Sprite is a 2d image ( http://en.wikipedia.org/wiki/Sprite_(computer_graphics) ). More...
Inherits Node, and TextureProtocol.
Inherited by BillBoard, and PhysicsSprite.
Public Member Functions | |
virtual void | setDisplayFrame (SpriteFrame *newFrame) |
virtual bool | isFrameDisplayed (SpriteFrame *frame) const |
Returns whether or not a SpriteFrame is being displayed. | |
virtual SpriteFrame * | getSpriteFrame () const |
Returns the current displayed frame. | |
virtual SpriteFrame * | getDisplayFrame () const |
virtual SpriteFrame * | displayFrame () const |
bool | isFlipY () |
void | setFlipY (bool flippedY) |
PolygonInfo & | getPolygonInfo () |
returns a reference of the polygon information associated with this sprite More... | |
void | setPolygonInfo (const PolygonInfo &info) |
set the sprite to use this new PolygonInfo More... | |
virtual std::string | getDescription () const override |
Gets the description string. More... | |
const int | getResourceType () const |
Return texture file type(0 = file, 1 = plist). | |
const std::string | getResourceName () const |
Return texture file name. | |
BatchNode methods | |
virtual void | updateTransform () override |
Updates the quad according the rotation, position, scale values. | |
virtual SpriteBatchNode * | getBatchNode () const |
Returns the batch node object if this sprite is rendered by SpriteBatchNode. More... | |
virtual void | setBatchNode (SpriteBatchNode *spriteBatchNode) |
Sets the batch node to sprite. More... | |
Texture / Frame methods | |
virtual void | setTexture (const std::string &filename) |
Sets a new texture (from a filename) to the sprite. More... | |
virtual void | setTexture (Texture2D *texture) override |
This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.The Texture's rect is not changed. | |
virtual Texture2D * | getTexture () const override |
virtual void | setTextureRect (const Rect &rect) |
Updates the texture rect of the Sprite in points. More... | |
virtual void | setTextureRect (const Rect &rect, bool rotated, const Size &untrimmedSize) |
It will update the texture coordinates and the vertex rectangle. More... | |
virtual void | setVertexRect (const Rect &rect) |
Sets the vertex rect. More... | |
virtual void | setSpriteFrame (const std::string &spriteFrameName) |
virtual void | setSpriteFrame (SpriteFrame *newFrame) |
Animation methods | |
virtual void | setDisplayFrameWithAnimationName (const std::string &animationName, ssize_t frameIndex) |
Changes the display frame with animation name and index. More... | |
Sprite Properties' setter/getters. | |
virtual bool | isDirty () const |
Whether or not the Sprite needs to be updated in the Atlas. More... | |
virtual void | setDirty (bool dirty) |
Makes the Sprite to be updated in the Atlas. | |
V3F_C4B_T2F_Quad | getQuad () const |
Returns the quad (tex coords, vertex coords and color) information. | |
bool | isTextureRectRotated () const |
Returns whether or not the texture rectangle is rotated. | |
ssize_t | getAtlasIndex () const |
Returns the index used on the TextureAtlas. | |
void | setAtlasIndex (ssize_t atlasIndex) |
Sets the index used on the TextureAtlas. More... | |
const Rect & | getTextureRect () const |
Returns the rect of the Sprite in points. | |
TextureAtlas * | getTextureAtlas () const |
Gets the weak reference of the TextureAtlas when the sprite is rendered using via SpriteBatchNode. | |
void | setTextureAtlas (TextureAtlas *textureAtlas) |
Sets the weak reference of the TextureAtlas when the sprite is rendered using via SpriteBatchNode. | |
const Vec2 & | getOffsetPosition () const |
Gets the offset position of the sprite. More... | |
bool | isFlippedX () const |
Returns the flag which indicates whether the sprite is flipped horizontally or not. More... | |
void | setFlippedX (bool flippedX) |
Sets whether the sprite should be flipped horizontally or not. More... | |
bool | isFlipX () |
void | setFlipX (bool flippedX) |
bool | isFlippedY () const |
Return the flag which indicates whether the sprite is flipped vertically or not. More... | |
void | setFlippedY (bool flippedY) |
Sets whether the sprite should be flipped vertically or not. More... | |
Functions inherited from TextureProtocol. | |
void | setBlendFunc (const BlendFunc &blendFunc) override |
const BlendFunc & | getBlendFunc () const override |
Functions inherited from Node. | |
virtual void | setScaleX (float scaleX) override |
Sets the scale (x) of the node. More... | |
virtual void | setScaleY (float scaleY) override |
Sets the scale (y) of the node. More... | |
virtual void | setScale (float scaleX, float scaleY) override |
Sets the scale (x,y) of the node. More... | |
virtual void | setPosition (const Vec2 &pos) override |
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... | |
virtual void | setRotation (float rotation) override |
Sets the rotation (angle) of the node in degrees. More... | |
virtual void | setRotationSkewX (float rotationX) override |
Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More... | |
virtual void | setRotationSkewY (float rotationY) override |
Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More... | |
virtual void | setSkewX (float sx) override |
Changes the X skew angle of the node in degrees. More... | |
virtual void | setSkewY (float sy) override |
Changes the Y skew angle of the node in degrees. More... | |
virtual void | removeChild (Node *child, bool cleanup) override |
Removes a child from the container. 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... | |
virtual void | reorderChild (Node *child, int zOrder) override |
Reorders a child according to a new z value. More... | |
virtual void | addChild (Node *child, int zOrder, int tag) override |
Adds a child to the container with z order and tag. More... | |
virtual void | addChild (Node *child, int zOrder, const std::string &name) override |
Adds a child to the container with z order and tag. More... | |
virtual void | sortAllChildren () override |
Sorts the children array once before drawing, instead of every time when a child is added or reordered. More... | |
virtual void | setScale (float scale) override |
Sets the scale (x,y,z) of the node. More... | |
virtual void | setPositionZ (float positionZ) override |
Sets the 'z' coordinate in the position. More... | |
virtual void | setAnchorPoint (const Vec2 &anchor) override |
Sets the anchor point in percent. More... | |
virtual void | ignoreAnchorPointForPosition (bool value) override |
Sets whether the anchor point will be (0,0) when you position this node. More... | |
virtual void | setVisible (bool bVisible) override |
Sets whether the node is visible. More... | |
virtual void | draw (Renderer *renderer, const Mat4 &transform, uint32_t flags) override |
Override this method to draw your own node. More... | |
virtual void | setOpacityModifyRGB (bool modify) override |
virtual bool | isOpacityModifyRGB () const override |
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virtual bool | isRunning () const |
Returns whether or not the node is "running". More... | |
void | scheduleUpdateWithPriorityLua (int handler, int priority) |
Schedules for lua script. More... | |
virtual void | cleanup () |
Stops and removes all running actions and schedulers. | |
virtual void | visit (Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags) |
Visits this node's children and send their render command recursively. More... | |
virtual Scene * | getScene () const |
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 Rect | boundingBox () const |
virtual void | setEventDispatcher (EventDispatcher *dispatcher) |
Set event dispatcher for node. More... | |
virtual EventDispatcher * | getEventDispatcher () const |
Get the event dispatcher. More... | |
void | setPhysicsBody (PhysicsBody *body) |
Set the PhysicsBody that let the sprite effect with physics. More... | |
PhysicsBody * | getPhysicsBody () const |
Get the PhysicsBody the sprite have. More... | |
void | removeFromPhysicsWorld () |
Remove this node from physics world. More... | |
void | updateTransformFromPhysics (const Mat4 &parentTransform, uint32_t parentFlags) |
Update the transform matrix from physics. | |
virtual void | updatePhysicsBodyTransform (const Mat4 &parentTransform, uint32_t parentFlags, float parentScaleX, float parentScaleY) |
Update physics body transform matrix. | |
unsigned short | getCameraMask () const |
get & set camera mask, the node is visible by the camera whose camera flag & node's camera mask is true | |
virtual void | setLocalZOrder (int localZOrder) |
LocalZOrder is the 'key' used to sort the node relative to its siblings. More... | |
virtual void | setZOrder (int localZOrder) |
virtual void | _setLocalZOrder (int z) |
virtual int | getLocalZOrder () const |
Gets the local Z order of this node. More... | |
virtual int | getZOrder () const |
virtual void | setGlobalZOrder (float globalZOrder) |
Defines the oder in which the nodes are renderer. More... | |
virtual float | getGlobalZOrder () const |
Returns the Node's Global Z Order. More... | |
virtual float | getScaleX () const |
Returns the scale factor on X axis of this node The scale factor on X axis. | |
virtual float | getScaleY () const |
Returns the scale factor on Y axis of this node The scale factor on Y axis. | |
virtual void | setScaleZ (float 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 The scale factor on Z axis. | |
virtual float | getScale () const |
Gets the scale factor of the node, when X and Y have the same scale factor. More... | |
virtual void | setNormalizedPosition (const Vec2 &position) |
Sets the position (x,y) using values between 0 and 1. More... | |
virtual const Vec2 & | getPosition () const |
Gets the position (x,y) of the node in its parent's coordinate system. More... | |
virtual const Vec2 & | getNormalizedPosition () const |
Returns the normalized position. 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... | |
virtual void | setPositionX (float x) |
Sets the x coordinate of the node in its parent's coordinate system. More... | |
virtual float | getPositionX (void) const |
Gets the x coordinate of the node in its parent's coordinate system. More... | |
virtual void | setPositionY (float y) |
Sets the y coordinate of the node in its parent's coordinate system. More... | |
virtual float | getPositionY (void) const |
Gets the y coordinate of the node in its parent's coordinate system. More... | |
virtual void | setPosition3D (const Vec3 &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 | setVertexZ (float vertexZ) |
virtual float | getPositionZ () const |
Gets position Z coordinate of this node. More... | |
virtual float | getVertexZ () const |
virtual float | getSkewX () const |
Returns the X skew angle of the node in degrees. More... | |
virtual float | getSkewY () const |
Returns the Y skew angle of the node in degrees. More... | |
virtual const Vec2 & | getAnchorPoint () const |
Returns the anchor point in percent. More... | |
virtual const Vec2 & | getAnchorPointInPoints () const |
Returns the anchorPoint in absolute pixels. More... | |
virtual void | setContentSize (const Size &contentSize) |
Sets the untransformed size of the node. More... | |
virtual const Size & | getContentSize () const |
Returns the untransformed size of the node. More... | |
virtual bool | isVisible () const |
Determines if the node is visible. 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... | |
virtual Vec3 | getRotation3D () const |
Returns the rotation (X,Y,Z) in degrees. More... | |
virtual void | setRotationQuat (const Quaternion &quat) |
Set rotation by quaternion. More... | |
virtual Quaternion | getRotationQuat () const |
Return the rotation by quaternion, Note that when _rotationZ_X == _rotationZ_Y, the returned quaternion equals to RotationZ_X * RotationY * RotationX, The rotation in quaternion. | |
virtual void | setRotationX (float rotationX) |
virtual float | getRotationSkewX () const |
Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More... | |
virtual float | getRotationX () const |
virtual void | setRotationY (float rotationY) |
virtual float | getRotationSkewY () const |
Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More... | |
virtual float | getRotationY () const |
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... | |
void | setGLServerState (int serverState) |
int | getGLServerState () const |
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... | |
virtual void | addChild (Node *child, int localZOrder) |
Adds a child to the container with a local z-order. More... | |
virtual Node * | getChildByTag (int tag) const |
Gets a child from the container with its tag. More... | |
template<typename T > | |
T | getChildByTag (int tag) const |
Gets a child from the container with its tag that can be cast to Type T. More... | |
var | getChildByTag ( var tag) |
local | getChildByTag ( local tag) |
virtual Node * | getChildByName (const std::string &name) const |
Gets a child from the container with its name. More... | |
template<typename T > | |
T | getChildByName (const std::string &name) const |
Gets a child from the container with its name that can be cast to Type T. More... | |
virtual void | enumerateChildren (const std::string &name, std::function< bool(Node *node)> callback) const |
Search the children of the receiving node to perform processing for nodes which share a name. More... | |
virtual Vector< Node * > & | getChildren () |
Returns the array of the node's children. More... | |
virtual const Vector< Node * > & | getChildren () const |
virtual ssize_t | getChildrenCount () const |
Returns the amount of children. More... | |
virtual void | setParent (Node *parent) |
Sets the parent node. More... | |
virtual Node * | getParent () |
Returns a pointer to the parent node. More... | |
virtual const Node * | getParent () 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... | |
virtual void | removeChildByTag (int tag, bool cleanup=true) |
Removes a child from the container by tag value. More... | |
virtual void | removeChildByName (const std::string &name, bool cleanup=true) |
Removes a child from the container by tag value. More... | |
virtual void | removeAllChildren () |
Removes all children from the container with a cleanup. | |
virtual int | getTag () const |
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... | |
virtual const std::string & | getName () const |
Returns a string that is used to identify the node. More... | |
virtual void | setName (const std::string &name) |
Changes the name 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 Ref * | getUserObject () |
Returns a user assigned Object. More... | |
virtual const Ref * | getUserObject () const |
virtual void | setUserObject (Ref *userObject) |
Returns a user assigned Object. More... | |
GLProgram * | getGLProgram () const |
Return the GLProgram (shader) currently used for this node. More... | |
GLProgram * | getShaderProgram () const |
virtual void | setGLProgram (GLProgram *glprogram) |
Sets the shader program for this node. More... | |
void | setShaderProgram (GLProgram *glprogram) |
GLProgramState * | getGLProgramState () const |
Return the GLProgramState currently used for this node. More... | |
virtual void | setGLProgramState (GLProgramState *glProgramState) |
Set the GLProgramState for this node. More... | |
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... | |
virtual ActionManager * | getActionManager () |
Gets the ActionManager object that is used by all actions. More... | |
virtual const ActionManager * | getActionManager () const |
virtual Action * | runAction (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 . | |
void | stopAction (Action *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... | |
void | stopAllActionsByTag (int tag) |
Removes all actions from the running action list by its tag. More... | |
void | stopActionsByFlags (unsigned int flags) |
Removes all actions from the running action list by its flags. More... | |
Action * | getActionByTag (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... | |
ssize_t | numberOfRunningActions () const |
virtual void | setScheduler (Scheduler *scheduler) |
Sets a Scheduler object that is used to schedule all "updates" and timers. More... | |
virtual Scheduler * | getScheduler () |
Gets a Sheduler object. More... | |
virtual const Scheduler * | getScheduler () const |
bool | isScheduled (SEL_SCHEDULE selector) |
Checks whether a selector is scheduled. More... | |
bool | isScheduled (const std::string &key) |
Checks whether a lambda function is scheduled. More... | |
void | scheduleUpdate (void) |
Schedules the "update" method. More... | |
void | scheduleUpdateWithPriority (int priority) |
Schedules the "update" method with a custom priority. More... | |
void | unscheduleUpdate (void) |
void | schedule (SEL_SCHEDULE selector, float interval, unsigned int repeat, float delay) |
Schedules a custom selector. More... | |
void | schedule (SEL_SCHEDULE selector, float interval) |
Schedules a custom selector with an interval time in seconds. More... | |
void | scheduleOnce (SEL_SCHEDULE selector, float delay) |
Schedules a selector that runs only once, with a delay of 0 or larger The SEL_SCHEDULE selector to be scheduled. More... | |
void | scheduleOnce (const std::function< void(float)> &callback, float delay, const std::string &key) |
Schedules a lambda function that runs only once, with a delay of 0 or larger The lambda function to be scheduled. More... | |
void | schedule (SEL_SCHEDULE selector) |
Schedules a custom selector, the scheduled selector will be ticked every frame. More... | |
void | schedule (const std::function< void(float)> &callback, const std::string &key) |
Schedules a lambda function. More... | |
void | schedule (const std::function< void(float)> &callback, float interval, const std::string &key) |
Schedules a lambda function. More... | |
void | schedule (const std::function< void(float)> &callback, float interval, unsigned int repeat, float delay, const std::string &key) |
Schedules a lambda function. More... | |
void | unschedule (SEL_SCHEDULE selector) |
Unschedules a custom selector. More... | |
void | unschedule (const std::string &key) |
Unschedules a lambda function. More... | |
void | unscheduleAllCallbacks () |
Unschedule all scheduled selectors and lambda functions: custom selectors, and the 'update' selector and lambda functions. | |
void | unscheduleAllSelectors () |
virtual void | resume (void) |
Resumes all scheduled selectors, actions and event listeners. More... | |
virtual void | pause (void) |
Pauses all scheduled selectors, actions and event listeners. More... | |
void | resumeSchedulerAndActions () |
Resumes all scheduled selectors, actions and event listeners. More... | |
void | pauseSchedulerAndActions () |
Pauses all scheduled selectors, actions and event listeners. More... | |
virtual void | update (float delta) |
Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live". | |
virtual const Mat4 & | getNodeToParentTransform () const |
Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More... | |
virtual AffineTransform | getNodeToParentAffineTransform () const |
virtual Mat4 | getNodeToParentTransform (Node *ancestor) const |
Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More... | |
virtual AffineTransform | getNodeToParentAffineTransform (Node *ancestor) const |
Returns the affine transform matrix that transform the node's (local) space coordinates into the parent's space coordinates. More... | |
virtual void | setNodeToParentTransform (const Mat4 &transform) |
Sets the transformation matrix manually. More... | |
virtual AffineTransform | nodeToParentTransform () const |
virtual const Mat4 & | getParentToNodeTransform () const |
Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More... | |
virtual AffineTransform | getParentToNodeAffineTransform () const |
virtual AffineTransform | parentToNodeTransform () const |
virtual Mat4 | getNodeToWorldTransform () const |
Returns the world affine transform matrix. More... | |
virtual AffineTransform | getNodeToWorldAffineTransform () const |
virtual AffineTransform | nodeToWorldTransform () const |
virtual Mat4 | getWorldToNodeTransform () const |
Returns the inverse world affine transform matrix. More... | |
virtual AffineTransform | getWorldToNodeAffineTransform () const |
virtual AffineTransform | worldToNodeTransform () const |
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... | |
void | setAdditionalTransform (Mat4 *additionalTransform) |
Sets an additional transform matrix to the node. More... | |
void | setAdditionalTransform (const AffineTransform &additionalTransform) |
Component * | getComponent (const std::string &name) |
Gets a component by its name. More... | |
virtual bool | addComponent (Component *component) |
Adds a component. More... | |
virtual bool | removeComponent (const std::string &name) |
Removes a component by its name. More... | |
virtual bool | removeComponent (Component *component) |
Removes a component by its pointer. More... | |
virtual void | removeAllComponents () |
Removes all components. | |
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void | retain () |
Retains the ownership. More... | |
void | release () |
Releases the ownership immediately. More... | |
Ref * | autorelease () |
Releases the ownership sometime soon automatically. More... | |
unsigned int | getReferenceCount () const |
Returns the Ref's current reference count. More... | |
virtual | ~Ref () |
Destructor. | |
Static Public Member Functions | |
Creators | |
static Sprite * | create () |
Creates an empty sprite without texture. More... | |
static Sprite * | create (const std::string &filename) |
Creates a sprite with an image filename. More... | |
static Sprite * | create (const PolygonInfo &info) |
Creates a polygon sprite with a polygon info. More... | |
static Sprite * | create (const std::string &filename, const Rect &rect) |
Creates a sprite with an image filename and a rect. More... | |
static Sprite * | createWithTexture (Texture2D *texture) |
Creates a sprite with a Texture2D object. More... | |
static Sprite * | createWithTexture (Texture2D *texture, const Rect &rect, bool rotated=false) |
Creates a sprite with a texture and a rect. More... | |
static Sprite * | createWithSpriteFrame (SpriteFrame *spriteFrame) |
Creates a sprite with an sprite frame. More... | |
static Sprite * | createWithSpriteFrameName (const std::string &spriteFrameName) |
Creates a sprite with an sprite frame name. More... | |
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static Node * | create () |
Allocates and initializes a node. More... | |
Static Public Attributes | |
static const int | INDEX_NOT_INITIALIZED = -1 |
Sprite invalid index on the SpriteBatchNode. | |
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static const int | INVALID_TAG = -1 |
Default tag used for all the nodes. | |
Protected Member Functions | |
virtual bool | initWithTexture (Texture2D *texture) |
Initializes a sprite with a texture. More... | |
virtual bool | initWithPolygon (const PolygonInfo &info) |
Initializes a sprite with a PolygonInfo. More... | |
virtual bool | initWithTexture (Texture2D *texture, const Rect &rect) |
Initializes a sprite with a texture and a rect. More... | |
virtual bool | initWithTexture (Texture2D *texture, const Rect &rect, bool rotated) |
Initializes a sprite with a texture and a rect in points, optionally rotated. More... | |
virtual bool | initWithSpriteFrame (SpriteFrame *spriteFrame) |
Initializes a sprite with an SpriteFrame. More... | |
virtual bool | initWithSpriteFrameName (const std::string &spriteFrameName) |
Initializes a sprite with an sprite frame name. More... | |
virtual bool | initWithFile (const std::string &filename) |
Initializes a sprite with an image filename. More... | |
virtual bool | initWithFile (const std::string &filename, const Rect &rect) |
Initializes a sprite with an image filename, and a rect. More... | |
Additional Inherited Members | |
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unsigned int | _ID |
object id, ScriptSupport need public _ID | |
int | _luaID |
Lua reference id. | |
void * | _scriptObject |
scriptObject, support for swift | |
bool | _rooted |
When true, it means that the object was already rooted. | |
bool | _scriptOwned |
The life of the object is scrolled by the scripting engine. More... | |
Sprite is a 2d image ( http://en.wikipedia.org/wiki/Sprite_(computer_graphics) ).
Sprite can be created with an image, or with a sub-rectangle of an image.
To optimize the Sprite rendering, please follow the following best practices:
To gain an additional 5% ~ 10% more in the rendering, you can parent your sprites into a SpriteBatchNode
. But doing so carries the following limitations:
SpriteBatchNode
, so you can't individually set the aliased property.SpriteBatchNode
, so you can't individually set the blending function property.ParallaxNode
is not supported, but can be simulated with a "proxy" sprite.The default anchorPoint in Sprite is (0.5, 0.5).
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static |
Creates an empty sprite without texture.
You can call setTexture method subsequently.
Sprite An autoreleased sprite object.
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static |
Creates a sprite with an image filename.
After creation, the rect of sprite will be the size of the image, and the offset will be (0,0).
A path to image file, e.g., "scene1/monster.png". An autoreleased sprite object.
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static |
Creates a polygon sprite with a polygon info.
A specified polygon info, you can get that from AutoPolygon. An autoreleased sprite object.
Creates a sprite with an image filename and a rect.
A path to image file, e.g., "scene1/monster.png". A subrect of the image file. An autoreleased sprite object.
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static |
Creates a sprite with a texture and a rect.
After creation, the offset will be (0,0).
A pointer to an existing Texture2D object. You can use a Texture2D object for many sprites. Only the contents inside the rect of this texture will be applied for this sprite. Whether or not the rect is rotated. An autoreleased sprite object.
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static |
Creates a sprite with an sprite frame.
A sprite frame which involves a texture and a rect. An autoreleased sprite object.
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static |
Creates a sprite with an sprite frame name.
A SpriteFrame will be fetched from the SpriteFrameCache by spriteFrameName param. If the SpriteFrame doesn't exist it will raise an exception.
A null terminated string which indicates the sprite frame name. An autoreleased sprite object.
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virtual |
Returns the batch node object if this sprite is rendered by SpriteBatchNode.
The SpriteBatchNode object if this sprite is rendered by SpriteBatchNode, nullptr if the sprite isn't used batch node.
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virtual |
Sets the batch node to sprite.
This method is not recommended for game developers. Sample code for using batch node
|
virtual |
Sets a new texture (from a filename) to the sprite.
Sprite It will call setTextureRect()
with the texture's content size. The file path of the image file.
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virtual |
Updates the texture rect of the Sprite in points.
It will call setTextureRect(const Rect& rect, bool rotated, const Size& untrimmedSize)
with rotated
= false, and utrimmedSize
= rect.size.
It will update the texture coordinates and the vertex rectangle.
The used rect of the texture. Whether rotate or not. The size before trimmed.
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virtual |
Sets the vertex rect.
It will be called internally by setTextureRect. Useful if you want to create 2x images from SD images in Retina Display. Do not call it manually. Use setTextureRect instead.
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virtual |
Sets a new SpriteFrame to the Sprite.
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inlinevirtual |
|
inlinevirtual |
|
inlinevirtual |
|
virtual |
Changes the display frame with animation name and index.
The animation name will be get from the AnimationCache.
|
inlinevirtual |
Whether or not the Sprite needs to be updated in the Atlas.
True if the sprite needs to be updated in the Atlas, false otherwise.
Reimplemented in PhysicsSprite.
|
inline |
Sets the index used on the TextureAtlas.
Don't modify this value unless you know what you are doing.
|
inline |
Gets the offset position of the sprite.
Calculated automatically by editors like Zwoptex.
bool isFlippedX | ( | ) | const |
Returns the flag which indicates whether the sprite is flipped horizontally or not.
It only flips the texture of the sprite, and not the texture of the sprite's children. Also, flipping the texture doesn't alter the anchorPoint. If you want to flip the anchorPoint too, and/or to flip the children too use: sprite->setScaleX(sprite->getScaleX() * -1);
true if the sprite is flipped horizontally, false otherwise.
void setFlippedX | ( | bool | flippedX | ) |
Sets whether the sprite should be flipped horizontally or not.
true if the sprite should be flipped horizontally, false otherwise.
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inline |
|
inline |
bool isFlippedY | ( | ) | const |
Return the flag which indicates whether the sprite is flipped vertically or not.
It only flips the texture of the sprite, and not the texture of the sprite's children. Also, flipping the texture doesn't alter the anchorPoint. If you want to flip the anchorPoint too, and/or to flip the children too use: sprite->setScaleY(sprite->getScaleY() * -1);
true if the sprite is flipped vertically, false otherwise.
void setFlippedY | ( | bool | flippedY | ) |
Sets whether the sprite should be flipped vertically or not.
true if the sprite should be flipped vertically, false otherwise.
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inline |
|
inline |
PolygonInfo& getPolygonInfo | ( | ) |
returns a reference of the polygon information associated with this sprite
void setPolygonInfo | ( | const PolygonInfo & | info | ) |
set the sprite to use this new PolygonInfo
PolygonInfo | the polygon information object |
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inlineoverride |
|
overridevirtual |
|
overridevirtual |
Sets the scale (x) of the node.
It is a scaling factor that multiplies the width of the node and its children. The scale factor on X axis. The physics body doesn't support this.
Reimplemented from Node.
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overridevirtual |
Sets the scale (y) of the node.
It is a scaling factor that multiplies the height of the node and its children. The scale factor on Y axis. The physics body doesn't support this.
Reimplemented from Node.
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overridevirtual |
Sets the scale (x,y) of the node.
It is a scaling factor that multiplies the width and height of the node and its children. The scale factor on X axis. The scale factor on Y axis. The physics body doesn't support this.
Reimplemented from Node.
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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. The position (x,y) of the node in OpenGL coordinates.
Reimplemented from Node.
Reimplemented in PhysicsSprite.
|
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++. X coordinate for position. Y coordinate for position.
Reimplemented from Node.
Reimplemented in PhysicsSprite.
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overridevirtual |
Sets the rotation (angle) of the node in degrees.
0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise. The rotation of the node in degrees.
Reimplemented from Node.
Reimplemented in PhysicsSprite.
|
overridevirtual |
Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew.
The difference between setRotationalSkew()
and setSkew()
is that the first one simulate Flash's skew functionality, while the second one uses the real skew function.
0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise. The X rotation in degrees which performs a horizontal rotational skew. The physics body doesn't support this.
Reimplemented from Node.
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overridevirtual |
Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.
The difference between setRotationalSkew()
and setSkew()
is that the first one simulate Flash's skew functionality, while the second one uses the real skew function.
0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise. The Y rotation in degrees. The physics body doesn't support this.
Reimplemented from Node.
|
overridevirtual |
Changes the X skew angle of the node in degrees.
The difference between setRotationalSkew()
and setSkew()
is that the first one simulate Flash's skew functionality while the second one uses the real skew function.
This angle describes the shear distortion in the X direction. Thus, it is the angle between the Y coordinate and the left edge of the shape The default skewX angle is 0. Positive values distort the node in a CW direction. The X skew angle of the node in degrees. The physics body doesn't support this.
Reimplemented from Node.
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overridevirtual |
Changes the Y skew angle of the node in degrees.
The difference between setRotationalSkew()
and setSkew()
is that the first one simulate Flash's skew functionality while the second one uses the real skew function.
This angle describes the shear distortion in the Y direction. Thus, it is the angle between the X coordinate and the bottom edge of the shape. The default skewY angle is 0. Positive values distort the node in a CCW direction. The Y skew angle of the node in degrees. The physics body doesn't support this.
Reimplemented from Node.
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overridevirtual |
Removes a child from the container.
It will also cleanup all running actions depending on the cleanup parameter. The child node which will be removed. True if all running actions and callbacks on the child node will be cleanup, false otherwise.
Reimplemented from Node.
|
overridevirtual |
Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter.
True if all running actions on all children nodes should be cleanup, false oterwise.
Reimplemented from Node.
|
overridevirtual |
Reorders a child according to a new z value.
An already added child node. It MUST be already added. Z order for drawing priority. Please refer to setLocalZOrder(int).
Reimplemented from Node.
|
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. A child node. Z order for drawing priority. Please refer to setLocalZOrder(int)
. An integer to identify the node easily. Please refer to setTag(int)
. Please use addChild(Node* child, int localZOrder, const std::string &name)
instead.
Reimplemented from Node.
|
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. A child node. Z order for drawing priority. Please refer to setLocalZOrder(int)
. A string to identify the node easily. Please refer to setName(int)
.
Reimplemented from Node.
|
overridevirtual |
Sorts the children array once before drawing, instead of every time when a child is added or reordered.
This approach can improves the performance massively. Don't call this manually unless a child added needs to be removed in the same frame.
Reimplemented from Node.
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overridevirtual |
Sets the scale (x,y,z) of the node.
It is a scaling factor that multiplies the width, height and depth of the node and its children. The scale factor for X, Y and Z axis. The physics body doesn't support this.
Reimplemented from Node.
|
overridevirtual |
Sets the 'z' coordinate in the position.
It is the OpenGL Z vertex value.
The OpenGL depth buffer and depth testing are disabled by default. You need to turn them on. In order to use this property correctly.
setPositionZ()
also sets the setGlobalZValue()
with the positionZ as value. OpenGL Z vertex of this node.
Reimplemented from Node.
|
overridevirtual |
Sets the anchor point in percent.
anchorPoint is the point around which all transformations and positioning manipulations take place. It's like a pin in the node where it is "attached" to its parent. The anchorPoint is normalized, like a percentage. (0,0) means the bottom-left corner and (1,1) means the top-right corner. But you can use values higher than (1,1) and lower than (0,0) too. The default anchorPoint is (0.5,0.5), so it starts in the center of the node. If node has a physics body, the anchor must be in the middle, you cann't change this to other value. The anchor point of node.
Reimplemented from Node.
|
overridevirtual |
Sets whether the anchor point will be (0,0) when you position this node.
This is an internal method, only used by Layer and Scene. Don't call it outside framework. The default value is false, while in Layer and Scene are true. true if anchor point will be (0,0) when you position this node. This method should be renamed as setIgnoreAnchorPointForPosition(bool) or something with "set".
Reimplemented from Node.
|
overridevirtual |
Sets whether the node is visible.
The default value is true, a node is default to visible. true if the node is visible, false if the node is hidden.
Reimplemented from Node.
|
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.
Reimplemented in BillBoard.
|
protectedvirtual |
|
protectedvirtual |
Initializes a sprite with a PolygonInfo.
After initialization, the rect used will be the size of the texture, and the offset will be (0,0).
PolygonInfo | a Polygon info contains the structure of the polygon. |
Initializes a sprite with a texture and a rect.
After initialization, the offset will be (0,0).
A pointer to an exisiting Texture2D object. You can use a Texture2D object for many sprites. Only the contents inside rect of this texture will be applied for this sprite. True if the sprite is initialized properly, false otherwise.
|
protectedvirtual |
Initializes a sprite with a texture and a rect in points, optionally rotated.
After initialization, the offset will be (0,0). This is the designated initializer.
A Texture2D object whose texture will be applied to this sprite. A rectangle assigned the contents of texture. Whether or not the texture rectangle is rotated. True if the sprite is initialized properly, false otherwise.
|
protectedvirtual |
Initializes a sprite with an SpriteFrame.
The texture and rect in SpriteFrame will be applied on this sprite.
A SpriteFrame object. It should includes a valid texture and a rect. True if the sprite is initialized properly, false otherwise.
|
protectedvirtual |
Initializes a sprite with an sprite frame name.
A SpriteFrame will be fetched from the SpriteFrameCache by name. If the SpriteFrame doesn't exist it will raise an exception.
A key string that can fected a valid SpriteFrame from SpriteFrameCache. True if the sprite is initialized properly, false otherwise.
|
protectedvirtual |
Initializes a sprite with an image filename.
This method will find filename from local file system, load its content to Texture2D, then use Texture2D to create a sprite. After initialization, the rect used will be the size of the image. The offset will be (0,0).
The path to an image file in local file system. True if the sprite is initialized properly, false otherwise.
|
protectedvirtual |
Initializes a sprite with an image filename, and a rect.
This method will find filename from local file system, load its content to Texture2D, then use Texture2D to create a sprite. After initialization, the offset will be (0,0).
The path to an image file in local file system. The rectangle assigned the content area from texture. True if the sprite is initialized properly, false otherwise.