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ParticleMeteor Class Reference

A meteor particle system. More...

Inherits ParticleSystemQuad.

Static Public Member Functions

static ParticleMeteorcreate ()
 Create a meteor particle system. More...
 
local create ()
 Create a meteor particle system. More...
 
static ParticleMeteorcreateWithTotalParticles (int numberOfParticles)
 Create a meteor particle system withe a fixed number of particles. More...
 
local createWithTotalParticles ( local numberOfParticles)
 Create a meteor particle system withe a fixed number of particles. More...
 
- Static Public Member Functions inherited from ParticleSystemQuad
static ParticleSystemQuadcreate ()
 Creates a Particle Emitter. More...
 
local create ()
 Creates a Particle Emitter. More...
 
static ParticleSystemQuadcreateWithTotalParticles (int numberOfParticles)
 Creates a Particle Emitter with a number of particles. More...
 
local createWithTotalParticles ( local numberOfParticles)
 Creates a Particle Emitter with a number of particles. More...
 
static ParticleSystemQuadcreate (const std::string &filename)
 Creates an initializes a ParticleSystemQuad from a plist file. More...
 
local create ( local filename)
 Creates an initializes a ParticleSystemQuad from a plist file. More...
 
static ParticleSystemQuadcreate (ValueMap &dictionary)
 Creates a Particle Emitter with a dictionary. More...
 
local create ( local dictionary)
 Creates a Particle Emitter with a dictionary. More...
 
- Static Public Member Functions inherited from ParticleSystem
static ParticleSystemcreate (const std::string &plistFile)
 Creates an initializes a ParticleSystem from a plist file. More...
 
var create ( var plistFile)
 Creates an initializes a ParticleSystem from a plist file. More...
 
local create ( local plistFile)
 Creates an initializes a ParticleSystem from a plist file. More...
 
static ParticleSystemcreateWithTotalParticles (int numberOfParticles)
 Create a system with a fixed number of particles. More...
 
local createWithTotalParticles ( local numberOfParticles)
 Create a system with a fixed number of particles. More...
 
- Static Public Member Functions inherited from Node
static Nodecreate ()
 Allocates and initializes a node. More...
 
var create ()
 Allocates and initializes a node. More...
 
local create ()
 Allocates and initializes a node. More...
 

Protected Member Functions

virtual bool initWithTotalParticles (int numberOfParticles)
 Initializes a system with a fixed number of particles.
 
local initWithTotalParticles ( local numberOfParticles)
 Initializes a system with a fixed number of particles.
 
- Protected Member Functions inherited from ParticleSystem
bool init () override
 initializes a ParticleSystem
 
local init ()
 initializes a ParticleSystem
 
bool initWithFile (const std::string &plistFile)
 initializes a ParticleSystem from a plist file. More...
 
var initWithFile ( var plistFile)
 initializes a ParticleSystem from a plist file. More...
 
local initWithFile ( local plistFile)
 initializes a ParticleSystem from a plist file. More...
 
bool initWithDictionary (ValueMap &dictionary)
 initializes a QuadParticleSystem from a Dictionary. More...
 
bool initWithDictionary (ValueMap &dictionary, const std::string &dirname)
 initializes a particle system from a NSDictionary and the path from where to load the png More...
 
var initWithDictionary ( var dictionary, var dirname)
 initializes a particle system from a NSDictionary and the path from where to load the png More...
 
local initWithDictionary ( local dictionary, local dirname)
 initializes a particle system from a NSDictionary and the path from where to load the png More...
 

Additional Inherited Members

- Public Types inherited from ParticleSystem
enum  Mode
 Mode. More...
 
enum  PositionType { , RELATIVE, GROUPED }
 PositionType Possible types of particle positions. More...
 
enum  { DURATION_INFINITY = -1, START_SIZE_EQUAL_TO_END_SIZE = -1, START_RADIUS_EQUAL_TO_END_RADIUS = -1 }
 
- Public Member Functions inherited from ParticleSystemQuad
void setDisplayFrame (SpriteFrame *spriteFrame)
 Sets a new SpriteFrame as particle. More...
 
void setTextureWithRect (Texture2D *texture, const Rect &rect)
 Sets a new texture with a rect. More...
 
void listenRendererRecreated (EventCustom *event)
 Listen the event that renderer was recreated on Android/WP8. More...
 
virtual void updateQuadWithParticle (tParticle *particle, const Vec2 &newPosition) override
 Update the verts position data of particle, should be overridden by subclasses. More...
 
virtual void postStep () override
 Update the VBO verts buffer which does not use batch node, should be overridden by subclasses. More...
 
virtual void draw (Renderer *renderer, const Mat4 &transform, uint32_t flags) override
 Override this method to draw your own node. More...
 
virtual void setBatchNode (ParticleBatchNode *batchNode) override
 Sets the batch node. More...
 
virtual void setTotalParticles (int tp) override
 Sets the maximum particles of the system. More...
 
virtual std::string getDescription () const override
 Gets the description string. More...
 
- Public Member Functions inherited from ParticleSystem
bool addParticle ()
 Add a particle to the emitter. More...
 
void initParticle (tParticle *particle)
 Initializes a particle. More...
 
var initParticle ( var particle)
 Initializes a particle. More...
 
local initParticle ( local particle)
 Initializes a particle. More...
 
void stopSystem ()
 Stop emitting particles. More...
 
local stopSystem ()
 Stop emitting particles. More...
 
void resetSystem ()
 Kill all living particles.
 
local resetSystem ()
 Kill all living particles.
 
bool isFull ()
 Whether or not the system is full. More...
 
var isFull ()
 Whether or not the system is full. More...
 
local isFull ()
 Whether or not the system is full. More...
 
virtual void updateWithNoTime ()
 Call the update mathod with no time. More...
 
local updateWithNoTime ()
 Call the update mathod with no time. More...
 
virtual bool isAutoRemoveOnFinish () const
 Whether or not the particle system removed self on finish. More...
 
var isAutoRemoveOnFinish ()
 Whether or not the particle system removed self on finish. More...
 
local isAutoRemoveOnFinish ()
 Whether or not the particle system removed self on finish. More...
 
virtual void setAutoRemoveOnFinish (bool var)
 Set the particle system auto removed it self on finish. More...
 
var setAutoRemoveOnFinish ( var var)
 Set the particle system auto removed it self on finish. More...
 
local setAutoRemoveOnFinish ( local var)
 Set the particle system auto removed it self on finish. More...
 
virtual const Vec2getGravity ()
 Gets the garvity. More...
 
local getGravity ()
 Gets the garvity. More...
 
virtual void setGravity (const Vec2 &g)
 Sets the gravity. More...
 
local setGravity ( local g)
 Sets the gravity. More...
 
virtual float getSpeed () const
 Gets the speed. More...
 
virtual void setSpeed (float speed)
 Sets the speed. More...
 
local setSpeed ( local speed)
 Sets the speed. More...
 
virtual float getSpeedVar () const
 Gets the speed variance. More...
 
virtual void setSpeedVar (float speed)
 Sets the speed variance. More...
 
virtual float getTangentialAccel () const
 Gets the tangential acceleration. More...
 
var getTangentialAccel ()
 Gets the tangential acceleration. More...
 
local getTangentialAccel ()
 Gets the tangential acceleration. More...
 
virtual void setTangentialAccel (float t)
 Sets the tangential acceleration. More...
 
var setTangentialAccel ( var t)
 Sets the tangential acceleration. More...
 
local setTangentialAccel ( local t)
 Sets the tangential acceleration. More...
 
virtual float getTangentialAccelVar () const
 Gets the tangential acceleration variance. More...
 
local getTangentialAccelVar ()
 Gets the tangential acceleration variance. More...
 
virtual void setTangentialAccelVar (float t)
 Sets the tangential acceleration variance. More...
 
var setTangentialAccelVar ( var t)
 Sets the tangential acceleration variance. More...
 
local setTangentialAccelVar ( local t)
 Sets the tangential acceleration variance. More...
 
virtual float getRadialAccel () const
 Gets the radial acceleration. More...
 
var getRadialAccel ()
 Gets the radial acceleration. More...
 
local getRadialAccel ()
 Gets the radial acceleration. More...
 
virtual void setRadialAccel (float t)
 Sets the radial acceleration. More...
 
var setRadialAccel ( var t)
 Sets the radial acceleration. More...
 
local setRadialAccel ( local t)
 Sets the radial acceleration. More...
 
virtual float getRadialAccelVar () const
 Gets the radial acceleration variance. More...
 
local getRadialAccelVar ()
 Gets the radial acceleration variance. More...
 
virtual void setRadialAccelVar (float t)
 Sets the radial acceleration variance. More...
 
var setRadialAccelVar ( var t)
 Sets the radial acceleration variance. More...
 
local setRadialAccelVar ( local t)
 Sets the radial acceleration variance. More...
 
virtual bool getRotationIsDir () const
 Whether or not the rotation of each particle to its direction. More...
 
local getRotationIsDir ()
 Whether or not the rotation of each particle to its direction. More...
 
virtual void setRotationIsDir (bool t)
 Sets the rotation of each particle to its direction. More...
 
var setRotationIsDir ( var t)
 Sets the rotation of each particle to its direction. More...
 
local setRotationIsDir ( local t)
 Sets the rotation of each particle to its direction. More...
 
virtual float getStartRadius () const
 Gets the start radius. More...
 
var getStartRadius ()
 Gets the start radius. More...
 
local getStartRadius ()
 Gets the start radius. More...
 
virtual void setStartRadius (float startRadius)
 Sets the start radius. More...
 
virtual float getStartRadiusVar () const
 Gets the start radius variance. More...
 
local getStartRadiusVar ()
 Gets the start radius variance. More...
 
virtual void setStartRadiusVar (float startRadiusVar)
 Sets the start radius variance. More...
 
var setStartRadiusVar ( var startRadiusVar)
 Sets the start radius variance. More...
 
local setStartRadiusVar ( local startRadiusVar)
 Sets the start radius variance. More...
 
virtual float getEndRadius () const
 Gets the end radius. More...
 
var getEndRadius ()
 Gets the end radius. More...
 
local getEndRadius ()
 Gets the end radius. More...
 
virtual void setEndRadius (float endRadius)
 Sets the end radius. More...
 
virtual float getEndRadiusVar () const
 Gets the end radius variance. More...
 
local getEndRadiusVar ()
 Gets the end radius variance. More...
 
virtual void setEndRadiusVar (float endRadiusVar)
 Sets the end radius variance. More...
 
virtual float getRotatePerSecond () const
 Gets the number of degrees to rotate a particle around the source pos per second. More...
 
virtual void setRotatePerSecond (float degrees)
 Sets the number of degrees to rotate a particle around the source pos per second. More...
 
virtual float getRotatePerSecondVar () const
 Gets the rotate per second variance. More...
 
virtual void setRotatePerSecondVar (float degrees)
 Sets the rotate per second variance. More...
 
var setRotatePerSecondVar ( var degrees)
 Sets the rotate per second variance. More...
 
local setRotatePerSecondVar ( local degrees)
 Sets the rotate per second variance. More...
 
virtual void setScale (float s) override
 Sets the scale (x,y,z) of the node. More...
 
virtual void setRotation (float newRotation) override
 Sets the rotation (angle) of the node in degrees. More...
 
var setRotation ( var newRotation)
 Sets the rotation (angle) of the node in degrees. More...
 
local setRotation ( local newRotation)
 Sets the rotation (angle) of the node in degrees. More...
 
virtual void setScaleX (float newScaleX) override
 Sets the scale (x) of the node. More...
 
local setScaleX ( local newScaleX)
 Sets the scale (x) of the node. More...
 
virtual void setScaleY (float newScaleY) override
 Sets the scale (y) of the node. More...
 
var setScaleY ( var newScaleY)
 Sets the scale (y) of the node. More...
 
local setScaleY ( local newScaleY)
 Sets the scale (y) of the node. More...
 
virtual bool isActive () const
 Whether or not the particle system is active. More...
 
var isActive ()
 Whether or not the particle system is active. More...
 
local isActive ()
 Whether or not the particle system is active. More...
 
virtual bool isBlendAdditive () const
 Whether or not the particle system is blend additive. More...
 
var isBlendAdditive ()
 Whether or not the particle system is blend additive. More...
 
local isBlendAdditive ()
 Whether or not the particle system is blend additive. More...
 
virtual void setBlendAdditive (bool value)
 Sets the particle system blend additive. More...
 
virtual ParticleBatchNodegetBatchNode () const
 Gets the batch node. More...
 
local getBatchNode ()
 Gets the batch node. More...
 
int getAtlasIndex () const
 Gets the index of system in batch node array. More...
 
local getAtlasIndex ()
 Gets the index of system in batch node array. More...
 
void setAtlasIndex (int index)
 Sets the index of system in batch node array. More...
 
local setAtlasIndex ( local index)
 Sets the index of system in batch node array. More...
 
unsigned int getParticleCount () const
 Gets the Quantity of particles that are being simulated at the moment. More...
 
float getDuration () const
 Gets how many seconds the emitter will run. More...
 
void setDuration (float duration)
 Sets how many seconds the emitter will run. More...
 
const Vec2getSourcePosition () const
 Gets the source position of the emitter. More...
 
local getSourcePosition ()
 Gets the source position of the emitter. More...
 
void setSourcePosition (const Vec2 &pos)
 Sets the source position of the emitter. More...
 
local setSourcePosition ( local pos)
 Sets the source position of the emitter. More...
 
const Vec2getPosVar () const
 Gets the position variance of the emitter. More...
 
local getPosVar ()
 Gets the position variance of the emitter. More...
 
void setPosVar (const Vec2 &pos)
 Sets the position variance of the emitter. More...
 
var setPosVar ( var pos)
 Sets the position variance of the emitter. More...
 
local setPosVar ( local pos)
 Sets the position variance of the emitter. More...
 
float getLife () const
 Gets the life of each particle. More...
 
local getLife ()
 Gets the life of each particle. More...
 
void setLife (float life)
 Sets the life of each particle. More...
 
var setLife ( var life)
 Sets the life of each particle. More...
 
local setLife ( local life)
 Sets the life of each particle. More...
 
float getLifeVar () const
 Gets the life variance of each particle. More...
 
local getLifeVar ()
 Gets the life variance of each particle. More...
 
void setLifeVar (float lifeVar)
 Sets the life variance of each particle. More...
 
var setLifeVar ( var lifeVar)
 Sets the life variance of each particle. More...
 
local setLifeVar ( local lifeVar)
 Sets the life variance of each particle. More...
 
float getAngle () const
 Gets the angle of each particle. More...
 
void setAngle (float angle)
 Sets the angle of each particle. More...
 
var setAngle ( var angle)
 Sets the angle of each particle. More...
 
local setAngle ( local angle)
 Sets the angle of each particle. More...
 
float getAngleVar () const
 Gets the angle variance of each particle. More...
 
local getAngleVar ()
 Gets the angle variance of each particle. More...
 
void setAngleVar (float angleVar)
 Sets the angle variance of each particle. More...
 
var setAngleVar ( var angleVar)
 Sets the angle variance of each particle. More...
 
local setAngleVar ( local angleVar)
 Sets the angle variance of each particle. More...
 
Mode getEmitterMode () const
 Switch between different kind of emitter modes: More...
 
local getEmitterMode ()
 Switch between different kind of emitter modes: More...
 
void setEmitterMode (Mode mode)
 Sets the mode of the emitter. More...
 
float getStartSize () const
 Gets the start size in pixels of each particle. More...
 
local getStartSize ()
 Gets the start size in pixels of each particle. More...
 
void setStartSize (float startSize)
 Sets the start size in pixels of each particle. More...
 
float getStartSizeVar () const
 Gets the start size variance in pixels of each particle. More...
 
local getStartSizeVar ()
 Gets the start size variance in pixels of each particle. More...
 
void setStartSizeVar (float sizeVar)
 Sets the start size variance in pixels of each particle. More...
 
float getEndSize () const
 Gets the end size in pixels of each particle. More...
 
void setEndSize (float endSize)
 Sets the end size in pixels of each particle. More...
 
local setEndSize ( local endSize)
 Sets the end size in pixels of each particle. More...
 
float getEndSizeVar () const
 Gets the end size variance in pixels of each particle. More...
 
local getEndSizeVar ()
 Gets the end size variance in pixels of each particle. More...
 
void setEndSizeVar (float sizeVar)
 Sets the end size variance in pixels of each particle. More...
 
const Color4FgetStartColor () const
 Gets the start color of each particle. More...
 
var getStartColor ()
 Gets the start color of each particle. More...
 
local getStartColor ()
 Gets the start color of each particle. More...
 
void setStartColor (const Color4F &color)
 Sets the start color of each particle. More...
 
var setStartColor ( var color)
 Sets the start color of each particle. More...
 
local setStartColor ( local color)
 Sets the start color of each particle. More...
 
const Color4FgetStartColorVar () const
 Gets the start color variance of each particle. More...
 
local getStartColorVar ()
 Gets the start color variance of each particle. More...
 
void setStartColorVar (const Color4F &color)
 Sets the start color variance of each particle. More...
 
local setStartColorVar ( local color)
 Sets the start color variance of each particle. More...
 
const Color4FgetEndColor () const
 Gets the end color and end color variation of each particle. More...
 
local getEndColor ()
 Gets the end color and end color variation of each particle. More...
 
void setEndColor (const Color4F &color)
 Sets the end color and end color variation of each particle. More...
 
const Color4FgetEndColorVar () const
 Gets the end color variance of each particle. More...
 
void setEndColorVar (const Color4F &color)
 Sets the end color variance of each particle. More...
 
var setEndColorVar ( var color)
 Sets the end color variance of each particle. More...
 
local setEndColorVar ( local color)
 Sets the end color variance of each particle. More...
 
float getStartSpin () const
 Gets the start spin of each particle. More...
 
void setStartSpin (float spin)
 Sets the start spin of each particle. More...
 
var setStartSpin ( var spin)
 Sets the start spin of each particle. More...
 
local setStartSpin ( local spin)
 Sets the start spin of each particle. More...
 
float getStartSpinVar () const
 Gets the start spin variance of each particle. More...
 
void setStartSpinVar (float pinVar)
 Sets the start spin variance of each particle. More...
 
local setStartSpinVar ( local pinVar)
 Sets the start spin variance of each particle. More...
 
float getEndSpin () const
 Gets the end spin of each particle. More...
 
void setEndSpin (float endSpin)
 Sets the end spin of each particle. More...
 
var setEndSpin ( var endSpin)
 Sets the end spin of each particle. More...
 
local setEndSpin ( local endSpin)
 Sets the end spin of each particle. More...
 
float getEndSpinVar () const
 Gets the end spin variance of each particle. More...
 
void setEndSpinVar (float endSpinVar)
 Sets the end spin variance of each particle. More...
 
var setEndSpinVar ( var endSpinVar)
 Sets the end spin variance of each particle. More...
 
local setEndSpinVar ( local endSpinVar)
 Sets the end spin variance of each particle. More...
 
float getEmissionRate () const
 Gets the emission rate of the particles. More...
 
var getEmissionRate ()
 Gets the emission rate of the particles. More...
 
local getEmissionRate ()
 Gets the emission rate of the particles. More...
 
void setEmissionRate (float rate)
 Sets the emission rate of the particles. More...
 
var setEmissionRate ( var rate)
 Sets the emission rate of the particles. More...
 
local setEmissionRate ( local rate)
 Sets the emission rate of the particles. More...
 
virtual int getTotalParticles () const
 Gets the maximum particles of the system. More...
 
var getTotalParticles ()
 Gets the maximum particles of the system. More...
 
local getTotalParticles ()
 Gets the maximum particles of the system. More...
 
void setOpacityModifyRGB (bool opacityModifyRGB) override
 does the alpha value modify color
 
local setOpacityModifyRGB ( local opacityModifyRGB)
 does the alpha value modify color
 
PositionType getPositionType () const
 Gets the particles movement type: Free or Grouped. More...
 
var getPositionType ()
 Gets the particles movement type: Free or Grouped. More...
 
local getPositionType ()
 Gets the particles movement type: Free or Grouped. More...
 
void setPositionType (PositionType type)
 Sets the particles movement type: Free or Grouped. More...
 
virtual void onEnter () override
 Event callback that is invoked every time when Node enters the 'stage'. More...
 
var onEnter ()
 Event callback that is invoked every time when Node enters the 'stage'. More...
 
local onEnter ()
 Event callback that is invoked every time when Node enters the 'stage'. More...
 
virtual void onExit () override
 Event callback that is invoked every time the Node leaves the 'stage'. More...
 
var onExit ()
 Event callback that is invoked every time the Node leaves the 'stage'. More...
 
local onExit ()
 Event callback that is invoked every time the Node leaves the 'stage'. More...
 
virtual void update (float dt) override
 Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live". More...
 
var update ( var dt)
 Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live". More...
 
local update ( local dt)
 Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live". More...
 
virtual void setBlendFunc (const BlendFunc &blendFunc) override
local setBlendFunc ( local blendFunc)
- Public Member Functions inherited from Node
virtual bool isRunning () const
 Returns whether or not the node is "running". More...
 
void scheduleUpdateWithPriorityLua (int handler, int priority)
 Schedules for lua script. More...
 
virtual void cleanup ()
 Stops all running actions and schedulers.
 
virtual void visit (Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags)
 Visits this node's children and draw them recursively. More...
 
virtual ScenegetScene () const
 Returns the Scene that contains the Node. More...
 
local getScene ()
 Returns the Scene that contains the Node. More...
 
virtual Rect getBoundingBox () const
 Returns an AABB (axis-aligned bounding-box) in its parent's coordinate system. More...
 
virtual Rect boundingBox () const
local boundingBox ()
virtual void setEventDispatcher (EventDispatcher *dispatcher)
 Set event dispatcher for scene. More...
 
local setEventDispatcher ( local dispatcher)
 Set event dispatcher for scene. More...
 
virtual EventDispatchergetEventDispatcher () const
 Get the event dispatcher of scene. More...
 
local getEventDispatcher ()
 Get the event dispatcher of scene. More...
 
void setPhysicsBody (PhysicsBody *body)
 Set the PhysicsBody that let the sprite effect with physics. More...
 
PhysicsBodygetPhysicsBody () const
 Get the PhysicsBody the sprite have. More...
 
var getPhysicsBody ()
 Get the PhysicsBody the sprite have. More...
 
local getPhysicsBody ()
 Get the PhysicsBody the sprite have. More...
 
void removeFromPhysicsWorld ()
 Remove this node from physics world. More...
 
var removeFromPhysicsWorld ()
 Remove this node from physics world. More...
 
local removeFromPhysicsWorld ()
 Remove this node from physics world. More...
 
void updateTransformFromPhysics (const Mat4 &parentTransform, uint32_t parentFlags)
 Update the transform matrix from physics.
 
var updateTransformFromPhysics ( var parentTransform, var parentFlags)
 Update the transform matrix from physics.
 
local updateTransformFromPhysics ( local parentTransform, local parentFlags)
 Update the transform matrix from physics.
 
virtual void updatePhysicsBodyTransform (const Mat4 &parentTransform, uint32_t parentFlags, float parentScaleX, float parentScaleY)
 Update physics body transform matrix.
 
var updatePhysicsBodyTransform ( var parentTransform, var parentFlags, var parentScaleX, var parentScaleY)
 Update physics body transform matrix.
 
local updatePhysicsBodyTransform ( local parentTransform, local parentFlags, local parentScaleX, local parentScaleY)
 Update physics body transform matrix.
 
unsigned short getCameraMask () const
 get & set camera mask, the node is visible by the camera whose camera flag & node's camera mask is true
 
virtual void setLocalZOrder (int localZOrder)
 LocalZOrder is the 'key' used to sort the node relative to its siblings. More...
 
virtual void setZOrder (int localZOrder)
virtual void _setLocalZOrder (int z)
var _setLocalZOrder ( var z)
local _setLocalZOrder ( local z)
virtual int getLocalZOrder () const
 Gets the local Z order of this node. More...
 
var getLocalZOrder ()
 Gets the local Z order of this node. More...
 
local getLocalZOrder ()
 Gets the local Z order of this node. More...
 
virtual int getZOrder () const
virtual void setGlobalZOrder (float globalZOrder)
 Defines the oder in which the nodes are renderer. More...
 
local setGlobalZOrder ( local globalZOrder)
 Defines the oder in which the nodes are renderer. More...
 
virtual float getGlobalZOrder () const
 Returns the Node's Global Z Order. More...
 
var getGlobalZOrder ()
 Returns the Node's Global Z Order. More...
 
local getGlobalZOrder ()
 Returns the Node's Global Z Order. More...
 
virtual float getScaleX () const
 Returns the scale factor on X axis of this node. More...
 
virtual float getScaleY () const
 Returns the scale factor on Y axis of this node. More...
 
virtual void setScaleZ (float scaleZ)
 Changes the scale factor on Z axis of this node. More...
 
var setScaleZ ( var scaleZ)
 Changes the scale factor on Z axis of this node. More...
 
local setScaleZ ( local scaleZ)
 Changes the scale factor on Z axis of this node. More...
 
virtual float getScaleZ () const
 Returns the scale factor on Z axis of this 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 setScale (float scaleX, float scaleY)
 Sets the scale (x,y) of the node. More...
 
local setScale ( local scaleX, local scaleY)
 Sets the scale (x,y) of the node. More...
 
virtual void setPosition (const Vec2 &position)
 Sets the position (x,y) of the node in its parent's coordinate system. More...
 
local setPosition ( local position)
 Sets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual void setNormalizedPosition (const Vec2 &position)
 Sets the position (x,y) using values between 0 and 1. More...
 
var setNormalizedPosition ( var position)
 Sets the position (x,y) using values between 0 and 1. More...
 
local setNormalizedPosition ( local position)
 Sets the position (x,y) using values between 0 and 1. More...
 
virtual const Vec2getPosition () const
 Gets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual const Vec2getNormalizedPosition () const
 Returns the normalized position. More...
 
local getNormalizedPosition ()
 Returns the normalized position. More...
 
virtual void setPosition (float x, float y)
 Sets the position (x,y) of the node in its parent's coordinate system. More...
 
var setPosition ( var x, var y)
 Sets the position (x,y) of the node in its parent's coordinate system. More...
 
local setPosition ( local x, local y)
 Sets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual void getPosition (float *x, float *y) const
 Gets position in a more efficient way, returns two number instead of a Vec2 object. More...
 
virtual void setPositionX (float x)
 Gets/Sets x or y coordinate individually for position. More...
 
virtual float getPositionX (void) const
 Gets the x coordinate of the node in its parent's coordinate system. More...
 
virtual void setPositionY (float y)
 Sets the y coordinate of the node in its parent's coordinate system. More...
 
virtual float getPositionY (void) const
 Gets the y coordinate of the node in its parent's coordinate system. More...
 
virtual void setPosition3D (const Vec3 &position)
 Sets the position (X, Y, and Z) in its parent's coordinate system. More...
 
virtual Vec3 getPosition3D () const
 Returns the position (X,Y,Z) in its parent's coordinate system. More...
 
virtual void setPositionZ (float positionZ)
 Sets the 'z' coordinate in the position. More...
 
var setVertexZ ( var positionZ)
 Sets the 'z' coordinate in the position. More...
 
local setPositionZ ( local positionZ)
 Sets the 'z' coordinate in the position. More...
 
virtual void setVertexZ (float vertexZ)
var setVertexZ ( var vertexZ)
local setVertexZ ( local vertexZ)
virtual float getPositionZ () const
 Gets position Z coordinate of this node. More...
 
var getVertexZ ()
 Gets position Z coordinate of this node. More...
 
local getPositionZ ()
 Gets position Z coordinate of this node. More...
 
virtual float getVertexZ () const
virtual void setSkewX (float skewX)
 Changes the X skew angle of the node in degrees. More...
 
local setSkewX ( local skewX)
 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...
 
var getSkewX ()
 Returns the X skew angle of the node in degrees. More...
 
local getSkewX ()
 Returns the X skew angle of the node in degrees. More...
 
virtual void setSkewY (float skewY)
 Changes the Y skew angle of the node in degrees. More...
 
var setSkewY ( var skewY)
 Changes the Y skew angle of the node in degrees. More...
 
local setSkewY ( local skewY)
 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...
 
var getSkewY ()
 Returns the Y skew angle of the node in degrees. More...
 
local getSkewY ()
 Returns the Y skew angle of the node in degrees. More...
 
virtual void setAnchorPoint (const Vec2 &anchorPoint)
 Sets the anchor point in percent. More...
 
local setAnchorPoint ( local anchorPoint)
 Sets the anchor point in percent. More...
 
virtual const Vec2getAnchorPoint () const
 Returns the anchor point in percent. More...
 
local getAnchorPoint ()
 Returns the anchor point in percent. More...
 
virtual const Vec2getAnchorPointInPoints () const
 Returns the anchorPoint in absolute pixels. More...
 
local getAnchorPointInPoints ()
 Returns the anchorPoint in absolute pixels. More...
 
virtual void setContentSize (const Size &contentSize)
 Sets the untransformed size of the node. More...
 
var setContentSize ( var contentSize)
 Sets the untransformed size of the node. More...
 
local setContentSize ( local contentSize)
 Sets the untransformed size of the node. More...
 
virtual const Size & getContentSize () const
 Returns the untransformed size of the node. More...
 
local getContentSize ()
 Returns the untransformed size of the node. More...
 
virtual void setVisible (bool visible)
 Sets whether the node is visible. More...
 
local setVisible ( local visible)
 Sets whether the node is visible. More...
 
virtual bool isVisible () const
 Determines if the node is visible. More...
 
virtual float getRotation () const
 Returns the rotation of the node in degrees. More...
 
virtual void setRotation3D (const Vec3 &rotation)
 Sets the rotation (X,Y,Z) in degrees. More...
 
local setRotation3D ( local rotation)
 Sets the rotation (X,Y,Z) in degrees. More...
 
virtual Vec3 getRotation3D () const
 Returns the rotation (X,Y,Z) in degrees. More...
 
virtual void setRotationQuat (const Quaternion &quat)
 Set rotation by quaternion. More...
 
local setRotationQuat ( local quat)
 Set rotation by quaternion. More...
 
virtual Quaternion getRotationQuat () const
 Return the rotation by quaternion, Note that when _rotationZ_X == _rotationZ_Y, the returned quaternion equals to RotationZ_X * RotationY * RotationX, it equals to RotationY * RotationX otherwise. More...
 
virtual void setRotationSkewX (float rotationX)
 Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More...
 
local setRotationSkewX ( local rotationX)
 Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More...
 
virtual void setRotationX (float rotationX)
var setRotationX ( var rotationX)
local setRotationX ( local rotationX)
virtual float getRotationSkewX () const
 Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More...
 
var getRotationX ()
 Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More...
 
local getRotationSkewX ()
 Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More...
 
virtual float getRotationX () const
var getRotationX ()
local getRotationX ()
virtual void setRotationSkewY (float rotationY)
 Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
local setRotationSkewY ( local rotationY)
 Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual void setRotationY (float rotationY)
local setRotationY ( local rotationY)
virtual float getRotationSkewY () const
 Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
local getRotationSkewY ()
 Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual float getRotationY () const
void setOrderOfArrival (int orderOfArrival)
 Sets the arrival order when this node has a same ZOrder with other children. More...
 
int getOrderOfArrival () const
 Returns the arrival order, indicates which children is added previously. More...
 
void setGLServerState (int serverState)
var setGLServerState ( var serverState)
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...
 
virtual void addChild (Node *child)
 Adds a child to the container with z-order as 0. More...
 
var addChild ( var child)
 Adds a child to the container with z-order as 0. More...
 
local addChild ( local child)
 Adds a child to the container with z-order as 0. More...
 
virtual void addChild (Node *child, int localZOrder)
 Adds a child to the container with a local z-order. More...
 
local addChild ( local child, local localZOrder)
 Adds a child to the container with a local z-order. More...
 
virtual void addChild (Node *child, int localZOrder, int tag)
 Adds a child to the container with z order and tag. More...
 
local addChild ( local child, local localZOrder, local tag)
 Adds a child to the container with z order and tag. More...
 
virtual void addChild (Node *child, int localZOrder, const std::string &name)
 Adds a child to the container with z order and tag. More...
 
local addChild ( local child, local localZOrder, local name)
 Adds a child to the container with z order and tag. More...
 
virtual NodegetChildByTag (int tag) const
 Gets a child from the container with its tag. More...
 
var getChildByTag ( var tag)
 Gets a child from the container with its tag. More...
 
local getChildByTag ( local tag)
 Gets a child from the container with its tag. More...
 
virtual NodegetChildByName (const std::string &name) const
 Gets a child from the container with its name. More...
 
local getChildByName ( local name)
 Gets a child from the container with its name. More...
 
template<typename T >
getChildByName (const std::string &name) const
 Gets a child from the container with its name that can be cast to Type T. More...
 
virtual void enumerateChildren (const std::string &name, std::function< bool(Node *node)> callback) const
 Search the children of the receiving node to perform processing for nodes which share a name. More...
 
virtual Vector< Node * > & getChildren ()
 Returns the array of the node's children. More...
 
local getChildren ()
 Returns the array of the node's children. More...
 
virtual const Vector< Node * > & getChildren () const
local getChildren ()
virtual ssize_t getChildrenCount () const
 Returns the amount of children. More...
 
var getChildrenCount ()
 Returns the amount of children. More...
 
local getChildrenCount ()
 Returns the amount of children. More...
 
virtual void setParent (Node *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...
 
virtual const NodegetParent () const
virtual void removeFromParent ()
 Removes this node itself from its parent node with a cleanup. More...
 
virtual void removeFromParentAndCleanup (bool cleanup)
 Removes this node itself from its parent node. More...
 
local 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...
 
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 removeChildByName (const std::string &name, bool cleanup=true)
 Removes a child from the container by tag value. More...
 
var removeChildByName ( var name, var true)
 Removes a child from the container by tag value. More...
 
local removeChildByName ( local name, 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...
 
var removeAllChildren ()
 Removes all children from the container with a cleanup. More...
 
local 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...
 
var removeAllChildren ( var 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 localZOrder)
 Reorders a child according to a new z value. More...
 
local reorderChild ( local child, local localZOrder)
 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...
 
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...
 
local setTag ( local tag)
 Changes the tag that is used to identify the node easily. More...
 
virtual std::string getName () const
 Returns a string that is used to identify the node. More...
 
local getName ()
 Returns a string that is used to identify the node. More...
 
virtual void setName (const std::string &name)
 Changes the name that is used to identify the node easily. More...
 
var setName ( var name)
 Changes the name that is used to identify the node easily. More...
 
local setName ( local name)
 Changes the name 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 RefgetUserObject ()
 Returns a user assigned Object. More...
 
virtual const RefgetUserObject () const
virtual void setUserObject (Ref *userObject)
 Returns a user assigned Object. More...
 
local setUserObject ( local userObject)
 Returns a user assigned Object. More...
 
GLProgramgetGLProgram () const
 Return the GLProgram (shader) currently used for this node. More...
 
var getGLProgram ()
 Return the GLProgram (shader) currently used for this node. More...
 
local getGLProgram ()
 Return the GLProgram (shader) currently used for this node. More...
 
GLProgramgetShaderProgram () const
var getShaderProgram ()
local getShaderProgram ()
virtual void setGLProgram (GLProgram *glprogram)
 Sets the shader program for this node. More...
 
var setGLProgram ( var glprogram)
 Sets the shader program for this node. More...
 
local setGLProgram ( local glprogram)
 Sets the shader program for this node. More...
 
void setShaderProgram (GLProgram *glprogram)
var setShaderProgram ( var glprogram)
local setShaderProgram ( local glprogram)
GLProgramStategetGLProgramState () const
 Return the GLProgramState currently used for this node. More...
 
var getGLProgramState ()
 Return the GLProgramState currently used for this node. More...
 
local getGLProgramState ()
 Return the GLProgramState currently used for this node. More...
 
virtual void setGLProgramState (GLProgramState *glProgramState)
 Set the GLProgramState for this node. More...
 
var setGLProgramState ( var glProgramState)
 Set the GLProgramState for this node. More...
 
local setGLProgramState ( local glProgramState)
 Set the GLProgramState for this node. More...
 
virtual void onEnterTransitionDidFinish ()
 Event callback that is invoked when the Node enters in the 'stage'. More...
 
virtual void onExitTransitionDidStart ()
 Event callback that is called every time the Node leaves the 'stage'. More...
 
virtual void setActionManager (ActionManager *actionManager)
 Sets the ActionManager object that is used by all actions. More...
 
var setActionManager ( var actionManager)
 Sets the ActionManager object that is used by all actions. More...
 
local setActionManager ( local 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
virtual 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 .
 
void stopAction (Action *action)
 Stops and removes an action from the running action list. More...
 
var stopAction ( var action)
 Stops and removes an action from the running action list. More...
 
local stopAction ( local action)
 Stops and removes an action from the running action list. More...
 
void stopActionByTag (int tag)
 Removes an action from the running action list by its tag. More...
 
var stopActionByTag ( var tag)
 Removes an action from the running action list by its tag. More...
 
local stopActionByTag ( local tag)
 Removes an action from the running action list by its tag. More...
 
void stopAllActionsByTag (int tag)
 Removes all actions from the running action list by its tag. More...
 
var stopAllActionsByTag ( var tag)
 Removes all actions from the running action list by its tag. More...
 
local stopAllActionsByTag ( local tag)
 Removes all actions from the running action list by its tag. More...
 
ActiongetActionByTag (int tag)
 Gets an action from the running action list by its tag. More...
 
ssize_t 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...
 
ssize_t numberOfRunningActions () const
var numberOfRunningActions ()
local numberOfRunningActions ()
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...
 
local getScheduler ()
 Gets a Sheduler object. More...
 
virtual const SchedulergetScheduler () const
bool isScheduled (SEL_SCHEDULE selector)
 Checks whether a selector is scheduled. More...
 
bool isScheduled (const std::string &key)
 Checks whether a lambda function is scheduled. More...
 
void scheduleUpdate (void)
 Schedules the "update" method. More...
 
void scheduleUpdateWithPriority (int priority)
 Schedules the "update" method with a custom priority. More...
 
var scheduleUpdateWithPriority ( var priority)
 Schedules the "update" method with a custom priority. More...
 
void unscheduleUpdate (void)
var unscheduleUpdate ()
local unscheduleUpdate ()
void schedule (SEL_SCHEDULE selector, float interval, unsigned int repeat, float delay)
 Schedules a custom selector. More...
 
void schedule (SEL_SCHEDULE selector, float interval)
 Schedules a custom selector with an interval time in seconds. More...
 
void scheduleOnce (SEL_SCHEDULE selector, float delay)
 Schedules a selector that runs only once, with a delay of 0 or larger. More...
 
var scheduleOnce ( var selector, var delay)
 Schedules a selector that runs only once, with a delay of 0 or larger. More...
 
void scheduleOnce (const std::function< void(float)> &callback, float delay, const std::string &key)
 Schedules a lambda function 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 schedule (const std::function< void(float)> &callback, const std::string &key)
 Schedules a lambda function. More...
 
void schedule (const std::function< void(float)> &callback, float interval, const std::string &key)
 Schedules a lambda function. More...
 
void schedule (const std::function< void(float)> &callback, float interval, unsigned int repeat, float delay, const std::string &key)
 Schedules a lambda function. More...
 
var schedule ( var callback, var interval, var repeat, var delay, var key)
 Schedules a lambda function. More...
 
void unschedule (SEL_SCHEDULE selector)
 Unschedules a custom selector. More...
 
var unschedule ( var selector)
 Unschedules a custom selector. More...
 
void unschedule (const std::string &key)
 Unschedules a lambda function. More...
 
void unscheduleAllCallbacks ()
 Unschedule all scheduled selectors and lambda functions: custom selectors, and the 'update' selector and lambda functions. More...
 
void unscheduleAllSelectors ()
var unscheduleAllSelectors ()
local unscheduleAllSelectors ()
virtual void resume (void)
 Resumes all scheduled selectors, actions and event listeners. More...
 
local resume ()
 Resumes all scheduled selectors, actions and event listeners. More...
 
virtual void pause (void)
 Pauses all scheduled selectors, actions and event listeners. More...
 
local pause ()
 Pauses all scheduled selectors, actions and event listeners. More...
 
void resumeSchedulerAndActions ()
 Resumes all scheduled selectors, actions and event listeners. More...
 
void pauseSchedulerAndActions ()
 Pauses all scheduled selectors, actions and event listeners. More...
 
var pauseSchedulerAndActions ()
 Pauses all scheduled selectors, actions and event listeners. More...
 
local pauseSchedulerAndActions ()
 Pauses all scheduled selectors, actions and event listeners. More...
 
virtual void updateTransform ()
 Calls children's updateTransform() method recursively. More...
 
var updateTransform ()
 Calls children's updateTransform() method recursively. More...
 
local updateTransform ()
 Calls children's updateTransform() method recursively. More...
 
virtual const Mat4getNodeToParentTransform () const
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
virtual AffineTransform getNodeToParentAffineTransform () const
local getNodeToParentAffineTransform ()
virtual void setNodeToParentTransform (const Mat4 &transform)
 Sets the transformation matrix manually. More...
 
virtual AffineTransform nodeToParentTransform () const
local nodeToParentTransform ()
virtual const Mat4getParentToNodeTransform () const
 Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
 
var getParentToNodeTransform ()
 Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
 
local getParentToNodeTransform ()
 Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
 
virtual AffineTransform getParentToNodeAffineTransform () const
local getParentToNodeAffineTransform ()
virtual AffineTransform parentToNodeTransform () const
local parentToNodeTransform ()
virtual Mat4 getNodeToWorldTransform () const
 Returns the world affine transform matrix. More...
 
virtual AffineTransform getNodeToWorldAffineTransform () const
local getNodeToWorldAffineTransform ()
virtual AffineTransform nodeToWorldTransform () const
local nodeToWorldTransform ()
virtual Mat4 getWorldToNodeTransform () const
 Returns the inverse world affine transform matrix. More...
 
var getWorldToNodeTransform ()
 Returns the inverse world affine transform matrix. More...
 
local getWorldToNodeTransform ()
 Returns the inverse world affine transform matrix. More...
 
virtual AffineTransform getWorldToNodeAffineTransform () const
local getWorldToNodeAffineTransform ()
virtual AffineTransform worldToNodeTransform () const
local worldToNodeTransform ()
Vec2 convertToNodeSpace (const Vec2 &worldPoint) const
 Converts a Vec2 to node (local) space coordinates. More...
 
var convertToNodeSpace ( var worldPoint)
 Converts a Vec2 to node (local) space coordinates. More...
 
local convertToNodeSpace ( local worldPoint)
 Converts a Vec2 to node (local) space coordinates. More...
 
Vec2 convertToWorldSpace (const Vec2 &nodePoint) const
 Converts a Vec2 to world space coordinates. More...
 
Vec2 convertToNodeSpaceAR (const Vec2 &worldPoint) const
 Converts a Vec2 to node (local) space coordinates. More...
 
Vec2 convertToWorldSpaceAR (const Vec2 &nodePoint) const
 Converts a local Vec2 to world space coordinates.The result is in Points. More...
 
Vec2 convertTouchToNodeSpace (Touch *touch) const
 convenience methods which take a Touch instead of Vec2. More...
 
Vec2 convertTouchToNodeSpaceAR (Touch *touch) const
 converts a Touch (world coordinates) into a local coordinate. More...
 
void setAdditionalTransform (Mat4 *additionalTransform)
 Sets an additional transform matrix to the node. More...
 
void setAdditionalTransform (const AffineTransform &additionalTransform)
var setAdditionalTransform ( var additionalTransform)
local setAdditionalTransform ( local additionalTransform)
Component * getComponent (const std::string &name)
 Gets a component by its name. More...
 
var getComponent ( var name)
 Gets a component by its name. More...
 
local getComponent ( local name)
 Gets a component by its name. More...
 
virtual bool addComponent (Component *component)
 Adds a component. More...
 
virtual bool removeComponent (const std::string &name)
 Removes a component by its name. More...
 
virtual bool removeComponent (Component *component)
 Removes a component by its pointer. More...
 
virtual void removeAllComponents ()
 Removes all components.
 
- Public Member Functions inherited from Ref
void retain ()
 Retains the ownership. More...
 
void release ()
 Releases the ownership immediately. More...
 
Refautorelease ()
 Releases the ownership sometime soon automatically. More...
 
unsigned int getReferenceCount () const
 Returns the Ref's current reference count. More...
 
virtual ~Ref ()
 Destructor. More...
 
- Public Attributes inherited from Ref
unsigned int _ID
 object id, ScriptSupport need public _ID
 
int _luaID
 Lua reference id.
 
void * _scriptObject
 scriptObject, support for swift
 
- Static Public Attributes inherited from Node
static const int INVALID_TAG = -1
 Default tag used for all the nodes.
 
var INVALID_TAG = -1
 Default tag used for all the nodes.
 
local INVALID_TAG = -1
 Default tag used for all the nodes.
 

Detailed Description

A meteor particle system.

Member Function Documentation

static ParticleMeteor* create ( )
static

Create a meteor particle system.

Returns
An autoreleased ParticleMeteor object.
var create ( )
static

Create a meteor particle system.

Returns
An autoreleased ParticleMeteor object.
local create ( )
static

Create a meteor particle system.

Returns
An autoreleased ParticleMeteor object.
static ParticleMeteor*
createWithTotalParticles
( int  numberOfParticles)
static

Create a meteor particle system withe a fixed number of particles.

Parameters
numberOfParticlesA given number of particles.
Returns
An autoreleased ParticleMeteor object.
local createWithTotalParticles ( local  numberOfParticles)
static

Create a meteor particle system withe a fixed number of particles.

Parameters
numberOfParticlesA given number of particles.
Returns
An autoreleased ParticleMeteor object.

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