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TMXLayer Class Reference

TMXLayer represents the TMX layer. More...

#include <CCTMXLayer.h>

Inheritance diagram for TMXLayer:
SpriteBatchNode Node TextureProtocol Ref BlendProtocol

Public Member Functions

 TMXLayer ()
 ctor ()
 TMXLayer ()
virtual ~TMXLayer ()
bool initWithTilesetInfo (TMXTilesetInfo *tilesetInfo, TMXLayerInfo *layerInfo, TMXMapInfo *mapInfo)
 initializes a TMXLayer with a tileset info, a layer info and a map info More...
 
var initWithTilesetInfo ( var tilesetInfo, var layerInfo, var mapInfo)
 initializes a TMXLayer with a tileset info, a layer info and a map info More...
 
local initWithTilesetInfo ( local tilesetInfo, local layerInfo, local mapInfo)
 initializes a TMXLayer with a tileset info, a layer info and a map info More...
 
void releaseMap ()
 dealloc the map that contains the tile position from memory. More...
 
SpritegetTileAt (const Vec2 &tileCoordinate)
 returns the tile (Sprite) at a given a tile coordinate. More...
 
local getTileAt ( local tileCoordinate)
 returns the tile (Sprite) at a given a tile coordinate. More...
 
CC_DEPRECATED_ATTRIBUTE SpritetileAt (const Vec2 &tileCoordinate)
local tileAt ( local tileCoordinate)
uint32_t getTileGIDAt (const Vec2 &tileCoordinate, TMXTileFlags *flags=nullptr)
 returns the tile gid at a given tile coordinate. More...
 
var getTileGIDAt ( var tileCoordinate, var nullptr)
 returns the tile gid at a given tile coordinate. More...
 
local getTileGIDAt ( local tileCoordinate, local nullptr)
 returns the tile gid at a given tile coordinate. More...
 
CC_DEPRECATED_ATTRIBUTE uint32_t tileGIDAt (const Vec2 &tileCoordinate, TMXTileFlags *flags=nullptr)
var tileGIDAt ( var tileCoordinate, var nullptr)
local tileGIDAt ( local tileCoordinate, local nullptr)
void setTileGID (uint32_t gid, const Vec2 &tileCoordinate)
 sets the tile gid (gid = tile global id) at a given tile coordinate. More...
 
void setTileGID (uint32_t gid, const Vec2 &tileCoordinate, TMXTileFlags flags)
 sets the tile gid (gid = tile global id) at a given tile coordinate. More...
 
void removeTileAt (const Vec2 &tileCoordinate)
 removes a tile at given tile coordinate More...
 
local removeTileAt ( local tileCoordinate)
 removes a tile at given tile coordinate More...
 
Vec2 getPositionAt (const Vec2 &tileCoordinate)
 returns the position in points of a given tile coordinate More...
 
local getPositionAt ( local tileCoordinate)
 returns the position in points of a given tile coordinate More...
 
CC_DEPRECATED_ATTRIBUTE Vec2 positionAt (const Vec2 &tileCoordinate)
local positionAt ( local tileCoordinate)
Value getProperty (const std::string &propertyName) const
 return the value for the specific property name More...
 
var getProperty ( var propertyName)
 return the value for the specific property name More...
 
local getProperty ( local propertyName)
 return the value for the specific property name More...
 
CC_DEPRECATED_ATTRIBUTE Value propertyNamed (const std::string &propertyName) const
local propertyNamed ( local propertyName)
void setupTiles ()
 Creates the tiles. More...
 
var setupTiles ()
 Creates the tiles. More...
 
local setupTiles ()
 Creates the tiles. More...
 
const std::string & getLayerName ()
var getLayerName ()
local getLayerName ()
void setLayerName (const std::string &layerName)
local setLayerName ( local layerName)
const SizegetLayerSize () const
 size of the layer in tiles More...
 
var getLayerSize ()
 size of the layer in tiles More...
 
local getLayerSize ()
 size of the layer in tiles More...
 
void setLayerSize (const Size &size)
var setLayerSize ( var size)
local setLayerSize ( local size)
const SizegetMapTileSize () const
 size of the map's tile (could be different from the tile's size) More...
 
local getMapTileSize ()
 size of the map's tile (could be different from the tile's size) More...
 
void setMapTileSize (const Size &size)
uint32_tgetTiles () const
 pointer to the map of tiles More...
 
void setTiles (uint32_t *tiles)
var setTiles ( var tiles)
local setTiles ( local tiles)
TMXTilesetInfogetTileSet () const
 Tileset information for the layer. More...
 
var getTileSet ()
 Tileset information for the layer. More...
 
local getTileSet ()
 Tileset information for the layer. More...
 
void setTileSet (TMXTilesetInfo *info)
int getLayerOrientation () const
 Layer orientation, which is the same as the map orientation. More...
 
var getLayerOrientation ()
 Layer orientation, which is the same as the map orientation. More...
 
local getLayerOrientation ()
 Layer orientation, which is the same as the map orientation. More...
 
void setLayerOrientation (int orientation)
const ValueMapgetProperties () const
 properties from the layer. More...
 
var getProperties ()
 properties from the layer. More...
 
local getProperties ()
 properties from the layer. More...
 
ValueMapgetProperties ()
var getProperties ()
local getProperties ()
void setProperties (const ValueMap &properties)
var setProperties ( var properties)
local setProperties ( local properties)
virtual void addChild (Node *child, int zOrder, int tag) override
 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...
 
void removeChild (Node *child, bool cleanup) override
 Removes a child from the container. More...
 
var removeChild ( var child, var cleanup)
 Removes a child from the container. More...
 
local removeChild ( local child, local cleanup)
 Removes a child from the container. More...
 
virtual std::string getDescription () const override
 Gets the description string. More...
 
var getDescription ()
 Gets the description string. More...
 
local getDescription ()
 Gets the description string. More...
 
- Public Member Functions inherited from SpriteBatchNode
TextureAtlasgetTextureAtlas (void)
 returns the TextureAtlas object More...
 
void setTextureAtlas (TextureAtlas *textureAtlas)
 sets the TextureAtlas object More...
 
const std::vector< Sprite * > & getDescendants () const
 returns an array with the descendants (children, gran children, etc.). More...
 
local getDescendants ()
 returns an array with the descendants (children, gran children, etc.). More...
 
void increaseAtlasCapacity ()
var increaseAtlasCapacity ()
local increaseAtlasCapacity ()
void removeChildAtIndex (ssize_t index, bool doCleanup)
 removes a child given a certain index. More...
 
var removeChildAtIndex ( var index, var doCleanup)
 removes a child given a certain index. More...
 
local removeChildAtIndex ( local index, local doCleanup)
 removes a child given a certain index. More...
 
void appendChild (Sprite *sprite)
local appendChild ( local sprite)
void removeSpriteFromAtlas (Sprite *sprite)
local removeSpriteFromAtlas ( local sprite)
ssize_t rebuildIndexInOrder (Sprite *parent, ssize_t index)
local rebuildIndexInOrder ( local parent, local index)
ssize_t highestAtlasIndexInChild (Sprite *sprite)
local highestAtlasIndexInChild ( local sprite)
ssize_t lowestAtlasIndexInChild (Sprite *sprite)
var lowestAtlasIndexInChild ( var sprite)
local lowestAtlasIndexInChild ( local sprite)
ssize_t atlasIndexForChild (Sprite *sprite, int z)
local atlasIndexForChild ( local sprite, local z)
void reorderBatch (bool reorder)
local reorderBatch ( local reorder)
virtual Texture2DgetTexture () const override
 Returns the currently used texture. More...
 
local getTexture ()
 Returns the currently used texture. More...
 
virtual void setTexture (Texture2D *texture) override
 Sets a new texuture. More...
 
local setTexture ( local texture)
 Sets a new texuture. More...
 
virtual void setBlendFunc (const BlendFunc &blendFunc) override
virtual const BlendFuncgetBlendFunc () const override
 Returns the blending function that is currently being used. More...
 
virtual void visit (Renderer *renderer, const Mat4 &parentTransform, bool parentTransformUpdated) override
 Visits this node's children and draw them recursively. More...
 
local visit ( local renderer, local parentTransform, local parentTransformUpdated)
 Visits this node's children and draw them recursively. More...
 
virtual void reorderChild (Node *child, int zOrder) override
 Reorders a child according to a new z value. More...
 
local reorderChild ( local child, local zOrder)
 Reorders a child according to a new z value. More...
 
virtual void removeAllChildrenWithCleanup (bool cleanup) override
 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 sortAllChildren () override
 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...
 
virtual void draw (Renderer *renderer, const Mat4 &transform, bool transformUpdated) override
 Override this method to draw your own node. More...
 
void insertQuadFromSprite (Sprite *sprite, ssize_t index)
 Inserts a quad at a certain index into the texture atlas. More...
 
var insertQuadFromSprite ( var sprite, var index)
 Inserts a quad at a certain index into the texture atlas. More...
 
local insertQuadFromSprite ( local sprite, local index)
 Inserts a quad at a certain index into the texture atlas. More...
 
SpriteBatchNodeaddSpriteWithoutQuad (Sprite *child, int z, int aTag)
local addSpriteWithoutQuad ( local child, local z, local aTag)
virtual ~SpriteBatchNode ()
bool initWithTexture (Texture2D *tex, ssize_t capacity)
 initializes a SpriteBatchNode with a texture2d and capacity of children. More...
 
var initWithTexture ( var tex, var capacity)
 initializes a SpriteBatchNode with a texture2d and capacity of children. More...
 
local initWithTexture ( local tex, local capacity)
 initializes a SpriteBatchNode with a texture2d and capacity of children. More...
 
bool initWithFile (const std::string &fileImage, ssize_t capacity)
 initializes a SpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and a capacity of children. More...
 
bool init ()
- Public Member Functions inherited from Node
virtual bool isRunning () const
 Returns whether or not the node is "running". More...
 
var isRunning ()
 Returns whether or not the node is "running". More...
 
local isRunning ()
 Returns whether or not the node is "running". More...
 
void scheduleUpdateWithPriorityLua (int handler, int priority)
 Schedules for lua script. More...
 
virtual void cleanup ()
 Stops all running actions and schedulers. More...
 
var cleanup ()
 Stops all running actions and schedulers. More...
 
local cleanup ()
 Stops all running actions and schedulers. More...
 
virtual void draw () final
var draw ()
local draw ()
virtual void visit () final
virtual ScenegetScene ()
 Returns the Scene that contains the Node. More...
 
local getScene ()
 Returns the Scene that contains the Node. More...
 
virtual Rect getBoundingBox () const
 Returns an AABB (axis-aligned bounding-box) in its parent's coordinate system. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE Rect 
boundingBox () const
local boundingBox ()
virtual void setEventDispatcher (EventDispatcher *dispatcher)
var setEventDispatcher ( var dispatcher)
local setEventDispatcher ( local dispatcher)
virtual EventDispatchergetEventDispatcher () const
local getEventDispatcher ()
virtual GLubyte getOpacity () const
var getOpacity ()
local getOpacity ()
virtual GLubyte getDisplayedOpacity () const
local getDisplayedOpacity ()
virtual void setOpacity (GLubyte opacity)
local setOpacity ( local opacity)
virtual void updateDisplayedOpacity (GLubyte parentOpacity)
var updateDisplayedOpacity ( var parentOpacity)
local updateDisplayedOpacity ( local parentOpacity)
virtual bool isCascadeOpacityEnabled () const
var isCascadeOpacityEnabled ()
local isCascadeOpacityEnabled ()
virtual void setCascadeOpacityEnabled (bool cascadeOpacityEnabled)
virtual const Color3BgetColor (void) const
local getColor ()
virtual const Color3BgetDisplayedColor () const
local getDisplayedColor ()
virtual void setColor (const Color3B &color)
var setColor ( var color)
local setColor ( local color)
virtual void updateDisplayedColor (const Color3B &parentColor)
local updateDisplayedColor ( local parentColor)
virtual bool isCascadeColorEnabled () const
var isCascadeColorEnabled ()
local isCascadeColorEnabled ()
virtual void setCascadeColorEnabled (bool cascadeColorEnabled)
virtual void setOpacityModifyRGB (bool bValue)
var setOpacityModifyRGB ( var bValue)
local setOpacityModifyRGB ( local bValue)
virtual bool isOpacityModifyRGB () const
var isOpacityModifyRGB ()
local isOpacityModifyRGB ()
virtual ~Node ()
var ~Node ()
local ~Node ()
virtual void setLocalZOrder (int localZOrder)
 LocalZOrder is the 'key' used to sort the node relative to its siblings. More...
 
var setLocalZOrder ( var localZOrder)
 LocalZOrder is the 'key' used to sort the node relative to its siblings. More...
 
local setLocalZOrder ( local localZOrder)
 LocalZOrder is the 'key' used to sort the node relative to its siblings. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE void 
setZOrder (int localZOrder)
local setZOrder ( local localZOrder)
virtual void _setLocalZOrder (int z)
var _setLocalZOrder ( var z)
local _setLocalZOrder ( local z)
virtual int getLocalZOrder () const
 Gets the local Z order of this node. More...
 
local getLocalZOrder ()
 Gets the local Z order of this node. More...
 
virtual CC_DEPRECATED_ATTRIBUTE int getZOrder () const
local getZOrder ()
virtual void setGlobalZOrder (float globalZOrder)
 Defines the oder in which the nodes are renderer. More...
 
local setGlobalZOrder ( local globalZOrder)
 Defines the oder in which the nodes are renderer. More...
 
virtual float getGlobalZOrder () const
 Returns the Node's Global Z Order. More...
 
virtual void setScaleX (float scaleX)
 Sets the scale (x) of the node. More...
 
local setScaleX ( local scaleX)
 Sets the scale (x) of the node. More...
 
virtual float getScaleX () const
 Returns the scale factor on X axis of this node. More...
 
virtual void setScaleY (float scaleY)
 Sets the scale (y) of the node. More...
 
local setScaleY ( local scaleY)
 Sets the scale (y) of the node. More...
 
virtual float getScaleY () const
 Returns the scale factor on Y axis of this node. More...
 
virtual void setScaleZ (float scaleZ)
 Changes the scale factor on Z axis of this node. More...
 
local setScaleZ ( local scaleZ)
 Changes the scale factor on Z axis of this node. More...
 
virtual float getScaleZ () const
 Returns the scale factor on Z axis of this node. More...
 
virtual void setScale (float scale)
 Sets the scale (x,y,z) of the node. More...
 
var setScale ( var scale)
 Sets the scale (x,y,z) of the node. More...
 
local setScale ( local scale)
 Sets the scale (x,y,z) of the node. More...
 
virtual float getScale () const
 Gets the scale factor of the node, when X and Y have the same scale factor. More...
 
virtual void setScale (float scaleX, float scaleY)
 Sets the scale (x,y) of the node. More...
 
local setScale ( local scaleX, local scaleY)
 Sets the scale (x,y) of the node. More...
 
virtual void setPosition (const Vec2 &position)
 Sets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual const Vec2getPosition () const
 Gets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual void setPosition (float x, float y)
 Sets the position (x,y) of the node in its parent's coordinate system. More...
 
local setPosition ( local x, local y)
 Sets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual void getPosition (float *x, float *y) const
 Gets position in a more efficient way, returns two number instead of a Vec2 object. More...
 
var getPosition ( var x, var y)
 Gets position in a more efficient way, returns two number instead of a Vec2 object. More...
 
local getPosition ( local x, local y)
 Gets position in a more efficient way, returns two number instead of a Vec2 object. More...
 
virtual void setPositionX (float x)
 Gets/Sets x or y coordinate individually for position. More...
 
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) const
var getPositionX ()
local getPositionX ()
virtual void setPositionY (float y)
local setPositionY ( local y)
virtual float getPositionY (void) const
local getPositionY ()
virtual void setPosition3D (const Vec3 &position)
 Sets the position (X, Y, and Z) in its parent's coordinate system. More...
 
local setPosition3D ( local position)
 Sets the position (X, Y, and Z) in its parent's coordinate system. More...
 
virtual Vec3 getPosition3D () const
 returns the position (X,Y,Z) in its parent's coordinate system More...
 
virtual void setPositionZ (float positionZ)
 Sets the 'z' coordinate in the position. More...
 
local setPositionZ ( local positionZ)
 Sets the 'z' coordinate in the position. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE void 
setVertexZ (float vertexZ)
local setVertexZ ( local vertexZ)
virtual float getPositionZ () const
 Gets position Z coordinate of this node. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE float 
getVertexZ () const
local getVertexZ ()
virtual void setSkewX (float skewX)
 Changes the X skew angle of the node in degrees. More...
 
local setSkewX ( local skewX)
 Changes the X skew angle of the node in degrees. More...
 
virtual float getSkewX () const
 Returns the X skew angle of the node in degrees. More...
 
local getSkewX ()
 Returns the X skew angle of the node in degrees. More...
 
virtual void setSkewY (float skewY)
 Changes the Y skew angle of the node in degrees. More...
 
local setSkewY ( local skewY)
 Changes the Y skew angle of the node in degrees. More...
 
virtual float getSkewY () const
 Returns the Y skew angle of the node in degrees. More...
 
virtual void setAnchorPoint (const Vec2 &anchorPoint)
 Sets the anchor point in percent. More...
 
local setAnchorPoint ( local anchorPoint)
 Sets the anchor point in percent. More...
 
virtual const Vec2getAnchorPoint () const
 Returns the anchor point in percent. More...
 
virtual const Vec2getAnchorPointInPoints () const
 Returns the anchorPoint in absolute pixels. More...
 
virtual void setContentSize (const Size &contentSize)
 Sets the untransformed size of the node. More...
 
local setContentSize ( local contentSize)
 Sets the untransformed size of the node. More...
 
virtual const SizegetContentSize () const
 Returns the untransformed size of the node. More...
 
local getContentSize ()
 Returns the untransformed size of the node. More...
 
virtual void setVisible (bool visible)
 Sets whether the node is visible. More...
 
local setVisible ( local visible)
 Sets whether the node is visible. More...
 
virtual bool isVisible () const
 Determines if the node is visible. More...
 
virtual void setRotation (float rotation)
 Sets the rotation (angle) of the node in degrees. More...
 
var setRotation ( var rotation)
 Sets the rotation (angle) of the node in degrees. More...
 
local setRotation ( local rotation)
 Sets the rotation (angle) of the node in degrees. More...
 
virtual float getRotation () const
 Returns the rotation of the node in degrees. More...
 
virtual void setRotation3D (const Vec3 &rotation)
 Sets the rotation (X,Y,Z) in degrees. More...
 
var setRotation3D ( var rotation)
 Sets the rotation (X,Y,Z) in degrees. More...
 
local setRotation3D ( local rotation)
 Sets the rotation (X,Y,Z) in degrees. More...
 
virtual Vec3 getRotation3D () const
 returns the rotation (X,Y,Z) in degrees. More...
 
var getRotation3D ()
 returns the rotation (X,Y,Z) in degrees. More...
 
local getRotation3D ()
 returns the rotation (X,Y,Z) in degrees. More...
 
virtual void setRotationSkewX (float rotationX)
 Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More...
 
local setRotationSkewX ( local rotationX)
 Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE void 
setRotationX (float rotationX)
local setRotationX ( local rotationX)
virtual float getRotationSkewX () const
 Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE float 
getRotationX () const
local getRotationX ()
virtual void setRotationSkewY (float rotationY)
 Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
local setRotationSkewY ( local rotationY)
 Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE void 
setRotationY (float rotationY)
local setRotationY ( local rotationY)
virtual float getRotationSkewY () const
 Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE float 
getRotationY () const
local getRotationY ()
void setOrderOfArrival (int orderOfArrival)
 Sets the arrival order when this node has a same ZOrder with other children. More...
 
int getOrderOfArrival () const
 Returns the arrival order, indicates which children is added previously. More...
 
CC_DEPRECATED_ATTRIBUTE void setGLServerState (int serverState)
CC_DEPRECATED_ATTRIBUTE int getGLServerState () const
virtual void ignoreAnchorPointForPosition (bool ignore)
 Sets whether the anchor point will be (0,0) when you position this node. More...
 
virtual bool isIgnoreAnchorPointForPosition () const
 Gets whether the anchor point will be (0,0) when you position this node. More...
 
virtual void addChild (Node *child)
 Adds a child to the container with z-order as 0. More...
 
var addChild ( var child)
 Adds a child to the container with z-order as 0. More...
 
local addChild ( local child)
 Adds a child to the container with z-order as 0. More...
 
virtual void addChild (Node *child, int localZOrder)
 Adds a child to the container with a local z-order. More...
 
local addChild ( local child, local localZOrder)
 Adds a child to the container with a local z-order. More...
 
virtual NodegetChildByTag (int tag)
 Gets a child from the container with its tag. More...
 
virtual Vector< Node * > & getChildren ()
 Returns the array of the node's children. More...
 
local getChildren ()
 Returns the array of the node's children. More...
 
virtual const Vector< Node * > & getChildren () const
local getChildren ()
virtual ssize_t getChildrenCount () const
 Returns the amount of children. More...
 
virtual void setParent (Node *parent)
 Sets the parent node. More...
 
local setParent ( local parent)
 Sets the parent node. More...
 
virtual NodegetParent ()
 Returns a pointer to the parent node. More...
 
virtual const NodegetParent () const
virtual void removeFromParent ()
 Removes this node itself from its parent node with a cleanup. More...
 
virtual void removeFromParentAndCleanup (bool cleanup)
 Removes this node itself from its parent node. More...
 
local removeFromParent ( local cleanup)
 Removes this node itself from its parent node. More...
 
virtual void removeChildByTag (int tag, bool cleanup=true)
 Removes a child from the container by tag value. More...
 
local removeChildByTag ( local tag, local true)
 Removes a child from the container by tag value. More...
 
virtual void 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 int getTag () const
 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 tag)
 Changes the tag that is used to identify the node easily. More...
 
local setTag ( local tag)
 Changes the tag that is used to identify the node easily. More...
 
virtual void * getUserData ()
 Returns a custom user data pointer. More...
 
virtual const void * getUserData () const
virtual void setUserData (void *userData)
 Sets a custom user data pointer. More...
 
virtual RefgetUserObject ()
 Returns a user assigned Object. More...
 
virtual const RefgetUserObject () const
virtual void setUserObject (Ref *userObject)
 Returns a user assigned Object. More...
 
local setUserObject ( local userObject)
 Returns a user assigned Object. More...
 
GLProgramgetGLProgram ()
 Return the GLProgram (shader) currently used for this node. More...
 
var getGLProgram ()
 Return the GLProgram (shader) currently used for this node. More...
 
local getGLProgram ()
 Return the GLProgram (shader) currently used for this node. More...
 
CC_DEPRECATED_ATTRIBUTE GLProgramgetShaderProgram ()
local getShaderProgram ()
GLProgramStategetGLProgramState ()
var getGLProgramState ()
local getGLProgramState ()
void setGLProgramState (GLProgramState *glProgramState)
var setGLProgramState ( var glProgramState)
local setGLProgramState ( local glProgramState)
void setGLProgram (GLProgram *glprogram)
 Sets the shader program for this node. More...
 
CC_DEPRECATED_ATTRIBUTE void setShaderProgram (GLProgram *glprogram)
local setShaderProgram ( local glprogram)
virtual void onEnter ()
 Event callback that is invoked every time when Node enters the 'stage'. More...
 
virtual void onEnterTransitionDidFinish ()
 Event callback that is invoked when the Node enters in the 'stage'. More...
 
virtual void onExit ()
 Event callback that is invoked every time the Node leaves the 'stage'. More...
 
virtual void onExitTransitionDidStart ()
 Event callback that is called every time the Node leaves the 'stage'. More...
 
virtual void setActionManager (ActionManager *actionManager)
 Sets the ActionManager object that is used by all actions. More...
 
local setActionManager ( local actionManager)
 Sets the ActionManager object that is used by all actions. More...
 
virtual ActionManagergetActionManager ()
 Gets the ActionManager object that is used by all actions. More...
 
local getActionManager ()
 Gets the ActionManager object that is used by all actions. More...
 
virtual const ActionManagergetActionManager () const
local getActionManager ()
ActionrunAction (Action *action)
 Executes an action, and returns the action that is executed. More...
 
void stopAllActions ()
 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 (Action *action)
 Stops and removes an action from the running action list. More...
 
var stopAction ( var action)
 Stops and removes an action from the running action list. More...
 
local stopAction ( local action)
 Stops and removes an action from the running action list. More...
 
void stopActionByTag (int tag)
 Removes an action from the running action list by its tag. More...
 
ActiongetActionByTag (int tag)
 Gets an action from the running action list by its tag. More...
 
ssize_t getNumberOfRunningActions () const
 Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). More...
 
local getNumberOfRunningActions ()
 Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). More...
 
CC_DEPRECATED_ATTRIBUTE ssize_t numberOfRunningActions () const
local numberOfRunningActions ()
virtual void setScheduler (Scheduler *scheduler)
 Sets a Scheduler object that is used to schedule all "updates" and timers. More...
 
virtual SchedulergetScheduler ()
 Gets a Sheduler object. More...
 
virtual const SchedulergetScheduler () const
local getScheduler ()
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)
var unscheduleUpdate ()
local unscheduleUpdate ()
void schedule (SEL_SCHEDULE selector, float interval, unsigned int repeat, float delay)
 Schedules a custom selector. More...
 
void schedule (SEL_SCHEDULE selector, float interval)
 Schedules a custom selector with an interval time in seconds. More...
 
void scheduleOnce (SEL_SCHEDULE selector, float delay)
 Schedules a selector that runs only once, with a delay of 0 or larger. More...
 
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 resume (void)
 Resumes all scheduled selectors, actions and event listeners. More...
 
var resume ()
 Resumes all scheduled selectors, actions and event listeners. More...
 
local resume ()
 Resumes all scheduled selectors, actions and event listeners. More...
 
void pause (void)
 Pauses all scheduled selectors, actions and event listeners. More...
 
var pause ()
 Pauses all scheduled selectors, actions and event listeners. More...
 
local pause ()
 Pauses all scheduled selectors, actions and event listeners. More...
 
CC_DEPRECATED_ATTRIBUTE void resumeSchedulerAndActions (void)
 Resumes all scheduled selectors, actions and event listeners. More...
 
local resumeSchedulerAndActions ()
 Resumes all scheduled selectors, actions and event listeners. More...
 
CC_DEPRECATED_ATTRIBUTE void pauseSchedulerAndActions (void)
 Pauses all scheduled selectors, actions and event listeners. More...
 
local pauseSchedulerAndActions ()
 Pauses all scheduled selectors, actions and event listeners. More...
 
virtual void update (float delta)
virtual void updateTransform ()
 Calls children's updateTransform() method recursively. More...
 
var updateTransform ()
 Calls children's updateTransform() method recursively. More...
 
local updateTransform ()
 Calls children's updateTransform() method recursively. More...
 
virtual const Mat4getNodeToParentTransform () const
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
virtual AffineTransform getNodeToParentAffineTransform () const
local getNodeToParentAffineTransform ()
virtual void setNodeToParentTransform (const Mat4 &transform)
 Sets the Transformation matrix manually. More...
 
local setNodeToParentTransform ( local transform)
 Sets the Transformation matrix manually. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform 
nodeToParentTransform () const
local nodeToParentTransform ()
virtual const Mat4getParentToNodeTransform () const
 Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
 
virtual AffineTransform getParentToNodeAffineTransform () const
local getParentToNodeAffineTransform ()
virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform 
parentToNodeTransform () const
local parentToNodeTransform ()
virtual Mat4 getNodeToWorldTransform () const
 Returns the world affine transform matrix. More...
 
var getNodeToWorldTransform ()
 Returns the world affine transform matrix. More...
 
local getNodeToWorldTransform ()
 Returns the world affine transform matrix. More...
 
virtual AffineTransform getNodeToWorldAffineTransform () const
local getNodeToWorldAffineTransform ()
virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform 
nodeToWorldTransform () const
local nodeToWorldTransform ()
virtual Mat4 getWorldToNodeTransform () const
 Returns the inverse world affine transform matrix. More...
 
virtual AffineTransform getWorldToNodeAffineTransform () const
local getWorldToNodeAffineTransform ()
virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform 
worldToNodeTransform () const
local worldToNodeTransform ()
Vec2 convertToNodeSpace (const Vec2 &worldPoint) const
 Converts a Vec2 to node (local) space coordinates. More...
 
Vec2 convertToWorldSpace (const Vec2 &nodePoint) const
 Converts a Vec2 to world space coordinates. More...
 
Vec2 convertToNodeSpaceAR (const Vec2 &worldPoint) const
 Converts a Vec2 to node (local) space coordinates. More...
 
Vec2 convertToWorldSpaceAR (const Vec2 &nodePoint) const
 Converts a local Vec2 to world space coordinates.The result is in Points. More...
 
Vec2 convertTouchToNodeSpace (Touch *touch) const
 convenience methods which take a Touch instead of Vec2 More...
 
Vec2 convertTouchToNodeSpaceAR (Touch *touch) const
 converts a Touch (world coordinates) into a local coordinate. More...
 
var convertTouchToNodeSpaceAR ( var touch)
 converts a Touch (world coordinates) into a local coordinate. More...
 
local convertTouchToNodeSpaceAR ( local touch)
 converts a Touch (world coordinates) into a local coordinate. More...
 
void setAdditionalTransform (Mat4 *additionalTransform)
 Sets an additional transform matrix to the node. More...
 
var setAdditionalTransform ( var additionalTransform)
 Sets an additional transform matrix to the node. More...
 
local setAdditionalTransform ( local additionalTransform)
 Sets an additional transform matrix to the node. More...
 
void setAdditionalTransform (const AffineTransform &additionalTransform)
var setAdditionalTransform ( var additionalTransform)
local setAdditionalTransform ( local additionalTransform)
ComponentgetComponent (const std::string &pName)
 gets a component by its name More...
 
local getComponent ( local pName)
 gets a component by its name More...
 
virtual bool addComponent (Component *pComponent)
 adds a component More...
 
local addComponent ( local pComponent)
 adds a component More...
 
virtual bool removeComponent (const std::string &pName)
 removes a component by its name More...
 
local removeComponent ( local pName)
 removes a component by its name More...
 
virtual void removeAllComponents ()
 removes all components More...
 
var removeAllComponents ()
 removes all components More...
 
local removeAllComponents ()
 removes all components More...
 
- Public Member Functions inherited from Ref
void retain ()
 Retains the ownership. More...
 
void release ()
 Releases the ownership immediately. More...
 
Refautorelease ()
 Releases the ownership sometime soon automatically. More...
 
unsigned int getReferenceCount () const
 Returns the Ref's current reference count. More...
 
virtual ~Ref ()
- Public Member Functions inherited from TextureProtocol
virtual ~TextureProtocol ()
- Public Member Functions inherited from BlendProtocol
virtual ~BlendProtocol ()

Static Public Member Functions

static TMXLayercreate (TMXTilesetInfo *tilesetInfo, TMXLayerInfo *layerInfo, TMXMapInfo *mapInfo)
 creates a TMXLayer with an tileset info, a layer info and a map info More...
 
var create ( var tilesetInfo, var layerInfo, var mapInfo)
 creates a TMXLayer with an tileset info, a layer info and a map info More...
 
local create ( local tilesetInfo, local layerInfo, local mapInfo)
 creates a TMXLayer with an tileset info, a layer info and a map info More...
 
- Static Public Member Functions inherited from SpriteBatchNode
static SpriteBatchNodecreateWithTexture (Texture2D *tex, ssize_t capacity=DEFAULT_CAPACITY)
 creates a SpriteBatchNode with a texture2d and capacity of children. More...
 
local createWithTexture ( local tex, local DEFAULT_CAPACITY)
 creates a SpriteBatchNode with a texture2d and capacity of children. More...
 
static SpriteBatchNodecreate (const std::string &fileImage, ssize_t capacity=DEFAULT_CAPACITY)
 creates a SpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and capacity of children. More...
 
- Static Public Member Functions inherited from Node
static Nodecreate (void)
 Allocates and initializes a node. More...
 
var create ()
 Allocates and initializes a node. More...
 
local create ()
 Allocates and initializes a node. More...
 

Protected Attributes

std::string _layerName
 name of the layer More...
 
var _layerName
 name of the layer More...
 
local _layerName
 name of the layer More...
 
unsigned char _opacity
 TMX Layer supports opacity. More...
 
var _opacity
 TMX Layer supports opacity. More...
 
local _opacity
 TMX Layer supports opacity. More...
 
int _vertexZvalue
 Only used when vertexZ is used. More...
 
var _vertexZvalue
 Only used when vertexZ is used. More...
 
local _vertexZvalue
 Only used when vertexZ is used. More...
 
bool _useAutomaticVertexZ
var _useAutomaticVertexZ
local _useAutomaticVertexZ
Sprite_reusedTile
 used for optimization More...
 
var _reusedTile
 used for optimization More...
 
local _reusedTile
 used for optimization More...
 
ccCArray * _atlasIndexArray
var _atlasIndexArray
local _atlasIndexArray
float _contentScaleFactor
var _contentScaleFactor
local _contentScaleFactor
Size _layerSize
 size of the layer in tiles More...
 
var _layerSize
 size of the layer in tiles More...
 
local _layerSize
 size of the layer in tiles More...
 
Size _mapTileSize
 size of the map's tile (could be different from the tile's size) More...
 
uint32_t_tiles
 pointer to the map of tiles More...
 
var _tiles
 pointer to the map of tiles More...
 
local _tiles
 pointer to the map of tiles More...
 
TMXTilesetInfo_tileSet
 Tileset information for the layer. More...
 
var _tileSet
 Tileset information for the layer. More...
 
local _tileSet
 Tileset information for the layer. More...
 
int _layerOrientation
 Layer orientation, which is the same as the map orientation. More...
 
var _layerOrientation
 Layer orientation, which is the same as the map orientation. More...
 
local _layerOrientation
 Layer orientation, which is the same as the map orientation. More...
 
ValueMap _properties
 properties from the layer. More...
 
var _properties
 properties from the layer. More...
 
local _properties
 properties from the layer. More...
 
- Protected Attributes inherited from SpriteBatchNode
TextureAtlas_textureAtlas
BlendFunc _blendFunc
var _blendFunc
local _blendFunc
BatchCommand _batchCommand
var _batchCommand
local _batchCommand
std::vector< Sprite * > _descendants
var _descendants
local _descendants
- Protected Attributes inherited from Node
float _rotationX
 rotation on the X-axis More...
 
float _rotationY
 rotation on the Y-axis More...
 
var _rotationY
 rotation on the Y-axis More...
 
local _rotationY
 rotation on the Y-axis More...
 
float _rotationZ_X
 rotation angle on Z-axis, component X More...
 
var _rotationZ_X
 rotation angle on Z-axis, component X More...
 
local _rotationZ_X
 rotation angle on Z-axis, component X More...
 
float _rotationZ_Y
 rotation angle on Z-axis, component Y More...
 
var _rotationZ_Y
 rotation angle on Z-axis, component Y More...
 
local _rotationZ_Y
 rotation angle on Z-axis, component Y More...
 
float _scaleX
 scaling factor on x-axis More...
 
var _scaleX
 scaling factor on x-axis More...
 
local _scaleX
 scaling factor on x-axis More...
 
float _scaleY
 scaling factor on y-axis More...
 
var _scaleY
 scaling factor on y-axis More...
 
local _scaleY
 scaling factor on y-axis More...
 
float _scaleZ
 scaling factor on z-axis More...
 
var _scaleZ
 scaling factor on z-axis More...
 
local _scaleZ
 scaling factor on z-axis More...
 
Vec2 _position
 position of the node More...
 
var _position
 position of the node More...
 
local _position
 position of the node More...
 
float _positionZ
 OpenGL real Z position. More...
 
var _positionZ
 OpenGL real Z position. More...
 
local _positionZ
 OpenGL real Z position. More...
 
float _skewX
 skew angle on x-axis More...
 
var _skewX
 skew angle on x-axis More...
 
local _skewX
 skew angle on x-axis More...
 
float _skewY
 skew angle on y-axis More...
 
var _skewY
 skew angle on y-axis More...
 
local _skewY
 skew angle on y-axis More...
 
Vec2 _anchorPointInPoints
 anchor point in points More...
 
var _anchorPointInPoints
 anchor point in points More...
 
local _anchorPointInPoints
 anchor point in points More...
 
Vec2 _anchorPoint
 anchor point normalized (NOT in points) More...
 
var _anchorPoint
 anchor point normalized (NOT in points) More...
 
local _anchorPoint
 anchor point normalized (NOT in points) More...
 
Size _contentSize
 untransformed size of the node More...
 
var _contentSize
 untransformed size of the node More...
 
local _contentSize
 untransformed size of the node More...
 
Mat4 _modelViewTransform
 ModelView transform of the Node. More...
 
var _modelViewTransform
 ModelView transform of the Node. More...
 
local _modelViewTransform
 ModelView transform of the Node. More...
 
Mat4 _transform
 transform More...
 
var _transform
 transform More...
 
local _transform
 transform More...
 
bool _transformDirty
 transform dirty flag More...
 
var _transformDirty
 transform dirty flag More...
 
local _transformDirty
 transform dirty flag More...
 
Mat4 _inverse
 inverse transform More...
 
var _inverse
 inverse transform More...
 
local _inverse
 inverse transform More...
 
bool _inverseDirty
 inverse transform dirty flag More...
 
var _inverseDirty
 inverse transform dirty flag More...
 
local _inverseDirty
 inverse transform dirty flag More...
 
Mat4 _additionalTransform
 transform More...
 
var _additionalTransform
 transform More...
 
local _additionalTransform
 transform More...
 
bool _useAdditionalTransform
 The flag to check whether the additional transform is dirty. More...
 
var _useAdditionalTransform
 The flag to check whether the additional transform is dirty. More...
 
local _useAdditionalTransform
 The flag to check whether the additional transform is dirty. More...
 
bool _transformUpdated
 Whether or not the Transform object was updated since the last frame. More...
 
var _transformUpdated
 Whether or not the Transform object was updated since the last frame. More...
 
local _transformUpdated
 Whether or not the Transform object was updated since the last frame. More...
 
int _localZOrder
 Local order (relative to its siblings) used to sort the node. More...
 
var _localZOrder
 Local order (relative to its siblings) used to sort the node. More...
 
local _localZOrder
 Local order (relative to its siblings) used to sort the node. More...
 
float _globalZOrder
 Global order used to sort the node. More...
 
var _globalZOrder
 Global order used to sort the node. More...
 
local _globalZOrder
 Global order used to sort the node. More...
 
Vector< Node * > _children
 array of children nodes More...
 
var _children
 array of children nodes More...
 
local _children
 array of children nodes More...
 
Node_parent
 weak reference to parent node More...
 
var _parent
 weak reference to parent node More...
 
local _parent
 weak reference to parent node More...
 
int _tag
 a tag. Can be any number you assigned just to identify this node More...
 
var _tag
 a tag. Can be any number you assigned just to identify this node More...
 
local _tag
 a tag. Can be any number you assigned just to identify this node More...
 
std::string _name
 a string label, an user defined string to identify this node More...
 
var _name
 a string label, an user defined string to identify this node More...
 
local _name
 a string label, an user defined string to identify this node More...
 
void * _userData
 A user assingned void pointer, Can be point to any cpp object. More...
 
var _userData
 A user assingned void pointer, Can be point to any cpp object. More...
 
local _userData
 A user assingned void pointer, Can be point to any cpp object. More...
 
Ref_userObject
 A user assigned Object. More...
 
var _userObject
 A user assigned Object. More...
 
local _userObject
 A user assigned Object. More...
 
GLProgramState_glProgramState
 OpenGL Program State. More...
 
var _glProgramState
 OpenGL Program State. More...
 
local _glProgramState
 OpenGL Program State. More...
 
int _orderOfArrival
 used to preserve sequence while sorting children with the same localZOrder More...
 
Scheduler_scheduler
 scheduler used to schedule timers and updates More...
 
var _scheduler
 scheduler used to schedule timers and updates More...
 
local _scheduler
 scheduler used to schedule timers and updates More...
 
ActionManager_actionManager
 a pointer to ActionManager singleton, which is used to handle all the actions More...
 
EventDispatcher_eventDispatcher
 event dispatcher used to dispatch all kinds of events More...
 
var _eventDispatcher
 event dispatcher used to dispatch all kinds of events More...
 
local _eventDispatcher
 event dispatcher used to dispatch all kinds of events More...
 
bool _running
 is running More...
 
var _running
 is running More...
 
local _running
 is running More...
 
bool _visible
 is this node visible More...
 
var _visible
 is this node visible More...
 
local _visible
 is this node visible More...
 
bool _ignoreAnchorPointForPosition
 true if the Anchor Vec2 will be (0,0) when you position the Node, false otherwise. More...
 
var _ignoreAnchorPointForPosition
 true if the Anchor Vec2 will be (0,0) when you position the Node, false otherwise. More...
 
local _ignoreAnchorPointForPosition
 true if the Anchor Vec2 will be (0,0) when you position the Node, false otherwise. More...
 
bool _reorderChildDirty
 children order dirty flag More...
 
var _reorderChildDirty
 children order dirty flag More...
 
local _reorderChildDirty
 children order dirty flag More...
 
bool _isTransitionFinished
 flag to indicate whether the transition was finished More...
 
var _isTransitionFinished
 flag to indicate whether the transition was finished More...
 
local _isTransitionFinished
 flag to indicate whether the transition was finished More...
 
ComponentContainer_componentContainer
 Dictionary of components. More...
 
var _componentContainer
 Dictionary of components. More...
 
local _componentContainer
 Dictionary of components. More...
 
GLubyte _displayedOpacity
var _displayedOpacity
local _displayedOpacity
GLubyte _realOpacity
var _realOpacity
local _realOpacity
Color3B _displayedColor
var _displayedColor
local _displayedColor
Color3B _realColor
var _realColor
local _realColor
bool _cascadeColorEnabled
var _cascadeColorEnabled
local _cascadeColorEnabled
bool _cascadeOpacityEnabled
var _cascadeOpacityEnabled
local _cascadeOpacityEnabled
- Protected Attributes inherited from Ref
unsigned int _referenceCount
 count of references More...
 

Additional Inherited Members

- Public Attributes inherited from SpriteBatchNode
CC_CONSTRUCTOR_ACCESS __pad0__: SpriteBatchNode()
- Public Attributes inherited from Node
CC_CONSTRUCTOR_ACCESS __pad0__: Node()
- Static Public Attributes inherited from Node
static const int INVALID_TAG = -1
 Default tag used for all the nodes. More...
 
var INVALID_TAG = -1
 Default tag used for all the nodes. More...
 
local INVALID_TAG = -1
 Default tag used for all the nodes. More...
 
- Protected Member Functions inherited from SpriteBatchNode
void updateQuadFromSprite (Sprite *sprite, ssize_t index)
 Updates a quad at a certain index into the texture atlas. More...
 
var updateQuadFromSprite ( var sprite, var index)
 Updates a quad at a certain index into the texture atlas. More...
 
local updateQuadFromSprite ( local sprite, local index)
 Updates a quad at a certain index into the texture atlas. More...
 
void updateAtlasIndex (Sprite *sprite, ssize_t *curIndex)
local updateAtlasIndex ( local sprite, local curIndex)
void swap (ssize_t oldIndex, ssize_t newIndex)
var swap ( var oldIndex, var newIndex)
local swap ( local oldIndex, local newIndex)
void updateBlendFunc ()
var updateBlendFunc ()
local updateBlendFunc ()
- Protected Member Functions inherited from Node
void childrenAlloc (void)
 lazy allocs More...
 
var childrenAlloc ()
 lazy allocs More...
 
local childrenAlloc ()
 lazy allocs More...
 
void insertChild (Node *child, int z)
 helper that reorder a child More...
 
var insertChild ( var child, var z)
 helper that reorder a child More...
 
local insertChild ( local child, local z)
 helper that reorder a child More...
 
void detachChild (Node *child, ssize_t index, bool doCleanup)
 Removes a child, call child->onExit(), do cleanup, remove it from children array. More...
 
Vec2 convertToWindowSpace (const Vec2 &nodePoint) const
 Convert cocos2d coordinates to UI windows coordinate. More...
 
Mat4 transform (const Mat4 &parentTransform)
var transform ( var parentTransform)
local transform ( local parentTransform)
virtual void updateCascadeOpacity ()
var updateCascadeOpacity ()
local updateCascadeOpacity ()
virtual void disableCascadeOpacity ()
var disableCascadeOpacity ()
local disableCascadeOpacity ()
virtual void updateCascadeColor ()
local updateCascadeColor ()
virtual void disableCascadeColor ()
local disableCascadeColor ()
virtual void updateColor ()
var updateColor ()
local updateColor ()
- Protected Member Functions inherited from Ref
 Ref ()
 Constructor. More...
 
- Static Protected Attributes inherited from Node
static int s_globalOrderOfArrival
var s_globalOrderOfArrival
local s_globalOrderOfArrival

Detailed Description

TMXLayer represents the TMX layer.

It is a subclass of SpriteBatchNode. By default the tiles are rendered using a TextureAtlas. If you modify a tile on runtime, then, that tile will become a Sprite, otherwise no Sprite objects are created. The benefits of using Sprite objects as tiles are:

  • tiles (Sprite) can be rotated/scaled/moved with a nice API

If the layer contains a property named "cc_vertexz" with an integer (in can be positive or negative), then all the tiles belonging to the layer will use that value as their OpenGL vertex Z for depth.

On the other hand, if the "cc_vertexz" property has the "automatic" value, then the tiles will use an automatic vertex Z value. Also before drawing the tiles, GL_ALPHA_TEST will be enabled, and disabled after drawing them. The used alpha func will be:

glAlphaFunc( GL_GREATER, value )

"value" by default is 0, but you can change it from Tiled by adding the "cc_alpha_func" property to the layer. The value 0 should work for most cases, but if you have tiles that are semi-transparent, then you might want to use a different value, like 0.5.

For further information, please see the programming guide:

http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:tiled_maps

Since
v0.8.1 Tiles can have tile flags for additional properties. At the moment only flip horizontal and flip vertical are used. These bit flags are defined in TMXXMLParser.h.
1.1

Constructor & Destructor Documentation

TMXLayer ( )
var ctor ( )
local TMXLayer ( )
virtual ~TMXLayer ( )
virtual

Member Function Documentation

virtual void addChild ( Node child,
int  localZOrder,
int  tag 
)
overridevirtual

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 setLocalZOrder(int)
tagAn integer to identify the node easily. Please refer to setTag(int)

Reimplemented from SpriteBatchNode.

var addChild ( var  child,
var  localZOrder,
var  tag 
)
overridevirtual

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 setLocalZOrder(int)
tagAn integer to identify the node easily. Please refer to setTag(int)

Reimplemented from SpriteBatchNode.

local addChild ( local  child,
local  localZOrder,
local  tag 
)
overridevirtual

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 setLocalZOrder(int)
tagAn integer to identify the node easily. Please refer to setTag(int)

Reimplemented from SpriteBatchNode.

static TMXLayer* create ( TMXTilesetInfo tilesetInfo,
TMXLayerInfo layerInfo,
TMXMapInfo mapInfo 
)
static

creates a TMXLayer with an tileset info, a layer info and a map info

var create ( var  tilesetInfo,
var  layerInfo,
var  mapInfo 
)
static

creates a TMXLayer with an tileset info, a layer info and a map info

local create ( local  tilesetInfo,
local  layerInfo,
local  mapInfo 
)
static

creates a TMXLayer with an tileset info, a layer info and a map info

virtual std::string getDescription ( ) const
overridevirtual

Gets the description string.

It makes debugging easier.

Returns
A string

Reimplemented from SpriteBatchNode.

var getDescription ( )
overridevirtual

Gets the description string.

It makes debugging easier.

Returns
A string

Reimplemented from SpriteBatchNode.

local getDescription ( )
overridevirtual

Gets the description string.

It makes debugging easier.

Returns
A string

Reimplemented from SpriteBatchNode.

const std::string& getLayerName ( )
inline
var getLayerName ( )
inline
local getLayerName ( )
inline
int getLayerOrientation ( ) const
inline

Layer orientation, which is the same as the map orientation.

var getLayerOrientation ( )
inline

Layer orientation, which is the same as the map orientation.

local getLayerOrientation ( )
inline

Layer orientation, which is the same as the map orientation.

const Size& getLayerSize ( ) const
inline

size of the layer in tiles

var getLayerSize ( )
inline

size of the layer in tiles

local getLayerSize ( )
inline

size of the layer in tiles

const Size& getMapTileSize ( ) const
inline

size of the map's tile (could be different from the tile's size)

var getMapTileSize ( )
inline

size of the map's tile (could be different from the tile's size)

local getMapTileSize ( )
inline

size of the map's tile (could be different from the tile's size)

Vec2 getPositionAt ( const Vec2 tileCoordinate)

returns the position in points of a given tile coordinate

var getPositionAt ( var  tileCoordinate)

returns the position in points of a given tile coordinate

local getPositionAt ( local  tileCoordinate)

returns the position in points of a given tile coordinate

const ValueMap& getProperties ( ) const
inline

properties from the layer.

They can be added using Tiled

var getProperties ( )
inline

properties from the layer.

They can be added using Tiled

local getProperties ( )
inline

properties from the layer.

They can be added using Tiled

ValueMap& getProperties ( )
inline
var getProperties ( )
inline
local getProperties ( )
inline
Value getProperty ( const std::string &  propertyName) const

return the value for the specific property name

var getProperty ( var  propertyName)

return the value for the specific property name

local getProperty ( local  propertyName)

return the value for the specific property name

Sprite* getTileAt ( const Vec2 tileCoordinate)

returns the tile (Sprite) at a given a tile coordinate.

The returned Sprite will be already added to the TMXLayer. Don't add it again. The Sprite can be treated like any other Sprite: rotated, scaled, translated, opacity, color, etc. You can remove either by calling:

  • layer->removeChild(sprite, cleanup);
  • or layer->removeTileAt(Vec2(x,y));
var getTileAt ( var  tileCoordinate)

returns the tile (Sprite) at a given a tile coordinate.

The returned Sprite will be already added to the TMXLayer. Don't add it again. The Sprite can be treated like any other Sprite: rotated, scaled, translated, opacity, color, etc. You can remove either by calling:

  • layer->removeChild(sprite, cleanup);
  • or layer->removeTileAt(Vec2(x,y));
local getTileAt ( local  tileCoordinate)

returns the tile (Sprite) at a given a tile coordinate.

The returned Sprite will be already added to the TMXLayer. Don't add it again. The Sprite can be treated like any other Sprite: rotated, scaled, translated, opacity, color, etc. You can remove either by calling:

  • layer->removeChild(sprite, cleanup);
  • or layer->removeTileAt(Vec2(x,y));
uint32_t getTileGIDAt ( const Vec2 tileCoordinate,
TMXTileFlags flags = nullptr 
)

returns the tile gid at a given tile coordinate.

It also returns the tile flags. This method requires the the tile map has not been previously released (eg. don't call [layer releaseMap])

var getTileGIDAt ( var  tileCoordinate,
var  flags = nullptr 
)

returns the tile gid at a given tile coordinate.

It also returns the tile flags. This method requires the the tile map has not been previously released (eg. don't call [layer releaseMap])

local getTileGIDAt ( local  tileCoordinate,
local  flags = nullptr 
)

returns the tile gid at a given tile coordinate.

It also returns the tile flags. This method requires the the tile map has not been previously released (eg. don't call [layer releaseMap])

uint32_t* getTiles ( ) const
inline

pointer to the map of tiles

TMXTilesetInfo* getTileSet ( ) const
inline

Tileset information for the layer.

var getTileSet ( )
inline

Tileset information for the layer.

local getTileSet ( )
inline

Tileset information for the layer.

bool initWithTilesetInfo ( TMXTilesetInfo tilesetInfo,
TMXLayerInfo layerInfo,
TMXMapInfo mapInfo 
)

initializes a TMXLayer with a tileset info, a layer info and a map info

var initWithTilesetInfo ( var  tilesetInfo,
var  layerInfo,
var  mapInfo 
)

initializes a TMXLayer with a tileset info, a layer info and a map info

local initWithTilesetInfo ( local  tilesetInfo,
local  layerInfo,
local  mapInfo 
)

initializes a TMXLayer with a tileset info, a layer info and a map info

CC_DEPRECATED_ATTRIBUTE Vec2
positionAt
( const Vec2 tileCoordinate)
inline
var positionAt ( var  tileCoordinate)
inline
local positionAt ( local  tileCoordinate)
inline
CC_DEPRECATED_ATTRIBUTE Value
propertyNamed
( const std::string &  propertyName) const
inline
var propertyNamed ( var  propertyName)
inline
local propertyNamed ( local  propertyName)
inline
void releaseMap ( )

dealloc the map that contains the tile position from memory.

Unless you want to know at runtime the tiles positions, you can safely call this method. If you are going to call layer->tileGIDAt() then, don't release the map

var releaseMap ( )

dealloc the map that contains the tile position from memory.

Unless you want to know at runtime the tiles positions, you can safely call this method. If you are going to call layer->tileGIDAt() then, don't release the map

local releaseMap ( )

dealloc the map that contains the tile position from memory.

Unless you want to know at runtime the tiles positions, you can safely call this method. If you are going to call layer->tileGIDAt() then, don't release the map

void removeChild ( Node child,
bool  cleanup 
)
overridevirtual

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 from SpriteBatchNode.

var removeChild ( var  child,
var  cleanup 
)
overridevirtual

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 from SpriteBatchNode.

local removeChild ( local  child,
local  cleanup 
)
overridevirtual

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 from SpriteBatchNode.

void removeTileAt ( const Vec2 tileCoordinate)

removes a tile at given tile coordinate

var removeTileAt ( var  tileCoordinate)

removes a tile at given tile coordinate

local removeTileAt ( local  tileCoordinate)

removes a tile at given tile coordinate

void setLayerName ( const std::string &  layerName)
inline
var setLayerName ( var  layerName)
inline
local setLayerName ( local  layerName)
inline
void setLayerOrientation ( int  orientation)
inline
var setLayerOrientation ( var  orientation)
inline
local setLayerOrientation ( local  orientation)
inline
void setLayerSize ( const Size size)
inline
var setLayerSize ( var  size)
inline
local setLayerSize ( local  size)
inline
void setMapTileSize ( const Size size)
inline
var setMapTileSize ( var  size)
inline
local setMapTileSize ( local  size)
inline
void setProperties ( const ValueMap properties)
inline
var setProperties ( var  properties)
inline
local setProperties ( local  properties)
inline
void setTileGID ( uint32_t  gid,
const Vec2 tileCoordinate 
)

sets the tile gid (gid = tile global id) at a given tile coordinate.

The Tile GID can be obtained by using the method "tileGIDAt" or by using the TMX editor -> Tileset Mgr +1. If a tile is already placed at that position, then it will be removed.

var setTileGID ( var  gid,
var  tileCoordinate 
)

sets the tile gid (gid = tile global id) at a given tile coordinate.

The Tile GID can be obtained by using the method "tileGIDAt" or by using the TMX editor -> Tileset Mgr +1. If a tile is already placed at that position, then it will be removed.

local setTileGID ( local  gid,
local  tileCoordinate 
)

sets the tile gid (gid = tile global id) at a given tile coordinate.

The Tile GID can be obtained by using the method "tileGIDAt" or by using the TMX editor -> Tileset Mgr +1. If a tile is already placed at that position, then it will be removed.

void setTileGID ( uint32_t  gid,
const Vec2 tileCoordinate,
TMXTileFlags  flags 
)

sets the tile gid (gid = tile global id) at a given tile coordinate.

The Tile GID can be obtained by using the method "tileGIDAt" or by using the TMX editor -> Tileset Mgr +1. If a tile is already placed at that position, then it will be removed.

Use withFlags if the tile flags need to be changed as well

var setTileGID ( var  gid,
var  tileCoordinate,
var  flags 
)

sets the tile gid (gid = tile global id) at a given tile coordinate.

The Tile GID can be obtained by using the method "tileGIDAt" or by using the TMX editor -> Tileset Mgr +1. If a tile is already placed at that position, then it will be removed.

Use withFlags if the tile flags need to be changed as well

local setTileGID ( local  gid,
local  tileCoordinate,
local  flags 
)

sets the tile gid (gid = tile global id) at a given tile coordinate.

The Tile GID can be obtained by using the method "tileGIDAt" or by using the TMX editor -> Tileset Mgr +1. If a tile is already placed at that position, then it will be removed.

Use withFlags if the tile flags need to be changed as well

void setTiles ( uint32_t tiles)
inline
var setTiles ( var  tiles)
inline
local setTiles ( local  tiles)
inline
void setTileSet ( TMXTilesetInfo info)
inline
var setTileSet ( var  info)
inline
local setTileSet ( local  info)
inline
void setupTiles ( )

Creates the tiles.

var setupTiles ( )

Creates the tiles.

local setupTiles ( )

Creates the tiles.

CC_DEPRECATED_ATTRIBUTE Sprite*
tileAt
( const Vec2 tileCoordinate)
inline
var tileAt ( var  tileCoordinate)
inline
local tileAt ( local  tileCoordinate)
inline
CC_DEPRECATED_ATTRIBUTE
uint32_t tileGIDAt
( const Vec2 tileCoordinate,
TMXTileFlags flags = nullptr 
)
inline
var tileGIDAt ( var  tileCoordinate,
var  flags = nullptr 
)
inline
local tileGIDAt ( local  tileCoordinate,
local  flags = nullptr 
)
inline

Member Data Documentation

ccCArray* _atlasIndexArray
protected
var _atlasIndexArray
protected
local _atlasIndexArray
protected
float _contentScaleFactor
protected
var _contentScaleFactor
protected
local _contentScaleFactor
protected
std::string _layerName
protected

name of the layer

var _layerName
protected

name of the layer

local _layerName
protected

name of the layer

int _layerOrientation
protected

Layer orientation, which is the same as the map orientation.

var _layerOrientation
protected

Layer orientation, which is the same as the map orientation.

local _layerOrientation
protected

Layer orientation, which is the same as the map orientation.

Size _layerSize
protected

size of the layer in tiles

var _layerSize
protected

size of the layer in tiles

local _layerSize
protected

size of the layer in tiles

Size _mapTileSize
protected

size of the map's tile (could be different from the tile's size)

var _mapTileSize
protected

size of the map's tile (could be different from the tile's size)

local _mapTileSize
protected

size of the map's tile (could be different from the tile's size)

unsigned char _opacity
protected

TMX Layer supports opacity.

var _opacity
protected

TMX Layer supports opacity.

local _opacity
protected

TMX Layer supports opacity.

ValueMap _properties
protected

properties from the layer.

They can be added using Tiled

var _properties
protected

properties from the layer.

They can be added using Tiled

local _properties
protected

properties from the layer.

They can be added using Tiled

Sprite* _reusedTile
protected

used for optimization

var _reusedTile
protected

used for optimization

local _reusedTile
protected

used for optimization

uint32_t* _tiles
protected

pointer to the map of tiles

var _tiles
protected

pointer to the map of tiles

local _tiles
protected

pointer to the map of tiles

TMXTilesetInfo* _tileSet
protected

Tileset information for the layer.

var _tileSet
protected

Tileset information for the layer.

local _tileSet
protected

Tileset information for the layer.

bool _useAutomaticVertexZ
protected
var _useAutomaticVertexZ
protected
local _useAutomaticVertexZ
protected
int _vertexZvalue
protected

Only used when vertexZ is used.

var _vertexZvalue
protected

Only used when vertexZ is used.

local _vertexZvalue
protected

Only used when vertexZ is used.


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