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CCBone Class Reference

#include <CCBone.h>

Inheritance diagram for CCBone:
CCNodeRGBA CCNode CCRGBAProtocol CCObject CCCopying

Public Member Functions

 CCBone ()
virtual ~CCBone (void)
virtual bool init ()
 Initializes an empty CCBone with nothing init. More...
 
virtual bool init (const char *name)
 Initializes a CCBone with the specified name. More...
 
var init ( var name)
 Initializes a CCBone with the specified name. More...
 
void addDisplay (CCDisplayData *displayData, int index)
 Add display and use displayData to init the display. More...
 
void addDisplay (CCNode *display, int index)
void changeDisplayByIndex (int index, bool force)
var changeDisplayByIndex ( var index, var force)
void addChildBone (CCBone *child)
 Add a child to this bone, and it will let this child call setParent(CCBone *parent) function to set self to it's parent. More...
 
void setParentBone (CCBone *parent)
 Set parent bone. More...
 
CCBonegetParentBone ()
 Get parent bone. More...
 
void removeFromParent (bool recursion)
 Remove itself from its parent. More...
 
var removeFromParent ( var recursion)
 Remove itself from its parent. More...
 
void removeChildBone (CCBone *bone, bool recursion)
 Removes a child CCBone. More...
 
void update (float delta)
void updateDisplayedColor (const ccColor3B &parentColor)
 recursive method that updates display color More...
 
var updateDisplayedColor ( var parentColor)
 recursive method that updates display color More...
 
void updateDisplayedOpacity (GLubyte parentOpacity)
 recursive method that updates the displayed opacity. More...
 
void setColor (const ccColor3B &color)
 @ More...
 
void setOpacity (GLubyte opacity)
 Changes the opacity. More...
 
void updateColor ()
 Update color to render display. More...
 
void updateZOrder ()
 Update zorder. 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...
 
CCTweengetTween ()
virtual void setTransformDirty (bool dirty)
virtual bool isTransformDirty ()
virtual CCAffineTransform nodeToArmatureTransform ()
virtual CCAffineTransform nodeToWorldTransform ()
 Returns the world affine transform matrix. More...
 
CCNodegetDisplayRenderNode ()
virtual CCArraygetColliderBodyList ()
virtual CCBoneDatagetBoneData (void)
 getBoneData More...
 
virtual void setBoneData (CCBoneData *var)
 setBoneData More...
 
var setBoneData ( var var)
 setBoneData More...
 
virtual CCArmaturegetArmature (void)
 getArmature More...
 
virtual void setArmature (CCArmature *var)
 setArmature More...
 
virtual CCArmaturegetChildArmature (void)
 getChildArmature More...
 
virtual void setChildArmature (CCArmature *var)
 setChildArmature More...
 
var setChildArmature ( var var)
 setChildArmature More...
 
virtual CCFrameDatagetTweenData (void)
 getTweenData More...
 
virtual CCBaseDatagetWorldInfo (void)
 getWorldInfo More...
 
- Public Member Functions inherited from CCNodeRGBA
 CCNodeRGBA ()
virtual ~CCNodeRGBA ()
virtual GLubyte getOpacity ()
 Returns the opacity. More...
 
virtual GLubyte getDisplayedOpacity ()
 Returns 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 bool isCascadeColorEnabled ()
 whether or not color should be propagated to its children. More...
 
virtual void setCascadeColorEnabled (bool cascadeColorEnabled)
virtual void setOpacityModifyRGB (bool 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...
 
- 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 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...
 
CCRect boundingBox (void)
 Returns a "local" axis aligned bounding box of the node. 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 void setPosition (const CCPoint &position)
 Changes the position (x,y) of the node in OpenGL coordinates. 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 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 CCBonecreate ()
 @ More...
 
static CCBonecreate (const char *name)
 Allocates and initializes a bone. 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...
 

Public Attributes

virtual std::string getName (void)\n\n public
 getName More...
 
var getName ()
 getName More...
 
CCBonem_pParentBone
bool m_bBoneTransformDirty
 A weak reference to its parent. More...
 
var m_bBoneTransformDirty
 A weak reference to its parent. More...
 
CCAffineTransform m_tWorldTransform
 Whether or not transform dirty. More...
 
var m_tWorldTransform
 Whether or not transform dirty. More...
 

Protected Member Functions

virtual void applyParentTransform (CCBone *parent)
 getBlendType More...
 

Protected Attributes

CCBoneDatam_pBoneData
CCArmaturem_pArmature
 A weak reference to the CCArmature. More...
 
var m_pArmature
 A weak reference to the CCArmature. More...
 
CCArmaturem_pChildArmature
 A weak reference to the child CCArmature. More...
 
CCDisplayManagerm_pDisplayManager
bool m_bIgnoreMovementBoneData
 getDisplayManager More...
 
var m_bIgnoreMovementBoneData
 getDisplayManager More...
 
CCBlendType m_eBlendType
 getIgnoreMovementBoneData More...
 
CCTweenm_pTween
CCFrameDatam_pTweenData
 Calculate tween effect. More...
 
var m_pTweenData
 Calculate tween effect. More...
 
std::string m_strName
CCBaseDatam_tWorldInfo
 World Point, Scale, Rotation in armature space. More...
 
- 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

Constructor & Destructor Documentation

CCBone ( )
var CCBone ( )
virtual ~CCBone ( void  )
virtual
var ~CCBone (   )
virtual

Member Function Documentation

void addChildBone ( CCBone child)

Add a child to this bone, and it will let this child call setParent(CCBone *parent) function to set self to it's parent.

Parameters
childthe child you want to add
var addChildBone ( var  child)

Add a child to this bone, and it will let this child call setParent(CCBone *parent) function to set self to it's parent.

Parameters
childthe child you want to add
void addDisplay ( CCDisplayData displayData,
int  index 
)

Add display and use displayData to init the display.

If index already have a display, then replace it. If index is current display index, then also change display to _index

Parameters
displayDatait include the display information, like DisplayType. If you want to create a sprite display, then create a CCSpriteDisplayData param
indexthe index of the display you want to replace or add to -1 : append display from back
var addDisplay ( var  displayData,
var  index 
)

Add display and use displayData to init the display.

If index already have a display, then replace it. If index is current display index, then also change display to _index

Parameters
displayDatait include the display information, like DisplayType. If you want to create a sprite display, then create a CCSpriteDisplayData param
indexthe index of the display you want to replace or add to -1 : append display from back
void addDisplay ( CCNode display,
int  index 
)
var addDisplay ( var  display,
var  index 
)
virtual void applyParentTransform ( CCBone parent)
protectedvirtual

getBlendType

setBlendType

var applyParentTransform ( var  parent)
protectedvirtual

getBlendType

setBlendType

void changeDisplayByIndex ( int  index,
bool  force 
)
var changeDisplayByIndex ( var  index,
var  force 
)
static CCBone* create ( )
static

@

var create ( )
static

@

static CCBone* create ( const char *  name)
static

Allocates and initializes a bone.

Parameters
nameIf name is not null, then set name to the bone's name
Returns
A initialized bone which is marked as "autorelease".
var create ( var  name)
static

Allocates and initializes a bone.

Parameters
nameIf name is not null, then set name to the bone's name
Returns
A initialized bone which is marked as "autorelease".
virtual CCArmature* getArmature ( void  )
virtual

getArmature

var getArmature (   )
virtual

getArmature

virtual CCBoneData* getBoneData ( void  )
virtual

getBoneData

var getBoneData (   )
virtual

getBoneData

virtual CCArmature*
getChildArmature
( void  )
virtual

getChildArmature

var getChildArmature (   )
virtual

getChildArmature

virtual CCArray*
getColliderBodyList
( )
virtual
var getColliderBodyList ( )
virtual
CCNode* getDisplayRenderNode ( )
var getDisplayRenderNode ( )
CCBone* getParentBone ( )

Get parent bone.

Returns
parent bone
var getParentBone ( )

Get parent bone.

Returns
parent bone
CCTween* getTween ( )
var getTween ( )
virtual CCFrameData* getTweenData ( void  )
virtual

getTweenData

var getTweenData (   )
virtual

getTweenData

virtual CCBaseData* getWorldInfo ( void  )
virtual

getWorldInfo

var getWorldInfo (   )
virtual

getWorldInfo

virtual bool init ( )
virtual

Initializes an empty CCBone with nothing init.

Reimplemented from CCNodeRGBA.

var init ( )
virtual

Initializes an empty CCBone with nothing init.

Reimplemented from CCNodeRGBA.

virtual bool init ( const char *  name)
virtual

Initializes a CCBone with the specified name.

Parameters
nameCCBone's name.
var init ( var  name)
virtual

Initializes a CCBone with the specified name.

Parameters
nameCCBone's name.
virtual bool isTransformDirty ( )
virtual
var isTransformDirty ( )
virtual
virtual CCAffineTransform
nodeToArmatureTransform
( )
virtual
var nodeToArmatureTransform ( )
virtual
virtual CCAffineTransform
nodeToWorldTransform
( )
virtual

Returns the world affine transform matrix.

The matrix is in Pixels.

Reimplemented from CCNode.

var nodeToWorldTransform ( )
virtual

Returns the world affine transform matrix.

The matrix is in Pixels.

Reimplemented from CCNode.

void removeChildBone ( CCBone bone,
bool  recursion 
)

Removes a child CCBone.

Parameters
bonethe bone you want to remove
var removeChildBone ( var  bone,
var  recursion 
)

Removes a child CCBone.

Parameters
bonethe bone you want to remove
void removeFromParent ( bool  recursion)

Remove itself from its parent.

Parameters
recursionwhether or not to remove childBone's display
var removeFromParent ( var  recursion)

Remove itself from its parent.

Parameters
recursionwhether or not to remove childBone's display
virtual void setArmature ( CCArmature var)
virtual

setArmature

var setArmature ( var  var)
virtual

setArmature

virtual void setBoneData ( CCBoneData var)
virtual

setBoneData

var setBoneData ( var  var)
virtual

setBoneData

virtual void setChildArmature ( CCArmature var)
virtual

setChildArmature

var setChildArmature ( var  var)
virtual

setChildArmature

void setColor ( const ccColor3B color)
virtual

@

Reimplemented from CCNodeRGBA.

var setColor ( var  color)
virtual

@

Reimplemented from CCNodeRGBA.

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.

void setParentBone ( CCBone parent)

Set parent bone.

If parent is NUll, then also remove this bone from armature. It will not set the CCArmature, if you want to add the bone to a CCArmature, you should use CCArmature::addBone(CCBone bone, const char parentName).

Parameters
parentthe parent bone. NULL : remove this bone from armature
var setParentBone ( var  parent)

Set parent bone.

If parent is NUll, then also remove this bone from armature. It will not set the CCArmature, if you want to add the bone to a CCArmature, you should use CCArmature::addBone(CCBone bone, const char parentName).

Parameters
parentthe parent bone. NULL : remove this bone from armature
virtual void setTransformDirty ( bool  dirty)
virtual
var setTransformDirty ( var  dirty)
virtual
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 from CCNode.

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 from CCNode.

void update ( float  delta)
virtual

Reimplemented from CCNode.

var update ( var  delta)
virtual

Reimplemented from CCNode.

void updateColor ( )

Update color to render display.

var updateColor ( )

Update color to render display.

void updateDisplayedColor ( const ccColor3B color)
virtual

recursive method that updates display color

Reimplemented from CCNodeRGBA.

var updateDisplayedColor ( var  color)
virtual

recursive method that updates display color

Reimplemented from CCNodeRGBA.

void updateDisplayedOpacity ( GLubyte  opacity)
virtual

recursive method that updates the displayed opacity.

Reimplemented from CCNodeRGBA.

var updateDisplayedOpacity ( var  opacity)
virtual

recursive method that updates the displayed opacity.

Reimplemented from CCNodeRGBA.

void updateZOrder ( )

Update zorder.

var updateZOrder ( )

Update zorder.

Member Data Documentation

virtual std::string getName(void)\n\n
public

getName

setName

var public

getName

setName

bool m_bBoneTransformDirty

A weak reference to its parent.

var m_bBoneTransformDirty

A weak reference to its parent.

bool m_bIgnoreMovementBoneData
protected

getDisplayManager

setDisplayManager

var m_bIgnoreMovementBoneData
protected

getDisplayManager

setDisplayManager

CCBlendType m_eBlendType
protected

getIgnoreMovementBoneData

setIgnoreMovementBoneData

var m_eBlendType
protected

getIgnoreMovementBoneData

setIgnoreMovementBoneData

CCArmature* m_pArmature
protected

A weak reference to the CCArmature.

var m_pArmature
protected

A weak reference to the CCArmature.

CCBoneData* m_pBoneData
protected
CCArmature* m_pChildArmature
protected

A weak reference to the child CCArmature.

var m_pChildArmature
protected

A weak reference to the child CCArmature.

CCDisplayManager* m_pDisplayManager
protected
var m_pDisplayManager
protected
CCBone* m_pParentBone
var m_pParentBone
CCTween* m_pTween
protected
var m_pTween
protected
CCFrameData* m_pTweenData
protected

Calculate tween effect.

Used for making tween effect in every frame

var m_pTweenData
protected

Calculate tween effect.

Used for making tween effect in every frame

std::string m_strName
protected
var m_strName
protected
CCBaseData* m_tWorldInfo
protected

World Point, Scale, Rotation in armature space.

var m_tWorldInfo
protected

World Point, Scale, Rotation in armature space.

CCAffineTransform m_tWorldTransform

Whether or not transform dirty.

Transform in armature space, use this to change display's state

var m_tWorldTransform

Whether or not transform dirty.

Transform in armature space, use this to change display's state


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