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MotionStreak Class Reference

MotionStreak. More...

#include <CCMotionStreak.h>

Inheritance diagram for MotionStreak:
Node TextureProtocol Ref BlendProtocol

Public Member Functions

void tintWithColor (const Color3B &colors)
 color used for the tint More...
 
void reset ()
 Remove all living segments of the ribbon. More...
 
local reset ()
 Remove all living segments of the ribbon. More...
 
bool isFastMode () const
 When fast mode is enabled, new points are added faster but with lower precision. More...
 
void setFastMode (bool bFastMode)
bool isStartingPositionInitialized () const
var isStartingPositionInitialized ()
local isStartingPositionInitialized ()
void setStartingPositionInitialized (bool bStartingPositionInitialized)
var setStartingPositionInitialized ( var bStartingPositionInitialized)
local setStartingPositionInitialized ( local bStartingPositionInitialized)
virtual void setPosition (const Vec2 &position) override
 Sets the position (x,y) of the node in its parent's coordinate system. More...
 
local setPosition ( local position)
 Sets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual void setPosition (float x, float y) override
 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 const Vec2getPosition () const override
 Gets the position (x,y) of the node in its parent's coordinate system. More...
 
local getPosition ()
 Gets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual void getPosition (float *x, float *y) const override
 Gets position in a more efficient way, returns two number instead of a Vec2 object. More...
 
virtual void setPositionX (float x) override
 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 void setPositionY (float y) override
local setPositionY ( local y)
virtual float getPositionX (void) const override
var getPositionX ()
local getPositionX ()
virtual float getPositionY (void) const override
local getPositionY ()
virtual void draw (Renderer *renderer, const Mat4 &transform, bool transformUpdated) override
 Override this method to draw your own node. More...
 
virtual void update (float delta) override
virtual Texture2DgetTexture () const override
 Returns the currently used texture. More...
 
var 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
 Sets the source blending function. More...
 
virtual const BlendFuncgetBlendFunc () const override
 Returns the blending function that is currently being used. More...
 
virtual GLubyte getOpacity () const override
local getOpacity ()
virtual void setOpacity (GLubyte opacity) override
local setOpacity ( local opacity)
virtual void setOpacityModifyRGB (bool value) override
local setOpacityModifyRGB ( local value)
virtual bool isOpacityModifyRGB () const override
var isOpacityModifyRGB ()
local isOpacityModifyRGB ()
virtual ~MotionStreak ()
local ~MotionStreak ()
bool initWithFade (float fade, float minSeg, float stroke, const Color3B &color, const std::string &path)
 initializes a motion streak with fade in seconds, minimum segments, stroke's width, color and texture filename More...
 
var initWithFade ( var fade, var minSeg, var stroke, var color, var path)
 initializes a motion streak with fade in seconds, minimum segments, stroke's width, color and texture filename More...
 
local initWithFade ( local fade, local minSeg, local stroke, local color, local path)
 initializes a motion streak with fade in seconds, minimum segments, stroke's width, color and texture filename More...
 
bool initWithFade (float fade, float minSeg, float stroke, const Color3B &color, Texture2D *texture)
 initializes a motion streak with fade in seconds, minimum segments, stroke's width, color and texture More...
 
var initWithFade ( var fade, var minSeg, var stroke, var color, var texture)
 initializes a motion streak with fade in seconds, minimum segments, stroke's width, color and texture More...
 
local initWithFade ( local fade, local minSeg, local stroke, local color, local texture)
 initializes a motion streak with fade in seconds, minimum segments, stroke's width, color and texture More...
 
- 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 (Renderer *renderer, const Mat4 &parentTransform, bool parentTransformUpdated)
 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 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 getDisplayedOpacity () const
local getDisplayedOpacity ()
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 ~Node ()
var ~Node ()
local ~Node ()
virtual bool init ()
var init ()
local init ()
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 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 void addChild (Node *child, int localZOrder, int tag)
 Adds a child to the container with z order and tag. More...
 
local addChild ( local child, local localZOrder, local tag)
 Adds a child to the container with z order and tag. More...
 
virtual 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 removeChild (Node *child, bool cleanup=true)
 Removes a child from the container. More...
 
local removeChild ( local child, local true)
 Removes a child from the container. More...
 
virtual void removeChildByTag (int tag, bool cleanup=true)
 Removes a child from the container by tag value. More...
 
local removeChildByTag ( local tag, local true)
 Removes a child from the container by tag value. More...
 
virtual void removeAllChildren ()
 Removes all children from the container with a cleanup. More...
 
var removeAllChildren ()
 Removes all children from the container with a cleanup. More...
 
local removeAllChildren ()
 Removes all children from the container with a cleanup. More...
 
virtual void removeAllChildrenWithCleanup (bool cleanup)
 Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More...
 
virtual void reorderChild (Node *child, int localZOrder)
 Reorders a child according to a new z value. More...
 
var reorderChild ( var child, var localZOrder)
 Reorders a child according to a new z value. More...
 
local reorderChild ( local child, local localZOrder)
 Reorders a child according to a new z value. More...
 
virtual void sortAllChildren ()
 Sorts the children array once before drawing, instead of every time when a child is added or reordered. More...
 
virtual int getTag () const
 Returns a tag that is used to identify the node easily. More...
 
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 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...
 
virtual std::string getDescription () const
 Gets the description string. 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 MotionStreakcreate (float fade, float minSeg, float stroke, const Color3B &color, const std::string &path)
 creates and initializes a motion streak with fade in seconds, minimum segments, stroke's width, color, texture filename More...
 
var create ( var fade, var minSeg, var stroke, var color, var path)
 creates and initializes a motion streak with fade in seconds, minimum segments, stroke's width, color, texture filename More...
 
local create ( local fade, local minSeg, local stroke, local color, local path)
 creates and initializes a motion streak with fade in seconds, minimum segments, stroke's width, color, texture filename More...
 
static MotionStreakcreate (float fade, float minSeg, float stroke, const Color3B &color, Texture2D *texture)
 creates and initializes a motion streak with fade in seconds, minimum segments, stroke's width, color, texture More...
 
- Static Public Member Functions inherited from 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...
 

Public Attributes

CC_CONSTRUCTOR_ACCESS __pad0__: MotionStreak()
- Public Attributes inherited from Node
CC_CONSTRUCTOR_ACCESS __pad0__: Node()

Protected Member Functions

void onDraw (const Mat4 &transform, bool transformUpdated)
var onDraw ( var transform, var transformUpdated)
local onDraw ( local transform, local transformUpdated)
- 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...
 

Protected Attributes

bool _fastMode
var _fastMode
local _fastMode
bool _startingPositionInitialized
var _startingPositionInitialized
local _startingPositionInitialized
Texture2D_texture
 texture used for the motion streak More...
 
var _texture
 texture used for the motion streak More...
 
local _texture
 texture used for the motion streak More...
 
BlendFunc _blendFunc
var _blendFunc
local _blendFunc
Vec2 _positionR
var _positionR
local _positionR
float _stroke
var _stroke
local _stroke
float _fadeDelta
var _fadeDelta
local _fadeDelta
float _minSeg
var _minSeg
local _minSeg
unsigned int _maxPoints
var _maxPoints
local _maxPoints
unsigned int _nuPoints
var _nuPoints
local _nuPoints
unsigned int _previousNuPoints
var _previousNuPoints
local _previousNuPoints
Vec2_pointVertexes
 Pointers. More...
 
var _pointVertexes
 Pointers. More...
 
local _pointVertexes
 Pointers. More...
 
float * _pointState
Vec2_vertices
var _vertices
local _vertices
GLubyte * _colorPointer
var _colorPointer
local _colorPointer
Tex2F_texCoords
var _texCoords
local _texCoords
CustomCommand _customCommand
var _customCommand
local _customCommand
- 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

- 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...
 
- Static Protected Attributes inherited from Node
static int s_globalOrderOfArrival
var s_globalOrderOfArrival
local s_globalOrderOfArrival

Detailed Description

MotionStreak.

Creates a trailing path.

Constructor & Destructor Documentation

virtual ~MotionStreak ( )
virtual
var ~MotionStreak ( )
virtual
local ~MotionStreak ( )
virtual

Member Function Documentation

static MotionStreak* create ( float  fade,
float  minSeg,
float  stroke,
const Color3B color,
const std::string &  path 
)
static

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

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

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

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

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

static MotionStreak* create ( float  fade,
float  minSeg,
float  stroke,
const Color3B color,
Texture2D texture 
)
static

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

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

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

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

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

virtual void draw ( Renderer renderer,
const Mat4 transform,
bool  transformUpdated 
)
overridevirtual

Override this method to draw your own node.

The following GL states will be enabled by default:

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

Reimplemented from Node.

virtual const BlendFunc&
getBlendFunc
( ) const
overridevirtual

Returns the blending function that is currently being used.

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

Implements BlendProtocol.

virtual GLubyte getOpacity ( ) const
overridevirtual

Reimplemented from Node.

var getOpacity ( )
overridevirtual

Reimplemented from Node.

local getOpacity ( )
overridevirtual

Reimplemented from Node.

virtual const Vec2& getPosition ( ) const
overridevirtual

Gets the position (x,y) of the node in its parent's coordinate system.

See also
setPosition(const Vec2&)
Returns
The position (x,y) of the node in OpenGL coordinates
In js and lua return value is table which contains x,y

Reimplemented from Node.

var getPosition ( )
overridevirtual

Gets the position (x,y) of the node in its parent's coordinate system.

See also
setPosition(const Vec2&)
Returns
The position (x,y) of the node in OpenGL coordinates
In js and lua return value is table which contains x,y

Reimplemented from Node.

local getPosition ( )
overridevirtual

Gets the position (x,y) of the node in its parent's coordinate system.

See also
setPosition(const Vec2&)
Returns
The position (x,y) of the node in OpenGL coordinates
In js and lua return value is table which contains x,y

Reimplemented from Node.

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

Gets position in a more efficient way, returns two number instead of a Vec2 object.

See also
setPosition(float, float) In js,out value not return

Reimplemented from Node.

var getPosition ( var  x,
var  y 
)
overridevirtual

Gets position in a more efficient way, returns two number instead of a Vec2 object.

See also
setPosition(float, float) In js,out value not return

Reimplemented from Node.

local getPosition ( local  x,
local  y 
)
overridevirtual

Gets position in a more efficient way, returns two number instead of a Vec2 object.

See also
setPosition(float, float) In js,out value not return

Reimplemented from Node.

virtual float getPositionX ( void  ) const
overridevirtual

Reimplemented from Node.

var getPositionX (   )
overridevirtual

Reimplemented from Node.

local getPositionX (   )
overridevirtual

Reimplemented from Node.

virtual float getPositionY ( void  ) const
overridevirtual

Reimplemented from Node.

var getPositionY (   )
overridevirtual

Reimplemented from Node.

local getPositionY (   )
overridevirtual

Reimplemented from Node.

virtual Texture2D* getTexture ( ) const
overridevirtual

Returns the currently used texture.

Returns
The texture that is currenlty being used.

Implements TextureProtocol.

var getTexture ( )
overridevirtual

Returns the currently used texture.

Returns
The texture that is currenlty being used.

Implements TextureProtocol.

local getTexture ( )
overridevirtual

Returns the currently used texture.

Returns
The texture that is currenlty being used.

Implements TextureProtocol.

bool initWithFade ( float  fade,
float  minSeg,
float  stroke,
const Color3B color,
const std::string &  path 
)

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

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

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

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

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

bool initWithFade ( float  fade,
float  minSeg,
float  stroke,
const Color3B color,
Texture2D texture 
)

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

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

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

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

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

bool isFastMode ( ) const
inline

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

var isFastMode ( )
inline

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

local isFastMode ( )
inline

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

virtual bool isOpacityModifyRGB ( ) const
overridevirtual

Reimplemented from Node.

var isOpacityModifyRGB ( )
overridevirtual

Reimplemented from Node.

local isOpacityModifyRGB ( )
overridevirtual

Reimplemented from Node.

bool isStartingPositionInitialized ( ) const
inline
var isStartingPositionInitialized ( )
inline
local isStartingPositionInitialized ( )
inline
void onDraw ( const Mat4 transform,
bool  transformUpdated 
)
protected
var onDraw ( var  transform,
var  transformUpdated 
)
protected
local onDraw ( local  transform,
local  transformUpdated 
)
protected
void reset ( )

Remove all living segments of the ribbon.

var reset ( )

Remove all living segments of the ribbon.

local reset ( )

Remove all living segments of the ribbon.

virtual void setBlendFunc ( const BlendFunc blendFunc)
overridevirtual

Sets the source blending function.

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

Implements BlendProtocol.

void setFastMode ( bool  bFastMode)
inline
var setFastMode ( var  bFastMode)
inline
local setFastMode ( local  bFastMode)
inline
virtual void setOpacity ( GLubyte  opacity)
overridevirtual

Reimplemented from Node.

var setOpacity ( var  opacity)
overridevirtual

Reimplemented from Node.

local setOpacity ( local  opacity)
overridevirtual

Reimplemented from Node.

virtual void setOpacityModifyRGB ( bool  value)
overridevirtual

Reimplemented from Node.

var setOpacityModifyRGB ( var  value)
overridevirtual

Reimplemented from Node.

local setOpacityModifyRGB ( local  value)
overridevirtual

Reimplemented from Node.

virtual void setPosition ( const Vec2 position)
overridevirtual

Sets the position (x,y) of the node in its parent's coordinate system.

Usually we use Vec2(x,y) to compose Vec2 object. This code snippet sets the node in the center of screen.

node->setPosition( Vec2(size.width/2, size.height/2) )
Parameters
positionThe position (x,y) of the node in OpenGL coordinates

Reimplemented from Node.

var setPosition ( var  position)
overridevirtual

Sets the position (x,y) of the node in its parent's coordinate system.

Usually we use Vec2(x,y) to compose Vec2 object. This code snippet sets the node in the center of screen.

node->setPosition( Vec2(size.width/2, size.height/2) )
Parameters
positionThe position (x,y) of the node in OpenGL coordinates

Reimplemented from Node.

local setPosition ( local  position)
overridevirtual

Sets the position (x,y) of the node in its parent's coordinate system.

Usually we use Vec2(x,y) to compose Vec2 object. This code snippet sets the node in the center of screen.

node->setPosition( Vec2(size.width/2, size.height/2) )
Parameters
positionThe position (x,y) of the node in OpenGL coordinates

Reimplemented from Node.

virtual void setPosition ( float  x,
float  y 
)
overridevirtual

Sets the position (x,y) of the node in its parent's coordinate system.

Passing two numbers (x,y) is much efficient than passing Vec2 object. This method is bound to Lua and JavaScript. Passing a number is 10 times faster than passing a object from Lua to c++

// sample code in Lua
local pos = node::getPosition() -- returns Vec2 object from C++
node:setPosition(x, y) -- pass x, y coordinate to C++
Parameters
xX coordinate for position
yY coordinate for position

Reimplemented from Node.

var setPosition ( var  x,
var  y 
)
overridevirtual

Sets the position (x,y) of the node in its parent's coordinate system.

Passing two numbers (x,y) is much efficient than passing Vec2 object. This method is bound to Lua and JavaScript. Passing a number is 10 times faster than passing a object from Lua to c++

// sample code in Lua
local pos = node::getPosition() -- returns Vec2 object from C++
node:setPosition(x, y) -- pass x, y coordinate to C++
Parameters
xX coordinate for position
yY coordinate for position

Reimplemented from Node.

local setPosition ( local  x,
local  y 
)
overridevirtual

Sets the position (x,y) of the node in its parent's coordinate system.

Passing two numbers (x,y) is much efficient than passing Vec2 object. This method is bound to Lua and JavaScript. Passing a number is 10 times faster than passing a object from Lua to c++

// sample code in Lua
local pos = node::getPosition() -- returns Vec2 object from C++
node:setPosition(x, y) -- pass x, y coordinate to C++
Parameters
xX coordinate for position
yY coordinate for position

Reimplemented from Node.

virtual void setPositionX ( float  x)
overridevirtual

Gets/Sets x or y coordinate individually for position.

These methods are used in Lua and Javascript Bindings

Reimplemented from Node.

var setPositionX ( var  x)
overridevirtual

Gets/Sets x or y coordinate individually for position.

These methods are used in Lua and Javascript Bindings

Reimplemented from Node.

local setPositionX ( local  x)
overridevirtual

Gets/Sets x or y coordinate individually for position.

These methods are used in Lua and Javascript Bindings

Reimplemented from Node.

virtual void setPositionY ( float  y)
overridevirtual

Reimplemented from Node.

var setPositionY ( var  y)
overridevirtual

Reimplemented from Node.

local setPositionY ( local  y)
overridevirtual

Reimplemented from Node.

void setStartingPositionInitialized ( bool  bStartingPositionInitialized)
inline
var setStartingPositionInitialized ( var  bStartingPositionInitialized)
inline
local
setStartingPositionInitialized
( local  bStartingPositionInitialized)
inline
virtual void setTexture ( Texture2D texture)
overridevirtual

Sets a new texuture.

It will be retained.

Parameters
textureA valid Texture2D object, which will be applied to this sprite object.

Implements TextureProtocol.

var setTexture ( var  texture)
overridevirtual

Sets a new texuture.

It will be retained.

Parameters
textureA valid Texture2D object, which will be applied to this sprite object.

Implements TextureProtocol.

local setTexture ( local  texture)
overridevirtual

Sets a new texuture.

It will be retained.

Parameters
textureA valid Texture2D object, which will be applied to this sprite object.

Implements TextureProtocol.

void tintWithColor ( const Color3B colors)

color used for the tint

var tintWithColor ( var  colors)

color used for the tint

local tintWithColor ( local  colors)

color used for the tint

virtual void update ( float  delta)
overridevirtual

Reimplemented from Node.

Member Data Documentation

var __pad0__
local __pad0__
BlendFunc _blendFunc
protected
var _blendFunc
protected
local _blendFunc
protected
GLubyte* _colorPointer
protected
var _colorPointer
protected
local _colorPointer
protected
CustomCommand _customCommand
protected
var _customCommand
protected
local _customCommand
protected
float _fadeDelta
protected
var _fadeDelta
protected
local _fadeDelta
protected
bool _fastMode
protected
var _fastMode
protected
local _fastMode
protected
unsigned int _maxPoints
protected
var _maxPoints
protected
local _maxPoints
protected
float _minSeg
protected
var _minSeg
protected
local _minSeg
protected
unsigned int _nuPoints
protected
var _nuPoints
protected
local _nuPoints
protected
float* _pointState
protected
var _pointState
protected
local _pointState
protected
Vec2* _pointVertexes
protected

Pointers.

var _pointVertexes
protected

Pointers.

local _pointVertexes
protected

Pointers.

Vec2 _positionR
protected
var _positionR
protected
local _positionR
protected
unsigned int _previousNuPoints
protected
var _previousNuPoints
protected
local _previousNuPoints
protected
bool _startingPositionInitialized
protected
var _startingPositionInitialized
protected
local _startingPositionInitialized
protected
float _stroke
protected
var _stroke
protected
local _stroke
protected
Tex2F* _texCoords
protected
var _texCoords
protected
local _texCoords
protected
Texture2D* _texture
protected

texture used for the motion streak

var _texture
protected

texture used for the motion streak

local _texture
protected

texture used for the motion streak

Vec2* _vertices
protected
var _vertices
protected
local _vertices
protected

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