cocos2d-x  2.2.6
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Base Nodes

Classes

class  CCAtlasNode
 CCAtlasNode is a subclass of CCNode that implements the CCRGBAProtocol and CCTextureProtocol protocol. More...
 
class  CCNode
 CCNode is the main element. More...
 
class  CCNodeRGBA
 CCNodeRGBA is a subclass of CCNode that implements the CCRGBAProtocol protocol. More...
 
class  CCCamera
 A CCCamera is used in every CCNode. More...
 
class  CCDirector
 Class that creates and handle the main Window and manages how and when to execute the Scenes. More...
 
class  CCDisplayLinkDirector
 DisplayLinkDirector is a Director that synchronizes timers with the refresh rate of the display. More...
 
class  CCAutoreleasePool
 
class  CCPoolManager
 
class  CCCopying
 
class  CCObject
 

Macros

#define schedule_selector(_SELECTOR)   (SEL_SCHEDULE)(&_SELECTOR)
#define callfunc_selector(_SELECTOR)   (SEL_CallFunc)(&_SELECTOR)
#define callfuncN_selector(_SELECTOR)   (SEL_CallFuncN)(&_SELECTOR)
#define callfuncND_selector(_SELECTOR)   (SEL_CallFuncND)(&_SELECTOR)
#define callfuncO_selector(_SELECTOR)   (SEL_CallFuncO)(&_SELECTOR)
#define menu_selector(_SELECTOR)   (SEL_MenuHandler)(&_SELECTOR)
#define event_selector(_SELECTOR)   (SEL_EventHandler)(&_SELECTOR)
#define compare_selector(_SELECTOR)   (SEL_Compare)(&_SELECTOR)

Typedefs

typedef void(CCObject::* SEL_SCHEDULE )(float)
typedef void(CCObject::* SEL_CallFunc )()
typedef void(CCObject::* SEL_CallFuncN )(CCNode *)
typedef void(CCObject::* SEL_CallFuncND )(CCNode *, void *)
typedef void(CCObject::* SEL_CallFuncO )(CCObject *)
typedef void(CCObject::* SEL_MenuHandler )(CCObject *)
typedef void(CCObject::* SEL_EventHandler )(CCEvent *)
typedef int(CCObject::* SEL_Compare )(CCObject *)

Enumerations

enum  { kCCNodeTagInvalid = -1 }
 
enum  {
  kCCNodeOnEnter, kCCNodeOnExit, kCCNodeOnEnterTransitionDidFinish, kCCNodeOnExitTransitionDidStart,
  kCCNodeOnCleanup
}
 
enum  ccDirectorProjection { kCCDirectorProjection2D, kCCDirectorProjection3D, kCCDirectorProjectionCustom, kCCDirectorProjectionDefault = kCCDirectorProjection3D }
 Possible OpenGL projections used by director. More...
 

Functions

virtual CCCamera * getCamera ()
 Returns a camera object that lets you move the node using a gluLookAt. More...
 
virtual bool isRunning ()
 Returns whether or not the node accepts event callbacks. More...
 
virtual void cleanup (void)
 Stops all running actions and schedulers. More...
 
virtual void draw (void)
 Override this method to draw your own node. More...
 
virtual void visit (void)
 Visits this node's children and draw them recursively. More...
 
local visit ()
 Visits this node's children and draw them recursively. More...
 
virtual CCRect boundingBox (void)
 Returns a "local" axis aligned bounding box of the node. More...
 
 CCNodeRGBA ()
 ctor ()
 CCNodeRGBA ()
virtual ~CCNodeRGBA ()
virtual bool init ()
 Initializes the instance of CCNode. More...
 
static CCNodeRGBA * create (void)
 Allocates and initializes a nodergba. More...
 
local create ()
 Allocates and initializes a nodergba. More...
 
virtual GLubyte getOpacity ()
 Returns the opacity. More...
 
virtual GLubyte getDisplayedOpacity ()
 Returns the displayed opacity. More...
 
local getDisplayedOpacity ()
 Returns the displayed opacity. More...
 
virtual void setOpacity (GLubyte opacity)
 Changes the opacity. More...
 
var setOpacity ( var opacity)
 Changes the opacity. More...
 
local setOpacity ( local opacity)
 Changes the opacity. More...
 
virtual void updateDisplayedOpacity (GLubyte parentOpacity)
 recursive method that updates the displayed opacity. More...
 
var updateDisplayedOpacity ( var parentOpacity)
 recursive method that updates the displayed opacity. More...
 
local updateDisplayedOpacity ( local parentOpacity)
 recursive method that updates the displayed opacity. More...
 
virtual bool isCascadeOpacityEnabled ()
 whether or not opacity should be propagated to its children. More...
 
var isCascadeOpacityEnabled ()
 whether or not opacity should be propagated to its children. More...
 
local isCascadeOpacityEnabled ()
 whether or not opacity should be propagated to its children. More...
 
virtual void setCascadeOpacityEnabled (bool cascadeOpacityEnabled)
local setCascadeOpacityEnabled ( local cascadeOpacityEnabled)
virtual const ccColor3BgetColor (void)
 Returns color that is currently used. More...
 
local getColor ()
 Returns color that is currently used. More...
 
virtual const ccColor3BgetDisplayedColor ()
 Returns the displayed color. More...
 
local getDisplayedColor ()
 Returns the displayed color. More...
 
virtual void setColor (const ccColor3B &color)
 @ More...
 
var setColor ( var color)
 @ More...
 
local setColor ( local color)
 @ More...
 
virtual void updateDisplayedColor (const ccColor3B &parentColor)
 recursive method that updates display color More...
 
local updateDisplayedColor ( local parentColor)
 recursive method that updates display color More...
 
virtual bool isCascadeColorEnabled ()
 whether or not color should be propagated to its children. More...
 
var isCascadeColorEnabled ()
 whether or not color should be propagated to its children. More...
 
local isCascadeColorEnabled ()
 whether or not color should be propagated to its children. More...
 
virtual void setCascadeColorEnabled (bool cascadeColorEnabled)
var setCascadeColorEnabled ( var cascadeColorEnabled)
local setCascadeColorEnabled ( local cascadeColorEnabled)
virtual void setOpacityModifyRGB (bool bValue)
 Changes the OpacityModifyRGB property. More...
 
var setOpacityModifyRGB ( var bValue)
 Changes the OpacityModifyRGB property. More...
 
local setOpacityModifyRGB ( local bValue)
 Changes the OpacityModifyRGB property. More...
 
virtual bool isOpacityModifyRGB ()
 Returns whether or not the opacity will be applied using glColor(R,G,B,opacity) or glColor(opacity, opacity, opacity, opacity) More...
 
var isOpacityModifyRGB ()
 Returns whether or not the opacity will be applied using glColor(R,G,B,opacity) or glColor(opacity, opacity, opacity, opacity) More...
 
local isOpacityModifyRGB ()
 Returns whether or not the opacity will be applied using glColor(R,G,B,opacity) or glColor(opacity, opacity, opacity, opacity) More...
 

Variables

float m_fRotationX
 rotation angle on x-axis More...
 
float m_fRotationY
 rotation angle on y-axis More...
 
var m_fRotationY
 rotation angle on y-axis More...
 
local m_fRotationY
 rotation angle on y-axis More...
 
float m_fScaleX
 scaling factor on x-axis More...
 
var m_fScaleX
 scaling factor on x-axis More...
 
local m_fScaleX
 scaling factor on x-axis More...
 
float m_fScaleY
 scaling factor on y-axis More...
 
var m_fScaleY
 scaling factor on y-axis More...
 
local m_fScaleY
 scaling factor on y-axis More...
 
float m_fVertexZ
 OpenGL real Z vertex. More...
 
var m_fVertexZ
 OpenGL real Z vertex. More...
 
local m_fVertexZ
 OpenGL real Z vertex. More...
 
CCPoint m_obPosition
 position of the node More...
 
var m_obPosition
 position of the node More...
 
local m_obPosition
 position of the node More...
 
float m_fSkewX
 skew angle on x-axis More...
 
var m_fSkewX
 skew angle on x-axis More...
 
local m_fSkewX
 skew angle on x-axis More...
 
float m_fSkewY
 skew angle on y-axis More...
 
var m_fSkewY
 skew angle on y-axis More...
 
local m_fSkewY
 skew angle on y-axis More...
 
CCPoint m_obAnchorPointInPoints
 anchor point in points More...
 
var m_obAnchorPointInPoints
 anchor point in points More...
 
local m_obAnchorPointInPoints
 anchor point in points More...
 
CCPoint m_obAnchorPoint
 anchor point normalized (NOT in points) More...
 
var m_obAnchorPoint
 anchor point normalized (NOT in points) More...
 
local m_obAnchorPoint
 anchor point normalized (NOT in points) More...
 
CCSize m_obContentSize
 untransformed size of the node More...
 
CCAffineTransform m_sAdditionalTransform
 transform More...
 
var m_sAdditionalTransform
 transform More...
 
local m_sAdditionalTransform
 transform More...
 
CCAffineTransform m_sTransform
 transform More...
 
var m_sTransform
 transform More...
 
local m_sTransform
 transform More...
 
CCAffineTransform m_sInverse
 transform More...
 
var m_sInverse
 transform More...
 
local m_sInverse
 transform More...
 
CCCamera * m_pCamera
 a camera More...
 
var m_pCamera
 a camera More...
 
local m_pCamera
 a camera More...
 
CCGridBase * m_pGrid
 a grid More...
 
var m_pGrid
 a grid More...
 
local m_pGrid
 a grid More...
 
int m_nZOrder
 z-order value that affects the draw order More...
 
var m_nZOrder
 z-order value that affects the draw order More...
 
local m_nZOrder
 z-order value that affects the draw order More...
 
CCArray * m_pChildren
 array of children nodes More...
 
var m_pChildren
 array of children nodes More...
 
local m_pChildren
 array of children nodes More...
 
CCNode * m_pParent
 weak reference to parent node More...
 
var m_pParent
 weak reference to parent node More...
 
local m_pParent
 weak reference to parent node More...
 
int m_nTag
 a tag. Can be any number you assigned just to identify this node More...
 
void * m_pUserData
 A user assingned void pointer, Can be point to any cpp object. More...
 
var m_pUserData
 A user assingned void pointer, Can be point to any cpp object. More...
 
local m_pUserData
 A user assingned void pointer, Can be point to any cpp object. More...
 
CCObject * m_pUserObject
 A user assigned CCObject. More...
 
var m_pUserObject
 A user assigned CCObject. More...
 
local m_pUserObject
 A user assigned CCObject. More...
 
CCGLProgram * m_pShaderProgram
 OpenGL shader. More...
 
var m_pShaderProgram
 OpenGL shader. More...
 
local m_pShaderProgram
 OpenGL shader. More...
 
ccGLServerState m_eGLServerState
 OpenGL servier side state. More...
 
var m_eGLServerState
 OpenGL servier side state. More...
 
local m_eGLServerState
 OpenGL servier side state. More...
 
unsigned int m_uOrderOfArrival
 used to preserve sequence while sorting children with the same zOrder More...
 
CCScheduler * m_pScheduler
 scheduler used to schedule timers and updates More...
 
var m_pScheduler
 scheduler used to schedule timers and updates More...
 
local m_pScheduler
 scheduler used to schedule timers and updates More...
 
CCActionManager * m_pActionManager
 a pointer to ActionManager singleton, which is used to handle all the actions More...
 
var m_pActionManager
 a pointer to ActionManager singleton, which is used to handle all the actions More...
 
local m_pActionManager
 a pointer to ActionManager singleton, which is used to handle all the actions More...
 
bool m_bRunning
 is running More...
 
var m_bRunning
 is running More...
 
local m_bRunning
 is running More...
 
bool m_bTransformDirty
 transform dirty flag More...
 
var m_bTransformDirty
 transform dirty flag More...
 
local m_bTransformDirty
 transform dirty flag More...
 
bool m_bInverseDirty
 transform dirty flag More...
 
var m_bInverseDirty
 transform dirty flag More...
 
local m_bInverseDirty
 transform dirty flag More...
 
bool m_bAdditionalTransformDirty
 The flag to check whether the additional transform is dirty. More...
 
bool m_bVisible
 is this node visible More...
 
var m_bVisible
 is this node visible More...
 
local m_bVisible
 is this node visible More...
 
bool m_bIgnoreAnchorPointForPosition
 true if the Anchor Point will be (0,0) when you position the CCNode, false otherwise. More...
 
var m_bIgnoreAnchorPointForPosition
 true if the Anchor Point will be (0,0) when you position the CCNode, false otherwise. More...
 
local m_bIgnoreAnchorPointForPosition
 true if the Anchor Point will be (0,0) when you position the CCNode, false otherwise. More...
 
bool m_bReorderChildDirty
 children order dirty flag More...
 
var m_bReorderChildDirty
 children order dirty flag More...
 
local m_bReorderChildDirty
 children order dirty flag More...
 
int m_nScriptHandler
 script handler for onEnter() & onExit(), used in Javascript binding and Lua binding. More...
 
var m_nScriptHandler
 script handler for onEnter() & onExit(), used in Javascript binding and Lua binding. More...
 
local m_nScriptHandler
 script handler for onEnter() & onExit(), used in Javascript binding and Lua binding. More...
 
int m_nUpdateScriptHandler
 script handler for update() callback per frame, which is invoked from lua & javascript. More...
 
var m_nUpdateScriptHandler
 script handler for update() callback per frame, which is invoked from lua & javascript. More...
 
local m_nUpdateScriptHandler
 script handler for update() callback per frame, which is invoked from lua & javascript. More...
 
ccScriptType m_eScriptType
 type of script binding, lua or javascript More...
 
var m_eScriptType
 type of script binding, lua or javascript More...
 
local m_eScriptType
 type of script binding, lua or javascript More...
 
CCComponentContainer * m_pComponentContainer
 Dictionary of components. More...
 
var m_pComponentContainer
 Dictionary of components. More...
 
local m_pComponentContainer
 Dictionary of components. More...
 
GLubyte _displayedOpacity
var _displayedOpacity
local _displayedOpacity
GLubyte _realOpacity
var _realOpacity
local _realOpacity
ccColor3B _displayedColor
var _displayedColor
local _displayedColor
ccColor3B _realColor
var _realColor
local _realColor
bool _cascadeColorEnabled
var _cascadeColorEnabled
local _cascadeColorEnabled
bool _cascadeOpacityEnabled
var _cascadeOpacityEnabled
local _cascadeOpacityEnabled

Constructor, Distructor and Initializers

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

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...
 
virtual void _setZOrder (int z)
 Sets the z order which stands for the drawing order. More...
 
var _setZOrder ( var z)
 Sets the z order which stands for the drawing order. More...
 
local _setZOrder ( local z)
 Sets the z order which stands for the drawing order. More...
 
virtual int getZOrder ()
 Gets the Z order of this node. More...
 
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 ()
 Gets OpenGL Z vertex of this node. More...
 
var getVertexZ ()
 Gets OpenGL Z vertex of this node. More...
 
local getVertexZ ()
 Gets OpenGL Z vertex of this node. More...
 
virtual void setScaleX (float fScaleX)
 Changes the scale factor on X axis of this node. More...
 
local setScaleX ( local fScaleX)
 Changes the scale factor on X axis of this node. More...
 
virtual float getScaleX ()
 Returns the scale factor on X axis of this node. More...
 
var getScaleX ()
 Returns the scale factor on X axis of this node. More...
 
local getScaleX ()
 Returns the scale factor on X axis of this node. More...
 
virtual void setScaleY (float fScaleY)
 Changes the scale factor on Y axis of this node. More...
 
virtual float getScaleY ()
 Returns the scale factor on Y axis of this node. More...
 
virtual void setScale (float scale)
 Changes both X and Y scale factor of the node. More...
 
virtual float getScale ()
 Gets the scale factor of the node, when X and Y have the same scale factor. More...
 
virtual void setScale (float fScaleX, float fScaleY)
 Changes both X and Y scale factor of the node. More...
 
local setScale ( local fScaleX, local fScaleY)
 Changes both X and Y scale factor of the node. More...
 
virtual void setPosition (const CCPoint &position)
 Changes the position (x,y) of the node in OpenGL coordinates. More...
 
local setPosition ( local position)
 Changes the position (x,y) of the node in OpenGL coordinates. More...
 
virtual const CCPoint & getPosition ()
 Gets the position (x,y) of the node in OpenGL coordinates. More...
 
local getPosition ()
 Gets the position (x,y) of the node in OpenGL coordinates. More...
 
virtual void setPosition (float x, float y)
 Sets position in a more efficient way. More...
 
local setPosition ( local x, local y)
 Sets position in a more efficient way. More...
 
virtual void getPosition (float *x, float *y)
 Gets position in a more efficient way, returns two number instead of a CCPoint object. More...
 
local getPosition ( local x, local y)
 Gets position in a more efficient way, returns two number instead of a CCPoint object. More...
 
virtual void setPositionX (float x)
 Gets/Sets x or y coordinate individually for position. More...
 
var setPositionX ( var x)
 Gets/Sets x or y coordinate individually for position. More...
 
local setPositionX ( local x)
 Gets/Sets x or y coordinate individually for position. More...
 
virtual float getPositionX (void)
virtual void setPositionY (float y)
var setPositionY ( var y)
local setPositionY ( local y)
virtual float getPositionY (void)
var getPositionY ()
local getPositionY ()
virtual void setSkewX (float fSkewX)
 Changes the X skew angle of the node in degrees. More...
 
local setSkewX ( local fSkewX)
 Changes the X skew angle of the node in degrees. More...
 
virtual float getSkewX ()
 Returns the X skew angle of the node in degrees. More...
 
local getSkewX ()
 Returns the X skew angle of the node in degrees. More...
 
virtual void setSkewY (float fSkewY)
 Changes the Y skew angle of the node in degrees. More...
 
virtual float getSkewY ()
 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 CCPoint &anchorPoint)
 Sets the anchor point in percent. More...
 
local setAnchorPoint ( local anchorPoint)
 Sets the anchor point in percent. More...
 
virtual const CCPoint & getAnchorPoint ()
 Returns the anchor point in percent. More...
 
local getAnchorPoint ()
 Returns the anchor point in percent. More...
 
virtual const CCPoint & getAnchorPointInPoints ()
 Returns the anchorPoint in absolute pixels. More...
 
local getAnchorPointInPoints ()
 Returns the anchorPoint in absolute pixels. More...
 
virtual void setContentSize (const CCSize &contentSize)
 Sets the untransformed size of the node. More...
 
local setContentSize ( local contentSize)
 Sets the untransformed size of the node. More...
 
virtual const CCSize & getContentSize () const
 Returns the untransformed size of the node. More...
 
virtual void setVisible (bool visible)
 Sets whether the node is visible. More...
 
local setVisible ( local visible)
 Sets whether the node is visible. More...
 
virtual bool isVisible ()
 Determines if the node is visible. More...
 
virtual void setRotation (float fRotation)
 Sets the rotation (angle) of the node in degrees. More...
 
local setRotation ( local fRotation)
 Sets the rotation (angle) of the node in degrees. More...
 
virtual float getRotation ()
 Returns the rotation of the node in degrees. More...
 
virtual void setRotationX (float fRotaionX)
 Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More...
 
local setRotationX ( local fRotaionX)
 Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More...
 
virtual float getRotationX ()
 Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More...
 
local getRotationX ()
 Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More...
 
virtual void setRotationY (float fRotationY)
 Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
local setRotationY ( local fRotationY)
 Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual float getRotationY ()
 Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
var getRotationY ()
 Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
local getRotationY ()
 Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual void setOrderOfArrival (unsigned int uOrderOfArrival)
 Sets the arrival order when this node has a same ZOrder with other children. More...
 
var setOrderOfArrival ( var uOrderOfArrival)
 Sets the arrival order when this node has a same ZOrder with other children. More...
 
local setOrderOfArrival ( local uOrderOfArrival)
 Sets the arrival order when this node has a same ZOrder with other children. More...
 
virtual unsigned int getOrderOfArrival ()
 Returns the arrival order, indecates which children is added previously. More...
 
virtual void setGLServerState (ccGLServerState glServerState)
 Sets the state of OpenGL server side. More...
 
local setGLServerState ( local glServerState)
 Sets the state of OpenGL server side. More...
 
virtual ccGLServerState getGLServerState ()
 Returns the state of OpenGL server side. More...
 
local getGLServerState ()
 Returns the state of OpenGL server side. More...
 
virtual void ignoreAnchorPointForPosition (bool ignore)
 Sets whether the anchor point will be (0,0) when you position this node. More...
 
local ignoreAnchorPointForPosition ( local ignore)
 Sets whether the anchor point will be (0,0) when you position this node. More...
 
virtual bool isIgnoreAnchorPointForPosition ()
 Gets whether the anchor point will be (0,0) when you position this node. More...
 

Children and Parent

virtual void addChild (CCNode *child)
 Adds a child to the container with z-order as 0. More...
 
var addChild ( var child)
 Adds a child to the container with z-order as 0. More...
 
local addChild ( local child)
 Adds a child to the container with z-order as 0. More...
 
virtual void addChild (CCNode *child, int zOrder)
 Adds a child to the container with a z-order. More...
 
local addChild ( local child, local zOrder)
 Adds a child to the container with a z-order. More...
 
virtual void addChild (CCNode *child, int zOrder, int tag)
 Adds a child to the container with z order and tag. More...
 
var addChild ( var child, var zOrder, var tag)
 Adds a child to the container with z order and tag. More...
 
local addChild ( local child, local zOrder, local tag)
 Adds a child to the container with z order and tag. More...
 
virtual CCNode * getChildByTag (int tag)
 Gets a child from the container with its tag. More...
 
virtual CCArray * getChildren ()
 Return an array of children. More...
 
local getChildren ()
 Return an array of children. More...
 
virtual unsigned int getChildrenCount (void) const
 Get the amount of children. More...
 
var getChildrenCount ()
 Get the amount of children. More...
 
local getChildrenCount ()
 Get the amount of children. More...
 
virtual void setParent (CCNode *parent)
 Sets the parent node. More...
 
virtual CCNode * getParent ()
 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 void removeFromParent ()
 Removes this node itself from its parent node with a cleanup. More...
 
virtual void removeFromParentAndCleanup (bool cleanup)
 Removes this node itself from its parent node. More...
 
local removeFromParentAndCleanup ( local cleanup)
 Removes this node itself from its parent node. More...
 
virtual void removeChild (CCNode *child)
 Removes a child from the container with a cleanup. More...
 
virtual void removeChild (CCNode *child, bool cleanup)
 Removes a child from the container. More...
 
virtual void removeChildByTag (int tag)
 Removes a child from the container by tag value with a cleanup. More...
 
virtual void removeChildByTag (int tag, bool cleanup)
 Removes a child from the container by tag value. More...
 
local removeChildByTag ( local tag, local cleanup)
 Removes a child from the container by tag value. More...
 
virtual void removeAllChildren ()
 Removes all children from the container with a cleanup. More...
 
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 removeAllChildrenWithCleanup ( 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 (CCNode *child, int 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...
 
var sortAllChildren ()
 Sorts the children array once before drawing, instead of every time when a child is added or reordered. More...
 
local 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 CCGridBase * getGrid ()
 Returns a grid object that is used when applying effects. More...
 
virtual void setGrid (CCGridBase *pGrid)
 Changes a grid object that is used when applying effects. More...
 

Tag & User data

virtual int getTag () const
 Returns a tag that is used to identify the node easily. More...
 
var getTag ()
 Returns a tag that is used to identify the node easily. More...
 
local getTag ()
 Returns a tag that is used to identify the node easily. More...
 
virtual void setTag (int nTag)
 Changes the tag that is used to identify the node easily. More...
 
local setTag ( local nTag)
 Changes the tag that is used to identify the node easily. More...
 
virtual void * getUserData ()
 Returns a custom user data pointer. More...
 
virtual void setUserData (void *pUserData)
 Sets a custom user data pointer. More...
 
local setUserData ( local pUserData)
 Sets a custom user data pointer. More...
 
virtual CCObject * getUserObject ()
 Returns a user assigned CCObject. More...
 
local getUserObject ()
 Returns a user assigned CCObject. More...
 
virtual void setUserObject (CCObject *pUserObject)
 Returns a user assigned CCObject. More...
 
local setUserObject ( local pUserObject)
 Returns a user assigned CCObject. More...
 

Shader Program

virtual CCGLProgram * getShaderProgram ()
 Return the shader program currently used for this node. More...
 
virtual void setShaderProgram (CCGLProgram *pShaderProgram)
 Sets the shader program for this node. More...
 

Script Bindings for lua

virtual void registerScriptHandler (int handler)
 Registers a script function that will be called in onEnter() & onExit() seires functions. More...
 
local registerScriptHandler ( local handler)
 Registers a script function that will be called in onEnter() & onExit() seires functions. More...
 
virtual void unregisterScriptHandler (void)
 Unregisters a script function that will be called in onEnter() & onExit() series functions. More...
 
int getScriptHandler ()
 Gets script handler for onEnter/onExit event. More...
 
void scheduleUpdateWithPriorityLua (int nHandler, int priority)
 Schedules for lua script. More...
 
local scheduleUpdateWithPriorityLua ( local nHandler, local priority)
 Schedules for lua script. More...
 

Event Callbacks

virtual void onEnter ()
 Event callback that is invoked every time when CCNode enters the 'stage'. More...
 
virtual void onEnterTransitionDidFinish ()
 Event callback that is invoked when the CCNode enters in the 'stage'. More...
 
virtual void onExit ()
 Event callback that is invoked every time the CCNode leaves the 'stage'. More...
 
virtual void onExitTransitionDidStart ()
 Event callback that is called every time the CCNode leaves the 'stage'. More...
 

Actions

virtual void setActionManager (CCActionManager *actionManager)
 Sets the CCActionManager object that is used by all actions. More...
 
virtual CCActionManager * getActionManager ()
 Gets the CCActionManager object that is used by all actions. More...
 
local getActionManager ()
 Gets the CCActionManager object that is used by all actions. More...
 
CCAction * runAction (CCAction *action)
 Executes an action, and returns the action that is executed. More...
 
void stopAllActions (void)
 Stops and removes all actions from the running action list . More...
 
var stopAllActions ()
 Stops and removes all actions from the running action list . More...
 
local stopAllActions ()
 Stops and removes all actions from the running action list . More...
 
void stopAction (CCAction *action)
 Stops and removes an action from the running action list. More...
 
var stopAction ( var action)
 Stops and removes an action from the running action list. More...
 
local stopAction ( local action)
 Stops and removes an action from the running action list. More...
 
void stopActionByTag (int tag)
 Removes an action from the running action list by its tag. More...
 
var stopActionByTag ( var tag)
 Removes an action from the running action list by its tag. More...
 
local stopActionByTag ( local tag)
 Removes an action from the running action list by its tag. More...
 
CCAction * getActionByTag (int tag)
 Gets an action from the running action list by its tag. More...
 
unsigned int numberOfRunningActions (void)
 Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). More...
 
local numberOfRunningActions ()
 Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). More...
 

Scheduler and Timer

virtual void setScheduler (CCScheduler *scheduler)
 Sets a CCScheduler object that is used to schedule all "updates" and timers. More...
 
virtual CCScheduler * getScheduler ()
 Gets a CCSheduler object. More...
 
local getScheduler ()
 Gets a CCSheduler object. More...
 
bool isScheduled (SEL_SCHEDULE selector)
 Checks whether a selector is scheduled. More...
 
void scheduleUpdate (void)
 Schedules the "update" method. More...
 
void scheduleUpdateWithPriority (int priority)
 Schedules the "update" method with a custom priority. More...
 
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...
 
var schedule ( var selector, var 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...
 
void pauseSchedulerAndActions (void)
 Pauses all scheduled selectors and actions. More...
 
virtual void update (float delta)
var update ( var delta)
local update ( local delta)

Transformations

void transform (void)
 Performs OpenGL view-matrix transformation based on position, scale, rotation and other attributes. More...
 
void transformAncestors (void)
 Performs OpenGL view-matrix transformation of it's ancestors. More...
 
virtual void updateTransform (void)
 Calls children's updateTransform() method recursively. More...
 
virtual CCAffineTransform nodeToParentTransform (void)
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
local nodeToParentTransform ()
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
virtual CCAffineTransform parentToNodeTransform (void)
 Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
 
local parentToNodeTransform ()
 Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
 
virtual CCAffineTransform nodeToWorldTransform (void)
 Returns the world affine transform matrix. More...
 
local nodeToWorldTransform ()
 Returns the world affine transform matrix. More...
 
virtual CCAffineTransform worldToNodeTransform (void)
 Returns the inverse world affine transform matrix. More...
 
local worldToNodeTransform ()
 Returns the inverse world affine transform matrix. More...
 

Coordinate Converters

CCPoint convertToNodeSpace (const CCPoint &worldPoint)
 Converts a Point to node (local) space coordinates. More...
 
CCPoint convertToWorldSpace (const CCPoint &nodePoint)
 Converts a Point to world space coordinates. More...
 
var convertToWorldSpace ( var nodePoint)
 Converts a Point to world space coordinates. More...
 
local convertToWorldSpace ( local nodePoint)
 Converts a Point to world space coordinates. More...
 
CCPoint convertToNodeSpaceAR (const CCPoint &worldPoint)
 Converts a Point to node (local) space coordinates. More...
 
CCPoint convertToWorldSpaceAR (const CCPoint &nodePoint)
 Converts a local Point to world space coordinates.The result is in Points. More...
 
CCPoint convertTouchToNodeSpace (CCTouch *touch)
 convenience methods which take a CCTouch instead of CCPoint More...
 
var convertTouchToNodeSpace ( var touch)
 convenience methods which take a CCTouch instead of CCPoint More...
 
local convertTouchToNodeSpace ( local touch)
 convenience methods which take a CCTouch instead of CCPoint More...
 
CCPoint convertTouchToNodeSpaceAR (CCTouch *touch)
 converts a CCTouch (world coordinates) into a local coordinate. More...
 
void setAdditionalTransform (const CCAffineTransform &additionalTransform)
 Sets the additional transform. More...
 
var setAdditionalTransform ( var additionalTransform)
 Sets the additional transform. More...
 
local setAdditionalTransform ( local additionalTransform)
 Sets the additional transform. More...
 

component functions

CCComponent * getComponent (const char *pName) const
 gets a component by its name More...
 
var getComponent ( var pName)
 gets a component by its name More...
 
local getComponent ( local pName)
 gets a component by its name More...
 
virtual bool addComponent (CCComponent *pComponent)
 adds a component More...
 
var addComponent ( var 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 bool removeComponent (CCComponent *pComponent)
 removes a component by its pointer More...
 
var removeComponent ( var pComponent)
 removes a component by its pointer More...
 
local removeComponent ( local pComponent)
 removes a component by its pointer More...
 
virtual void removeAllComponents ()
 removes all components More...
 

Detailed Description

Macro Definition Documentation

#define callfunc_selector (   _SELECTOR)    (SEL_CallFunc)(&_SELECTOR)
#define callfuncN_selector (   _SELECTOR)    (SEL_CallFuncN)(&_SELECTOR)
var callfuncN_selector (   var)    (SEL_CallFuncN)(&_SELECTOR)
local callfuncN_selector (   local)    (SEL_CallFuncN)(&_SELECTOR)
#define callfuncND_selector (   _SELECTOR)    (SEL_CallFuncND)(&_SELECTOR)
var callfuncND_selector (   var)    (SEL_CallFuncND)(&_SELECTOR)
local callfuncND_selector (   local)    (SEL_CallFuncND)(&_SELECTOR)
#define callfuncO_selector (   _SELECTOR)    (SEL_CallFuncO)(&_SELECTOR)
var callfuncO_selector (   var)    (SEL_CallFuncO)(&_SELECTOR)
#define compare_selector (   _SELECTOR)    (SEL_Compare)(&_SELECTOR)
var compare_selector (   var)    (SEL_Compare)(&_SELECTOR)
local compare_selector (   local)    (SEL_Compare)(&_SELECTOR)
#define event_selector (   _SELECTOR)    (SEL_EventHandler)(&_SELECTOR)
var event_selector (   var)    (SEL_EventHandler)(&_SELECTOR)
#define menu_selector (   _SELECTOR)    (SEL_MenuHandler)(&_SELECTOR)
var menu_selector (   var)    (SEL_MenuHandler)(&_SELECTOR)
local menu_selector (   local)    (SEL_MenuHandler)(&_SELECTOR)
#define schedule_selector (   _SELECTOR)    (SEL_SCHEDULE)(&_SELECTOR)
local schedule_selector (   local)    (SEL_SCHEDULE)(&_SELECTOR)

Typedef Documentation

typedef void(CCObject::*
SEL_CallFunc)()
typedef void(CCObject::*
SEL_CallFunc)()
typedef void(CCObject::*
SEL_CallFunc)()
typedef void(CCObject::*
SEL_CallFuncN)(CCNode *)
typedef void(CCObject::*
SEL_CallFuncN)(CCNode *)
typedef void(CCObject::*
SEL_CallFuncN)(CCNode *)
typedef void(CCObject::*
SEL_CallFuncND)(CCNode *, void *)
typedef void(CCObject::*
SEL_CallFuncND)(CCNode *, void *)
typedef void(CCObject::*
SEL_CallFuncND)(CCNode *, void *)
typedef void(CCObject::*
SEL_CallFuncO)(CCObject *)
typedef void(CCObject::*
SEL_CallFuncO)(CCObject *)
typedef void(CCObject::*
SEL_CallFuncO)(CCObject *)
typedef int(CCObject::*
SEL_Compare)(CCObject *)
typedef int(CCObject::*
SEL_Compare)(CCObject *)
typedef int(CCObject::*
SEL_Compare)(CCObject *)
typedef void(CCObject::*
SEL_EventHandler)(CCEvent *)
typedef void(CCObject::*
SEL_EventHandler)(CCEvent *)
typedef void(CCObject::*
SEL_EventHandler)(CCEvent *)
typedef void(CCObject::*
SEL_MenuHandler)(CCObject *)
typedef void(CCObject::*
SEL_MenuHandler)(CCObject *)
typedef void(CCObject::*
SEL_MenuHandler)(CCObject *)
typedef void(CCObject::*
SEL_SCHEDULE)(float)
typedef void(CCObject::*
SEL_SCHEDULE)(float)
typedef void(CCObject::*
SEL_SCHEDULE)(float)

Enumeration Type Documentation

anonymous enum
Enumerator
kCCNodeTagInvalid 
var enum
Enumerator
kCCNodeTagInvalid 
local enum
Enumerator
kCCNodeTagInvalid 
anonymous enum
Enumerator
kCCNodeOnEnter 
kCCNodeOnExit 
kCCNodeOnEnterTransitionDidFinish 
kCCNodeOnExitTransitionDidStart 
kCCNodeOnCleanup 
var enum
Enumerator
kCCNodeOnEnter 
kCCNodeOnExit 
kCCNodeOnEnterTransitionDidFinish 
kCCNodeOnExitTransitionDidStart 
kCCNodeOnCleanup 
local enum
Enumerator
kCCNodeOnEnter 
kCCNodeOnExit 
kCCNodeOnEnterTransitionDidFinish 
kCCNodeOnExitTransitionDidStart 
kCCNodeOnCleanup 
enum ccDirectorProjection

Possible OpenGL projections used by director.

Enumerator
kCCDirectorProjection2D 

sets a 2D projection (orthogonal projection)

kCCDirectorProjection3D 

sets a 3D projection with a fovy=60, znear=0.5f and zfar=1500.

kCCDirectorProjectionCustom 

it calls "updateProjection" on the projection delegate.

kCCDirectorProjectionDefault 

Default projection is 3D projection.

var ccDirectorProjection

Possible OpenGL projections used by director.

Enumerator
kCCDirectorProjection2D 

sets a 2D projection (orthogonal projection)

kCCDirectorProjection3D 

sets a 3D projection with a fovy=60, znear=0.5f and zfar=1500.

kCCDirectorProjectionCustom 

it calls "updateProjection" on the projection delegate.

kCCDirectorProjectionDefault 

Default projection is 3D projection.

local ccDirectorProjection

Possible OpenGL projections used by director.

Enumerator
kCCDirectorProjection2D 

sets a 2D projection (orthogonal projection)

kCCDirectorProjection3D 

sets a 3D projection with a fovy=60, znear=0.5f and zfar=1500.

kCCDirectorProjectionCustom 

it calls "updateProjection" on the projection delegate.

kCCDirectorProjectionDefault 

Default projection is 3D projection.

Function Documentation

CCNode ( void  )

Default constructor.

var ctor (   )

Default constructor.

local CCNode (   )

Default constructor.

CCNodeRGBA ( )
var ctor ( )
local CCNodeRGBA ( )
virtual ~CCNode ( void  )
virtual

Default destructor.

virtual ~CCNodeRGBA ( )
virtual
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 m_nZOrder memeber variable
  • setZOrder(int) firstly changes m_nZOrder, 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 m_nZOrder memeber variable
  • setZOrder(int) firstly changes m_nZOrder, 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 m_nZOrder memeber variable
  • setZOrder(int) firstly changes m_nZOrder, then recorder this node in its parent's chilren array.
virtual void addChild ( CCNode 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 CCSprite, ScrollView, Layout, CCScrollView, Widget, ListView, PageView, CCMenu, CCSpriteBatchNode, CCParticleBatchNode, and CCBatchNode.

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 CCSprite, ScrollView, Layout, CCScrollView, Widget, ListView, PageView, CCMenu, CCSpriteBatchNode, CCParticleBatchNode, and CCBatchNode.

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 CCSprite, ScrollView, Layout, CCScrollView, Widget, ListView, PageView, CCMenu, CCSpriteBatchNode, CCParticleBatchNode, and CCBatchNode.

virtual void addChild ( CCNode 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 CCSprite, ScrollView, Layout, Widget, CCScrollView, ListView, PageView, CCMenu, CCSpriteBatchNode, CCParticleBatchNode, and CCBatchNode.

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 CCSprite, ScrollView, Layout, Widget, CCScrollView, ListView, PageView, CCMenu, CCSpriteBatchNode, CCParticleBatchNode, and CCBatchNode.

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 CCSprite, ScrollView, Layout, Widget, CCScrollView, ListView, PageView, CCMenu, CCSpriteBatchNode, CCParticleBatchNode, and CCBatchNode.

virtual void addChild ( CCNode 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 CCSprite, ScrollView, Layout, Widget, CCScrollView, ListView, CCTMXLayer, PageView, CCMenu, CCSpriteBatchNode, CCParticleBatchNode, and CCBatchNode.

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 CCSprite, ScrollView, Layout, Widget, CCScrollView, ListView, CCTMXLayer, PageView, CCMenu, CCSpriteBatchNode, CCParticleBatchNode, and CCBatchNode.

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 CCSprite, ScrollView, Layout, Widget, CCScrollView, ListView, CCTMXLayer, PageView, CCMenu, CCSpriteBatchNode, CCParticleBatchNode, and CCBatchNode.

virtual bool addComponent ( CCComponent pComponent)
virtual

adds a component

var addComponent ( var  pComponent)
virtual

adds a component

local addComponent ( local  pComponent)
virtual

adds a component

virtual CCRect boundingBox ( void  )
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 CCRect&
Todo:
Rename to getBoundingBox() in the future versions.
Returns
A "local" axis aligned boudning box of the node.

Reimplemented in CCArmature, 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 CCRect&
Todo:
Rename to getBoundingBox() in the future versions.
Returns
A "local" axis aligned boudning box of the node.

Reimplemented in CCArmature, and CCSkeleton.

local boundingBox (   )
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 CCRect&
Todo:
Rename to getBoundingBox() in the future versions.
Returns
A "local" axis aligned boudning box of the node.

Reimplemented in CCArmature, and CCSkeleton.

virtual void cleanup ( void  )
virtual

Stops all running actions and schedulers.

Reimplemented in CCTransitionScene.

var cleanup (   )
virtual

Stops all running actions and schedulers.

Reimplemented in CCTransitionScene.

local cleanup (   )
virtual

Stops all running actions and schedulers.

Reimplemented in CCTransitionScene.

CCPoint convertToNodeSpace ( const CCPoint worldPoint)

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.

CCPoint convertToNodeSpaceAR ( const CCPoint worldPoint)

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.

CCPoint convertTouchToNodeSpace ( CCTouch touch)

convenience methods which take a CCTouch instead of CCPoint

var convertTouchToNodeSpace ( var  touch)

convenience methods which take a CCTouch instead of CCPoint

local convertTouchToNodeSpace ( local  touch)

convenience methods which take a CCTouch instead of CCPoint

CCPoint convertTouchToNodeSpaceAR ( CCTouch touch)

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

This method is AR (Anchor Relative).

var convertTouchToNodeSpaceAR ( var  touch)

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

This method is AR (Anchor Relative).

local convertTouchToNodeSpaceAR ( local  touch)

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

This method is AR (Anchor Relative).

CCPoint convertToWorldSpace ( const CCPoint nodePoint)

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.

CCPoint convertToWorldSpaceAR ( const CCPoint nodePoint)

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 CCNode* 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".
static CCNodeRGBA* create ( void  )
static

Allocates and initializes a nodergba.

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

Allocates and initializes a nodergba.

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

Allocates and initializes a nodergba.

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

Gets the description string.

It makes debugging easier.

Returns
A string terminated with '\0'
local description (   )

Gets the description string.

It makes debugging easier.

Returns
A string terminated with '\0'
virtual void draw ( void  )
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 CCTransitionCrossFade, CCSprite, CCLayerColor, CCTextFieldTTF, CCSpriteBatchNode, CCArmature, CCParticleSystemQuad, CCAtlasNode, CCParticleBatchNode, CCTransitionScene, CCProgressTimer, CCMotionStreak, CCRenderTexture, CCDrawNode, CCBatchNode, UICCLabelAtlas, and CCSkeleton.

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 CCTransitionCrossFade, CCSprite, CCLayerColor, CCTextFieldTTF, CCSpriteBatchNode, CCArmature, CCParticleSystemQuad, CCAtlasNode, CCParticleBatchNode, CCTransitionScene, CCProgressTimer, CCMotionStreak, CCRenderTexture, CCDrawNode, CCBatchNode, UICCLabelAtlas, and CCSkeleton.

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 CCTransitionCrossFade, CCSprite, CCLayerColor, CCTextFieldTTF, CCSpriteBatchNode, CCArmature, CCParticleSystemQuad, CCAtlasNode, CCParticleBatchNode, CCTransitionScene, CCProgressTimer, CCMotionStreak, CCRenderTexture, CCDrawNode, CCBatchNode, UICCLabelAtlas, and CCSkeleton.

CCAction* 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 CCActionManager*
getActionManager
( )
virtual

Gets the CCActionManager object that is used by all actions.

See also
setActionManager(CCActionManager*)
Returns
A CCActionManager object.
var getActionManager ( )
virtual

Gets the CCActionManager object that is used by all actions.

See also
setActionManager(CCActionManager*)
Returns
A CCActionManager object.
local getActionManager ( )
virtual

Gets the CCActionManager object that is used by all actions.

See also
setActionManager(CCActionManager*)
Returns
A CCActionManager object.
virtual const CCPoint&
getAnchorPoint
( )
virtual

Returns the anchor point in percent.

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

Returns the anchor point in percent.

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

Returns the anchor point in percent.

See also
setAnchorPoint(const CCPoint&)
Returns
The anchor point of node.
virtual const CCPoint&
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.
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 CCCamera* getCamera ( )
virtual

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

CCCamera* camera = node->getCamera();
camera->setEyeXYZ(0, 0, 415/2);
camera->setCenterXYZ(0, 0, 0);
Returns
A CCCamera 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.

CCCamera* camera = node->getCamera();
camera->setEyeXYZ(0, 0, 415/2);
camera->setCenterXYZ(0, 0, 0);
Returns
A CCCamera 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.

CCCamera* camera = node->getCamera();
camera->setEyeXYZ(0, 0, 415/2);
camera->setCenterXYZ(0, 0, 0);
Returns
A CCCamera object that lets you move the node using a gluLookAt
virtual CCNode* getChildByTag ( int  tag)
virtual

Gets a child from the container with its tag.

Parameters
tagAn identifier to find the child node.
Returns
a CCNode object whose tag equals to the input parameter

Reimplemented in ScrollView, Widget, ListView, and PageView.

var getChildByTag ( var  tag)
virtual

Gets a child from the container with its tag.

Parameters
tagAn identifier to find the child node.
Returns
a CCNode object whose tag equals to the input parameter

Reimplemented in ScrollView, Widget, ListView, and PageView.

local getChildByTag ( local  tag)
virtual

Gets a child from the container with its tag.

Parameters
tagAn identifier to find the child node.
Returns
a CCNode object whose tag equals to the input parameter

Reimplemented in ScrollView, Widget, ListView, and PageView.

virtual CCArray* getChildren ( )
virtual

Return an array of children.

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

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

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

Returns
An array of children

Reimplemented in ScrollView, Widget, ListView, and PageView.

var getChildren ( )
virtual

Return an array of children.

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

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

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

Returns
An array of children

Reimplemented in ScrollView, Widget, ListView, and PageView.

local getChildren ( )
virtual

Return an array of children.

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

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

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

Returns
An array of children

Reimplemented in ScrollView, Widget, ListView, and PageView.

virtual unsigned int
getChildrenCount
( void  ) const
virtual

Get the amount of children.

Returns
The amount of children.

Reimplemented in ScrollView, Widget, ListView, and PageView.

var getChildrenCount (   )
virtual

Get the amount of children.

Returns
The amount of children.

Reimplemented in ScrollView, Widget, ListView, and PageView.

local getChildrenCount (   )
virtual

Get the amount of children.

Returns
The amount of children.

Reimplemented in ScrollView, Widget, ListView, and PageView.

virtual const ccColor3B& getColor ( void  )
virtual

Returns color that is currently used.

Returns
The ccColor3B contains R,G,B bytes.

Implements CCRGBAProtocol.

Reimplemented in Widget, CCScale9Sprite, CCAtlasNode, and CCProgressTimer.

var getColor (   )
virtual

Returns color that is currently used.

Returns
The ccColor3B contains R,G,B bytes.

Implements CCRGBAProtocol.

Reimplemented in Widget, CCScale9Sprite, CCAtlasNode, and CCProgressTimer.

local getColor (   )
virtual

Returns color that is currently used.

Returns
The ccColor3B contains R,G,B bytes.

Implements CCRGBAProtocol.

Reimplemented in Widget, CCScale9Sprite, CCAtlasNode, and CCProgressTimer.

CCComponent* getComponent ( const char *  pName) const

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 CCSize&
getContentSize
( ) const
virtual

Returns the untransformed size of the node.

See also
setContentSize(const CCSize&)
Returns
The untransformed size of the node.

Reimplemented in Widget, CCScrollView, Slider, Button, TextField, CheckBox, LoadingBar, Label, RichText, ImageView, LabelAtlas, and LabelBMFont.

var getContentSize ( )
virtual

Returns the untransformed size of the node.

See also
setContentSize(const CCSize&)
Returns
The untransformed size of the node.

Reimplemented in Widget, CCScrollView, Slider, Button, TextField, CheckBox, LoadingBar, Label, RichText, ImageView, LabelAtlas, and LabelBMFont.

local getContentSize ( )
virtual

Returns the untransformed size of the node.

See also
setContentSize(const CCSize&)
Returns
The untransformed size of the node.

Reimplemented in Widget, CCScrollView, Slider, Button, TextField, CheckBox, LoadingBar, Label, RichText, ImageView, LabelAtlas, and LabelBMFont.

virtual const ccColor3B&
getDisplayedColor
( )
virtual

Returns the displayed color.

Returns
The ccColor3B contains R,G,B bytes.

Implements CCRGBAProtocol.

var getDisplayedColor ( )
virtual

Returns the displayed color.

Returns
The ccColor3B contains R,G,B bytes.

Implements CCRGBAProtocol.

local getDisplayedColor ( )
virtual

Returns the displayed color.

Returns
The ccColor3B contains R,G,B bytes.

Implements CCRGBAProtocol.

virtual GLubyte getDisplayedOpacity ( )
virtual

Returns the displayed opacity.

Returns
The opacity of sprite, from 0 ~ 255

Implements CCRGBAProtocol.

var getDisplayedOpacity ( )
virtual

Returns the displayed opacity.

Returns
The opacity of sprite, from 0 ~ 255

Implements CCRGBAProtocol.

local getDisplayedOpacity ( )
virtual

Returns the displayed opacity.

Returns
The opacity of sprite, from 0 ~ 255

Implements CCRGBAProtocol.

virtual ccGLServerState
getGLServerState
( )
virtual

Returns the state of OpenGL server side.

Returns
The state of OpenGL server side.
local getGLServerState ( )
virtual

Returns the state of OpenGL server side.

Returns
The state of OpenGL server side.
virtual CCGridBase* getGrid ( )
virtual

Returns a grid object that is used when applying effects.

Returns
A CCGrid object that is used when applying effects
local getGrid ( )
virtual

Returns a grid object that is used when applying effects.

Returns
A CCGrid object that is used when applying effects
virtual GLubyte getOpacity ( )
virtual

Returns the opacity.

The opacity which indicates how transparent or opaque this node is. 0 indicates fully transparent and 255 is fully opaque.

Returns
The opacity of sprite, from 0 ~ 255

Implements CCRGBAProtocol.

Reimplemented in Widget, CCScale9Sprite, CCProgressTimer, and CCMotionStreak.

var getOpacity ( )
virtual

Returns the opacity.

The opacity which indicates how transparent or opaque this node is. 0 indicates fully transparent and 255 is fully opaque.

Returns
The opacity of sprite, from 0 ~ 255

Implements CCRGBAProtocol.

Reimplemented in Widget, CCScale9Sprite, CCProgressTimer, and CCMotionStreak.

local getOpacity ( )
virtual

Returns the opacity.

The opacity which indicates how transparent or opaque this node is. 0 indicates fully transparent and 255 is fully opaque.

Returns
The opacity of sprite, from 0 ~ 255

Implements CCRGBAProtocol.

Reimplemented in Widget, CCScale9Sprite, CCProgressTimer, and CCMotionStreak.

virtual unsigned int
getOrderOfArrival
( )
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 CCNode* getParent ( )
virtual

Returns a pointer to the parent node.

See also
setParent(CCNode*)
Returns
A pointer to the parnet node
var getParent ( )
virtual

Returns a pointer to the parent node.

See also
setParent(CCNode*)
Returns
A pointer to the parnet node
local getParent ( )
virtual

Returns a pointer to the parent node.

See also
setParent(CCNode*)
Returns
A pointer to the parnet node
virtual const CCPoint& getPosition ( )
virtual

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

See also
setPosition(const CCPoint&)
Returns
The position (x,y) of the node in OpenGL coordinates

Reimplemented in CCPhysicsSprite.

var getPosition ( )
virtual

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

See also
setPosition(const CCPoint&)
Returns
The position (x,y) of the node in OpenGL coordinates

Reimplemented in CCPhysicsSprite.

local getPosition ( )
virtual

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

See also
setPosition(const CCPoint&)
Returns
The position (x,y) of the node in OpenGL coordinates

Reimplemented in CCPhysicsSprite.

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

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

See also
setPosition(float, float)

Reimplemented in CCPhysicsSprite.

var getPosition ( var  x,
var  y 
)
virtual

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

See also
setPosition(float, float)

Reimplemented in CCPhysicsSprite.

local getPosition ( local  x,
local  y 
)
virtual

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

See also
setPosition(float, float)

Reimplemented in CCPhysicsSprite.

virtual float getPositionX ( void  )
virtual

Reimplemented in CCPhysicsSprite.

var getPositionX (   )
virtual

Reimplemented in CCPhysicsSprite.

local getPositionX (   )
virtual

Reimplemented in CCPhysicsSprite.

virtual float getPositionY ( void  )
virtual

Reimplemented in CCPhysicsSprite.

var getPositionY (   )
virtual

Reimplemented in CCPhysicsSprite.

local getPositionY (   )
virtual

Reimplemented in CCPhysicsSprite.

virtual float getRotation ( )
virtual

Returns the rotation of the node in degrees.

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

Reimplemented in CCPhysicsSprite.

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 CCPhysicsSprite.

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 CCPhysicsSprite.

virtual float 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.
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 ( )
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 ( )
virtual

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

Warning
Assert when m_fScaleX != m_fScaleY.
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 m_fScaleX != m_fScaleY.
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 m_fScaleX != m_fScaleY.
See also
setScale(float)
Returns
The scale factor of the node.
virtual float getScaleX ( )
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 ( )
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 CCScheduler* getScheduler ( )
virtual

Gets a CCSheduler object.

See also
setScheduler(CCScheduler*)
Returns
A CCScheduler object.
local getScheduler ( )
virtual

Gets a CCSheduler object.

See also
setScheduler(CCScheduler*)
Returns
A CCScheduler object.
int getScriptHandler ( )
inline

Gets script handler for onEnter/onExit event.

This is an internal method. g

See also
registerScriptHandler(int)
Returns
A number that indicates a lua function.
var getScriptHandler ( )
inline

Gets script handler for onEnter/onExit event.

This is an internal method. g

See also
registerScriptHandler(int)
Returns
A number that indicates a lua function.
local getScriptHandler ( )
inline

Gets script handler for onEnter/onExit event.

This is an internal method. g

See also
registerScriptHandler(int)
Returns
A number that indicates a lua function.
virtual CCGLProgram*
getShaderProgram
( )
virtual

Return the shader program currently used for this node.

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

Return the shader program currently used for this node.

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

Return the shader program currently used for this node.

Returns
The shader program currelty used for this node
virtual float 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.
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 ( )
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
CCNode* 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
CCNode* 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
CCNode* 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 ( )
virtual

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
local getUserData ( )
virtual

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 CCObject* getUserObject ( )
virtual

Returns a user assigned CCObject.

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

Returns
A user assigned CCObject
local getUserObject ( )
virtual

Returns a user assigned CCObject.

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

Returns
A user assigned CCObject
virtual float getVertexZ ( )
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 int getZOrder ( )
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 CCLayer and CCScene. Don't call it outside framework. The default value is false, while in CCLayer and CCScene 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 CCSprite.

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 CCLayer and CCScene. Don't call it outside framework. The default value is false, while in CCLayer and CCScene 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 CCSprite.

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 CCLayer and CCScene. Don't call it outside framework. The default value is false, while in CCLayer and CCScene 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 CCSprite.

virtual bool init ( )
virtual

Initializes the instance of CCNode.

Returns
Whether the initialization was successful.

Reimplemented from CCNode.

Reimplemented in Widget, CCMenuItemImage, ScrollView, Layout, Slider, ListView, CCSprite, PageView, Button, TextField, CheckBox, CCLabelTTF, Label, CCScale9Sprite, RichText, CCArmature, and CCBone.

var init ( )
virtual

Initializes the instance of CCNode.

Returns
Whether the initialization was successful.

Reimplemented from CCNode.

Reimplemented in Widget, CCMenuItemImage, ScrollView, Layout, Slider, ListView, CCSprite, PageView, Button, TextField, CheckBox, CCLabelTTF, Label, CCScale9Sprite, RichText, CCArmature, and CCBone.

local init ( )
virtual

Initializes the instance of CCNode.

Returns
Whether the initialization was successful.

Reimplemented from CCNode.

Reimplemented in Widget, CCMenuItemImage, ScrollView, Layout, Slider, ListView, CCSprite, PageView, Button, TextField, CheckBox, CCLabelTTF, Label, CCScale9Sprite, RichText, CCArmature, and CCBone.

virtual bool isCascadeColorEnabled ( )
virtual

whether or not color should be propagated to its children.

Implements CCRGBAProtocol.

var isCascadeColorEnabled ( )
virtual

whether or not color should be propagated to its children.

Implements CCRGBAProtocol.

local isCascadeColorEnabled ( )
virtual

whether or not color should be propagated to its children.

Implements CCRGBAProtocol.

virtual bool
isCascadeOpacityEnabled
( )
virtual

whether or not opacity should be propagated to its children.

Implements CCRGBAProtocol.

var isCascadeOpacityEnabled ( )
virtual

whether or not opacity should be propagated to its children.

Implements CCRGBAProtocol.

local isCascadeOpacityEnabled ( )
virtual

whether or not opacity should be propagated to its children.

Implements CCRGBAProtocol.

virtual bool
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.
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 isOpacityModifyRGB ( )
inlinevirtual

Returns whether or not the opacity will be applied using glColor(R,G,B,opacity) or glColor(opacity, opacity, opacity, opacity)

Returns
Returns opacity modify flag.

Implements CCRGBAProtocol.

Reimplemented in CCSprite, CCScale9Sprite, CCAtlasNode, CCMotionStreak, and CCSkeleton.

var isOpacityModifyRGB ( )
inlinevirtual

Returns whether or not the opacity will be applied using glColor(R,G,B,opacity) or glColor(opacity, opacity, opacity, opacity)

Returns
Returns opacity modify flag.

Implements CCRGBAProtocol.

Reimplemented in CCSprite, CCScale9Sprite, CCAtlasNode, CCMotionStreak, and CCSkeleton.

local isOpacityModifyRGB ( )
inlinevirtual

Returns whether or not the opacity will be applied using glColor(R,G,B,opacity) or glColor(opacity, opacity, opacity, opacity)

Returns
Returns opacity modify flag.

Implements CCRGBAProtocol.

Reimplemented in CCSprite, CCScale9Sprite, CCAtlasNode, CCMotionStreak, and CCSkeleton.

virtual bool 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.
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 ( )
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 CCAffineTransform
nodeToParentTransform
( void  )
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 CCArmature, and CCPhysicsSprite.

var nodeToParentTransform (   )
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 CCArmature, and CCPhysicsSprite.

local nodeToParentTransform (   )
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 CCArmature, and CCPhysicsSprite.

virtual CCAffineTransform
nodeToWorldTransform
( void  )
virtual

Returns the world affine transform matrix.

The matrix is in Pixels.

Reimplemented in CCBone, and CCSkin.

var nodeToWorldTransform (   )
virtual

Returns the world affine transform matrix.

The matrix is in Pixels.

Reimplemented in CCBone, and CCSkin.

local nodeToWorldTransform (   )
virtual

Returns the world affine transform matrix.

The matrix is in Pixels.

Reimplemented in CCBone, and CCSkin.

unsigned int numberOfRunningActions ( void  )

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

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 numberOfRunningActions (   )

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 numberOfRunningActions (   )

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 void onEnter ( )
virtual

Event callback that is invoked every time when CCNode enters the 'stage'.

If the CCNode 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., CCNode::onEnter().

Reimplemented in CCTransitionFadeTR, CCTransitionSplitCols, CCTransitionTurnOffTiles, CCTransitionCrossFade, Widget, CCTransitionFade, CCTransitionZoomFlipAngular, CCTransitionZoomFlipY, CCTransitionZoomFlipX, CCTransitionFlipAngular, CCTransitionFlipY, CCTransitionFlipX, CCTransitionShrinkGrow, CCEditBox, ScrollView, CCTransitionSlideInL, Layout, CCTransitionMoveInL, CCTransitionJumpZoom, CCTransitionRotoZoom, PageView, TextField, CCControl, CCArmature, CCTransitionScene, CCTransitionPageTurn, CCLayer, CCClippingNode, TouchGroup, CCTransitionProgress, and UICCTextField.

virtual void
onEnterTransitionDidFinish
( )
virtual

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

If the CCNode 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. CCNode::onEnterTransitionDidFinish()

Reimplemented in CCLayer, CCClippingNode, and TouchGroup.

virtual void onExit ( )
virtual

Event callback that is invoked every time the CCNode leaves the 'stage'.

If the CCNode 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., CCNode::onExit().

Reimplemented in CCTransitionCrossFade, Widget, CCTransitionFade, CCEditBox, Layout, CCMenu, CCControl, CCArmature, CCTransitionScene, CCClippingNode, CCLayer, TouchGroup, and CCTransitionProgress.

virtual void
onExitTransitionDidStart
( )
virtual

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

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

Reimplemented in CCClippingNode.

virtual CCAffineTransform
parentToNodeTransform
( void  )
virtual

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

The matrix is in Pixels.

var parentToNodeTransform (   )
virtual

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

The matrix is in Pixels.

local parentToNodeTransform (   )
virtual

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

The matrix is in Pixels.

void pauseSchedulerAndActions ( void  )

Pauses all scheduled selectors and actions.

This method is called internally by onExit

virtual void registerScriptHandler ( int  handler)
virtual

Registers a script function that will be called in onEnter() & onExit() seires functions.

This handler will be removed automatically after onExit() called.

-- lua sample
local function sceneEventHandler(eventType)
if eventType == kCCNodeOnEnter then
-- do something
elseif evetType == kCCNodeOnExit then
-- do something
end
end
scene::registerScriptHandler(sceneEventHandler)
Warning
This method is for internal usage, don't call it manually.
Todo:
Perhaps we should rename it to get/set/removeScriptHandler acoording to the function name style.
Parameters
handlerA number that indicates a lua function.
var registerScriptHandler ( var  handler)
virtual

Registers a script function that will be called in onEnter() & onExit() seires functions.

This handler will be removed automatically after onExit() called.

-- lua sample
local function sceneEventHandler(eventType)
if eventType == kCCNodeOnEnter then
-- do something
elseif evetType == kCCNodeOnExit then
-- do something
end
end
scene::registerScriptHandler(sceneEventHandler)
Warning
This method is for internal usage, don't call it manually.
Todo:
Perhaps we should rename it to get/set/removeScriptHandler acoording to the function name style.
Parameters
handlerA number that indicates a lua function.
local registerScriptHandler ( local  handler)
virtual

Registers a script function that will be called in onEnter() & onExit() seires functions.

This handler will be removed automatically after onExit() called.

-- lua sample
local function sceneEventHandler(eventType)
if eventType == kCCNodeOnEnter then
-- do something
elseif evetType == kCCNodeOnExit then
-- do something
end
end
scene::registerScriptHandler(sceneEventHandler)
Warning
This method is for internal usage, don't call it manually.
Todo:
Perhaps we should rename it to get/set/removeScriptHandler acoording to the function name style.
Parameters
handlerA number that indicates a lua function.
virtual void removeAllChildren ( )
virtual

Removes all children from the container with a cleanup.

See also
removeAllChildrenWithCleanup(bool)

Reimplemented in Widget, ScrollView, Layout, ListView, and PageView.

var removeAllChildren ( )
virtual

Removes all children from the container with a cleanup.

See also
removeAllChildrenWithCleanup(bool)

Reimplemented in Widget, ScrollView, Layout, ListView, and PageView.

local removeAllChildren ( )
virtual

Removes all children from the container with a cleanup.

See also
removeAllChildrenWithCleanup(bool)

Reimplemented in Widget, ScrollView, Layout, ListView, and PageView.

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 Widget, CCSprite, ScrollView, Layout, ListView, PageView, CCSpriteBatchNode, CCParticleBatchNode, and CCParallaxNode.

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 Widget, CCSprite, ScrollView, Layout, ListView, PageView, CCSpriteBatchNode, CCParticleBatchNode, and CCParallaxNode.

local removeAllChildrenWithCleanup ( 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 Widget, CCSprite, ScrollView, Layout, ListView, PageView, CCSpriteBatchNode, CCParticleBatchNode, and CCParallaxNode.

virtual void removeAllComponents ( )
virtual

removes all components

var removeAllComponents ( )
virtual

removes all components

local removeAllComponents ( )
virtual

removes all components

virtual void removeChild ( CCNode child)
virtual

Removes a child from the container with a cleanup.

See also
removeChild(CCNode, bool)
Parameters
childThe child node which will be removed.

Reimplemented in Widget, ScrollView, Layout, ListView, and PageView.

var removeChild ( var  child)
virtual

Removes a child from the container with a cleanup.

See also
removeChild(CCNode, bool)
Parameters
childThe child node which will be removed.

Reimplemented in Widget, ScrollView, Layout, ListView, and PageView.

local removeChild ( local  child)
virtual

Removes a child from the container with a cleanup.

See also
removeChild(CCNode, bool)
Parameters
childThe child node which will be removed.

Reimplemented in Widget, ScrollView, Layout, ListView, and PageView.

virtual void removeChild ( CCNode child,
bool  cleanup 
)
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 CCSprite, Widget, ScrollView, Layout, ListView, CCTMXLayer, PageView, CCMenu, CCSpriteBatchNode, CCParticleBatchNode, CCParallaxNode, and CCBatchNode.

var removeChild ( var  child,
var  cleanup 
)
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 CCSprite, Widget, ScrollView, Layout, ListView, CCTMXLayer, PageView, CCMenu, CCSpriteBatchNode, CCParticleBatchNode, CCParallaxNode, and CCBatchNode.

local removeChild ( local  child,
local  cleanup 
)
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 CCSprite, Widget, ScrollView, Layout, ListView, CCTMXLayer, PageView, CCMenu, CCSpriteBatchNode, CCParticleBatchNode, CCParallaxNode, and CCBatchNode.

virtual void removeChildByTag ( int  tag)
virtual

Removes a child from the container by tag value with a cleanup.

See also
removeChildByTag(int, bool)
Parameters
tagAn interger number that identifies a child node
var removeChildByTag ( var  tag)
virtual

Removes a child from the container by tag value with a cleanup.

See also
removeChildByTag(int, bool)
Parameters
tagAn interger number that identifies a child node
local removeChildByTag ( local  tag)
virtual

Removes a child from the container by tag value with a cleanup.

See also
removeChildByTag(int, bool)
Parameters
tagAn interger number that identifies a child node
virtual void removeChildByTag ( int  tag,
bool  cleanup 
)
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.

Reimplemented in Widget.

var removeChildByTag ( var  tag,
var  cleanup 
)
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.

Reimplemented in Widget.

local removeChildByTag ( local  tag,
local  cleanup 
)
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.

Reimplemented in Widget.

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 bool removeComponent ( CCComponent pComponent)
virtual

removes a component by its pointer

var removeComponent ( var  pComponent)
virtual

removes a component by its pointer

local removeComponent ( local  pComponent)
virtual

removes a component by its pointer

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)

Reimplemented in Widget.

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)

Reimplemented in Widget.

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)

Reimplemented in Widget.

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.

Reimplemented in Widget.

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.

Reimplemented in Widget.

local removeFromParentAndCleanup ( 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.

Reimplemented in Widget.

virtual void reorderChild ( CCNode 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 CCSprite, CCSpriteBatchNode, and CCParticleBatchNode.

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 CCSprite, CCSpriteBatchNode, and CCParticleBatchNode.

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 CCSprite, CCSpriteBatchNode, and CCParticleBatchNode.

void resumeSchedulerAndActions ( void  )

Resumes all scheduled selectors and actions.

This method is called internally by onEnter

CCAction* runAction ( CCAction action)

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

This node becomes the action's target. Refer to CCAction::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 CCAction::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 CCAction::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
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 kCCRepeatForever 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
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 kCCRepeatForever 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
selectorA function wrapped as a selector
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
selectorA function wrapped as a selector
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
selectorA function wrapped as a selector
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
selectorA function wrapped as a selector
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.

var scheduleUpdate (   )

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).

var scheduleUpdateWithPriority ( var  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  nHandler,
int  priority 
)

Schedules for lua script.

local scheduleUpdateWithPriorityLua ( local  nHandler,
local  priority 
)

Schedules for lua script.

virtual void setActionManager ( CCActionManager actionManager)
virtual

Sets the CCActionManager object that is used by all actions.

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

Sets the CCActionManager object that is used by all actions.

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

Sets the CCActionManager object that is used by all actions.

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

Sets the additional transform.

Note
The additional transform will be concatenated at the end of nodeToParentTransform. It could be used to simulate parent-child relationship between two nodes (e.g. one is in BatchNode, another isn't).
// create a batchNode
CCSpriteBatchNode* batch= CCSpriteBatchNode::create("Icon-114.png");
this->addChild(batch);
// create two sprites, spriteA will be added to batchNode, they are using different textures.
CCSprite* spriteA = CCSprite::createWithTexture(batch->getTexture());
CCSprite* spriteB = CCSprite::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(ccp(200, 200));
// Gets the spriteA's transform.
CCAffineTransform t = spriteA->nodeToParentTransform();
// 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->nodeToParentTransform();
// 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->nodeToParentTransform();
// 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 nodeToParentTransform. It could be used to simulate parent-child relationship between two nodes (e.g. one is in BatchNode, another isn't).
// create a batchNode
CCSpriteBatchNode* batch= CCSpriteBatchNode::create("Icon-114.png");
this->addChild(batch);
// create two sprites, spriteA will be added to batchNode, they are using different textures.
CCSprite* spriteA = CCSprite::createWithTexture(batch->getTexture());
CCSprite* spriteB = CCSprite::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(ccp(200, 200));
// Gets the spriteA's transform.
CCAffineTransform t = spriteA->nodeToParentTransform();
// 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->nodeToParentTransform();
// 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->nodeToParentTransform();
// 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 nodeToParentTransform. It could be used to simulate parent-child relationship between two nodes (e.g. one is in BatchNode, another isn't).
// create a batchNode
CCSpriteBatchNode* batch= CCSpriteBatchNode::create("Icon-114.png");
this->addChild(batch);
// create two sprites, spriteA will be added to batchNode, they are using different textures.
CCSprite* spriteA = CCSprite::createWithTexture(batch->getTexture());
CCSprite* spriteB = CCSprite::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(ccp(200, 200));
// Gets the spriteA's transform.
CCAffineTransform t = spriteA->nodeToParentTransform();
// 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->nodeToParentTransform();
// 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->nodeToParentTransform();
// 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 CCPoint 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 CCEditBox, CCSprite, CCLabelBMFont, TextField, CheckBox, Button, Label, RichText, LabelAtlas, ImageView, and LabelBMFont.

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 CCEditBox, CCSprite, CCLabelBMFont, TextField, CheckBox, Button, Label, RichText, LabelAtlas, ImageView, and LabelBMFont.

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 CCEditBox, CCSprite, CCLabelBMFont, TextField, CheckBox, Button, Label, RichText, LabelAtlas, ImageView, and LabelBMFont.

virtual void setCascadeColorEnabled ( bool  cascadeColorEnabled)
virtual

Implements CCRGBAProtocol.

var setCascadeColorEnabled ( var  cascadeColorEnabled)
virtual

Implements CCRGBAProtocol.

local setCascadeColorEnabled ( local  cascadeColorEnabled)
virtual

Implements CCRGBAProtocol.

virtual void
setCascadeOpacityEnabled
( bool  cascadeOpacityEnabled)
virtual

Implements CCRGBAProtocol.

var setCascadeOpacityEnabled ( var  cascadeOpacityEnabled)
virtual

Implements CCRGBAProtocol.

local setCascadeOpacityEnabled ( local  cascadeOpacityEnabled)
virtual

Implements CCRGBAProtocol.

virtual void setColor ( const ccColor3B color)
virtual
var setColor ( var  color)
virtual
local setColor ( local  color)
virtual
virtual void setContentSize ( const CCSize 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 CCEditBox, CCLayerColor, CCScrollView, and CCScale9Sprite.

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 CCEditBox, CCLayerColor, CCScrollView, and CCScale9Sprite.

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 CCEditBox, CCLayerColor, CCScrollView, and CCScale9Sprite.

virtual void setGLServerState ( ccGLServerState  glServerState)
virtual

Sets the state of OpenGL server side.

Parameters
glServerStateThe state of OpenGL server side.
local setGLServerState ( local  glServerState)
virtual

Sets the state of OpenGL server side.

Parameters
glServerStateThe state of OpenGL server side.
virtual void setGrid ( CCGridBase pGrid)
virtual

Changes a grid object that is used when applying effects.

Parameters
ACCGrid object that is used when applying effects
var setGrid ( var  pGrid)
virtual

Changes a grid object that is used when applying effects.

Parameters
ACCGrid object that is used when applying effects
local setGrid ( local  pGrid)
virtual

Changes a grid object that is used when applying effects.

Parameters
ACCGrid object that is used when applying effects
virtual void setOpacity ( GLubyte  opacity)
virtual

Changes the opacity.

Parameters
valueGoes from 0 to 255, where 255 means fully opaque and 0 means fully transparent.

Implements CCRGBAProtocol.

Reimplemented in Widget, CCScale9Sprite, CCSprite, CCBone, CCAtlasNode, CCProgressTimer, and CCMotionStreak.

var setOpacity ( var  opacity)
virtual

Changes the opacity.

Parameters
valueGoes from 0 to 255, where 255 means fully opaque and 0 means fully transparent.

Implements CCRGBAProtocol.

Reimplemented in Widget, CCScale9Sprite, CCSprite, CCBone, CCAtlasNode, CCProgressTimer, and CCMotionStreak.

local setOpacity ( local  opacity)
virtual

Changes the opacity.

Parameters
valueGoes from 0 to 255, where 255 means fully opaque and 0 means fully transparent.

Implements CCRGBAProtocol.

Reimplemented in Widget, CCScale9Sprite, CCSprite, CCBone, CCAtlasNode, CCProgressTimer, and CCMotionStreak.

virtual void setOpacityModifyRGB ( bool  bValue)
inlinevirtual

Changes the OpacityModifyRGB property.

If thie property is set to true, then the rendered color will be affected by opacity. Normally, r = r * opacity/255, g = g * opacity/255, b = b * opacity/255.

Parameters
bValuetrue then the opacity will be applied as: glColor(R,G,B,opacity); false then the opacity will be applied as: glColor(opacity, opacity, opacity, opacity);

Implements CCRGBAProtocol.

Reimplemented in CCSprite, CCScale9Sprite, CCAtlasNode, CCMotionStreak, and CCSkeleton.

var setOpacityModifyRGB ( var  bValue)
inlinevirtual

Changes the OpacityModifyRGB property.

If thie property is set to true, then the rendered color will be affected by opacity. Normally, r = r * opacity/255, g = g * opacity/255, b = b * opacity/255.

Parameters
bValuetrue then the opacity will be applied as: glColor(R,G,B,opacity); false then the opacity will be applied as: glColor(opacity, opacity, opacity, opacity);

Implements CCRGBAProtocol.

Reimplemented in CCSprite, CCScale9Sprite, CCAtlasNode, CCMotionStreak, and CCSkeleton.

local setOpacityModifyRGB ( local  bValue)
inlinevirtual

Changes the OpacityModifyRGB property.

If thie property is set to true, then the rendered color will be affected by opacity. Normally, r = r * opacity/255, g = g * opacity/255, b = b * opacity/255.

Parameters
bValuetrue then the opacity will be applied as: glColor(R,G,B,opacity); false then the opacity will be applied as: glColor(opacity, opacity, opacity, opacity);

Implements CCRGBAProtocol.

Reimplemented in CCSprite, CCScale9Sprite, CCAtlasNode, CCMotionStreak, and CCSkeleton.

virtual void setOrderOfArrival ( unsigned int  uOrderOfArrival)
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
uOrderOfArrivalThe arrival order.
var setOrderOfArrival ( var  uOrderOfArrival)
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
uOrderOfArrivalThe arrival order.
local setOrderOfArrival ( local  uOrderOfArrival)
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
uOrderOfArrivalThe arrival order.
virtual void setParent ( CCNode 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 CCPoint position)
virtual

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

Usually we use ccp(x,y) to compose CCPoint 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( ccp(size.width/2, size.height/2) )
Parameters
positionThe position (x,y) of the node in OpenGL coordinates

Reimplemented in CCEditBox, Widget, CCSprite, CCPhysicsSprite, and CCMotionStreak.

local setPosition ( local  position)
virtual

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

Usually we use ccp(x,y) to compose CCPoint 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( ccp(size.width/2, size.height/2) )
Parameters
positionThe position (x,y) of the node in OpenGL coordinates

Reimplemented in CCEditBox, Widget, CCSprite, CCPhysicsSprite, and CCMotionStreak.

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 CCPoint 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 CCPoint 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 CCPoint 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 CCPoint 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  fRotation)
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
fRotationThe roration of the node in degrees.

Reimplemented in CCParticleSystem, CCSprite, and CCPhysicsSprite.

var setRotation ( var  fRotation)
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
fRotationThe roration of the node in degrees.

Reimplemented in CCParticleSystem, CCSprite, and CCPhysicsSprite.

local setRotation ( local  fRotation)
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
fRotationThe roration of the node in degrees.

Reimplemented in CCParticleSystem, CCSprite, and CCPhysicsSprite.

virtual void setRotationX ( float  fRotaionX)
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
fRotationXThe X rotation in degrees which performs a horizontal rotational skew.

Reimplemented in CCSprite.

var setRotationX ( var  fRotaionX)
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
fRotationXThe X rotation in degrees which performs a horizontal rotational skew.

Reimplemented in CCSprite.

local setRotationX ( local  fRotaionX)
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
fRotationXThe X rotation in degrees which performs a horizontal rotational skew.

Reimplemented in CCSprite.

virtual void setRotationY ( float  fRotationY)
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
fRotationYThe Y rotation in degrees.

Reimplemented in CCSprite.

var setRotationY ( var  fRotationY)
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
fRotationYThe Y rotation in degrees.

Reimplemented in CCSprite.

local setRotationY ( local  fRotationY)
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
fRotationYThe Y rotation in degrees.

Reimplemented in CCSprite.

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 CCParticleSystem, CCSprite, and CCLabelBMFont.

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 CCParticleSystem, CCSprite, and CCLabelBMFont.

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 CCParticleSystem, CCSprite, and CCLabelBMFont.

virtual void setScale ( float  fScaleX,
float  fScaleY 
)
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
fScaleXThe scale factor on X axis.
fScaleYThe scale factor on Y axis.
var setScale ( var  fScaleX,
var  fScaleY 
)
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
fScaleXThe scale factor on X axis.
fScaleYThe scale factor on Y axis.
local setScale ( local  fScaleX,
local  fScaleY 
)
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
fScaleXThe scale factor on X axis.
fScaleYThe scale factor on Y axis.
virtual void setScaleX ( float  fScaleX)
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
fScaleXThe scale factor on X axis.

Reimplemented in CCParticleSystem, CCSprite, and CCLabelBMFont.

var setScaleX ( var  fScaleX)
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
fScaleXThe scale factor on X axis.

Reimplemented in CCParticleSystem, CCSprite, and CCLabelBMFont.

local setScaleX ( local  fScaleX)
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
fScaleXThe scale factor on X axis.

Reimplemented in CCParticleSystem, CCSprite, and CCLabelBMFont.

virtual void setScaleY ( float  fScaleY)
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
fScaleYThe scale factor on Y axis.

Reimplemented in CCParticleSystem, CCSprite, and CCLabelBMFont.

var setScaleY ( var  fScaleY)
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
fScaleYThe scale factor on Y axis.

Reimplemented in CCParticleSystem, CCSprite, and CCLabelBMFont.

local setScaleY ( local  fScaleY)
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
fScaleYThe scale factor on Y axis.

Reimplemented in CCParticleSystem, CCSprite, and CCLabelBMFont.

virtual void setScheduler ( CCScheduler scheduler)
virtual

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

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

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

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

node->setShaderProgram(CCShaderCache::sharedShaderCache()->programForKey(kCCShader_PositionTextureColor));
Parameters
Theshader program which fetchs from CCShaderCache.
var setShaderProgram ( var  pShaderProgram)
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.

node->setShaderProgram(CCShaderCache::sharedShaderCache()->programForKey(kCCShader_PositionTextureColor));
Parameters
Theshader program which fetchs from CCShaderCache.
local setShaderProgram ( local  pShaderProgram)
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.

node->setShaderProgram(CCShaderCache::sharedShaderCache()->programForKey(kCCShader_PositionTextureColor));
Parameters
Theshader program which fetchs from CCShaderCache.
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 CCSprite.

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 CCSprite.

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 CCSprite.

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 CCSprite.

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 CCSprite.

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 CCSprite.

virtual void setTag ( int  nTag)
virtual

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

Please refer to getTag for the sample code.

Parameters
Ainterger that indentifies the node.
var setTag ( var  nTag)
virtual

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

Please refer to getTag for the sample code.

Parameters
Ainterger that indentifies the node.
local setTag ( local  nTag)
virtual

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

Please refer to getTag for the sample code.

Parameters
Ainterger that indentifies the node.
virtual void setUserData ( void *  pUserData)
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.
Returns
A custom user data pointer
local setUserData ( local  pUserData)
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.
Returns
A custom user data pointer
virtual void setUserObject ( CCObject pUserObject)
virtual

Returns a user assigned CCObject.

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 CCNode's destructure.

Parameters
Auser assigned CCObject
var setUserObject ( var  pUserObject)
virtual

Returns a user assigned CCObject.

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 CCNode's destructure.

Parameters
Auser assigned CCObject
local setUserObject ( local  pUserObject)
virtual

Returns a user assigned CCObject.

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 CCNode's destructure.

Parameters
Auser assigned CCObject
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
fVertexZOpenGL Z vertex of this node.

Reimplemented in CCSprite.

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
fVertexZOpenGL Z vertex of this node.

Reimplemented in CCSprite.

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
fVertexZOpenGL Z vertex of this node.

Reimplemented in CCSprite.

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 CCEditBox, and CCSprite.

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 CCEditBox, and CCSprite.

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 CCEditBox, and CCSprite.

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
nZOrderZ order of this node.

Reimplemented in CCBone.

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
nZOrderZ order of this node.

Reimplemented in CCBone.

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
nZOrderZ order of this node.

Reimplemented in CCBone.

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 CCSprite, Layout, Widget, ListView, and CCSpriteBatchNode.

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 CCSprite, Layout, Widget, ListView, and CCSpriteBatchNode.

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 CCSprite, Layout, Widget, ListView, and CCSpriteBatchNode.

void stopAction ( CCAction action)

Stops and removes an action from the running action list.

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

Stops and removes an action from the running action list.

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

Stops and removes an action from the running action list.

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

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

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

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

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

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

Parameters
Atag that indicates the action to be removed.
void stopAllActions ( void  )

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 ( void  )

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 ( void  )

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.

virtual void
unregisterScriptHandler
( void  )
virtual

Unregisters a script function that will be called in onEnter() & onExit() series functions.

See also
registerScriptHandler(int)
var unregisterScriptHandler (   )
virtual

Unregisters a script function that will be called in onEnter() & onExit() series functions.

See also
registerScriptHandler(int)
local unregisterScriptHandler (   )
virtual

Unregisters a script function that will be called in onEnter() & onExit() series functions.

See also
registerScriptHandler(int)
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.

local 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
virtual void updateDisplayedColor ( const ccColor3B color)
virtual

recursive method that updates display color

Implements CCRGBAProtocol.

Reimplemented in CCSprite, and CCBone.

var updateDisplayedColor ( var  color)
virtual

recursive method that updates display color

Implements CCRGBAProtocol.

Reimplemented in CCSprite, and CCBone.

local updateDisplayedColor ( local  color)
virtual

recursive method that updates display color

Implements CCRGBAProtocol.

Reimplemented in CCSprite, and CCBone.

virtual void updateDisplayedOpacity ( GLubyte  opacity)
virtual

recursive method that updates the displayed opacity.

Implements CCRGBAProtocol.

Reimplemented in CCScale9Sprite, CCSprite, CCBone, and UICCLabelAtlas.

var updateDisplayedOpacity ( var  opacity)
virtual

recursive method that updates the displayed opacity.

Implements CCRGBAProtocol.

Reimplemented in CCScale9Sprite, CCSprite, CCBone, and UICCLabelAtlas.

local updateDisplayedOpacity ( local  opacity)
virtual

recursive method that updates the displayed opacity.

Implements CCRGBAProtocol.

Reimplemented in CCScale9Sprite, CCSprite, CCBone, and UICCLabelAtlas.

virtual void updateTransform ( void  )
virtual

Calls children's updateTransform() method recursively.

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

Reimplemented in CCSprite, and CCSkin.

var updateTransform (   )
virtual

Calls children's updateTransform() method recursively.

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

Reimplemented in CCSprite, and CCSkin.

local updateTransform (   )
virtual

Calls children's updateTransform() method recursively.

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

Reimplemented in CCSprite, and CCSkin.

virtual void visit ( void  )
virtual
var visit (   )
virtual
local visit (   )
virtual
virtual CCAffineTransform
worldToNodeTransform
( void  )
virtual

Returns the inverse world affine transform matrix.

The matrix is in Pixels.

var worldToNodeTransform (   )
virtual

Returns the inverse world affine transform matrix.

The matrix is in Pixels.

local worldToNodeTransform (   )
virtual

Returns the inverse world affine transform matrix.

The matrix is in Pixels.

Variable Documentation

bool _cascadeColorEnabled
protected
var _cascadeColorEnabled
protected
local _cascadeColorEnabled
protected
bool _cascadeOpacityEnabled
protected
var _cascadeOpacityEnabled
protected
local _cascadeOpacityEnabled
protected
ccColor3B _displayedColor
protected
var _displayedColor
protected
local _displayedColor
protected
GLubyte _displayedOpacity
protected
var _displayedOpacity
protected
local _displayedOpacity
protected
ccColor3B _realColor
protected
var _realColor
protected
local _realColor
protected
GLubyte _realOpacity
protected
var _realOpacity
protected
local _realOpacity
protected
bool m_bAdditionalTransformDirty
protected

The flag to check whether the additional transform is dirty.

var m_bAdditionalTransformDirty
protected

The flag to check whether the additional transform is dirty.

local m_bAdditionalTransformDirty
protected

The flag to check whether the additional transform is dirty.

bool
m_bIgnoreAnchorPointForPosition
protected

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

Used by CCLayer and CCScene.

var m_bIgnoreAnchorPointForPosition
protected

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

Used by CCLayer and CCScene.

local
m_bIgnoreAnchorPointForPosition
protected

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

Used by CCLayer and CCScene.

bool m_bInverseDirty
protected

transform dirty flag

var m_bInverseDirty
protected

transform dirty flag

local m_bInverseDirty
protected

transform dirty flag

bool m_bReorderChildDirty
protected

children order dirty flag

var m_bReorderChildDirty
protected

children order dirty flag

local m_bReorderChildDirty
protected

children order dirty flag

bool m_bRunning
protected

is running

var m_bRunning
protected

is running

local m_bRunning
protected

is running

bool m_bTransformDirty
protected

transform dirty flag

var m_bTransformDirty
protected

transform dirty flag

local m_bTransformDirty
protected

transform dirty flag

bool m_bVisible
protected

is this node visible

var m_bVisible
protected

is this node visible

local m_bVisible
protected

is this node visible

ccGLServerState m_eGLServerState
protected

OpenGL servier side state.

var m_eGLServerState
protected

OpenGL servier side state.

local m_eGLServerState
protected

OpenGL servier side state.

ccScriptType m_eScriptType
protected

type of script binding, lua or javascript

var m_eScriptType
protected

type of script binding, lua or javascript

local m_eScriptType
protected

type of script binding, lua or javascript

float m_fRotationX
protected

rotation angle on x-axis

float m_fRotationY
protected

rotation angle on y-axis

var m_fRotationY
protected

rotation angle on y-axis

local m_fRotationY
protected

rotation angle on y-axis

float m_fScaleX
protected

scaling factor on x-axis

var m_fScaleX
protected

scaling factor on x-axis

local m_fScaleX
protected

scaling factor on x-axis

float m_fScaleY
protected

scaling factor on y-axis

var m_fScaleY
protected

scaling factor on y-axis

local m_fScaleY
protected

scaling factor on y-axis

float m_fSkewX
protected

skew angle on x-axis

var m_fSkewX
protected

skew angle on x-axis

local m_fSkewX
protected

skew angle on x-axis

float m_fSkewY
protected

skew angle on y-axis

var m_fSkewY
protected

skew angle on y-axis

local m_fSkewY
protected

skew angle on y-axis

float m_fVertexZ
protected

OpenGL real Z vertex.

var m_fVertexZ
protected

OpenGL real Z vertex.

local m_fVertexZ
protected

OpenGL real Z vertex.

int m_nScriptHandler
protected

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

var m_nScriptHandler
protected

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

local m_nScriptHandler
protected

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

int m_nTag
protected

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

var m_nTag
protected

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

local m_nTag
protected

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

int m_nUpdateScriptHandler
protected

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

var m_nUpdateScriptHandler
protected

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

local m_nUpdateScriptHandler
protected

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

int m_nZOrder
protected

z-order value that affects the draw order

var m_nZOrder
protected

z-order value that affects the draw order

local m_nZOrder
protected

z-order value that affects the draw order

CCPoint m_obAnchorPoint
protected

anchor point normalized (NOT in points)

var m_obAnchorPoint
protected

anchor point normalized (NOT in points)

local m_obAnchorPoint
protected

anchor point normalized (NOT in points)

CCPoint m_obAnchorPointInPoints
protected

anchor point in points

var m_obAnchorPointInPoints
protected

anchor point in points

local m_obAnchorPointInPoints
protected

anchor point in points

CCSize m_obContentSize
protected

untransformed size of the node

var m_obContentSize
protected

untransformed size of the node

local m_obContentSize
protected

untransformed size of the node

CCPoint m_obPosition
protected

position of the node

var m_obPosition
protected

position of the node

local m_obPosition
protected

position of the node

CCActionManager* m_pActionManager
protected

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

var m_pActionManager
protected

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

local m_pActionManager
protected

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

CCCamera* m_pCamera
protected

a camera

var m_pCamera
protected

a camera

local m_pCamera
protected

a camera

CCArray* m_pChildren
protected

array of children nodes

var m_pChildren
protected

array of children nodes

local m_pChildren
protected

array of children nodes

CCComponentContainer*
m_pComponentContainer
protected

Dictionary of components.

var m_pComponentContainer
protected

Dictionary of components.

local m_pComponentContainer
protected

Dictionary of components.

CCGridBase* m_pGrid
protected

a grid

var m_pGrid
protected

a grid

local m_pGrid
protected

a grid

CCNode* m_pParent
protected

weak reference to parent node

var m_pParent
protected

weak reference to parent node

local m_pParent
protected

weak reference to parent node

CCScheduler* m_pScheduler
protected

scheduler used to schedule timers and updates

var m_pScheduler
protected

scheduler used to schedule timers and updates

local m_pScheduler
protected

scheduler used to schedule timers and updates

CCGLProgram* m_pShaderProgram
protected

OpenGL shader.

var m_pShaderProgram
protected

OpenGL shader.

local m_pShaderProgram
protected

OpenGL shader.

void* m_pUserData
protected

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

var m_pUserData
protected

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

local m_pUserData
protected

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

CCObject* m_pUserObject
protected

A user assigned CCObject.

var m_pUserObject
protected

A user assigned CCObject.

local m_pUserObject
protected

A user assigned CCObject.

CCAffineTransform
m_sAdditionalTransform
protected

transform

var m_sAdditionalTransform
protected

transform

local m_sAdditionalTransform
protected

transform

CCAffineTransform m_sInverse
protected

transform

var m_sInverse
protected

transform

local m_sInverse
protected

transform

CCAffineTransform m_sTransform
protected

transform

var m_sTransform
protected

transform

local m_sTransform
protected

transform

unsigned int m_uOrderOfArrival
protected

used to preserve sequence while sorting children with the same zOrder

var m_uOrderOfArrival
protected

used to preserve sequence while sorting children with the same zOrder

local m_uOrderOfArrival
protected

used to preserve sequence while sorting children with the same zOrder