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CCMotionStreak Class Reference

MotionStreak. More...

#include <CCMotionStreak.h>

Inheritance diagram for CCMotionStreak:
CCNodeRGBA CCTextureProtocol CCNode CCRGBAProtocol CCBlendProtocol CCObject CCCopying

Public Member Functions

 CCMotionStreak ()
virtual ~CCMotionStreak ()
bool initWithFade (float fade, float minSeg, float stroke, const ccColor3B &color, const char *path)
 initializes a motion streak with fade in seconds, minimum segments, stroke's width, color and texture filename More...
 
bool initWithFade (float fade, float minSeg, float stroke, const ccColor3B &color, CCTexture2D *texture)
 initializes a motion streak with fade in seconds, minimum segments, stroke's width, color and texture More...
 
void tintWithColor (ccColor3B colors)
 color used for the tint More...
 
void reset ()
 Remove all living segments of the ribbon. More...
 
virtual void setPosition (const CCPoint &position)
 Override super methods. More...
 
local setPosition ( local position)
 Override super methods. More...
 
virtual void draw ()
 Override this method to draw your own node. More...
 
virtual void update (float delta)
local update ( local delta)
virtual CCTexture2DgetTexture (void)
 Returns the currently used texture. More...
 
var getTexture ()
 Returns the currently used texture. More...
 
local getTexture ()
 Returns the currently used texture. More...
 
virtual void setTexture (CCTexture2D *texture)
 Sets a new texuture. More...
 
local setTexture ( local texture)
 Sets a new texuture. More...
 
virtual void setBlendFunc (ccBlendFunc blendFunc)
 Sets the source blending function. More...
 
local setBlendFunc ( local blendFunc)
 Sets the source blending function. More...
 
virtual ccBlendFunc getBlendFunc (void)
 Returns the blending function that is currently being used. More...
 
virtual GLubyte getOpacity (void)
 Returns the opacity. More...
 
virtual void setOpacity (GLubyte opacity)
 Changes the opacity. More...
 
local setOpacity ( local opacity)
 Changes the opacity. More...
 
virtual void setOpacityModifyRGB (bool bValue)
 Changes the OpacityModifyRGB property. More...
 
local setOpacityModifyRGB ( local bValue)
 Changes the OpacityModifyRGB property. More...
 
virtual bool isOpacityModifyRGB (void)
 Returns whether or not the opacity will be applied using glColor(R,G,B,opacity) or glColor(opacity, opacity, opacity, opacity) More...
 
bool isFastMode ()
 When fast mode is enabled, new points are added faster but with lower precision. More...
 
void setFastMode (bool bFastMode)
bool isStartingPositionInitialized ()
local isStartingPositionInitialized ()
void setStartingPositionInitialized (bool bStartingPositionInitialized)
local setStartingPositionInitialized ( local bStartingPositionInitialized)
- Public Member Functions inherited from CCNodeRGBA
 CCNodeRGBA ()
virtual ~CCNodeRGBA ()
virtual bool init ()
 Initializes the instance of CCNode. More...
 
virtual GLubyte getDisplayedOpacity ()
 Returns the displayed opacity. More...
 
virtual void updateDisplayedOpacity (GLubyte parentOpacity)
 recursive method that updates the displayed opacity. More...
 
virtual bool isCascadeOpacityEnabled ()
 whether or not opacity should be propagated to its children. More...
 
virtual void setCascadeOpacityEnabled (bool cascadeOpacityEnabled)
virtual const ccColor3BgetColor (void)
 Returns color that is currently used. More...
 
virtual const ccColor3BgetDisplayedColor ()
 Returns the displayed color. More...
 
virtual void setColor (const ccColor3B &color)
 @ More...
 
virtual void updateDisplayedColor (const ccColor3B &parentColor)
 recursive method that updates display color More...
 
virtual bool isCascadeColorEnabled ()
 whether or not color should be propagated to its children. More...
 
virtual void setCascadeColorEnabled (bool cascadeColorEnabled)
- Public Member Functions inherited from CCNode
virtual CCCameragetCamera ()
 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 visit (void)
 Visits this node's children and draw them recursively. More...
 
CCRect boundingBox (void)
 Returns a "local" axis aligned bounding box of the node. More...
 
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...
 
virtual int getZOrder ()
 Gets the Z order of this node. More...
 
virtual void setVertexZ (float vertexZ)
 Sets the real OpenGL Z vertex. More...
 
virtual float 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...
 
virtual float 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...
 
virtual const CCPointgetPosition ()
 Gets the position (x,y) of the node in OpenGL coordinates. More...
 
virtual void setPosition (float x, float y)
 Sets position in a more efficient way. More...
 
virtual void getPosition (float *x, float *y)
 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...
 
virtual float getPositionX (void)
virtual void setPositionY (float y)
virtual float getPositionY (void)
virtual void setSkewX (float 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...
 
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...
 
virtual void setAnchorPoint (const CCPoint &anchorPoint)
 Sets the anchor point in percent. More...
 
virtual const CCPointgetAnchorPoint ()
 Returns the anchor point in percent. More...
 
virtual const CCPointgetAnchorPointInPoints ()
 Returns the anchorPoint in absolute pixels. More...
 
virtual void setContentSize (const CCSize &contentSize)
 Sets the untransformed size of the node. More...
 
virtual const CCSizegetContentSize () const
 Returns the untransformed size of the node. More...
 
virtual void setVisible (bool 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...
 
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...
 
virtual float 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...
 
virtual float 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...
 
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...
 
virtual ccGLServerState 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...
 
virtual bool isIgnoreAnchorPointForPosition ()
 Gets whether the anchor point will be (0,0) when you position this node. More...
 
virtual void addChild (CCNode *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...
 
virtual void addChild (CCNode *child, int zOrder, int tag)
 Adds a child to the container with z order and tag. More...
 
CCNodegetChildByTag (int tag)
 Gets a child from the container with its tag. More...
 
virtual CCArraygetChildren ()
 Return an array of children. More...
 
unsigned int getChildrenCount (void) const
 Get the amount of children. More...
 
virtual void setParent (CCNode *parent)
 Sets the parent node. More...
 
virtual CCNodegetParent ()
 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...
 
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...
 
virtual void removeAllChildren ()
 Removes all children from the container with a cleanup. More...
 
virtual void removeAllChildrenWithCleanup (bool cleanup)
 Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More...
 
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...
 
virtual CCGridBasegetGrid ()
 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...
 
virtual int getTag () const
 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...
 
virtual void * getUserData ()
 Returns a custom user data pointer. More...
 
virtual void setUserData (void *pUserData)
 Sets a custom user data pointer. More...
 
virtual CCObjectgetUserObject ()
 Returns a user assigned CCObject. More...
 
virtual void setUserObject (CCObject *pUserObject)
 Returns a user assigned CCObject. More...
 
virtual CCGLProgramgetShaderProgram ()
 Return the shader program currently used for this node. More...
 
virtual void setShaderProgram (CCGLProgram *pShaderProgram)
 Sets the shader program for this node. More...
 
virtual void registerScriptHandler (int 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...
 
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...
 
virtual void setActionManager (CCActionManager *actionManager)
 Sets the CCActionManager object that is used by all actions. More...
 
virtual CCActionManagergetActionManager ()
 Gets the CCActionManager object that is used by all actions. More...
 
CCActionrunAction (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...
 
void stopAction (CCAction *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...
 
CCActiongetActionByTag (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...
 
virtual void setScheduler (CCScheduler *scheduler)
 Sets a CCScheduler object that is used to schedule all "updates" and timers. More...
 
virtual CCSchedulergetScheduler ()
 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...
 
void unscheduleUpdate (void)
void schedule (SEL_SCHEDULE selector, float interval, unsigned int repeat, float delay)
 Schedules a custom selector. More...
 
void schedule (SEL_SCHEDULE selector, float interval)
 Schedules a custom selector with an interval time in seconds. More...
 
void scheduleOnce (SEL_SCHEDULE selector, float delay)
 Schedules a selector that runs only once, with a delay of 0 or larger. More...
 
void schedule (SEL_SCHEDULE selector)
 Schedules a custom selector, the scheduled selector will be ticked every frame. More...
 
void unschedule (SEL_SCHEDULE selector)
 Unschedules a custom selector. More...
 
void unscheduleAllSelectors (void)
 Unschedule all scheduled selectors: custom selectors, and the 'update' selector. More...
 
void resumeSchedulerAndActions (void)
 Resumes all scheduled selectors and actions. More...
 
void pauseSchedulerAndActions (void)
 Pauses all scheduled selectors and actions. More...
 
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...
 
virtual CCAffineTransform parentToNodeTransform (void)
 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...
 
virtual CCAffineTransform worldToNodeTransform (void)
 Returns the inverse world affine transform matrix. More...
 
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...
 
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...
 
CCPoint convertTouchToNodeSpaceAR (CCTouch *touch)
 converts a CCTouch (world coordinates) into a local coordinate. More...
 
void setAdditionalTransform (const CCAffineTransform &additionalTransform)
 Sets the additional transform. More...
 
CCComponentgetComponent (const char *pName) const
 gets a component by its name More...
 
virtual bool addComponent (CCComponent *pComponent)
 adds a component More...
 
virtual bool removeComponent (const char *pName)
 removes a component by its name More...
 
virtual void removeAllComponents ()
 removes all components More...
 
 CCNode (void)
 Default constructor. More...
 
virtual ~CCNode (void)
 Default destructor. More...
 
const char * description (void)
 Gets the description string. More...
 
- Public Member Functions inherited from CCObject
 CCObject (void)
virtual ~CCObject (void)
void release (void)
void retain (void)
CCObjectautorelease (void)
CCObjectcopy (void)
bool isSingleReference (void) const
unsigned int retainCount (void) const
virtual bool isEqual (const CCObject *pObject)
virtual void acceptVisitor (CCDataVisitor &visitor)
- Public Member Functions inherited from CCCopying
virtual CCObjectcopyWithZone (CCZone *pZone)

Static Public Member Functions

static CCMotionStreakcreate (float fade, float minSeg, float stroke, const ccColor3B &color, const char *path)
 creates and initializes a motion streak with fade in seconds, minimum segments, stroke's width, color, texture filename More...
 
local create ( local fade, local minSeg, local stroke, local color, local path)
 creates and initializes a motion streak with fade in seconds, minimum segments, stroke's width, color, texture filename More...
 
static CCMotionStreakcreate (float fade, float minSeg, float stroke, const ccColor3B &color, CCTexture2D *texture)
 creates and initializes a motion streak with fade in seconds, minimum segments, stroke's width, color, texture More...
 
local create ( local fade, local minSeg, local stroke, local color, local texture)
 creates and initializes a motion streak with fade in seconds, minimum segments, stroke's width, color, texture More...
 
- Static Public Member Functions inherited from CCNodeRGBA
static CCNodeRGBAcreate (void)
 Allocates and initializes a nodergba. More...
 
- Static Public Member Functions inherited from CCNode
static CCNodecreate (void)
 Allocates and initializes a node. More...
 

Protected Attributes

bool m_bFastMode
bool m_bStartingPositionInitialized
var m_bStartingPositionInitialized
local m_bStartingPositionInitialized
- Protected Attributes inherited from CCNodeRGBA
GLubyte _displayedOpacity
GLubyte _realOpacity
ccColor3B _displayedColor
ccColor3B _realColor
bool _cascadeColorEnabled
bool _cascadeOpacityEnabled
- Protected Attributes inherited from CCNode
float m_fRotationX
 rotation angle on x-axis More...
 
float m_fRotationY
 rotation angle on y-axis More...
 
float m_fScaleX
 scaling factor on x-axis More...
 
float m_fScaleY
 scaling factor on y-axis More...
 
float m_fVertexZ
 OpenGL real Z vertex. More...
 
CCPoint m_obPosition
 position of the node More...
 
float m_fSkewX
 skew angle on x-axis More...
 
float m_fSkewY
 skew angle on y-axis More...
 
CCPoint m_obAnchorPointInPoints
 anchor point in points More...
 
CCPoint m_obAnchorPoint
 anchor point normalized (NOT in points) More...
 
CCSize m_obContentSize
 untransformed size of the node More...
 
CCAffineTransform m_sAdditionalTransform
 transform More...
 
CCAffineTransform m_sTransform
 transform More...
 
CCAffineTransform m_sInverse
 transform More...
 
CCCameram_pCamera
 a camera More...
 
CCGridBasem_pGrid
 a grid More...
 
int m_nZOrder
 z-order value that affects the draw order More...
 
CCArraym_pChildren
 array of children nodes More...
 
CCNodem_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...
 
CCObjectm_pUserObject
 A user assigned CCObject. More...
 
CCGLProgramm_pShaderProgram
 OpenGL shader. More...
 
ccGLServerState m_eGLServerState
 OpenGL servier side state. More...
 
unsigned int m_uOrderOfArrival
 used to preserve sequence while sorting children with the same zOrder More...
 
CCSchedulerm_pScheduler
 scheduler used to schedule timers and updates More...
 
CCActionManagerm_pActionManager
 a pointer to ActionManager singleton, which is used to handle all the actions More...
 
bool m_bRunning
 is running More...
 
bool m_bTransformDirty
 transform dirty flag More...
 
bool 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...
 
bool 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...
 
int 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...
 
ccScriptType m_eScriptType
 type of script binding, lua or javascript More...
 
CCComponentContainerm_pComponentContainer
 Dictionary of components. More...
 
- Protected Attributes inherited from CCObject
unsigned int m_uReference
unsigned int m_uAutoReleaseCount

Additional Inherited Members

- Public Attributes inherited from CCObject
unsigned int m_uID
int m_nLuaID

Detailed Description

MotionStreak.

Creates a trailing path.

Constructor & Destructor Documentation

var ctor ( )
local CCMotionStreak ( )
virtual ~CCMotionStreak ( )
virtual

Member Function Documentation

static CCMotionStreak* create ( float  fade,
float  minSeg,
float  stroke,
const ccColor3B color,
const char *  path 
)
static

creates and initializes a motion streak with fade in seconds, minimum segments, stroke's width, color, texture filename

var create ( var  fade,
var  minSeg,
var  stroke,
var  color,
var  path 
)
static

creates and initializes a motion streak with fade in seconds, minimum segments, stroke's width, color, texture filename

local create ( local  fade,
local  minSeg,
local  stroke,
local  color,
local  path 
)
static

creates and initializes a motion streak with fade in seconds, minimum segments, stroke's width, color, texture filename

static CCMotionStreak* create ( float  fade,
float  minSeg,
float  stroke,
const ccColor3B color,
CCTexture2D texture 
)
static

creates and initializes a motion streak with fade in seconds, minimum segments, stroke's width, color, texture

var create ( var  fade,
var  minSeg,
var  stroke,
var  color,
var  texture 
)
static

creates and initializes a motion streak with fade in seconds, minimum segments, stroke's width, color, texture

local create ( local  fade,
local  minSeg,
local  stroke,
local  color,
local  texture 
)
static

creates and initializes a motion streak with fade in seconds, minimum segments, stroke's width, color, texture

virtual void draw ( )
virtual

Override this method to draw your own node.

The following GL states will be enabled by default:

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

Reimplemented from CCNode.

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 from CCNode.

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 from CCNode.

virtual ccBlendFunc getBlendFunc ( void  )
virtual

Returns the blending function that is currently being used.

Returns
A ccBlendFunc structure with source and destination factor which specified pixel arithmetic.

Implements CCBlendProtocol.

local getBlendFunc (   )
virtual

Returns the blending function that is currently being used.

Returns
A ccBlendFunc structure with source and destination factor which specified pixel arithmetic.

Implements CCBlendProtocol.

virtual GLubyte getOpacity ( void  )
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

Reimplemented from CCNodeRGBA.

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

Reimplemented from CCNodeRGBA.

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

Reimplemented from CCNodeRGBA.

virtual CCTexture2D* getTexture ( void  )
virtual

Returns the currently used texture.

Returns
The texture that is currenlty being used.

Implements CCTextureProtocol.

var getTexture (   )
virtual

Returns the currently used texture.

Returns
The texture that is currenlty being used.

Implements CCTextureProtocol.

local getTexture (   )
virtual

Returns the currently used texture.

Returns
The texture that is currenlty being used.

Implements CCTextureProtocol.

bool initWithFade ( float  fade,
float  minSeg,
float  stroke,
const ccColor3B color,
const char *  path 
)

initializes a motion streak with fade in seconds, minimum segments, stroke's width, color and texture filename

var initWithFade ( var  fade,
var  minSeg,
var  stroke,
var  color,
var  path 
)

initializes a motion streak with fade in seconds, minimum segments, stroke's width, color and texture filename

local initWithFade ( local  fade,
local  minSeg,
local  stroke,
local  color,
local  path 
)

initializes a motion streak with fade in seconds, minimum segments, stroke's width, color and texture filename

bool initWithFade ( float  fade,
float  minSeg,
float  stroke,
const ccColor3B color,
CCTexture2D texture 
)

initializes a motion streak with fade in seconds, minimum segments, stroke's width, color and texture

var initWithFade ( var  fade,
var  minSeg,
var  stroke,
var  color,
var  texture 
)

initializes a motion streak with fade in seconds, minimum segments, stroke's width, color and texture

local initWithFade ( local  fade,
local  minSeg,
local  stroke,
local  color,
local  texture 
)

initializes a motion streak with fade in seconds, minimum segments, stroke's width, color and texture

bool isFastMode ( )
inline

When fast mode is enabled, new points are added faster but with lower precision.

var isFastMode ( )
inline

When fast mode is enabled, new points are added faster but with lower precision.

local isFastMode ( )
inline

When fast mode is enabled, new points are added faster but with lower precision.

virtual bool isOpacityModifyRGB ( void  )
virtual

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.

Reimplemented from CCNodeRGBA.

var isOpacityModifyRGB (   )
virtual

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.

Reimplemented from CCNodeRGBA.

local isOpacityModifyRGB (   )
virtual

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.

Reimplemented from CCNodeRGBA.

bool isStartingPositionInitialized ( )
inline
var isStartingPositionInitialized ( )
inline
local isStartingPositionInitialized ( )
inline
void reset ( )

Remove all living segments of the ribbon.

var reset ( )

Remove all living segments of the ribbon.

local reset ( )

Remove all living segments of the ribbon.

virtual void setBlendFunc ( ccBlendFunc  blendFunc)
virtual

Sets the source blending function.

Parameters
blendFuncA structure with source and destination factor to specify pixel arithmetic, e.g. {GL_ONE, GL_ONE}, {GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA}.

Implements CCBlendProtocol.

local setBlendFunc ( local  blendFunc)
virtual

Sets the source blending function.

Parameters
blendFuncA structure with source and destination factor to specify pixel arithmetic, e.g. {GL_ONE, GL_ONE}, {GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA}.

Implements CCBlendProtocol.

void setFastMode ( bool  bFastMode)
inline
var setFastMode ( var  bFastMode)
inline
local setFastMode ( local  bFastMode)
inline
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.

Reimplemented from CCNodeRGBA.

var setOpacity ( var  opacity)
virtual

Changes the opacity.

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

Reimplemented from CCNodeRGBA.

local setOpacity ( local  opacity)
virtual

Changes the opacity.

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

Reimplemented from CCNodeRGBA.

virtual void setOpacityModifyRGB ( bool  bValue)
virtual

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);

Reimplemented from CCNodeRGBA.

var setOpacityModifyRGB ( var  bValue)
virtual

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);

Reimplemented from CCNodeRGBA.

local setOpacityModifyRGB ( local  bValue)
virtual

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);

Reimplemented from CCNodeRGBA.

virtual void setPosition ( const CCPoint position)
virtual

Override super methods.

Reimplemented from CCNode.

var setPosition ( var  position)
virtual

Override super methods.

Reimplemented from CCNode.

local setPosition ( local  position)
virtual

Override super methods.

Reimplemented from CCNode.

void setStartingPositionInitialized ( bool  bStartingPositionInitialized)
inline
var setStartingPositionInitialized ( var  bStartingPositionInitialized)
inline
local
setStartingPositionInitialized
( local  bStartingPositionInitialized)
inline
virtual void setTexture ( CCTexture2D texture)
virtual

Sets a new texuture.

It will be retained.

Parameters
textureA valid CCTexture2D object, which will be applied to this sprite object.

Implements CCTextureProtocol.

var setTexture ( var  texture)
virtual

Sets a new texuture.

It will be retained.

Parameters
textureA valid CCTexture2D object, which will be applied to this sprite object.

Implements CCTextureProtocol.

local setTexture ( local  texture)
virtual

Sets a new texuture.

It will be retained.

Parameters
textureA valid CCTexture2D object, which will be applied to this sprite object.

Implements CCTextureProtocol.

void tintWithColor ( ccColor3B  colors)

color used for the tint

var tintWithColor ( var  colors)

color used for the tint

local tintWithColor ( local  colors)

color used for the tint

virtual void update ( float  delta)
virtual

Reimplemented from CCNode.

var update ( var  delta)
virtual

Reimplemented from CCNode.

local update ( local  delta)
virtual

Reimplemented from CCNode.

Member Data Documentation

bool m_bFastMode
protected
bool m_bStartingPositionInitialized
protected
var m_bStartingPositionInitialized
protected
local
m_bStartingPositionInitialized
protected

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