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PhysicsSprite Member List

This is the complete list of members for PhysicsSprite, including all inherited members.

__pad0__Sprite
_actionManagerNodeprotected
_additionalTransformNodemutableprotected
_anchorPointNodeprotected
_anchorPointInPointsNodeprotected
_atlasIndexSpriteprotected
_batchNodeSpriteprotected
_blendFuncSpriteprotected
_cascadeColorEnabledNodeprotected
_cascadeOpacityEnabledNodeprotected
_childrenNodeprotected
_componentContainerNodeprotected
_contentSizeNodeprotected
_CPBodyPhysicsSpriteprotected
_dirtySpriteprotected
_displayedColorNodeprotected
_displayedOpacityNodeprotected
_eventDispatcherNodeprotected
_flippedXSpriteprotected
_flippedYSpriteprotected
_globalZOrderNodeprotected
_glProgramStateNodeprotected
_ignoreAnchorPointForPositionNodeprotected
_ignoreBodyRotationPhysicsSpriteprotected
_insideBoundsSpriteprotected
_inverseNodemutableprotected
_inverseDirtyNodemutableprotected
_isTransitionFinishedNodeprotected
_localZOrderNodeprotected
_modelViewTransformNodeprotected
_nameNodeprotected
_offsetPositionSpriteprotected
_opacityModifyRGBSpriteprotected
_orderOfArrivalNodeprotected
_parentNodeprotected
_pB2BodyPhysicsSpriteprotected
_positionNodeprotected
_positionZNodeprotected
_PTMRatioPhysicsSpriteprotected
_quadSpriteprotected
_quadCommandSpriteprotected
_realColorNodeprotected
_realOpacityNodeprotected
_rectSpriteprotected
_rectRotatedSpriteprotected
_recursiveDirtySpriteprotected
_referenceCountRefprotected
_reorderChildDirtyNodeprotected
_rotationXNodeprotected
_rotationYNodeprotected
_rotationZ_XNodeprotected
_rotationZ_YNodeprotected
_runningNodeprotected
_scaleXNodeprotected
_scaleYNodeprotected
_scaleZNodeprotected
_schedulerNodeprotected
_setLocalZOrder(int z)Nodevirtual
_shouldBeHiddenSpriteprotected
_skewXNodeprotected
_skewYNodeprotected
_tagNodeprotected
_textureSpriteprotected
_textureAtlasSpriteprotected
_transformNodemutableprotected
_transformDirtyNodemutableprotected
_transformToBatchSpriteprotected
_transformUpdatedNodeprotected
_unflippedOffsetPositionFromCenterSpriteprotected
_useAdditionalTransformNodeprotected
_userDataNodeprotected
_userObjectNodeprotected
_visibleNodeprotected
addChild(Node *child, int zOrder, int tag) overrideSpritevirtual
cocos2d::Node::addChild(Node *child)Nodevirtual
cocos2d::Node::addChild(Node *child, int localZOrder)Nodevirtual
addComponent(Component *pComponent)Nodevirtual
autorelease()Ref
boundingBox() const Nodeinlinevirtual
childrenAlloc(void)Nodeprotected
cleanup()Nodevirtual
convertToNodeSpace(const Vec2 &worldPoint) const Node
convertToNodeSpaceAR(const Vec2 &worldPoint) const Node
convertTouchToNodeSpace(Touch *touch) const Node
convertTouchToNodeSpaceAR(Touch *touch) const Node
convertToWindowSpace(const Vec2 &nodePoint) const Nodeprotected
convertToWorldSpace(const Vec2 &nodePoint) const Node
convertToWorldSpaceAR(const Vec2 &nodePoint) const Node
create()PhysicsSpritestatic
create(const char *pszFileName)PhysicsSpritestatic
create(const char *pszFileName, const Rect &rect)PhysicsSpritestatic
cocos2d::Sprite::create(const std::string &filename)Spritestatic
cocos2d::Sprite::create(const std::string &filename, const Rect &rect)Spritestatic
createWithSpriteFrame(SpriteFrame *pSpriteFrame)PhysicsSpritestatic
createWithSpriteFrameName(const char *pszSpriteFrameName)PhysicsSpritestatic
cocos2d::Sprite::createWithSpriteFrameName(const std::string &spriteFrameName)Spritestatic
createWithTexture(Texture2D *pTexture)PhysicsSpritestatic
createWithTexture(Texture2D *pTexture, const Rect &rect)PhysicsSpritestatic
cocos2d::Sprite::createWithTexture(Texture2D *texture, const Rect &rect, bool rotated=false)Spritestatic
detachChild(Node *child, ssize_t index, bool doCleanup)Nodeprotected
disableCascadeColor()Nodeprotectedvirtual
disableCascadeOpacity()Nodeprotectedvirtual
displayFrame() const Spriteinlinevirtual
draw(Renderer *renderer, const Mat4 &transform, bool transformUpdated) overridePhysicsSpritevirtual
cocos2d::Node::draw() finalNodevirtual
getActionByTag(int tag)Node
getActionManager()Nodeinlinevirtual
getActionManager() const Nodeinlinevirtual
getAnchorPoint() const Nodevirtual
getAnchorPointInPoints() const Nodevirtual
getAtlasIndex(void) const Spriteinline
getB2Body() const PhysicsSprite
getBatchNode(void)Spritevirtual
getBlendFunc() const overrideSpriteinlinevirtual
getBoundingBox() const Nodevirtual
getChildByTag(int tag)Nodevirtual
getChildren()Nodeinlinevirtual
getChildren() const Nodeinlinevirtual
getChildrenCount() const Nodevirtual
getColor(void) const Nodevirtual
getComponent(const std::string &pName)Node
getContentSize() const Nodevirtual
getCPBody() const PhysicsSprite
getDescription() const overrideSpritevirtual
getDisplayedColor() const Nodevirtual
getDisplayedOpacity() const Nodevirtual
getDisplayFrame() const Spriteinlinevirtual
getEventDispatcher() const Nodeinlinevirtual
getGlobalZOrder() const Nodeinlinevirtual
getGLProgram()Node
getGLProgramState()Node
getGLServerState() const Nodeinline
getLocalZOrder() const Nodeinlinevirtual
getNodeToParentAffineTransform() const Nodevirtual
getNodeToParentTransform() const overridePhysicsSpritevirtual
getNodeToWorldAffineTransform() const Nodevirtual
getNodeToWorldTransform() const Nodevirtual
getNumberOfRunningActions() const Node
getOffsetPosition(void) const Spriteinline
getOpacity() const Nodevirtual
getOrderOfArrival() const Node
getParent()Nodeinlinevirtual
getParent() const Nodeinlinevirtual
getParentToNodeAffineTransform() const Nodevirtual
getParentToNodeTransform() const Nodevirtual
getPosFromPhysics() const PhysicsSpriteprotected
getPosition() const overridePhysicsSpritevirtual
getPosition(float *x, float *y) const overridePhysicsSpritevirtual
getPosition3D() const Nodevirtual
getPositionX() const overridePhysicsSpritevirtual
getPositionY() const overridePhysicsSpritevirtual
getPositionZ() const Nodevirtual
getPTMRatio() const PhysicsSprite
getQuad(void) const Spriteinline
getReferenceCount() const Ref
getRotation() const overridePhysicsSpritevirtual
getRotation3D() const Nodevirtual
getRotationSkewX() const Nodevirtual
getRotationSkewY() const Nodevirtual
getRotationX() const Nodeinlinevirtual
getRotationY() const Nodeinlinevirtual
getScale() const Nodevirtual
getScaleX() const Nodevirtual
getScaleY() const Nodevirtual
getScaleZ() const Nodevirtual
getScene()Nodevirtual
getScheduler()Nodeinlinevirtual
getScheduler() const Nodeinlinevirtual
getShaderProgram()Nodeinline
getSkewX() const Nodevirtual
getSkewY() const Nodevirtual
getSpriteFrame() const Spritevirtual
getTag() const Nodevirtual
getTexture() const overrideSpritevirtual
getTextureAtlas(void)Spriteinline
getTextureRect(void)Spriteinline
getUserData()Nodeinlinevirtual
getUserData() const Nodeinlinevirtual
getUserObject()Nodeinlinevirtual
getUserObject() const Nodeinlinevirtual
getVertexZ() const Nodeinlinevirtual
getWorldToNodeAffineTransform() const Nodevirtual
getWorldToNodeTransform() const Nodevirtual
getZOrder() const Nodeinlinevirtual
ignoreAnchorPointForPosition(bool value) overrideSpritevirtual
INDEX_NOT_INITIALIZEDSpritestatic
init(void)Spritevirtual
initWithFile(const std::string &filename)Spritevirtual
initWithFile(const std::string &filename, const Rect &rect)Spritevirtual
initWithSpriteFrame(SpriteFrame *pSpriteFrame)Spritevirtual
initWithSpriteFrameName(const std::string &spriteFrameName)Spritevirtual
initWithTexture(Texture2D *texture)Spritevirtual
initWithTexture(Texture2D *texture, const Rect &rect)Spritevirtual
initWithTexture(Texture2D *texture, const Rect &rect, bool rotated)Spritevirtual
insertChild(Node *child, int z)Nodeprotected
INVALID_TAGNodestatic
isCascadeColorEnabled() const Nodevirtual
isCascadeOpacityEnabled() const Nodevirtual
isDirty() const PhysicsSpritevirtual
isFlippedX(void) const Sprite
isFlippedY(void) const Sprite
isFlipX()Spriteinline
isFlipY()Spriteinline
isFrameDisplayed(SpriteFrame *pFrame) const Spritevirtual
isIgnoreAnchorPointForPosition() const Nodevirtual
isIgnoreBodyRotation() const PhysicsSprite
isOpacityModifyRGB(void) const overrideSpritevirtual
isRunning() const Nodevirtual
isScheduled(SEL_SCHEDULE selector)Node
isTextureRectRotated(void) const Spriteinline
isVisible() const Nodevirtual
nodeToParentTransform() const Nodeinlinevirtual
nodeToWorldTransform() const Nodeinlinevirtual
numberOfRunningActions() const Nodeinline
onEnter()Nodevirtual
onEnterTransitionDidFinish()Nodevirtual
onExit()Nodevirtual
onExitTransitionDidStart()Nodevirtual
parentToNodeTransform() const Nodeinlinevirtual
pause(void)Node
pauseSchedulerAndActions(void)Node
PhysicsSprite()PhysicsSprite
Ref()Refprotected
release()Ref
removeAllChildren()Nodevirtual
removeAllChildrenWithCleanup(bool cleanup) overrideSpritevirtual
removeAllComponents()Nodevirtual
removeChild(Node *child, bool cleanup) overrideSpritevirtual
removeChildByTag(int tag, bool cleanup=true)Nodevirtual
removeComponent(const std::string &pName)Nodevirtual
removeFromParent()Nodevirtual
removeFromParentAndCleanup(bool cleanup)Nodevirtual
reorderChild(Node *child, int zOrder) overrideSpritevirtual
resume(void)Node
resumeSchedulerAndActions(void)Node
retain()Ref
runAction(Action *action)Node
s_globalOrderOfArrivalNodeprotectedstatic
schedule(SEL_SCHEDULE selector, float interval, unsigned int repeat, float delay)Node
schedule(SEL_SCHEDULE selector, float interval)Node
schedule(SEL_SCHEDULE selector)Node
scheduleOnce(SEL_SCHEDULE selector, float delay)Node
scheduleUpdate(void)Node
scheduleUpdateWithPriority(int priority)Node
scheduleUpdateWithPriorityLua(int handler, int priority)Node
setActionManager(ActionManager *actionManager)Nodevirtual
setAdditionalTransform(Mat4 *additionalTransform)Node
setAdditionalTransform(const AffineTransform &additionalTransform)Node
setAnchorPoint(const Vec2 &anchor) overrideSpritevirtual
setAtlasIndex(ssize_t atlasIndex)Spriteinline
setB2Body(b2Body *pBody)PhysicsSprite
setBatchNode(SpriteBatchNode *spriteBatchNode)Spritevirtual
setBlendFunc(const BlendFunc &blendFunc) overrideSpriteinlinevirtual
setCascadeColorEnabled(bool cascadeColorEnabled)Nodevirtual
setCascadeOpacityEnabled(bool cascadeOpacityEnabled)Nodevirtual
setColor(const Color3B &color)Nodevirtual
setContentSize(const Size &contentSize)Nodevirtual
setCPBody(cpBody *pBody)PhysicsSprite
setDirty(bool dirty)Spriteinlinevirtual
setDirtyRecursively(bool bValue)Spriteprotectedvirtual
setDisplayFrame(SpriteFrame *newFrame)Spriteinlinevirtual
setDisplayFrameWithAnimationName(const std::string &animationName, ssize_t frameIndex)Spritevirtual
setEventDispatcher(EventDispatcher *dispatcher)Nodevirtual
setFlippedX(bool flippedX)Sprite
setFlippedY(bool flippedY)Sprite
setFlipX(bool flippedX)Spriteinline
setFlipY(bool flippedY)Spriteinline
setGlobalZOrder(float globalZOrder)Nodevirtual
setGLProgram(GLProgram *glprogram)Node
setGLProgramState(GLProgramState *glProgramState)Node
setGLServerState(int serverState)Nodeinline
setIgnoreBodyRotation(bool bIgnoreBodyRotation)PhysicsSprite
setLocalZOrder(int localZOrder)Nodevirtual
setNodeToParentTransform(const Mat4 &transform)Nodevirtual
setOpacity(GLubyte opacity)Nodevirtual
setOpacityModifyRGB(bool modify) overrideSpritevirtual
setOrderOfArrival(int orderOfArrival)Node
setParent(Node *parent)Nodevirtual
setPosition(const Vec2 &position) overridePhysicsSpritevirtual
cocos2d::Sprite::setPosition(float x, float y) overrideSpritevirtual
setPosition3D(const Vec3 &position)Nodevirtual
setPositionX(float x)Nodevirtual
setPositionY(float y)Nodevirtual
setPositionZ(float positionZ) overrideSpritevirtual
setPTMRatio(float fPTMRatio)PhysicsSprite
setReorderChildDirtyRecursively(void)Spriteprotectedvirtual
setRotation(float fRotation) overridePhysicsSpritevirtual
setRotation3D(const Vec3 &rotation)Nodevirtual
setRotationSkewX(float rotationX) overrideSpritevirtual
setRotationSkewY(float rotationY) overrideSpritevirtual
setRotationX(float rotationX)Nodeinlinevirtual
setRotationY(float rotationY)Nodeinlinevirtual
setScale(float scaleX, float scaleY) overrideSpritevirtual
setScale(float scale) overrideSpritevirtual
setScaleX(float scaleX) overrideSpritevirtual
setScaleY(float scaleY) overrideSpritevirtual
setScaleZ(float scaleZ)Nodevirtual
setScheduler(Scheduler *scheduler)Nodevirtual
setShaderProgram(GLProgram *glprogram)Nodeinline
setSkewX(float sx) overrideSpritevirtual
setSkewY(float sy) overrideSpritevirtual
setSpriteFrame(const std::string &spriteFrameName)Spritevirtual
setSpriteFrame(SpriteFrame *newFrame)Spritevirtual
setTag(int tag)Nodevirtual
setTexture(const std::string &filename)Spritevirtual
setTexture(Texture2D *texture) overrideSpritevirtual
setTextureAtlas(TextureAtlas *pobTextureAtlas)Spriteinline
setTextureCoords(Rect rect)Spriteprotectedvirtual
setTextureRect(const Rect &rect)Spritevirtual
setTextureRect(const Rect &rect, bool rotated, const Size &untrimmedSize)Spritevirtual
setUserData(void *userData)Nodevirtual
setUserObject(Ref *userObject)Nodevirtual
setVertexRect(const Rect &rect)Spritevirtual
setVertexZ(float vertexZ)Nodeinlinevirtual
setVisible(bool bVisible) overrideSpritevirtual
setZOrder(int localZOrder)Nodeinlinevirtual
sortAllChildren() overrideSpritevirtual
stopAction(Action *action)Node
stopActionByTag(int tag)Node
stopAllActions()Node
syncPhysicsTransform() const PhysicsSpritevirtual
transform(const Mat4 &parentTransform)Nodeprotected
unschedule(SEL_SCHEDULE selector)Node
unscheduleAllSelectors(void)Node
unscheduleUpdate(void)Node
update(float delta)Nodevirtual
updateBlendFunc(void)Spriteprotectedvirtual
updateCascadeColor()Nodeprotectedvirtual
updateCascadeOpacity()Nodeprotectedvirtual
updateColor(void)Spriteprotectedvirtual
updateDisplayedColor(const Color3B &parentColor)Nodevirtual
updateDisplayedOpacity(GLubyte parentOpacity)Nodevirtual
updateTransform(void)Spritevirtual
visit(Renderer *renderer, const Mat4 &parentTransform, bool parentTransformUpdated)Nodevirtual
visit() finalNodevirtual
worldToNodeTransform() const Nodeinlinevirtual
~BlendProtocol()BlendProtocolinlinevirtual
~Node()Nodevirtual
~Ref()Refvirtual
~Sprite(void)Spritevirtual
~TextureProtocol()TextureProtocolinlinevirtual