (void) const
 Gets the description string. More...
 

Additional Inherited Members

- Public Attributes inherited from Object
unsigned int _ID
 object id, ScriptSupport need public _ID More...
 
int _luaID
 Lua reference id. More...
 

Detailed Description

Node is the main element.

Anything that gets drawn or contains things that get drawn is a Node. The most popular Nodes are: Scene, Layer, Sprite, Menu.

The main features of a Node are:

  • They can contain other Node nodes (addChild, getChildByTag, removeChild, etc)
  • They can schedule periodic callback (schedule, unschedule, etc)
  • They can execute actions (runAction, stopAction, etc)

Some Node nodes provide extra functionality for them or their children.

Subclassing a Node usually means (one/all) of:

  • overriding init to initialize resources and schedule callbacks
  • create callbacks to handle the advancement of time
  • overriding draw to render the node

Features of Node:

  • position
  • scale (x, y)
  • rotation (in degrees, clockwise)
  • Camera (an interface to gluLookAt )
  • GridBase (to do mesh transformations)
  • anchor point
  • size
  • visible
  • z-order
  • openGL z position

Default values:

  • rotation: 0
  • position: (x=0,y=0)
  • scale: (x=1,y=1)
  • contentSize: (x=0,y=0)
  • anchorPoint: (x=0,y=0)

Limitations:

  • A Node is a "void" object. It doesn't have a texture

Order in transformations with grid disabled

  1. The node will be translated (position)
  2. The node will be rotated (rotation)
  3. The node will be scaled (scale)
  4. The node will be moved according to the camera values (camera)

Order in transformations with grid enabled

  1. The node will be translated (position)
  2. The node will be rotated (rotation)
  3. The node will be scaled (scale)
  4. The grid will capture the screen
  5. The node will be moved according to the camera values (camera)
  6. The grid will render the captured screen

Camera:

  • Each node has a camera. By default it points to the center of the Node.

Constructor & Destructor Documentation

Node ( void  )

Default constructor.

var ctor (   )

Default constructor.

local Node (   )

Default constructor.

virtual ~Node ( void  )
virtual

Default destructor.

Member Function Documentation

virtual void _setZOrder ( int  z)
virtual

Sets the z order which stands for the drawing order.

This is an internal method. Don't call it outside the framework. The difference between setZOrder(int) and _setOrder(int) is:

  • _setZOrder(int) is a pure setter for _ZOrder memeber variable
  • setZOrder(int) firstly changes _ZOrder, then recorder this node in its parent's chilren array.
var _setZOrder ( var  z)
virtual

Sets the z order which stands for the drawing order.

This is an internal method. Don't call it outside the framework. The difference between setZOrder(int) and _setOrder(int) is:

  • _setZOrder(int) is a pure setter for _ZOrder memeber variable
  • setZOrder(int) firstly changes _ZOrder, then recorder this node in its parent's chilren array.
local _setZOrder ( local  z)
virtual

Sets the z order which stands for the drawing order.

This is an internal method. Don't call it outside the framework. The difference between setZOrder(int) and _setOrder(int) is:

  • _setZOrder(int) is a pure setter for _ZOrder memeber variable
  • setZOrder(int) firstly changes _ZOrder, then recorder this node in its parent's chilren array.
virtual void addChild ( Node child)
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.

Parameters
childA child node

Reimplemented in Sprite, ScrollView, SpriteBatchNode, Menu, and ParticleBatchNode.

var addChild ( var  child)
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.

Parameters
childA child node

Reimplemented in Sprite, ScrollView, SpriteBatchNode, Menu, and ParticleBatchNode.

local addChild ( local  child)
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.

Parameters
childA child node

Reimplemented in Sprite, ScrollView, SpriteBatchNode, Menu, and ParticleBatchNode.

virtual void addChild ( Node child,
int  zOrder 
)
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.

Parameters
childA child node
zOrderZ order for drawing priority. Please refer to setZOrder(int)

Reimplemented in Sprite, ScrollView, SpriteBatchNode, Menu, and ParticleBatchNode.

var addChild ( var  child,
var  zOrder 
)
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.

Parameters
childA child node
zOrderZ order for drawing priority. Please refer to setZOrder(int)

Reimplemented in Sprite, ScrollView, SpriteBatchNode, Menu, and ParticleBatchNode.

local addChild ( local  child,
local  zOrder 
)
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.

Parameters
childA child node
zOrderZ order for drawing priority. Please refer to setZOrder(int)

Reimplemented in Sprite, ScrollView, SpriteBatchNode, Menu, and ParticleBatchNode.

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

Parameters
childA child node
zOrderZ order for drawing priority. Please refer to setZOrder(int)
tagA interger to identify the node easily. Please refer to setTag(int)

Reimplemented in Sprite, ScrollView, TMXLayer, SpriteBatchNode, Menu, ParticleBatchNode, ParallaxNode, and BatchNode.

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

Parameters
childA child node
zOrderZ order for drawing priority. Please refer to setZOrder(int)
tagA interger to identify the node easily. Please refer to setTag(int)

Reimplemented in Sprite, ScrollView, TMXLayer, SpriteBatchNode, Menu, ParticleBatchNode, ParallaxNode, and BatchNode.

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

Parameters
childA child node
zOrderZ order for drawing priority. Please refer to setZOrder(int)
tagA interger to identify the node easily. Please refer to setTag(int)

Reimplemented in Sprite, ScrollView, TMXLayer, SpriteBatchNode, Menu, ParticleBatchNode, ParallaxNode, and BatchNode.

virtual bool addComponent ( Component pComponent)
virtual

adds a component

var addComponent ( var  pComponent)
virtual

adds a component

local addComponent ( local  pComponent)
virtual

adds a component

virtual
CC_DEPRECATED_ATTRIBUTE Rect
boundingBox
( ) const
inlinevirtual
Deprecated:
Use getBoundingBox instead
var boundingBox ( )
inlinevirtual
Deprecated:
Use getBoundingBox instead
local boundingBox ( )
inlinevirtual
Deprecated:
Use getBoundingBox instead
void childrenAlloc ( void  )
protected

lazy allocs

var childrenAlloc (   )
protected

lazy allocs

local childrenAlloc (   )
protected

lazy allocs

virtual void cleanup ( )
virtual

Stops all running actions and schedulers.

Reimplemented in TransitionScene.

var cleanup ( )
virtual

Stops all running actions and schedulers.

Reimplemented in TransitionScene.

local cleanup ( )
virtual

Stops all running actions and schedulers.

Reimplemented in TransitionScene.

Point convertToNodeSpace ( const Point worldPoint) const

Converts a Point to node (local) space coordinates.

The result is in Points.

var convertToNodeSpace ( var  worldPoint)

Converts a Point to node (local) space coordinates.

The result is in Points.

local convertToNodeSpace ( local  worldPoint)

Converts a Point to node (local) space coordinates.

The result is in Points.

Point convertToNodeSpaceAR ( const Point worldPoint) const

Converts a Point to node (local) space coordinates.

The result is in Points. treating the returned/received node point as anchor relative.

var convertToNodeSpaceAR ( var  worldPoint)

Converts a Point to node (local) space coordinates.

The result is in Points. treating the returned/received node point as anchor relative.

local convertToNodeSpaceAR ( local  worldPoint)

Converts a Point to node (local) space coordinates.

The result is in Points. treating the returned/received node point as anchor relative.

Point convertTouchToNodeSpace ( Touch touch) const

convenience methods which take a Touch instead of Point

var convertTouchToNodeSpace ( var  touch)

convenience methods which take a Touch instead of Point

local convertTouchToNodeSpace ( local  touch)

convenience methods which take a Touch instead of Point

Point convertTouchToNodeSpaceAR ( Touch touch) const

converts a Touch (world coordinates) into a local coordinate.

This method is AR (Anchor Relative).

var convertTouchToNodeSpaceAR ( var  touch)

converts a Touch (world coordinates) into a local coordinate.

This method is AR (Anchor Relative).

local convertTouchToNodeSpaceAR ( local  touch)

converts a Touch (world coordinates) into a local coordinate.

This method is AR (Anchor Relative).

Point convertToWindowSpace ( const Point nodePoint) const
protected

Convert cocos2d coordinates to UI windows coordinate.

var convertToWindowSpace ( var  nodePoint)
protected

Convert cocos2d coordinates to UI windows coordinate.

local convertToWindowSpace ( local  nodePoint)
protected

Convert cocos2d coordinates to UI windows coordinate.

Point convertToWorldSpace ( const Point nodePoint) const

Converts a Point to world space coordinates.

The result is in Points.

var convertToWorldSpace ( var  nodePoint)

Converts a Point to world space coordinates.

The result is in Points.

local convertToWorldSpace ( local  nodePoint)

Converts a Point to world space coordinates.

The result is in Points.

Point convertToWorldSpaceAR ( const Point nodePoint) const

Converts a local Point to world space coordinates.The result is in Points.

treating the returned/received node point as anchor relative.

var convertToWorldSpaceAR ( var  nodePoint)

Converts a local Point to world space coordinates.The result is in Points.

treating the returned/received node point as anchor relative.

local convertToWorldSpaceAR ( local  nodePoint)

Converts a local Point to world space coordinates.The result is in Points.

treating the returned/received node point as anchor relative.

static Node* create ( void  )
static

Allocates and initializes a node.

Returns
A initialized node which is marked as "autorelease".
var create (   )
static

Allocates and initializes a node.

Returns
A initialized node which is marked as "autorelease".
local create (   )
static

Allocates and initializes a node.

Returns
A initialized node which is marked as "autorelease".
const char* description ( void  ) const

Gets the description string.

It makes debugging easier.

Returns
A string terminated with '\0'
void detachChild ( Node child,
int  index,
bool  doCleanup 
)
protected

Removes a child, call child->onExit(), do cleanup, remove it from children array.

var detachChild ( var  child,
var  index,
var  doCleanup 
)
protected

Removes a child, call child->onExit(), do cleanup, remove it from children array.

local detachChild ( local  child,
local  index,
local  doCleanup 
)
protected

Removes a child, call child->onExit(), do cleanup, remove it from children array.

virtual void draw ( )
virtual

Override this method to draw your own node.

The following GL states will be enabled by default:

  • glEnableClientState(GL_VERTEX_ARRAY);
  • glEnableClientState(GL_COLOR_ARRAY);
  • glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  • glEnable(GL_TEXTURE_2D); AND YOU SHOULD NOT DISABLE THEM AFTER DRAWING YOUR NODE But if you enable any other GL state, you should disable it after drawing your node.

Reimplemented in TransitionCrossFade, Sprite, LayerColor, TextFieldTTF, RenderTexture, SpriteBatchNode, Armature, ParticleSystemQuad, ProgressTimer, ParticleBatchNode, TransitionScene, DrawNode, MotionStreak, AtlasNode, CCSkeleton, UICCLabelAtlas, and BatchNode.

var draw ( )
virtual

Override this method to draw your own node.

The following GL states will be enabled by default:

  • glEnableClientState(GL_VERTEX_ARRAY);
  • glEnableClientState(GL_COLOR_ARRAY);
  • glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  • glEnable(GL_TEXTURE_2D); AND YOU SHOULD NOT DISABLE THEM AFTER DRAWING YOUR NODE But if you enable any other GL state, you should disable it after drawing your node.

Reimplemented in TransitionCrossFade, Sprite, LayerColor, TextFieldTTF, RenderTexture, SpriteBatchNode, Armature, ParticleSystemQuad, ProgressTimer, ParticleBatchNode, TransitionScene, DrawNode, MotionStreak, AtlasNode, CCSkeleton, UICCLabelAtlas, and BatchNode.

local draw ( )
virtual

Override this method to draw your own node.

The following GL states will be enabled by default:

  • glEnableClientState(GL_VERTEX_ARRAY);
  • glEnableClientState(GL_COLOR_ARRAY);
  • glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  • glEnable(GL_TEXTURE_2D); AND YOU SHOULD NOT DISABLE THEM AFTER DRAWING YOUR NODE But if you enable any other GL state, you should disable it after drawing your node.

Reimplemented in TransitionCrossFade, Sprite, LayerColor, TextFieldTTF, RenderTexture, SpriteBatchNode, Armature, ParticleSystemQuad, ProgressTimer, ParticleBatchNode, TransitionScene, DrawNode, MotionStreak, AtlasNode, CCSkeleton, UICCLabelAtlas, and BatchNode.

Action* getActionByTag ( int  tag)

Gets an action from the running action list by its tag.

See Also
setTag(int), getTag().
Returns
The action object with the given tag.
var getActionByTag ( var  tag)

Gets an action from the running action list by its tag.

See Also
setTag(int), getTag().
Returns
The action object with the given tag.
local getActionByTag ( local  tag)

Gets an action from the running action list by its tag.

See Also
setTag(int), getTag().
Returns
The action object with the given tag.
virtual ActionManager*
getActionManager
( )
inlinevirtual

Gets the ActionManager object that is used by all actions.

See Also
setActionManager(ActionManager*)
Returns
A ActionManager object.
var getActionManager ( )
inlinevirtual

Gets the ActionManager object that is used by all actions.

See Also
setActionManager(ActionManager*)
Returns
A ActionManager object.
local getActionManager ( )
inlinevirtual

Gets the ActionManager object that is used by all actions.

See Also
setActionManager(ActionManager*)
Returns
A ActionManager object.
virtual const ActionManager*
getActionManager
( ) const
inlinevirtual
var getActionManager ( )
inlinevirtual
local getActionManager ( )
inlinevirtual
virtual const Point& getAnchorPoint ( ) const
virtual

Returns the anchor point in percent.

See Also
setAnchorPoint(const Point&)
Returns
The anchor point of node.
var getAnchorPoint ( )
virtual

Returns the anchor point in percent.

See Also
setAnchorPoint(const Point&)
Returns
The anchor point of node.
local getAnchorPoint ( )
virtual

Returns the anchor point in percent.

See Also
setAnchorPoint(const Point&)
Returns
The anchor point of node.
virtual const Point&
getAnchorPointInPoints
( ) const
virtual

Returns the anchorPoint in absolute pixels.

Warning
You can only read it. If you wish to modify it, use anchorPoint instead.
See Also
getAnchorPoint()
Returns
The anchor point in absolute pixels.
var getAnchorPointInPoints ( )
virtual

Returns the anchorPoint in absolute pixels.

Warning
You can only read it. If you wish to modify it, use anchorPoint instead.
See Also
getAnchorPoint()
Returns
The anchor point in absolute pixels.
local getAnchorPointInPoints ( )
virtual

Returns the anchorPoint in absolute pixels.

Warning
You can only read it. If you wish to modify it, use anchorPoint instead.
See Also
getAnchorPoint()
Returns
The anchor point in absolute pixels.
virtual Rect getBoundingBox ( ) const
virtual

Returns a "local" axis aligned bounding box of the node.

The returned box is relative only to its parent.

Note
This method returns a temporaty variable, so it can't returns const Rect&
Todo:
Rename to getBoundingBox() in the future versions.
Returns
A "local" axis aligned boudning box of the node.

Reimplemented in Armature, and CCSkeleton.

var getBoundingBox ( )
virtual

Returns a "local" axis aligned bounding box of the node.

The returned box is relative only to its parent.

Note
This method returns a temporaty variable, so it can't returns const Rect&
Todo:
Rename to getBoundingBox() in the future versions.
Returns
A "local" axis aligned boudning box of the node.

Reimplemented in Armature, and CCSkeleton.

local getBoundingBox ( )
virtual

Returns a "local" axis aligned bounding box of the node.

The returned box is relative only to its parent.

Note
This method returns a temporaty variable, so it can't returns const Rect&
Todo:
Rename to getBoundingBox() in the future versions.
Returns
A "local" axis aligned boudning box of the node.

Reimplemented in Armature, and CCSkeleton.

virtual Camera* getCamera ( )
virtual

Returns a camera object that lets you move the node using a gluLookAt.

Camera* camera = node->getCamera();
camera->setEye(0, 0, 415/2);
camera->setCenter(0, 0, 0);
Returns
A Camera object that lets you move the node using a gluLookAt
var getCamera ( )
virtual

Returns a camera object that lets you move the node using a gluLookAt.

Camera* camera = node->getCamera();
camera->setEye(0, 0, 415/2);
camera->setCenter(0, 0, 0);
Returns
A Camera object that lets you move the node using a gluLookAt
local getCamera ( )
virtual

Returns a camera object that lets you move the node using a gluLookAt.

Camera* camera = node->getCamera();
camera->setEye(0, 0, 415/2);
camera->setCenter(0, 0, 0);
Returns
A Camera object that lets you move the node using a gluLookAt
Node* getChildByTag ( int  tag)

Gets a child from the container with its tag.

Parameters
tagAn identifier to find the child node.
Returns
a Node object whose tag equals to the input parameter
var getChildByTag ( var  tag)

Gets a child from the container with its tag.

Parameters
tagAn identifier to find the child node.
Returns
a Node object whose tag equals to the input parameter
local getChildByTag ( local  tag)

Gets a child from the container with its tag.

Parameters
tagAn identifier to find the child node.
Returns
a Node object whose tag equals to the input parameter
virtual Array* getChildren ( )
inlinevirtual

Return an array of children.

Composing a "tree" structure is a very important feature of Node Here's a sample code of traversing children array:

Node* node = NULL;
CCARRAY_FOREACH(parent->getChildren(), node)
{
node->setPosition(0,0);
}

This sample code traverses all children nodes, and set their position to (0,0)

Returns
An array of children
var getChildren ( )
inlinevirtual

Return an array of children.

Composing a "tree" structure is a very important feature of Node Here's a sample code of traversing children array:

Node* node = NULL;
CCARRAY_FOREACH(parent->getChildren(), node)
{
node->setPosition(0,0);
}

This sample code traverses all children nodes, and set their position to (0,0)

Returns
An array of children
local getChildren ( )
inlinevirtual

Return an array of children.

Composing a "tree" structure is a very important feature of Node Here's a sample code of traversing children array:

Node* node = NULL;
CCARRAY_FOREACH(parent->getChildren(), node)
{
node->setPosition(0,0);
}

This sample code traverses all children nodes, and set their position to (0,0)

Returns
An array of children
virtual const Array* getChildren ( ) const
inlinevirtual
var getChildren ( )
inlinevirtual
local getChildren ( )
inlinevirtual
unsigned int getChildrenCount ( ) const

Get the amount of children.

Returns
The amount of children.
var getChildrenCount ( )

Get the amount of children.

Returns
The amount of children.
local getChildrenCount ( )

Get the amount of children.

Returns
The amount of children.
Component* getComponent ( const char *  pName)

gets a component by its name

var getComponent ( var  pName)

gets a component by its name

local getComponent ( local  pName)

gets a component by its name

virtual const Size& getContentSize ( ) const
virtual

Returns the untransformed size of the node.

See Also
setContentSize(const Size&)
Returns
The untransformed size of the node.

Reimplemented in ScrollView.

var getContentSize ( )
virtual

Returns the untransformed size of the node.

See Also
setContentSize(const Size&)
Returns
The untransformed size of the node.

Reimplemented in ScrollView.

local getContentSize ( )
virtual

Returns the untransformed size of the node.

See Also
setContentSize(const Size&)
Returns
The untransformed size of the node.

Reimplemented in ScrollView.

CC_DEPRECATED_ATTRIBUTE int
getGLServerState
( ) const
inline
Deprecated:
No longer needed
virtual GridBase* getGrid ( )
inlinevirtual

Returns a grid object that is used when applying effects.

Returns
A Grid object that is used when applying effects
local getGrid ( )
inlinevirtual

Returns a grid object that is used when applying effects.

Returns
A Grid object that is used when applying effects
virtual const GridBase* getGrid ( ) const
inlinevirtual
local getGrid ( )
inlinevirtual
virtual const AffineTransform&
getNodeToParentTransform
( ) const
virtual

Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates.

The matrix is in Pixels.

Reimplemented in Armature, and PhysicsSprite.

var getNodeToParentTransform ( )
virtual

Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates.

The matrix is in Pixels.

Reimplemented in Armature, and PhysicsSprite.

local getNodeToParentTransform ( )
virtual

Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates.

The matrix is in Pixels.

Reimplemented in Armature, and PhysicsSprite.

virtual AffineTransform
getNodeToWorldTransform
( ) const
virtual

Returns the world affine transform matrix.

The matrix is in Pixels.

Reimplemented in Bone, and Skin.

var getNodeToWorldTransform ( )
virtual

Returns the world affine transform matrix.

The matrix is in Pixels.

Reimplemented in Bone, and Skin.

local getNodeToWorldTransform ( )
virtual

Returns the world affine transform matrix.

The matrix is in Pixels.

Reimplemented in Bone, and Skin.

unsigned int
getNumberOfRunningActions
( ) const

Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays).

Composable actions are counted as 1 action. Example: If you are running 1 Sequence of 7 actions, it will return 1. If you are running 7 Sequences of 2 actions, it will return 7.

Todo:
Rename to getNumberOfRunningActions()
Returns
The number of actions that are running plus the ones that are schedule to run
var getNumberOfRunningActions ( )

Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays).

Composable actions are counted as 1 action. Example: If you are running 1 Sequence of 7 actions, it will return 1. If you are running 7 Sequences of 2 actions, it will return 7.

Todo:
Rename to getNumberOfRunningActions()
Returns
The number of actions that are running plus the ones that are schedule to run
local getNumberOfRunningActions ( )

Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays).

Composable actions are counted as 1 action. Example: If you are running 1 Sequence of 7 actions, it will return 1. If you are running 7 Sequences of 2 actions, it will return 7.

Todo:
Rename to getNumberOfRunningActions()
Returns
The number of actions that are running plus the ones that are schedule to run
virtual int getOrderOfArrival ( ) const
virtual

Returns the arrival order, indecates which children is added previously.

See Also
setOrderOfArrival(unsigned int)
Returns
The arrival order.
var getOrderOfArrival ( )
virtual

Returns the arrival order, indecates which children is added previously.

See Also
setOrderOfArrival(unsigned int)
Returns
The arrival order.
local getOrderOfArrival ( )
virtual

Returns the arrival order, indecates which children is added previously.

See Also
setOrderOfArrival(unsigned int)
Returns
The arrival order.
virtual Node* getParent ( )
inlinevirtual

Returns a pointer to the parent node.

See Also
setParent(Node*)
Returns
A pointer to the parnet node
var getParent ( )
inlinevirtual

Returns a pointer to the parent node.

See Also
setParent(Node*)
Returns
A pointer to the parnet node
local getParent ( )
inlinevirtual

Returns a pointer to the parent node.

See Also
setParent(Node*)
Returns
A pointer to the parnet node
virtual const Node* getParent ( ) const
inlinevirtual
var getParent ( )
inlinevirtual
local getParent ( )
inlinevirtual
virtual const AffineTransform&
getParentToNodeTransform
( ) const
virtual

Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates.

The matrix is in Pixels.

var getParentToNodeTransform ( )
virtual

Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates.

The matrix is in Pixels.

local getParentToNodeTransform ( )
virtual

Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates.

The matrix is in Pixels.

virtual const Point& getPosition ( ) const
virtual

Gets the position (x,y) of the node in OpenGL coordinates.

See Also
setPosition(const Point&)
Returns
The position (x,y) of the node in OpenGL coordinates
In js and lua return value is table which contains x,y

Reimplemented in PhysicsSprite.

var getPosition ( )
virtual

Gets the position (x,y) of the node in OpenGL coordinates.

See Also
setPosition(const Point&)
Returns
The position (x,y) of the node in OpenGL coordinates
In js and lua return value is table which contains x,y

Reimplemented in PhysicsSprite.

local getPosition ( )
virtual

Gets the position (x,y) of the node in OpenGL coordinates.

See Also
setPosition(const Point&)
Returns
The position (x,y) of the node in OpenGL coordinates
In js and lua return value is table which contains x,y

Reimplemented in PhysicsSprite.

virtual void getPosition ( float *  x,
float *  y 
) const
virtual

Gets position in a more efficient way, returns two number instead of a Point object.

See Also
setPosition(float, float)
In js,out value not return

Reimplemented in PhysicsSprite.

var getPosition ( var  x,
var  y 
)
virtual

Gets position in a more efficient way, returns two number instead of a Point object.

See Also
setPosition(float, float)
In js,out value not return

Reimplemented in PhysicsSprite.

local getPosition ( local  x,
local  y 
)
virtual

Gets position in a more efficient way, returns two number instead of a Point object.

See Also
setPosition(float, float)
In js,out value not return

Reimplemented in PhysicsSprite.

virtual float getPositionX ( void  ) const
virtual

Reimplemented in PhysicsSprite.

var getPositionX (   )
virtual

Reimplemented in PhysicsSprite.

local getPositionX (   )
virtual

Reimplemented in PhysicsSprite.

virtual float getPositionY ( void  ) const
virtual

Reimplemented in PhysicsSprite.

var getPositionY (   )
virtual

Reimplemented in PhysicsSprite.

local getPositionY (   )
virtual

Reimplemented in PhysicsSprite.

virtual float getRotation ( ) const
virtual

Returns the rotation of the node in degrees.

See Also
setRotation(float)
Returns
The rotation of the node in degrees.

Reimplemented in PhysicsSprite.

var getRotation ( )
virtual

Returns the rotation of the node in degrees.

See Also
setRotation(float)
Returns
The rotation of the node in degrees.

Reimplemented in PhysicsSprite.

local getRotation ( )
virtual

Returns the rotation of the node in degrees.

See Also
setRotation(float)
Returns
The rotation of the node in degrees.

Reimplemented in PhysicsSprite.

virtual float getRotationX ( ) const
virtual

Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew.

See Also
setRotationX(float)
Returns
The X rotation in degrees.
var getRotationX ( )
virtual

Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew.

See Also
setRotationX(float)
Returns
The X rotation in degrees.
local getRotationX ( )
virtual

Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew.

See Also
setRotationX(float)
Returns
The X rotation in degrees.
virtual float getRotationY ( ) const
virtual

Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.

See Also
setRotationY(float)
Returns
The Y rotation in degrees.
var getRotationY ( )
virtual

Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.

See Also
setRotationY(float)
Returns
The Y rotation in degrees.
local getRotationY ( )
virtual

Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.

See Also
setRotationY(float)
Returns
The Y rotation in degrees.
virtual float getScale ( ) const
virtual

Gets the scale factor of the node, when X and Y have the same scale factor.

Warning
Assert when _scaleX != _scaleY.
See Also
setScale(float)
Returns
The scale factor of the node.
var getScale ( )
virtual

Gets the scale factor of the node, when X and Y have the same scale factor.

Warning
Assert when _scaleX != _scaleY.
See Also
setScale(float)
Returns
The scale factor of the node.
local getScale ( )
virtual

Gets the scale factor of the node, when X and Y have the same scale factor.

Warning
Assert when _scaleX != _scaleY.
See Also
setScale(float)
Returns
The scale factor of the node.
virtual float getScaleX ( ) const
virtual

Returns the scale factor on X axis of this node.

See Also
setScaleX(float)
Returns
The scale factor on X axis.
var getScaleX ( )
virtual

Returns the scale factor on X axis of this node.

See Also
setScaleX(float)
Returns
The scale factor on X axis.
local getScaleX ( )
virtual

Returns the scale factor on X axis of this node.

See Also
setScaleX(float)
Returns
The scale factor on X axis.
virtual float getScaleY ( ) const
virtual

Returns the scale factor on Y axis of this node.

See Also
setScaleY(float)
Returns
The scale factor on Y axis.
var getScaleY ( )
virtual

Returns the scale factor on Y axis of this node.

See Also
setScaleY(float)
Returns
The scale factor on Y axis.
local getScaleY ( )
virtual

Returns the scale factor on Y axis of this node.

See Also
setScaleY(float)
Returns
The scale factor on Y axis.
virtual Scheduler* getScheduler ( )
inlinevirtual

Gets a Sheduler object.

See Also
setScheduler(Scheduler*)
Returns
A Scheduler object.
var getScheduler ( )
inlinevirtual

Gets a Sheduler object.

See Also
setScheduler(Scheduler*)
Returns
A Scheduler object.
local getScheduler ( )
inlinevirtual

Gets a Sheduler object.

See Also
setScheduler(Scheduler*)
Returns
A Scheduler object.
virtual const Scheduler*
getScheduler
( ) const
inlinevirtual
var getScheduler ( )
inlinevirtual
local getScheduler ( )
inlinevirtual
virtual GLProgram* getShaderProgram ( )
inlinevirtual

Return the shader program currently used for this node.

Returns
The shader program currelty used for this node
var getShaderProgram ( )
inlinevirtual

Return the shader program currently used for this node.

Returns
The shader program currelty used for this node
local getShaderProgram ( )
inlinevirtual

Return the shader program currently used for this node.

Returns
The shader program currelty used for this node
virtual const GLProgram*
getShaderProgram
( ) const
inlinevirtual
var getShaderProgram ( )
inlinevirtual
local getShaderProgram ( )
inlinevirtual
virtual float getSkewX ( ) const
virtual

Returns the X skew angle of the node in degrees.

See Also
setSkewX(float)
Returns
The X skew angle of the node in degrees.
var getSkewX ( )
virtual

Returns the X skew angle of the node in degrees.

See Also
setSkewX(float)
Returns
The X skew angle of the node in degrees.
local getSkewX ( )
virtual

Returns the X skew angle of the node in degrees.

See Also
setSkewX(float)
Returns
The X skew angle of the node in degrees.
virtual float getSkewY ( ) const
virtual

Returns the Y skew angle of the node in degrees.

See Also
setSkewY(float)
Returns
The Y skew angle of the node in degrees.
var getSkewY ( )
virtual

Returns the Y skew angle of the node in degrees.

See Also
setSkewY(float)
Returns
The Y skew angle of the node in degrees.
local getSkewY ( )
virtual

Returns the Y skew angle of the node in degrees.

See Also
setSkewY(float)
Returns
The Y skew angle of the node in degrees.
virtual int getTag ( ) const
virtual

Returns a tag that is used to identify the node easily.

You can set tags to node then identify them easily.

#define TAG_PLAYER 1
#define TAG_MONSTER 2
#define TAG_BOSS 3
// set tags
node1->setTag(TAG_PLAYER);
node2->setTag(TAG_MONSTER);
node3->setTag(TAG_BOSS);
parent->addChild(node1);
parent->addChild(node2);
parent->addChild(node3);
// identify by tags
Node* node = NULL;
CCARRAY_FOREACH(parent->getChildren(), node)
{
switch(node->getTag())
{
case TAG_PLAYER:
break;
case TAG_MONSTER:
break;
case TAG_BOSS:
break;
}
}
Returns
A interger that identifies the node.
var getTag ( )
virtual

Returns a tag that is used to identify the node easily.

You can set tags to node then identify them easily.

#define TAG_PLAYER 1
#define TAG_MONSTER 2
#define TAG_BOSS 3
// set tags
node1->setTag(TAG_PLAYER);
node2->setTag(TAG_MONSTER);
node3->setTag(TAG_BOSS);
parent->addChild(node1);
parent->addChild(node2);
parent->addChild(node3);
// identify by tags
Node* node = NULL;
CCARRAY_FOREACH(parent->getChildren(), node)
{
switch(node->getTag())
{
case TAG_PLAYER:
break;
case TAG_MONSTER:
break;
case TAG_BOSS:
break;
}
}
Returns
A interger that identifies the node.
local getTag ( )
virtual

Returns a tag that is used to identify the node easily.

You can set tags to node then identify them easily.

#define TAG_PLAYER 1
#define TAG_MONSTER 2
#define TAG_BOSS 3
// set tags
node1->setTag(TAG_PLAYER);
node2->setTag(TAG_MONSTER);
node3->setTag(TAG_BOSS);
parent->addChild(node1);
parent->addChild(node2);
parent->addChild(node3);
// identify by tags
Node* node = NULL;
CCARRAY_FOREACH(parent->getChildren(), node)
{
switch(node->getTag())
{
case TAG_PLAYER:
break;
case TAG_MONSTER:
break;
case TAG_BOSS:
break;
}
}
Returns
A interger that identifies the node.
virtual void* getUserData ( )
inlinevirtual

Returns a custom user data pointer.

You can set everything in UserData pointer, a data block, a structure or an object.

Returns
A custom user data pointer
virtual const void* getUserData ( ) const
inlinevirtual
virtual Object* getUserObject ( )
inlinevirtual

Returns a user assigned Object.

Similar to userData, but instead of holding a void* it holds an object

Returns
A user assigned Object
virtual const Object* getUserObject ( ) const
inlinevirtual
virtual float getVertexZ ( ) const
virtual

Gets OpenGL Z vertex of this node.

See Also
setVertexZ(float)
Returns
OpenGL Z vertex of this node
var getVertexZ ( )
virtual

Gets OpenGL Z vertex of this node.

See Also
setVertexZ(float)
Returns
OpenGL Z vertex of this node
local getVertexZ ( )
virtual

Gets OpenGL Z vertex of this node.

See Also
setVertexZ(float)
Returns
OpenGL Z vertex of this node
virtual AffineTransform
getWorldToNodeTransform
( ) const
virtual

Returns the inverse world affine transform matrix.

The matrix is in Pixels.

var getWorldToNodeTransform ( )
virtual

Returns the inverse world affine transform matrix.

The matrix is in Pixels.

local getWorldToNodeTransform ( )
virtual

Returns the inverse world affine transform matrix.

The matrix is in Pixels.

virtual int getZOrder ( ) const
virtual

Gets the Z order of this node.

See Also
setZOrder(int)
Returns
The Z order.
var getZOrder ( )
virtual

Gets the Z order of this node.

See Also
setZOrder(int)
Returns
The Z order.
local getZOrder ( )
virtual

Gets the Z order of this node.

See Also
setZOrder(int)
Returns
The Z order.
virtual void
ignoreAnchorPointForPosition
( bool  ignore)
virtual

Sets whether the anchor point will be (0,0) when you position this node.

This is an internal method, only used by Layer and Scene. Don't call it outside framework. The default value is false, while in Layer and Scene are true

Parameters
ignoretrue if anchor point will be (0,0) when you position this node
Todo:
This method shoud be renamed as setIgnoreAnchorPointForPosition(bool) or something with "set"

Reimplemented in Sprite.

var ignoreAnchorPointForPosition ( var  ignore)
virtual

Sets whether the anchor point will be (0,0) when you position this node.

This is an internal method, only used by Layer and Scene. Don't call it outside framework. The default value is false, while in Layer and Scene are true

Parameters
ignoretrue if anchor point will be (0,0) when you position this node
Todo:
This method shoud be renamed as setIgnoreAnchorPointForPosition(bool) or something with "set"

Reimplemented in Sprite.

local ignoreAnchorPointForPosition ( local  ignore)
virtual

Sets whether the anchor point will be (0,0) when you position this node.

This is an internal method, only used by Layer and Scene. Don't call it outside framework. The default value is false, while in Layer and Scene are true

Parameters
ignoretrue if anchor point will be (0,0) when you position this node
Todo:
This method shoud be renamed as setIgnoreAnchorPointForPosition(bool) or something with "set"

Reimplemented in Sprite.

void insertChild ( Node child,
int  z 
)
protected

helper that reorder a child

var insertChild ( var  child,
var  z 
)
protected

helper that reorder a child

local insertChild ( local  child,
local  z 
)
protected

helper that reorder a child

virtual bool
isIgnoreAnchorPointForPosition
( ) const
virtual

Gets whether the anchor point will be (0,0) when you position this node.

See Also
ignoreAnchorPointForPosition(bool)
Returns
true if the anchor point will be (0,0) when you position this node.
var isIgnoreAnchorPointForPosition ( )
virtual

Gets whether the anchor point will be (0,0) when you position this node.

See Also
ignoreAnchorPointForPosition(bool)
Returns
true if the anchor point will be (0,0) when you position this node.
local
isIgnoreAnchorPointForPosition
( )
virtual

Gets whether the anchor point will be (0,0) when you position this node.

See Also
ignoreAnchorPointForPosition(bool)
Returns
true if the anchor point will be (0,0) when you position this node.
virtual bool isRunning ( ) const
virtual

Returns whether or not the node accepts event callbacks.

Running means the node accept event callbacks like onEnter(), onExit(), update()

Returns
Whether or not the node is running.
var isRunning ( )
virtual

Returns whether or not the node accepts event callbacks.

Running means the node accept event callbacks like onEnter(), onExit(), update()

Returns
Whether or not the node is running.
local isRunning ( )
virtual

Returns whether or not the node accepts event callbacks.

Running means the node accept event callbacks like onEnter(), onExit(), update()

Returns
Whether or not the node is running.
bool isScheduled ( SEL_SCHEDULE  selector)

Checks whether a selector is scheduled.

Parameters
selectorA function selector
Returns
Whether the funcion selector is scheduled.
virtual bool isVisible ( ) const
virtual

Determines if the node is visible.

See Also
setVisible(bool)
Returns
true if the node is visible, false if the node is hidden.
var isVisible ( )
virtual

Determines if the node is visible.

See Also
setVisible(bool)
Returns
true if the node is visible, false if the node is hidden.
local isVisible ( )
virtual

Determines if the node is visible.

See Also
setVisible(bool)
Returns
true if the node is visible, false if the node is hidden.
virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform
nodeToParentTransform
( ) const
inlinevirtual
var nodeToParentTransform ( )
inlinevirtual
local nodeToParentTransform ( )
inlinevirtual
virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform
nodeToWorldTransform
( ) const
inlinevirtual
var nodeToWorldTransform ( )
inlinevirtual
local nodeToWorldTransform ( )
inlinevirtual
CC_DEPRECATED_ATTRIBUTE
unsigned int
numberOfRunningActions
( ) const
inline
var numberOfRunningActions ( )
inline
local numberOfRunningActions ( )
inline
virtual void onEnter ( )
virtual

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 in TransitionFadeTR, TransitionSplitCols, TransitionTurnOffTiles, TransitionCrossFade, TransitionFade, TransitionZoomFlipAngular, TransitionZoomFlipY, TransitionZoomFlipX, TransitionFlipAngular, TransitionFlipY, TransitionFlipX, TransitionShrinkGrow, EditBox, TransitionSlideInL, TransitionMoveInL, TransitionJumpZoom, Control, TransitionRotoZoom, Layer, Menu, TransitionScene, ClippingNode, TransitionPageTurn, UILayer, TransitionProgress, and UICCTextField.

virtual void
onEnterTransitionDidFinish
( )
virtual

Event callback that is invoked when the Node enters in the 'stage'.

If the Node enters the 'stage' with a transition, this event is called when the transition finishes. If you override onEnterTransitionDidFinish, you shall call its parent's one, e.g. Node::onEnterTransitionDidFinish()

Reimplemented in Layer, ClippingNode, and UILayer.

virtual void onExit ( )
virtual

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 in TransitionCrossFade, TransitionFade, EditBox, Control, Layer, Menu, TransitionScene, ClippingNode, UILayer, and TransitionProgress.

virtual void
onExitTransitionDidStart
( )
virtual

Event callback that is called every time the Node leaves the 'stage'.

If the Node leaves the 'stage' with a transition, this callback is called when the transition starts.

Reimplemented in ClippingNode.

virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform
parentToNodeTransform
( ) const
inlinevirtual
var parentToNodeTransform ( )
inlinevirtual
local parentToNodeTransform ( )
inlinevirtual
void pauseSchedulerAndActions ( void  )

Pauses all scheduled selectors and actions.

This method is called internally by onExit

var pauseSchedulerAndActions (   )

Pauses all scheduled selectors and actions.

This method is called internally by onExit

local pauseSchedulerAndActions (   )

Pauses all scheduled selectors and actions.

This method is called internally by onExit

virtual void removeAllChildren ( )
virtual

Removes all children from the container with a cleanup.

See Also
removeAllChildrenWithCleanup(bool)
var removeAllChildren ( )
virtual

Removes all children from the container with a cleanup.

See Also
removeAllChildrenWithCleanup(bool)
local removeAllChildren ( )
virtual

Removes all children from the container with a cleanup.

See Also
removeAllChildrenWithCleanup(bool)
virtual void
removeAllChildrenWithCleanup
( bool  cleanup)
virtual

Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter.

Parameters
cleanuptrue if all running actions on all children nodes should be cleanup, false oterwise.

Reimplemented in Sprite, SpriteBatchNode, ParticleBatchNode, and ParallaxNode.

var removeAllChildren ( var  cleanup)
virtual

Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter.

Parameters
cleanuptrue if all running actions on all children nodes should be cleanup, false oterwise.

Reimplemented in Sprite, SpriteBatchNode, ParticleBatchNode, and ParallaxNode.

local removeAllChildren ( local  cleanup)
virtual

Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter.

Parameters
cleanuptrue if all running actions on all children nodes should be cleanup, false oterwise.

Reimplemented in Sprite, SpriteBatchNode, ParticleBatchNode, and ParallaxNode.

virtual void removeAllComponents ( )
virtual

removes all components

var removeAllComponents ( )
virtual

removes all components

local removeAllComponents ( )
virtual

removes all components

void removeAllEventListeners ( )
protected

Removes all event listeners that associated with this node.

var removeAllEventListeners ( )
protected

Removes all event listeners that associated with this node.

local removeAllEventListeners ( )
protected

Removes all event listeners that associated with this node.

virtual void removeChild ( Node child,
bool  cleanup = true 
)
virtual

Removes a child from the container.

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

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

Reimplemented in Sprite, TMXLayer, SpriteBatchNode, Menu, ParticleBatchNode, and ParallaxNode.

var removeChild ( var  child,
var  cleanup = true 
)
virtual

Removes a child from the container.

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

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

Reimplemented in Sprite, TMXLayer, SpriteBatchNode, Menu, ParticleBatchNode, and ParallaxNode.

local removeChild ( local  child,
local  cleanup = true 
)
virtual

Removes a child from the container.

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

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

Reimplemented in Sprite, TMXLayer, SpriteBatchNode, Menu, ParticleBatchNode, and ParallaxNode.

virtual void removeChildByTag ( int  tag,
bool  cleanup = true 
)
virtual

Removes a child from the container by tag value.

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

Parameters
tagAn interger number that identifies a child node
cleanuptrue if all running actions and callbacks on the child node will be cleanup, false otherwise.
var removeChildByTag ( var  tag,
var  cleanup = true 
)
virtual

Removes a child from the container by tag value.

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

Parameters
tagAn interger number that identifies a child node
cleanuptrue if all running actions and callbacks on the child node will be cleanup, false otherwise.
local removeChildByTag ( local  tag,
local  cleanup = true 
)
virtual

Removes a child from the container by tag value.

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

Parameters
tagAn interger number that identifies a child node
cleanuptrue if all running actions and callbacks on the child node will be cleanup, false otherwise.
virtual bool removeComponent ( const char *  pName)
virtual

removes a component by its name

var removeComponent ( var  pName)
virtual

removes a component by its name

local removeComponent ( local  pName)
virtual

removes a component by its name

virtual void removeFromParent ( )
virtual

Removes this node itself from its parent node with a cleanup.

If the node orphan, then nothing happens.

See Also
removeFromParentAndCleanup(bool)
var removeFromParent ( )
virtual

Removes this node itself from its parent node with a cleanup.

If the node orphan, then nothing happens.

See Also
removeFromParentAndCleanup(bool)
local removeFromParent ( )
virtual

Removes this node itself from its parent node with a cleanup.

If the node orphan, then nothing happens.

See Also
removeFromParentAndCleanup(bool)
virtual void
removeFromParentAndCleanup
( bool  cleanup)
virtual

Removes this node itself from its parent node.

If the node orphan, then nothing happens.

Parameters
cleanuptrue if all actions and callbacks on this node should be removed, false otherwise.
var removeFromParent ( var  cleanup)
virtual

Removes this node itself from its parent node.

If the node orphan, then nothing happens.

Parameters
cleanuptrue if all actions and callbacks on this node should be removed, false otherwise.
local removeFromParent ( local  cleanup)
virtual

Removes this node itself from its parent node.

If the node orphan, then nothing happens.

Parameters
cleanuptrue if all actions and callbacks on this node should be removed, false otherwise.
virtual void reorderChild ( Node child,
int  zOrder 
)
virtual

Reorders a child according to a new z value.

Parameters
childAn already added child node. It MUST be already added.
zOrderZ order for drawing priority. Please refer to setZOrder(int)

Reimplemented in Sprite, SpriteBatchNode, and ParticleBatchNode.

var reorderChild ( var  child,
var  zOrder 
)
virtual

Reorders a child according to a new z value.

Parameters
childAn already added child node. It MUST be already added.
zOrderZ order for drawing priority. Please refer to setZOrder(int)

Reimplemented in Sprite, SpriteBatchNode, and ParticleBatchNode.

local reorderChild ( local  child,
local  zOrder 
)
virtual

Reorders a child according to a new z value.

Parameters
childAn already added child node. It MUST be already added.
zOrderZ order for drawing priority. Please refer to setZOrder(int)

Reimplemented in Sprite, SpriteBatchNode, and ParticleBatchNode.

void resumeSchedulerAndActions ( void  )

Resumes all scheduled selectors and actions.

This method is called internally by onEnter

var resumeSchedulerAndActions (   )

Resumes all scheduled selectors and actions.

This method is called internally by onEnter

local resumeSchedulerAndActions (   )

Resumes all scheduled selectors and actions.

This method is called internally by onEnter

Action* runAction ( Action action)

Executes an action, and returns the action that is executed.

This node becomes the action's target. Refer to Action::getTarget()

Warning
Actions don't retain their target.
Returns
An Action pointer
var runAction ( var  action)

Executes an action, and returns the action that is executed.

This node becomes the action's target. Refer to Action::getTarget()

Warning
Actions don't retain their target.
Returns
An Action pointer
local runAction ( local  action)

Executes an action, and returns the action that is executed.

This node becomes the action's target. Refer to Action::getTarget()

Warning
Actions don't retain their target.
Returns
An Action pointer
void schedule ( SEL_SCHEDULE  selector,
float  interval,
unsigned int  repeat,
float  delay 
)

Schedules a custom selector.

If the selector is already scheduled, then the interval parameter will be updated without scheduling it again.

// firstly, implement a schedule function
void MyNode::TickMe(float dt);
// wrap this function into a selector via schedule_selector marco.
this->schedule(schedule_selector(MyNode::TickMe), 0, 0, 0);
Parameters
selectorThe SEL_SCHEDULE selector to be scheduled.
intervalTick interval in seconds. 0 means tick every frame. If interval = 0, it's recommended to use scheduleUpdate() instead.
repeatThe selector will be excuted (repeat + 1) times, you can use kRepeatForever for tick infinitely.
delayThe amount of time that the first tick will wait before execution.
var schedule ( var  selector,
var  interval,
var  repeat,
var  delay 
)

Schedules a custom selector.

If the selector is already scheduled, then the interval parameter will be updated without scheduling it again.

// firstly, implement a schedule function
void MyNode::TickMe(float dt);
// wrap this function into a selector via schedule_selector marco.
this->schedule(schedule_selector(MyNode::TickMe), 0, 0, 0);
Parameters
selectorThe SEL_SCHEDULE selector to be scheduled.
intervalTick interval in seconds. 0 means tick every frame. If interval = 0, it's recommended to use scheduleUpdate() instead.
repeatThe selector will be excuted (repeat + 1) times, you can use kRepeatForever for tick infinitely.
delayThe amount of time that the first tick will wait before execution.
void schedule ( SEL_SCHEDULE  selector,
float  interval 
)

Schedules a custom selector with an interval time in seconds.

See Also
schedule(SEL_SCHEDULE, float, unsigned int, float)
Parameters
selectorThe SEL_SCHEDULE selector to be scheduled.
intervalCallback interval time in seconds. 0 means tick every frame,
var schedule ( var  selector,
var  interval 
)

Schedules a custom selector with an interval time in seconds.

See Also
schedule(SEL_SCHEDULE, float, unsigned int, float)
Parameters
selectorThe SEL_SCHEDULE selector to be scheduled.
intervalCallback interval time in seconds. 0 means tick every frame,
void schedule ( SEL_SCHEDULE  selector)

Schedules a custom selector, the scheduled selector will be ticked every frame.

See Also
schedule(SEL_SCHEDULE, float, unsigned int, float)
Parameters
selectorA function wrapped as a selector
var schedule ( var  selector)

Schedules a custom selector, the scheduled selector will be ticked every frame.

See Also
schedule(SEL_SCHEDULE, float, unsigned int, float)
Parameters
selectorA function wrapped as a selector
void scheduleOnce ( SEL_SCHEDULE  selector,
float  delay 
)

Schedules a selector that runs only once, with a delay of 0 or larger.

See Also
schedule(SEL_SCHEDULE, float, unsigned int, float)
Parameters
selectorThe SEL_SCHEDULE selector to be scheduled.
delayThe amount of time that the first tick will wait before execution.
var scheduleOnce ( var  selector,
var  delay 
)

Schedules a selector that runs only once, with a delay of 0 or larger.

See Also
schedule(SEL_SCHEDULE, float, unsigned int, float)
Parameters
selectorThe SEL_SCHEDULE selector to be scheduled.
delayThe amount of time that the first tick will wait before execution.
void scheduleUpdate ( void  )

Schedules the "update" method.

It will use the order number 0. This method will be called every frame. Scheduled methods with a lower order value will be called before the ones that have a higher order value. Only one "update" method could be scheduled per node.

void scheduleUpdateWithPriority ( int  priority)

Schedules the "update" method with a custom priority.

This selector will be called every frame. Scheduled methods with a lower priority will be called before the ones that have a higher value. Only one "update" selector could be scheduled per node (You can't have 2 'update' selectors).

void scheduleUpdateWithPriorityLua ( int  handler,
int  priority 
)

Schedules for lua script.

local scheduleUpdateWithPriorityLua ( local  handler,
local  priority 
)

Schedules for lua script.

virtual void setActionManager ( ActionManager actionManager)
virtual

Sets the ActionManager object that is used by all actions.

Warning
If you set a new ActionManager, then previously created actions will be removed.
Parameters
actionManagerA ActionManager object that is used by all actions.
var setActionManager ( var  actionManager)
virtual

Sets the ActionManager object that is used by all actions.

Warning
If you set a new ActionManager, then previously created actions will be removed.
Parameters
actionManagerA ActionManager object that is used by all actions.
local setActionManager ( local  actionManager)
virtual

Sets the ActionManager object that is used by all actions.

Warning
If you set a new ActionManager, then previously created actions will be removed.
Parameters
actionManagerA ActionManager object that is used by all actions.
void setAdditionalTransform ( const AffineTransform additionalTransform)

Sets the additional transform.

Note
The additional transform will be concatenated at the end of getNodeToParentTransform. It could be used to simulate parent-child relationship between two nodes (e.g. one is in BatchNode, another isn't).
// create a batchNode
SpriteBatchNode* batch= SpriteBatchNode::create("Icon-114.png");
this->addChild(batch);
// create two sprites, spriteA will be added to batchNode, they are using different textures.
Sprite* spriteA = Sprite::createWithTexture(batch->getTexture());
Sprite* spriteB = Sprite::create("Icon-72.png");
batch->addChild(spriteA);
// We can't make spriteB as spriteA's child since they use different textures. So just add it to layer.
// But we want to simulate `parent-child` relationship for these two node.
this->addChild(spriteB);
//position
spriteA->setPosition(Point(200, 200));
// Gets the spriteA's transform.
AffineTransform t = spriteA->getNodeToParentTransform();
// Sets the additional transform to spriteB, spriteB's postion will based on its pseudo parent i.e. spriteA.
spriteB->setAdditionalTransform(t);
//scale
spriteA->setScale(2);
// Gets the spriteA's transform.
t = spriteA->getNodeToParentTransform();
// Sets the additional transform to spriteB, spriteB's scale will based on its pseudo parent i.e. spriteA.
spriteB->setAdditionalTransform(t);
//rotation
spriteA->setRotation(20);
// Gets the spriteA's transform.
t = spriteA->getNodeToParentTransform();
// Sets the additional transform to spriteB, spriteB's rotation will based on its pseudo parent i.e. spriteA.
spriteB->setAdditionalTransform(t);
var setAdditionalTransform ( var  additionalTransform)

Sets the additional transform.

Note
The additional transform will be concatenated at the end of getNodeToParentTransform. It could be used to simulate parent-child relationship between two nodes (e.g. one is in BatchNode, another isn't).
// create a batchNode
SpriteBatchNode* batch= SpriteBatchNode::create("Icon-114.png");
this->addChild(batch);
// create two sprites, spriteA will be added to batchNode, they are using different textures.
Sprite* spriteA = Sprite::createWithTexture(batch->getTexture());
Sprite* spriteB = Sprite::create("Icon-72.png");
batch->addChild(spriteA);
// We can't make spriteB as spriteA's child since they use different textures. So just add it to layer.
// But we want to simulate `parent-child` relationship for these two node.
this->addChild(spriteB);
//position
spriteA->setPosition(Point(200, 200));
// Gets the spriteA's transform.
AffineTransform t = spriteA->getNodeToParentTransform();
// Sets the additional transform to spriteB, spriteB's postion will based on its pseudo parent i.e. spriteA.
spriteB->setAdditionalTransform(t);
//scale
spriteA->setScale(2);
// Gets the spriteA's transform.
t = spriteA->getNodeToParentTransform();
// Sets the additional transform to spriteB, spriteB's scale will based on its pseudo parent i.e. spriteA.
spriteB->setAdditionalTransform(t);
//rotation
spriteA->setRotation(20);
// Gets the spriteA's transform.
t = spriteA->getNodeToParentTransform();
// Sets the additional transform to spriteB, spriteB's rotation will based on its pseudo parent i.e. spriteA.
spriteB->setAdditionalTransform(t);
local setAdditionalTransform ( local  additionalTransform)

Sets the additional transform.

Note
The additional transform will be concatenated at the end of getNodeToParentTransform. It could be used to simulate parent-child relationship between two nodes (e.g. one is in BatchNode, another isn't).
// create a batchNode
SpriteBatchNode* batch= SpriteBatchNode::create("Icon-114.png");
this->addChild(batch);
// create two sprites, spriteA will be added to batchNode, they are using different textures.
Sprite* spriteA = Sprite::createWithTexture(batch->getTexture());
Sprite* spriteB = Sprite::create("Icon-72.png");
batch->addChild(spriteA);
// We can't make spriteB as spriteA's child since they use different textures. So just add it to layer.
// But we want to simulate `parent-child` relationship for these two node.
this->addChild(spriteB);
//position
spriteA->setPosition(Point(200, 200));
// Gets the spriteA's transform.
AffineTransform t = spriteA->getNodeToParentTransform();
// Sets the additional transform to spriteB, spriteB's postion will based on its pseudo parent i.e. spriteA.
spriteB->setAdditionalTransform(t);
//scale
spriteA->setScale(2);
// Gets the spriteA's transform.
t = spriteA->getNodeToParentTransform();
// Sets the additional transform to spriteB, spriteB's scale will based on its pseudo parent i.e. spriteA.
spriteB->setAdditionalTransform(t);
//rotation
spriteA->setRotation(20);
// Gets the spriteA's transform.
t = spriteA->getNodeToParentTransform();
// Sets the additional transform to spriteB, spriteB's rotation will based on its pseudo parent i.e. spriteA.
spriteB->setAdditionalTransform(t);
virtual void setAnchorPoint ( const Point anchorPoint)
virtual

Sets the anchor point in percent.

anchorPoint is the point around which all transformations and positioning manipulations take place. It's like a pin in the node where it is "attached" to its parent. The anchorPoint is normalized, like a percentage. (0,0) means the bottom-left corner and (1,1) means the top-right corner. But you can use values higher than (1,1) and lower than (0,0) too. The default anchorPoint is (0.5,0.5), so it starts in the center of the node.

Parameters
anchorPointThe anchor point of node.

Reimplemented in Sprite, EditBox, LabelBMFont, and ProgressTimer.

var setAnchorPoint ( var  anchorPoint)
virtual

Sets the anchor point in percent.

anchorPoint is the point around which all transformations and positioning manipulations take place. It's like a pin in the node where it is "attached" to its parent. The anchorPoint is normalized, like a percentage. (0,0) means the bottom-left corner and (1,1) means the top-right corner. But you can use values higher than (1,1) and lower than (0,0) too. The default anchorPoint is (0.5,0.5), so it starts in the center of the node.

Parameters
anchorPointThe anchor point of node.

Reimplemented in Sprite, EditBox, LabelBMFont, and ProgressTimer.

local setAnchorPoint ( local  anchorPoint)
virtual

Sets the anchor point in percent.

anchorPoint is the point around which all transformations and positioning manipulations take place. It's like a pin in the node where it is "attached" to its parent. The anchorPoint is normalized, like a percentage. (0,0) means the bottom-left corner and (1,1) means the top-right corner. But you can use values higher than (1,1) and lower than (0,0) too. The default anchorPoint is (0.5,0.5), so it starts in the center of the node.

Parameters
anchorPointThe anchor point of node.

Reimplemented in Sprite, EditBox, LabelBMFont, and ProgressTimer.

virtual void setContentSize ( const Size contentSize)
virtual

Sets the untransformed size of the node.

The contentSize remains the same no matter the node is scaled or rotated. All nodes has a size. Layer and Scene has the same size of the screen.

Parameters
contentSizeThe untransformed size of the node.

Reimplemented in EditBox, LayerColor, Scale9Sprite, and ScrollView.

var setContentSize ( var  contentSize)
virtual

Sets the untransformed size of the node.

The contentSize remains the same no matter the node is scaled or rotated. All nodes has a size. Layer and Scene has the same size of the screen.

Parameters
contentSizeThe untransformed size of the node.

Reimplemented in EditBox, LayerColor, Scale9Sprite, and ScrollView.

local setContentSize ( local  contentSize)
virtual

Sets the untransformed size of the node.

The contentSize remains the same no matter the node is scaled or rotated. All nodes has a size. Layer and Scene has the same size of the screen.

Parameters
contentSizeThe untransformed size of the node.

Reimplemented in EditBox, LayerColor, Scale9Sprite, and ScrollView.

void setDirtyForAllEventListeners ( )
protected

Sets dirty for event listener.

var setDirtyForAllEventListeners ( )
protected

Sets dirty for event listener.

local setDirtyForAllEventListeners ( )
protected

Sets dirty for event listener.

CC_DEPRECATED_ATTRIBUTE void
setGLServerState
( int  serverState)
inline
Deprecated:
No longer needed
virtual void setGrid ( GridBase grid)
virtual

Changes a grid object that is used when applying effects.

Parameters
gridA Grid object that is used when applying effects
var setGrid ( var  grid)
virtual

Changes a grid object that is used when applying effects.

Parameters
gridA Grid object that is used when applying effects
local setGrid ( local  grid)
virtual

Changes a grid object that is used when applying effects.

Parameters
gridA Grid object that is used when applying effects
virtual void setOrderOfArrival ( int  orderOfArrival)
virtual

Sets the arrival order when this node has a same ZOrder with other children.

A node which called addChild subsequently will take a larger arrival order, If two children have the same Z order, the child with larger arrival order will be drawn later.

Warning
This method is used internally for zOrder sorting, don't change this manually
Parameters
orderOfArrivalThe arrival order.
var setOrderOfArrival ( var  orderOfArrival)
virtual

Sets the arrival order when this node has a same ZOrder with other children.

A node which called addChild subsequently will take a larger arrival order, If two children have the same Z order, the child with larger arrival order will be drawn later.

Warning
This method is used internally for zOrder sorting, don't change this manually
Parameters
orderOfArrivalThe arrival order.
local setOrderOfArrival ( local  orderOfArrival)
virtual

Sets the arrival order when this node has a same ZOrder with other children.

A node which called addChild subsequently will take a larger arrival order, If two children have the same Z order, the child with larger arrival order will be drawn later.

Warning
This method is used internally for zOrder sorting, don't change this manually
Parameters
orderOfArrivalThe arrival order.
virtual void setParent ( Node parent)
virtual

Sets the parent node.

Parameters
parentA pointer to the parnet node
var setParent ( var  parent)
virtual

Sets the parent node.

Parameters
parentA pointer to the parnet node
local setParent ( local  parent)
virtual

Sets the parent node.

Parameters
parentA pointer to the parnet node
virtual void setPosition ( const Point position)
virtual

Changes the position (x,y) of the node in OpenGL coordinates.

Usually we use Point(x,y) to compose Point object. The original point (0,0) is at the left-bottom corner of screen. For example, this codesnip sets the node in the center of screen.

node->setPosition( Point(size.width/2, size.height/2) )
Parameters
positionThe position (x,y) of the node in OpenGL coordinates

Reimplemented in Sprite, EditBox, PhysicsSprite, and MotionStreak.

var setPosition ( var  position)
virtual

Changes the position (x,y) of the node in OpenGL coordinates.

Usually we use Point(x,y) to compose Point object. The original point (0,0) is at the left-bottom corner of screen. For example, this codesnip sets the node in the center of screen.

node->setPosition( Point(size.width/2, size.height/2) )
Parameters
positionThe position (x,y) of the node in OpenGL coordinates

Reimplemented in Sprite, EditBox, PhysicsSprite, and MotionStreak.

local setPosition ( local  position)
virtual

Changes the position (x,y) of the node in OpenGL coordinates.

Usually we use Point(x,y) to compose Point object. The original point (0,0) is at the left-bottom corner of screen. For example, this codesnip sets the node in the center of screen.

node->setPosition( Point(size.width/2, size.height/2) )
Parameters
positionThe position (x,y) of the node in OpenGL coordinates

Reimplemented in Sprite, EditBox, PhysicsSprite, and MotionStreak.

virtual void setPosition ( float  x,
float  y 
)
virtual

Sets position in a more efficient way.

Passing two numbers (x,y) is much efficient than passing Point object. This method is binded to lua and javascript. Passing a number is 10 times faster than passing a object from lua to c++

// sample code in lua
local pos = node::getPosition() -- returns Point object from C++
node:setPosition(x, y) -- pass x, y coordinate to C++
Parameters
xX coordinate for position
yY coordinate for position
var setPosition ( var  x,
var  y 
)
virtual

Sets position in a more efficient way.

Passing two numbers (x,y) is much efficient than passing Point object. This method is binded to lua and javascript. Passing a number is 10 times faster than passing a object from lua to c++

// sample code in lua
local pos = node::getPosition() -- returns Point object from C++
node:setPosition(x, y) -- pass x, y coordinate to C++
Parameters
xX coordinate for position
yY coordinate for position
local setPosition ( local  x,
local  y 
)
virtual

Sets position in a more efficient way.

Passing two numbers (x,y) is much efficient than passing Point object. This method is binded to lua and javascript. Passing a number is 10 times faster than passing a object from lua to c++

// sample code in lua
local pos = node::getPosition() -- returns Point object from C++
node:setPosition(x, y) -- pass x, y coordinate to C++
Parameters
xX coordinate for position
yY coordinate for position
virtual void setPositionX ( float  x)
virtual

Gets/Sets x or y coordinate individually for position.

These methods are used in Lua and Javascript Bindings

var setPositionX ( var  x)
virtual

Gets/Sets x or y coordinate individually for position.

These methods are used in Lua and Javascript Bindings

local setPositionX ( local  x)
virtual

Gets/Sets x or y coordinate individually for position.

These methods are used in Lua and Javascript Bindings

virtual void setPositionY ( float  y)
virtual
var setPositionY ( var  y)
virtual
local setPositionY ( local  y)
virtual
virtual void setRotation ( float  rotation)
virtual

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.

Parameters
rotationThe rotation of the node in degrees.

Reimplemented in Sprite, ParticleSystem, and PhysicsSprite.

var setRotation ( var  rotation)
virtual

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.

Parameters
rotationThe rotation of the node in degrees.

Reimplemented in Sprite, ParticleSystem, and PhysicsSprite.

local setRotation ( local  rotation)
virtual

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.

Parameters
rotationThe rotation of the node in degrees.

Reimplemented in Sprite, ParticleSystem, and PhysicsSprite.

virtual void setRotationX ( float  rotationX)
virtual

Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew.

0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise.

Parameters
rotationXThe X rotation in degrees which performs a horizontal rotational skew.

Reimplemented in Sprite.

var setRotationX ( var  rotationX)
virtual

Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew.

0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise.

Parameters
rotationXThe X rotation in degrees which performs a horizontal rotational skew.

Reimplemented in Sprite.

local setRotationX ( local  rotationX)
virtual

Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew.

0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise.

Parameters
rotationXThe X rotation in degrees which performs a horizontal rotational skew.

Reimplemented in Sprite.

virtual void setRotationY ( float  rotationY)
virtual

Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.

0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise.

Parameters
rotationYThe Y rotation in degrees.

Reimplemented in Sprite.

var setRotationY ( var  rotationY)
virtual

Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.

0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise.

Parameters
rotationYThe Y rotation in degrees.

Reimplemented in Sprite.

local setRotationY ( local  rotationY)
virtual

Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.

0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise.

Parameters
rotationYThe Y rotation in degrees.

Reimplemented in Sprite.

virtual void setScale ( float  scale)
virtual

Changes both X and Y scale factor of the node.

1.0 is the default scale factor. It modifies the X and Y scale at the same time.

Parameters
scaleThe scale factor for both X and Y axis.

Reimplemented in Sprite, ParticleSystem, LabelBMFont, and Label.

var setScale ( var  scale)
virtual

Changes both X and Y scale factor of the node.

1.0 is the default scale factor. It modifies the X and Y scale at the same time.

Parameters
scaleThe scale factor for both X and Y axis.

Reimplemented in Sprite, ParticleSystem, LabelBMFont, and Label.

local setScale ( local  scale)
virtual

Changes both X and Y scale factor of the node.

1.0 is the default scale factor. It modifies the X and Y scale at the same time.

Parameters
scaleThe scale factor for both X and Y axis.

Reimplemented in Sprite, ParticleSystem, LabelBMFont, and Label.

virtual void setScaleX ( float  scaleX)
virtual

Changes the scale factor on X axis of this node.

The deafult value is 1.0 if you haven't changed it before

Parameters
scaleXThe scale factor on X axis.

Reimplemented in Sprite, ParticleSystem, LabelBMFont, and Label.

var setScaleX ( var  scaleX)
virtual

Changes the scale factor on X axis of this node.

The deafult value is 1.0 if you haven't changed it before

Parameters
scaleXThe scale factor on X axis.

Reimplemented in Sprite, ParticleSystem, LabelBMFont, and Label.

local setScaleX ( local  scaleX)
virtual

Changes the scale factor on X axis of this node.

The deafult value is 1.0 if you haven't changed it before

Parameters
scaleXThe scale factor on X axis.

Reimplemented in Sprite, ParticleSystem, LabelBMFont, and Label.

virtual void setScaleY ( float  scaleY)
virtual

Changes the scale factor on Y axis of this node.

The Default value is 1.0 if you haven't changed it before.

Parameters
scaleYThe scale factor on Y axis.

Reimplemented in Sprite, ParticleSystem, LabelBMFont, and Label.

var setScaleY ( var  scaleY)
virtual

Changes the scale factor on Y axis of this node.

The Default value is 1.0 if you haven't changed it before.

Parameters
scaleYThe scale factor on Y axis.

Reimplemented in Sprite, ParticleSystem, LabelBMFont, and Label.

local setScaleY ( local  scaleY)
virtual

Changes the scale factor on Y axis of this node.

The Default value is 1.0 if you haven't changed it before.

Parameters
scaleYThe scale factor on Y axis.

Reimplemented in Sprite, ParticleSystem, LabelBMFont, and Label.

virtual void setScheduler ( Scheduler scheduler)
virtual

Sets a Scheduler object that is used to schedule all "updates" and timers.

Warning
If you set a new Scheduler, then previously created timers/update are going to be removed.
Parameters
schedulerA Shdeduler object that is used to schedule all "update" and timers.
var setScheduler ( var  scheduler)
virtual

Sets a Scheduler object that is used to schedule all "updates" and timers.

Warning
If you set a new Scheduler, then previously created timers/update are going to be removed.
Parameters
schedulerA Shdeduler object that is used to schedule all "update" and timers.
local setScheduler ( local  scheduler)
virtual

Sets a Scheduler object that is used to schedule all "updates" and timers.

Warning
If you set a new Scheduler, then previously created timers/update are going to be removed.
Parameters
schedulerA Shdeduler object that is used to schedule all "update" and timers.
virtual void setShaderProgram ( GLProgram shaderProgram)
virtual

Sets the shader program for this node.

Since v2.0, each rendering node must set its shader program. It should be set in initialize phase.

Parameters
shaderProgramThe shader program which fetchs from ShaderCache.
var setShaderProgram ( var  shaderProgram)
virtual

Sets the shader program for this node.

Since v2.0, each rendering node must set its shader program. It should be set in initialize phase.

Parameters
shaderProgramThe shader program which fetchs from ShaderCache.
local setShaderProgram ( local  shaderProgram)
virtual

Sets the shader program for this node.

Since v2.0, each rendering node must set its shader program. It should be set in initialize phase.

Parameters
shaderProgramThe shader program which fetchs from ShaderCache.
virtual void setSkewX ( float  fSkewX)
virtual

Changes the X skew angle of the node in degrees.

This angle describes the shear distortion in the X direction. Thus, it is the angle between the Y axis and the left edge of the shape The default skewX angle is 0. Positive values distort the node in a CW direction.

Parameters
fSkewXThe X skew angle of the node in degrees.

Reimplemented in Sprite.

var setSkewX ( var  fSkewX)
virtual

Changes the X skew angle of the node in degrees.

This angle describes the shear distortion in the X direction. Thus, it is the angle between the Y axis and the left edge of the shape The default skewX angle is 0. Positive values distort the node in a CW direction.

Parameters
fSkewXThe X skew angle of the node in degrees.

Reimplemented in Sprite.

local setSkewX ( local  fSkewX)
virtual

Changes the X skew angle of the node in degrees.

This angle describes the shear distortion in the X direction. Thus, it is the angle between the Y axis and the left edge of the shape The default skewX angle is 0. Positive values distort the node in a CW direction.

Parameters
fSkewXThe X skew angle of the node in degrees.

Reimplemented in Sprite.

virtual void setSkewY ( float  fSkewY)
virtual

Changes the Y skew angle of the node in degrees.

This angle describes the shear distortion in the Y direction. Thus, it is the angle between the X axis and the bottom edge of the shape The default skewY angle is 0. Positive values distort the node in a CCW direction.

Parameters
fSkewYThe Y skew angle of the node in degrees.

Reimplemented in Sprite.

var setSkewY ( var  fSkewY)
virtual

Changes the Y skew angle of the node in degrees.

This angle describes the shear distortion in the Y direction. Thus, it is the angle between the X axis and the bottom edge of the shape The default skewY angle is 0. Positive values distort the node in a CCW direction.

Parameters
fSkewYThe Y skew angle of the node in degrees.

Reimplemented in Sprite.

local setSkewY ( local  fSkewY)
virtual

Changes the Y skew angle of the node in degrees.

This angle describes the shear distortion in the Y direction. Thus, it is the angle between the X axis and the bottom edge of the shape The default skewY angle is 0. Positive values distort the node in a CCW direction.

Parameters
fSkewYThe Y skew angle of the node in degrees.

Reimplemented in Sprite.

virtual void setTag ( int  tag)
virtual

Changes the tag that is used to identify the node easily.

Please refer to getTag for the sample code.

Parameters
tagA interger that indentifies the node.
var setTag ( var  tag)
virtual

Changes the tag that is used to identify the node easily.

Please refer to getTag for the sample code.

Parameters
tagA interger that indentifies the node.
local setTag ( local  tag)
virtual

Changes the tag that is used to identify the node easily.

Please refer to getTag for the sample code.

Parameters
tagA interger that indentifies the node.
virtual void setUserData ( void *  userData)
virtual

Sets a custom user data pointer.

You can set everything in UserData pointer, a data block, a structure or an object, etc.

Warning
Don't forget to release the memroy manually, especially before you change this data pointer, and before this node is autoreleased.
Parameters
userDataA custom user data pointer
virtual void setUserObject ( Object userObject)
virtual

Returns a user assigned Object.

Similar to UserData, but instead of holding a void* it holds an object. The UserObject will be retained once in this method, and the previous UserObject (if existed) will be relese. The UserObject will be released in Node's destructure.

Parameters
userObjectA user assigned Object
var setUserObject ( var  userObject)
virtual

Returns a user assigned Object.

Similar to UserData, but instead of holding a void* it holds an object. The UserObject will be retained once in this method, and the previous UserObject (if existed) will be relese. The UserObject will be released in Node's destructure.

Parameters
userObjectA user assigned Object
local setUserObject ( local  userObject)
virtual

Returns a user assigned Object.

Similar to UserData, but instead of holding a void* it holds an object. The UserObject will be retained once in this method, and the previous UserObject (if existed) will be relese. The UserObject will be released in Node's destructure.

Parameters
userObjectA user assigned Object
virtual void setVertexZ ( float  vertexZ)
virtual

Sets the real OpenGL Z vertex.

Differences between openGL Z vertex and cocos2d Z order:

  • OpenGL Z modifies the Z vertex, and not the Z order in the relation between parent-children
  • OpenGL Z might require to set 2D projection
  • cocos2d Z order works OK if all the nodes uses the same openGL Z vertex. eg: vertexZ = 0
Warning
Use it at your own risk since it might break the cocos2d parent-children z order
Parameters
vertexZOpenGL Z vertex of this node.

Reimplemented in Sprite.

var setVertexZ ( var  vertexZ)
virtual

Sets the real OpenGL Z vertex.

Differences between openGL Z vertex and cocos2d Z order:

  • OpenGL Z modifies the Z vertex, and not the Z order in the relation between parent-children
  • OpenGL Z might require to set 2D projection
  • cocos2d Z order works OK if all the nodes uses the same openGL Z vertex. eg: vertexZ = 0
Warning
Use it at your own risk since it might break the cocos2d parent-children z order
Parameters
vertexZOpenGL Z vertex of this node.

Reimplemented in Sprite.

local setVertexZ ( local  vertexZ)
virtual

Sets the real OpenGL Z vertex.

Differences between openGL Z vertex and cocos2d Z order:

  • OpenGL Z modifies the Z vertex, and not the Z order in the relation between parent-children
  • OpenGL Z might require to set 2D projection
  • cocos2d Z order works OK if all the nodes uses the same openGL Z vertex. eg: vertexZ = 0
Warning
Use it at your own risk since it might break the cocos2d parent-children z order
Parameters
vertexZOpenGL Z vertex of this node.

Reimplemented in Sprite.

virtual void setVisible ( bool  visible)
virtual

Sets whether the node is visible.

The default value is true, a node is default to visible

Parameters
visibletrue if the node is visible, false if the node is hidden.

Reimplemented in Sprite, EditBox, and UILayer.

var setVisible ( var  visible)
virtual

Sets whether the node is visible.

The default value is true, a node is default to visible

Parameters
visibletrue if the node is visible, false if the node is hidden.

Reimplemented in Sprite, EditBox, and UILayer.

local setVisible ( local  visible)
virtual

Sets whether the node is visible.

The default value is true, a node is default to visible

Parameters
visibletrue if the node is visible, false if the node is hidden.

Reimplemented in Sprite, EditBox, and UILayer.

virtual void setZOrder ( int  zOrder)
virtual

Sets the Z order which stands for the drawing order, and reorder this node in its parent's children array.

The Z order of node is relative to its "brothers": children of the same parent. It's nothing to do with OpenGL's z vertex. This one only affects the draw order of nodes in cocos2d. The larger number it is, the later this node will be drawn in each message loop. Please refer to setVertexZ(float) for the difference.

Parameters
zOrderZ order of this node.

Reimplemented in Bone.

var setZOrder ( var  zOrder)
virtual

Sets the Z order which stands for the drawing order, and reorder this node in its parent's children array.

The Z order of node is relative to its "brothers": children of the same parent. It's nothing to do with OpenGL's z vertex. This one only affects the draw order of nodes in cocos2d. The larger number it is, the later this node will be drawn in each message loop. Please refer to setVertexZ(float) for the difference.

Parameters
zOrderZ order of this node.

Reimplemented in Bone.

local setZOrder ( local  zOrder)
virtual

Sets the Z order which stands for the drawing order, and reorder this node in its parent's children array.

The Z order of node is relative to its "brothers": children of the same parent. It's nothing to do with OpenGL's z vertex. This one only affects the draw order of nodes in cocos2d. The larger number it is, the later this node will be drawn in each message loop. Please refer to setVertexZ(float) for the difference.

Parameters
zOrderZ order of this node.

Reimplemented in Bone.

virtual void sortAllChildren ( )
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.

Note
Don't call this manually unless a child added needs to be removed in the same frame

Reimplemented in Sprite, and SpriteBatchNode.

var sortAllChildren ( )
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.

Note
Don't call this manually unless a child added needs to be removed in the same frame

Reimplemented in Sprite, and SpriteBatchNode.

local sortAllChildren ( )
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.

Note
Don't call this manually unless a child added needs to be removed in the same frame

Reimplemented in Sprite, and SpriteBatchNode.

void stopAction ( Action action)

Stops and removes an action from the running action list.

Parameters
actionThe action object to be removed.
var stopAction ( var  action)

Stops and removes an action from the running action list.

Parameters
actionThe action object to be removed.
local stopAction ( local  action)

Stops and removes an action from the running action list.

Parameters
actionThe action object to be removed.
void stopActionByTag ( int  tag)

Removes an action from the running action list by its tag.

Parameters
tagA tag that indicates the action to be removed.
var stopActionByTag ( var  tag)

Removes an action from the running action list by its tag.

Parameters
tagA tag that indicates the action to be removed.
local stopActionByTag ( local  tag)

Removes an action from the running action list by its tag.

Parameters
tagA tag that indicates the action to be removed.
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 transform ( )

Performs OpenGL view-matrix transformation based on position, scale, rotation and other attributes.

var transform ( )

Performs OpenGL view-matrix transformation based on position, scale, rotation and other attributes.

local transform ( )

Performs OpenGL view-matrix transformation based on position, scale, rotation and other attributes.

void transformAncestors ( )

Performs OpenGL view-matrix transformation of it's ancestors.

Generally the ancestors are already transformed, but in certain cases (eg: attaching a FBO) It's necessary to transform the ancestors again.

var transformAncestors ( )

Performs OpenGL view-matrix transformation of it's ancestors.

Generally the ancestors are already transformed, but in certain cases (eg: attaching a FBO) It's necessary to transform the ancestors again.

local transformAncestors ( )

Performs OpenGL view-matrix transformation of it's ancestors.

Generally the ancestors are already transformed, but in certain cases (eg: attaching a FBO) It's necessary to transform the ancestors again.

void unschedule ( SEL_SCHEDULE  selector)

Unschedules a custom selector.

See Also
schedule(SEL_SCHEDULE, float, unsigned int, float)
Parameters
selectorA function wrapped as a selector
var unschedule ( var  selector)

Unschedules a custom selector.

See Also
schedule(SEL_SCHEDULE, float, unsigned int, float)
Parameters
selectorA function wrapped as a selector
void unscheduleAllSelectors ( void  )

Unschedule all scheduled selectors: custom selectors, and the 'update' selector.

Actions are not affected by this method.

var unscheduleAllSelectors (   )

Unschedule all scheduled selectors: custom selectors, and the 'update' selector.

Actions are not affected by this method.

void unscheduleUpdate ( void  )
var unscheduleUpdate (   )
local unscheduleUpdate (   )
virtual void update ( float  delta)
virtual
var update ( var  delta)
virtual
local update ( local  delta)
virtual
void updateEventPriorityIndex ( )
inlineprotected

Upates event priority for this node.

var updateEventPriorityIndex ( )
inlineprotected

Upates event priority for this node.

local updateEventPriorityIndex ( )
inlineprotected

Upates event priority for this node.

virtual void updateTransform ( )
virtual

Calls children's updateTransform() method recursively.

This method is moved from Sprite, so it's no longer specific to Sprite. As the result, you apply SpriteBatchNode's optimization on your customed Node. e.g., batchNode->addChild(myCustomNode), while you can only addChild(sprite) before.

Reimplemented in Sprite, and Skin.

var updateTransform ( )
virtual

Calls children's updateTransform() method recursively.

This method is moved from Sprite, so it's no longer specific to Sprite. As the result, you apply SpriteBatchNode's optimization on your customed Node. e.g., batchNode->addChild(myCustomNode), while you can only addChild(sprite) before.

Reimplemented in Sprite, and Skin.

local updateTransform ( )
virtual

Calls children's updateTransform() method recursively.

This method is moved from Sprite, so it's no longer specific to Sprite. As the result, you apply SpriteBatchNode's optimization on your customed Node. e.g., batchNode->addChild(myCustomNode), while you can only addChild(sprite) before.

Reimplemented in Sprite, and Skin.

virtual void visit ( )
virtual

Visits this node's children and draw them recursively.

Reimplemented in GUIRenderer, EditBox, Scale9Sprite, RectClippingNode, ScrollView, RenderTexture, SpriteBatchNode, Armature, ClippingNode, ParticleBatchNode, ParallaxNode, and BatchNode.

var visit ( )
virtual

Visits this node's children and draw them recursively.

Reimplemented in GUIRenderer, EditBox, Scale9Sprite, RectClippingNode, ScrollView, RenderTexture, SpriteBatchNode, Armature, ClippingNode, ParticleBatchNode, ParallaxNode, and BatchNode.

local visit ( )
virtual

Visits this node's children and draw them recursively.

Reimplemented in GUIRenderer, EditBox, Scale9Sprite, RectClippingNode, ScrollView, RenderTexture, SpriteBatchNode, Armature, ClippingNode, ParticleBatchNode, ParallaxNode, and BatchNode.

virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform
worldToNodeTransform
( ) const
inlinevirtual
var worldToNodeTransform ( )
inlinevirtual
local worldToNodeTransform ( )
inlinevirtual

Friends And Related Function Documentation

friend class Director
friend
friend class EventDispatcher
friend
var EventDispatcher
friend
local EventDispatcher
friend

Member Data Documentation

ActionManager* _actionManager
protected

a pointer to ActionManager singleton, which is used to handle all the actions

var _actionManager
protected

a pointer to ActionManager singleton, which is used to handle all the actions

local _actionManager
protected

a pointer to ActionManager singleton, which is used to handle all the actions

AffineTransform
_additionalTransform
mutableprotected

transform

var _additionalTransform
mutableprotected

transform

local _additionalTransform
mutableprotected

transform

bool _additionalTransformDirty
mutableprotected

The flag to check whether the additional transform is dirty.

var _additionalTransformDirty
mutableprotected

The flag to check whether the additional transform is dirty.

local _additionalTransformDirty
mutableprotected

The flag to check whether the additional transform is dirty.

Point _anchorPoint
protected

anchor point normalized (NOT in points)

var _anchorPoint
protected

anchor point normalized (NOT in points)

local _anchorPoint
protected

anchor point normalized (NOT in points)

Point _anchorPointInPoints
protected

anchor point in points

var _anchorPointInPoints
protected

anchor point in points

local _anchorPointInPoints
protected

anchor point in points

Camera* _camera
protected

a camera

var _camera
protected

a camera

local _camera
protected

a camera

Array* _children
protected

array of children nodes

var _children
protected

array of children nodes

local _children
protected

array of children nodes

ComponentContainer*
_componentContainer
protected

Dictionary of components.

var _componentContainer
protected

Dictionary of components.

local _componentContainer
protected

Dictionary of components.

Size _contentSize
protected

untransformed size of the node

var _contentSize
protected

untransformed size of the node

local _contentSize
protected

untransformed size of the node

int _eventPriority
protected

The scene graph based priority of event listener.

var _eventPriority
protected

The scene graph based priority of event listener.

local _eventPriority
protected

The scene graph based priority of event listener.

int _globalEventPriorityIndex
staticprotected

The index of global event priority.

var _globalEventPriorityIndex
staticprotected

The index of global event priority.

local _globalEventPriorityIndex
staticprotected

The index of global event priority.

GridBase* _grid
protected

a grid

var _grid
protected

a grid

local _grid
protected

a grid

bool _ignoreAnchorPointForPosition
protected

true if the Anchor Point will be (0,0) when you position the Node, false otherwise.

Used by Layer and Scene.

var _ignoreAnchorPointForPosition
protected

true if the Anchor Point will be (0,0) when you position the Node, false otherwise.

Used by Layer and Scene.

local _ignoreAnchorPointForPosition
protected

true if the Anchor Point will be (0,0) when you position the Node, false otherwise.

Used by Layer and Scene.

AffineTransform _inverse
mutableprotected

inverse transform

var _inverse
mutableprotected

inverse transform

local _inverse
mutableprotected

inverse transform

bool _inverseDirty
mutableprotected

inverse transform dirty flag

var _inverseDirty
mutableprotected

inverse transform dirty flag

local _inverseDirty
mutableprotected

inverse transform dirty flag

bool _isTransitionFinished
protected

flag to indicate whether the transition was finished

var _isTransitionFinished
protected

flag to indicate whether the transition was finished

local _isTransitionFinished
protected

flag to indicate whether the transition was finished

int _oldEventPriority
protected

The old scene graph based priority of event listener.

var _oldEventPriority
protected

The old scene graph based priority of event listener.

local _oldEventPriority
protected

The old scene graph based priority of event listener.

int _orderOfArrival
protected

used to preserve sequence while sorting children with the same zOrder

var _orderOfArrival
protected

used to preserve sequence while sorting children with the same zOrder

local _orderOfArrival
protected

used to preserve sequence while sorting children with the same zOrder

Node* _parent
protected

weak reference to parent node

var _parent
protected

weak reference to parent node

local _parent
protected

weak reference to parent node

Point _position
protected

position of the node

var _position
protected

position of the node

local _position
protected

position of the node

bool _reorderChildDirty
protected

children order dirty flag

var _reorderChildDirty
protected

children order dirty flag

local _reorderChildDirty
protected

children order dirty flag

float _rotationX
protected

rotation angle on x-axis

var _rotationX
protected

rotation angle on x-axis

local _rotationX
protected

rotation angle on x-axis

float _rotationY
protected

rotation angle on y-axis

var _rotationY
protected

rotation angle on y-axis

local _rotationY
protected

rotation angle on y-axis

bool _running
protected

is running

var _running
protected

is running

local _running
protected

is running

float _scaleX
protected

scaling factor on x-axis

var _scaleX
protected

scaling factor on x-axis

local _scaleX
protected

scaling factor on x-axis

float _scaleY
protected

scaling factor on y-axis

var _scaleY
protected

scaling factor on y-axis

local _scaleY
protected

scaling factor on y-axis

Scheduler* _scheduler
protected

scheduler used to schedule timers and updates

var _scheduler
protected

scheduler used to schedule timers and updates

local _scheduler
protected

scheduler used to schedule timers and updates

int _scriptHandler
protected

script handler for onEnter() & onExit(), used in Javascript binding and Lua binding.

var _scriptHandler
protected

script handler for onEnter() & onExit(), used in Javascript binding and Lua binding.

local _scriptHandler
protected

script handler for onEnter() & onExit(), used in Javascript binding and Lua binding.

ccScriptType _scriptType
protected

type of script binding, lua or javascript

var _scriptType
protected

type of script binding, lua or javascript

local _scriptType
protected

type of script binding, lua or javascript

GLProgram* _shaderProgram
protected

OpenGL shader.

var _shaderProgram
protected

OpenGL shader.

local _shaderProgram
protected

OpenGL shader.

float _skewX
protected

skew angle on x-axis

var _skewX
protected

skew angle on x-axis

local _skewX
protected

skew angle on x-axis

float _skewY
protected

skew angle on y-axis

var _skewY
protected

skew angle on y-axis

local _skewY
protected

skew angle on y-axis

int _tag
protected

a tag. Can be any number you assigned just to identify this node

var _tag
protected

a tag. Can be any number you assigned just to identify this node

local _tag
protected

a tag. Can be any number you assigned just to identify this node

AffineTransform _transform
mutableprotected

transform

var _transform
mutableprotected

transform

local _transform
mutableprotected

transform

bool _transformDirty
mutableprotected

transform dirty flag

var _transformDirty
mutableprotected

transform dirty flag

local _transformDirty
mutableprotected

transform dirty flag

int _updateScriptHandler
protected

script handler for update() callback per frame, which is invoked from lua & javascript.

var _updateScriptHandler
protected

script handler for update() callback per frame, which is invoked from lua & javascript.

local _updateScriptHandler
protected

script handler for update() callback per frame, which is invoked from lua & javascript.

void* _userData
protected

A user assingned void pointer, Can be point to any cpp object.

var _userData
protected

A user assingned void pointer, Can be point to any cpp object.

local _userData
protected

A user assingned void pointer, Can be point to any cpp object.

Object* _userObject
protected

A user assigned Object.

var _userObject
protected

A user assigned Object.

local _userObject
protected

A user assigned Object.

float _vertexZ
protected

OpenGL real Z vertex.

var _vertexZ
protected

OpenGL real Z vertex.

local _vertexZ
protected

OpenGL real Z vertex.

bool _visible
protected

is this node visible

var _visible
protected

is this node visible

local _visible
protected

is this node visible

int _ZOrder
protected

z-order value that affects the draw order

var _ZOrder
protected

z-order value that affects the draw order

local _ZOrder
protected

z-order value that affects the draw order

const int INVALID_TAG = -1
static

Default tag used for all the nodes.

var INVALID_TAG = -1
static

Default tag used for all the nodes.

local INVALID_TAG = -1
static

Default tag used for all the nodes.


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