The base node include a lot of attributes. More...
#include <CCDatas.h>
Public Member Functions | |
BaseData () | |
~BaseData (void) | |
virtual void | copy (const BaseData *node) |
virtual void | subtract (BaseData *from, BaseData *to, bool limit) |
virtual void | setColor (const cocos2d::Color4B &color) |
virtual cocos2d::Color4B | getColor () |
Public Member Functions inherited from Ref | |
void | retain () |
Retains the ownership. More... | |
void | release () |
Release the ownership immediately. More... | |
local | release () |
Release the ownership immediately. More... | |
Ref * | autorelease () |
Release the ownership sometime soon automatically. More... | |
unsigned int | getReferenceCount () const |
Returns the Ref's current reference count. More... | |
virtual | ~Ref () |
Static Public Member Functions | |
static BaseData * | create (void) |
Public Attributes | |
float | x |
float | y |
position x attribute More... | |
int | zOrder |
position y attribute More... | |
float | skewX |
zorder attribute, used to order the Bone's depth order More... | |
float | skewY |
float | scaleX |
float | scaleY |
float | tweenRotate |
bool | isUseColorInfo |
SkewX, SkewY, and TweenRotate effect the rotation. More... | |
int | a |
Whether or not this frame have the color changed Info. More... | |
int | r |
int | g |
int | b |
Additional Inherited Members | |
Protected Member Functions inherited from Ref | |
Ref () | |
Constructor. More... | |
Ref () | |
Constructor. More... | |
Protected Attributes inherited from Ref | |
unsigned int | _referenceCount |
count of references More... | |
The base node include a lot of attributes.
BaseData | ( | ) |
~BaseData | ( | void | ) |
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inlinestatic |
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virtual |
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virtual |
int a |
Whether or not this frame have the color changed Info.
int b |
int g |
bool isUseColorInfo |
SkewX, SkewY, and TweenRotate effect the rotation.
int r |
float scaleX |
float scaleY |
float skewX |
zorder attribute, used to order the Bone's depth order
x y skewX skewY scaleX scaleY used to calculate transform matrix skewX, skewY can have rotation effect To get more matrix information, you can have a look at this pape : http://www.senocular.com/flash/tutorials/transformmatrix/
float skewY |
float tweenRotate |
float x |
float y |
position x attribute
int zOrder |
position y attribute