Cocos2d-x  v3.10
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TMXLayer Class Reference

TMXLayer represents the TMX layer. More...

Inherits SpriteBatchNode.

Public Member Functions

bool initWithTilesetInfo (TMXTilesetInfo *tilesetInfo, TMXLayerInfo *layerInfo, TMXMapInfo *mapInfo)
 Initializes a TMXLayer with a tileset info, a layer info and a map info. More...
 
var initWithTilesetInfo ( var tilesetInfo, var layerInfo, var mapInfo)
 Initializes a TMXLayer with a tileset info, a layer info and a map info. More...
 
local initWithTilesetInfo ( local tilesetInfo, local layerInfo, local mapInfo)
 Initializes a TMXLayer with a tileset info, a layer info and a map info. More...
 
void releaseMap ()
 Dealloc the map that contains the tile position from memory. More...
 
var releaseMap ()
 Dealloc the map that contains the tile position from memory. More...
 
local releaseMap ()
 Dealloc the map that contains the tile position from memory. More...
 
SpritegetTileAt (const Vec2 &tileCoordinate)
 Returns the tile (Sprite) at a given a tile coordinate. More...
 
local getTileAt ( local tileCoordinate)
 Returns the tile (Sprite) at a given a tile coordinate. More...
 
uint32_t getTileGIDAt (const Vec2 &tileCoordinate, TMXTileFlags *flags=nullptr)
 Returns the tile gid at a given tile coordinate. More...
 
local getTileGIDAt ( local tileCoordinate, local nullptr)
 Returns the tile gid at a given tile coordinate. More...
 
void setTileGID (uint32_t gid, const Vec2 &tileCoordinate)
 Sets the tile gid (gid = tile global id) at a given tile coordinate. More...
 
void setTileGID (uint32_t gid, const Vec2 &tileCoordinate, TMXTileFlags flags)
 Sets the tile gid (gid = tile global id) at a given tile coordinate. More...
 
local setTileGID ( local gid, local tileCoordinate, local flags)
 Sets the tile gid (gid = tile global id) at a given tile coordinate. More...
 
void removeTileAt (const Vec2 &tileCoordinate)
 Removes a tile at given tile coordinate. More...
 
Vec2 getPositionAt (const Vec2 &tileCoordinate)
 Returns the position in points of a given tile coordinate. More...
 
Value getProperty (const std::string &propertyName) const
 Return the value for the specific property name. More...
 
var getProperty ( var propertyName)
 Return the value for the specific property name. More...
 
local getProperty ( local propertyName)
 Return the value for the specific property name. More...
 
void setupTiles ()
 Creates the tiles.
 
var setupTiles ()
 Creates the tiles.
 
local setupTiles ()
 Creates the tiles.
 
const std::string & getLayerName ()
 Get the layer name. More...
 
var getLayerName ()
 Get the layer name. More...
 
local getLayerName ()
 Get the layer name. More...
 
void setLayerName (const std::string &layerName)
 Set the layer name. More...
 
var setLayerName ( var layerName)
 Set the layer name. More...
 
local setLayerName ( local layerName)
 Set the layer name. More...
 
const SizegetLayerSize () const
 Size of the layer in tiles. More...
 
var getLayerSize ()
 Size of the layer in tiles. More...
 
local getLayerSize ()
 Size of the layer in tiles. More...
 
void setLayerSize (const Size &size)
 Set size of the layer in tiles. More...
 
var setLayerSize ( var size)
 Set size of the layer in tiles. More...
 
local setLayerSize ( local size)
 Set size of the layer in tiles. More...
 
const SizegetMapTileSize () const
 Size of the map's tile (could be different from the tile's size). More...
 
void setMapTileSize (const Size &size)
 Set the size of the map's tile. More...
 
var setMapTileSize ( var size)
 Set the size of the map's tile. More...
 
local setMapTileSize ( local size)
 Set the size of the map's tile. More...
 
uint32_t * getTiles () const
 Pointer to the map of tiles.
 
void setTiles (uint32_t *tiles)
 Set a pointer to the map of tiles. More...
 
TMXTilesetInfo * getTileSet () const
 Tileset information for the layer. More...
 
var getTileSet ()
 Tileset information for the layer. More...
 
local getTileSet ()
 Tileset information for the layer. More...
 
void setTileSet (TMXTilesetInfo *info)
 Set tileset information for the layer. More...
 
local setTileSet ( local info)
 Set tileset information for the layer. More...
 
int getLayerOrientation () const
 Layer orientation, which is the same as the map orientation. More...
 
void setLayerOrientation (int orientation)
 Set layer orientation, which is the same as the map orientation. More...
 
const ValueMap & getProperties () const
 Properties from the layer. More...
 
ValueMap & getProperties ()
 Properties from the layer. More...
 
void setProperties (const ValueMap &properties)
 Set an Properties from to layer. More...
 
var setProperties ( var properties)
 Set an Properties from to layer. More...
 
local setProperties ( local properties)
 Set an Properties from to layer. More...
 
virtual void addChild (Node *child, int zOrder, int tag) override
 Adds a child to the container with z order and tag. More...
 
local addChild ( local child, local zOrder, local tag)
 Adds a child to the container with z order and tag. More...
 
void removeChild (Node *child, bool cleanup) override
 Removes a child from the container. More...
 
var removeChild ( var child, var cleanup)
 Removes a child from the container. More...
 
local removeChild ( local child, local cleanup)
 Removes a child from the container. More...
 
virtual std::string getDescription () const override
 Gets the description string. More...
 
- Public Member Functions inherited from SpriteBatchNode
TextureAtlasgetTextureAtlas ()
 Returns the TextureAtlas object. More...
 
var getTextureAtlas ()
 Returns the TextureAtlas object. More...
 
local getTextureAtlas ()
 Returns the TextureAtlas object. More...
 
void setTextureAtlas (TextureAtlas *textureAtlas)
 Sets the TextureAtlas object. More...
 
local setTextureAtlas ( local textureAtlas)
 Sets the TextureAtlas object. More...
 
const std::vector< Sprite * > & getDescendants () const
 Returns an array with the descendants (children, gran children, etc.). More...
 
void increaseAtlasCapacity ()
 Increase the Atlas Capacity.
 
var increaseAtlasCapacity ()
 Increase the Atlas Capacity.
 
void removeChildAtIndex (ssize_t index, bool doCleanup)
 Removes a child given a certain index. More...
 
void appendChild (Sprite *sprite)
 Append the child. More...
 
void removeSpriteFromAtlas (Sprite *sprite)
 Remove a sprite from Atlas. More...
 
local removeSpriteFromAtlas ( local sprite)
 Remove a sprite from Atlas. More...
 
ssize_t rebuildIndexInOrder (Sprite *parent, ssize_t index)
 Rebuild index with a sprite all child. More...
 
var rebuildIndexInOrder ( var parent, var index)
 Rebuild index with a sprite all child. More...
 
local rebuildIndexInOrder ( local parent, local index)
 Rebuild index with a sprite all child. More...
 
ssize_t highestAtlasIndexInChild (Sprite *sprite)
 Get the Max image block index,in all child. More...
 
ssize_t lowestAtlasIndexInChild (Sprite *sprite)
 Get the Min image block index,in all child. More...
 
local lowestAtlasIndexInChild ( local sprite)
 Get the Min image block index,in all child. More...
 
ssize_t atlasIndexForChild (Sprite *sprite, int z)
 Get the nearest index from the sprite in z. More...
 
var atlasIndexForChild ( var sprite, var z)
 Get the nearest index from the sprite in z. More...
 
local atlasIndexForChild ( local sprite, local z)
 Get the nearest index from the sprite in z. More...
 
virtual void visit (Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags) override
 Visits this node's children and send their render command recursively. 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...
 
local addChild ( local child, local zOrder, local name)
 Adds a child to the container with z order and tag. More...
 
virtual void reorderChild (Node *child, int zOrder) override
 Reorders a child according to a new z value. More...
 
var reorderChild ( var child, var zOrder)
 Reorders a child according to a new z value. More...
 
local reorderChild ( local child, local zOrder)
 Reorders a child according to a new z value. More...
 
virtual void removeAllChildrenWithCleanup (bool cleanup) override
 Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More...
 
local removeAllChildrenWithCleanup ( local cleanup)
 Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More...
 
virtual void sortAllChildren () override
 Sorts the children array once before drawing, instead of every time when a child is added or reordered. More...
 
local sortAllChildren ()
 Sorts the children array once before drawing, instead of every time when a child is added or reordered. More...
 
virtual void draw (Renderer *renderer, const Mat4 &transform, uint32_t flags) override
 Override this method to draw your own node. More...
 
void insertQuadFromSprite (Sprite *sprite, ssize_t index)
 Inserts a quad at a certain index into the texture atlas. More...
 
- 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...
 
local scheduleUpdateWithPriorityLua ( local handler, local priority)
 Schedules for lua script. More...
 
virtual void cleanup ()
 Stops and removes all running actions and schedulers.
 
var cleanup ()
 Stops and removes all running actions and schedulers.
 
local cleanup ()
 Stops and removes all running actions and schedulers.
 
virtual ScenegetScene () 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
local boundingBox ()
virtual void setEventDispatcher (EventDispatcher *dispatcher)
 Set event dispatcher for node. More...
 
virtual EventDispatchergetEventDispatcher () const
 Get the event dispatcher. More...
 
local getEventDispatcher ()
 Get the event dispatcher. More...
 
void setPhysicsBody (PhysicsBody *body)
 Set the PhysicsBody that let the sprite effect with physics. More...
 
PhysicsBodygetPhysicsBody () const
 Get the PhysicsBody the sprite have. More...
 
void removeFromPhysicsWorld ()
 Remove this node from physics world. More...
 
var removeFromPhysicsWorld ()
 Remove this node from physics world. More...
 
local removeFromPhysicsWorld ()
 Remove this node from physics world. More...
 
void updateTransformFromPhysics (const Mat4 &parentTransform, uint32_t parentFlags)
 Update the transform matrix from physics.
 
var updateTransformFromPhysics ( var parentTransform, var parentFlags)
 Update the transform matrix from physics.
 
local updateTransformFromPhysics ( local parentTransform, local 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.
 
var updatePhysicsBodyTransform ( var parentTransform, var parentFlags, var parentScaleX, var parentScaleY)
 Update physics body transform matrix.
 
local updatePhysicsBodyTransform ( local parentTransform, local parentFlags, local parentScaleX, local 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)
local _setLocalZOrder ( local z)
virtual int getLocalZOrder () const
 Gets the local Z order of this node. More...
 
var getLocalZOrder ()
 Gets the local Z order of this node. More...
 
local getLocalZOrder ()
 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...
 
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 The scale factor on X axis.
 
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 The scale factor on Y axis.
 
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 The scale factor on Z axis.
 
virtual void setScale (float scale)
 Sets the scale (x,y,z) of the node. More...
 
local setScale ( local scale)
 Sets the scale (x,y,z) of the node. More...
 
virtual float getScale () const
 Gets the scale factor of the node, when X and Y have the same scale factor. More...
 
virtual void setScale (float scaleX, float scaleY)
 Sets the scale (x,y) of the node. More...
 
local setScale ( local scaleX, local scaleY)
 Sets the scale (x,y) of the node. More...
 
virtual void setPosition (const Vec2 &position)
 Sets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual void setNormalizedPosition (const Vec2 &position)
 Sets the position (x,y) using values between 0 and 1. More...
 
var setNormalizedPosition ( var position)
 Sets the position (x,y) using values between 0 and 1. More...
 
local setNormalizedPosition ( local position)
 Sets the position (x,y) using values between 0 and 1. More...
 
virtual const Vec2getPosition () const
 Gets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual const Vec2getNormalizedPosition () const
 Returns the normalized position. More...
 
virtual void setPosition (float x, float y)
 Sets the position (x,y) of the node in its parent's coordinate system. More...
 
var setPosition ( var x, var y)
 Sets the position (x,y) of the node in its parent's coordinate system. More...
 
local setPosition ( local x, local y)
 Sets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual void getPosition (float *x, float *y) const
 Gets position in a more efficient way, returns two number instead of a Vec2 object. More...
 
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 setPositionZ (float positionZ)
 Sets the 'z' coordinate in the position. More...
 
local setPositionZ ( local positionZ)
 Sets the 'z' coordinate in the position. More...
 
virtual void setVertexZ (float vertexZ)
virtual float getPositionZ () const
 Gets position Z coordinate of this node. More...
 
var getVertexZ ()
 Gets position Z coordinate of this node. More...
 
local getPositionZ ()
 Gets position Z coordinate of this node. More...
 
virtual float getVertexZ () const
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...
 
var getSkewX ()
 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...
 
var getSkewY ()
 Returns the Y skew angle of the node in degrees. More...
 
local getSkewY ()
 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...
 
var setContentSize ( var 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...
 
var getContentSize ()
 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...
 
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...
 
var getRotation ()
 Returns the rotation of the node in degrees. More...
 
local getRotation ()
 Returns the rotation of the node in degrees. More...
 
virtual void setRotation3D (const Vec3 &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...
 
virtual void setRotationQuat (const Quaternion &quat)
 Set rotation by quaternion. More...
 
local setRotationQuat ( local 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 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 void setRotationX (float rotationX)
var setRotationX ( var 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...
 
local getRotationSkewX ()
 Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More...
 
virtual float getRotationX () const
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 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...
 
local getRotationSkewY ()
 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)
var setGLServerState ( var serverState)
int getGLServerState () const
var getGLServerState ()
virtual void ignoreAnchorPointForPosition (bool ignore)
 Sets whether the anchor point will be (0,0) when you position this node. More...
 
virtual bool isIgnoreAnchorPointForPosition () const
 Gets whether the anchor point will be (0,0) when you position this node. More...
 
virtual void addChild (Node *child)
 Adds a child to the container with z-order as 0. More...
 
var addChild ( var child)
 Adds a child to the container with z-order as 0. More...
 
local addChild ( local child)
 Adds a child to the container with z-order as 0. More...
 
virtual void addChild (Node *child, int localZOrder)
 Adds a child to the container with a local z-order. More...
 
local addChild ( local child, local localZOrder)
 Adds a child to the container with a local z-order. More...
 
virtual NodegetChildByTag (int tag) const
 Gets a child from the container with its tag. More...
 
template<typename T >
getChildByTag (int tag) const
 Gets a child from the container with its tag that can be cast to Type T. More...
 
template<typename T >
var getChildByTag ( var tag)
 Gets a child from the container with its tag that can be cast to Type T. More...
 
template<typename T >
local getChildByTag ( local tag)
 Gets a child from the container with its tag that can be cast to Type T. More...
 
virtual NodegetChildByName (const std::string &name) const
 Gets a child from the container with its name. More...
 
template<typename 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...
 
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...
 
var getChildrenCount ()
 Returns the amount of children. More...
 
local getChildrenCount ()
 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
var getParent ()
local getParent ()
virtual void removeFromParent ()
 Removes this node itself from its parent node with a cleanup. More...
 
var removeFromParent ()
 Removes this node itself from its parent node with a cleanup. More...
 
local removeFromParent ()
 Removes this node itself from its parent node with a cleanup. More...
 
virtual void removeFromParentAndCleanup (bool cleanup)
 Removes this node itself from its parent node. More...
 
local removeFromParent ( local cleanup)
 Removes this node itself from its parent node. More...
 
virtual void removeChildByTag (int tag, bool cleanup=true)
 Removes a child from the container by tag value. More...
 
var removeChildByTag ( var tag, var 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 removeChildByName (const std::string &name, bool cleanup=true)
 Removes a child from the container by tag value. More...
 
var removeChildByName ( var name, var true)
 Removes a child from the container by tag value. More...
 
local removeChildByName ( local name, local true)
 Removes a child from the container by tag value. More...
 
virtual void removeAllChildren ()
 Removes all children from the container with a cleanup.
 
var removeAllChildren ()
 Removes all children from the container with a cleanup.
 
local 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...
 
var getTag ()
 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 const std::string & getName () const
 Returns a string that is used to identify the node. More...
 
local getName ()
 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...
 
var setName ( var name)
 Changes the name that is used to identify the node easily. More...
 
local setName ( local 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 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 () const
 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...
 
GLProgramgetShaderProgram () const
var getShaderProgram ()
local getShaderProgram ()
virtual void setGLProgram (GLProgram *glprogram)
 Sets the shader program for this node. More...
 
local setGLProgram ( local glprogram)
 Sets the shader program for this node. More...
 
void setShaderProgram (GLProgram *glprogram)
var setShaderProgram ( var glprogram)
local setShaderProgram ( local glprogram)
GLProgramStategetGLProgramState () const
 Return the GLProgramState currently used for this node. More...
 
var getGLProgramState ()
 Return the GLProgramState currently used for this node. More...
 
local getGLProgramState ()
 Return the GLProgramState currently used for this node. More...
 
virtual void setGLProgramState (GLProgramState *glProgramState)
 Set the GLProgramState for this node. More...
 
local setGLProgramState ( local 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...
 
var setActionManager ( var 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 ()
virtual ActionrunAction (Action *action)
 Executes an action, and returns the action that is executed. More...
 
var runAction ( var action)
 Executes an action, and returns the action that is executed. More...
 
local runAction ( local action)
 Executes an action, and returns the action that is executed. More...
 
void stopAllActions ()
 Stops and removes all actions from the running action list .
 
var stopAllActions ()
 Stops and removes all actions from the running action list .
 
local 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...
 
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...
 
var stopActionByTag ( var tag)
 Removes an action from the running action list by its tag. More...
 
local stopActionByTag ( local 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...
 
var stopAllActionsByTag ( var tag)
 Removes all actions from the running action list by its tag. More...
 
local stopAllActionsByTag ( local 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...
 
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...
 
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...
 
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...
 
var schedule ( var callback, var interval, var repeat, var delay, var key)
 Schedules a lambda function. More...
 
void unschedule (SEL_SCHEDULE selector)
 Unschedules a custom selector. More...
 
var unschedule ( var selector)
 Unschedules a custom selector. More...
 
void unschedule (const std::string &key)
 Unschedules a lambda function. More...
 
var unschedule ( var key)
 Unschedules a lambda function. More...
 
void unscheduleAllCallbacks ()
 Unschedule all scheduled selectors and lambda functions: custom selectors, and the 'update' selector and lambda functions.
 
var unscheduleAllCallbacks ()
 Unschedule all scheduled selectors and lambda functions: custom selectors, and the 'update' selector and lambda functions.
 
void unscheduleAllSelectors ()
var unscheduleAllSelectors ()
local unscheduleAllSelectors ()
virtual void resume (void)
 Resumes all scheduled selectors, actions and event listeners. More...
 
local resume ()
 Resumes all scheduled selectors, actions and event listeners. More...
 
virtual void pause (void)
 Pauses all scheduled selectors, actions and event listeners. More...
 
local pause ()
 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...
 
var pauseSchedulerAndActions ()
 Pauses all scheduled selectors, actions and event listeners. More...
 
local pauseSchedulerAndActions ()
 Pauses all scheduled selectors, actions and event listeners. More...
 
virtual void update (float delta)
 Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live".
 
var update ( var delta)
 Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live".
 
local update ( local delta)
 Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live".
 
virtual void 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 Mat4 getNodeToParentTransform (Node *ancestor) const
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
local getNodeToParentTransform ( local ancestor)
 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...
 
local getNodeToParentAffineTransform ( local ancestor)
 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...
 
var setNodeToParentTransform ( var transform)
 Sets the transformation matrix manually. More...
 
local setNodeToParentTransform ( local transform)
 Sets the transformation matrix manually. More...
 
virtual 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...
 
var getParentToNodeTransform ()
 Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
 
local getParentToNodeTransform ()
 Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
 
virtual AffineTransform getParentToNodeAffineTransform () const
local getParentToNodeAffineTransform ()
virtual 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 AffineTransform nodeToWorldTransform () const
local nodeToWorldTransform ()
virtual Mat4 getWorldToNodeTransform () const
 Returns the inverse world affine transform matrix. More...
 
var getWorldToNodeTransform ()
 Returns the inverse world affine transform matrix. More...
 
local getWorldToNodeTransform ()
 Returns the inverse world affine transform matrix. More...
 
virtual AffineTransform getWorldToNodeAffineTransform () const
local getWorldToNodeAffineTransform ()
virtual 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...
 
var convertTouchToNodeSpace ( var touch)
 Convenience methods which take a Touch instead of Vec2. More...
 
local convertTouchToNodeSpace ( local touch)
 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)
var setAdditionalTransform ( var additionalTransform)
local setAdditionalTransform ( local additionalTransform)
Component * getComponent (const std::string &name)
 Gets a component by its name. More...
 
var getComponent ( var name)
 Gets a component by its name. More...
 
local getComponent ( local 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...
 
local removeComponent ( local name)
 Removes a component by its name. More...
 
virtual bool removeComponent (Component *component)
 Removes a component by its pointer. More...
 
local removeComponent ( local component)
 Removes a component by its pointer. More...
 
virtual void removeAllComponents ()
 Removes all components.
 
- Public Member Functions inherited from Ref
void retain ()
 Retains the ownership. More...
 
local 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...
 
local getReferenceCount ()
 Returns the Ref's current reference count. More...
 
virtual ~Ref ()
 Destructor.
 

Static Public Member Functions

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

Additional Inherited Members

- Public Attributes inherited from Ref
unsigned int _ID
 object id, ScriptSupport need public _ID
 
local _ID
 object id, ScriptSupport need public _ID
 
int _luaID
 Lua reference id.
 
local _luaID
 Lua reference id.
 
void * _scriptObject
 scriptObject, support for swift
 
local _scriptObject
 scriptObject, support for swift
 
bool _rooted
 When true, it means that the object was already rooted.
 
local _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...
 
local _scriptOwned
 The life of the object is scrolled by the scripting engine. More...
 
- Static Public Attributes inherited from Node
static const int INVALID_TAG = -1
 Default tag used for all the nodes.
 
var INVALID_TAG = -1
 Default tag used for all the nodes.
 
local INVALID_TAG = -1
 Default tag used for all the nodes.
 
- Protected Member Functions inherited from SpriteBatchNode
bool initWithTexture (Texture2D *tex, ssize_t capacity=DEFAULT_CAPACITY)
 initializes a SpriteBatchNode with a texture2d and capacity of children. More...
 
var initWithTexture ( var tex, var DEFAULT_CAPACITY)
 initializes a SpriteBatchNode with a texture2d and capacity of children. More...
 
local initWithTexture ( local tex, local DEFAULT_CAPACITY)
 initializes a SpriteBatchNode with a texture2d and capacity of children. More...
 
bool initWithFile (const std::string &fileImage, ssize_t capacity=DEFAULT_CAPACITY)
 initializes a SpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and a capacity of children. More...
 

Detailed Description

TMXLayer represents the TMX layer.

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

  • tiles (Sprite) can be rotated/scaled/moved with a nice API. If the layer contains a property named "cc_vertexz" with an integer (in can be positive or negative), then all the tiles belonging to the layer will use that value as their OpenGL vertex Z for depth. On the other hand, if the "cc_vertexz" property has the "automatic" value, then the tiles will use an automatic vertex Z value. Also before drawing the tiles, GL_ALPHA_TEST will be enabled, and disabled after drawing them. The used alpha func will be: glAlphaFunc( GL_GREATER, value ). "value" by default is 0, but you can change it from Tiled by adding the "cc_alpha_func" property to the layer. The value 0 should work for most cases, but if you have tiles that are semi-transparent, then you might want to use a different value, like 0.5. For further information, please see the programming guide: http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:tiled_maps

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

Member Function Documentation

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

Creates a TMXLayer with an tileset info, a layer info and a map info.

An tileset info. A layer info. A map info. An autorelease object.

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

Creates a TMXLayer with an tileset info, a layer info and a map info.

An tileset info. A layer info. A map info. An autorelease object.

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

Creates a TMXLayer with an tileset info, a layer info and a map info.

An tileset info. A layer info. A map info. An autorelease object.

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

Initializes a TMXLayer with a tileset info, a layer info and a map info.

An tileset info. A layer info. A map info. If initializes success,it will return true.

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

Initializes a TMXLayer with a tileset info, a layer info and a map info.

An tileset info. A layer info. A map info. If initializes success,it will return true.

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

Initializes a TMXLayer with a tileset info, a layer info and a map info.

An tileset info. A layer info. A map info. If initializes success,it will return true.

void releaseMap ( )

Dealloc the map that contains the tile position from memory.

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

var releaseMap ( )

Dealloc the map that contains the tile position from memory.

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

local releaseMap ( )

Dealloc the map that contains the tile position from memory.

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

Sprite* getTileAt ( const Vec2 tileCoordinate)

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

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

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

    A tile coordinate. Returns the tile (Sprite) at a given a tile coordinate.

var getTileAt ( var  tileCoordinate)

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

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

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

    A tile coordinate. Returns the tile (Sprite) at a given a tile coordinate.

local getTileAt ( local  tileCoordinate)

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

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

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

    A tile coordinate. Returns the tile (Sprite) at a given a tile coordinate.

uint32_t getTileGIDAt ( const Vec2 tileCoordinate,
TMXTileFlags *  flags = nullptr 
)

Returns the tile gid at a given tile coordinate.

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

The tile coordinate. Tile flags. Returns the tile gid at a given tile coordinate. It also returns the tile flags.

var getTileGIDAt ( var  tileCoordinate,
var  flags = nullptr 
)

Returns the tile gid at a given tile coordinate.

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

The tile coordinate. Tile flags. Returns the tile gid at a given tile coordinate. It also returns the tile flags.

local getTileGIDAt ( local  tileCoordinate,
local  flags = nullptr 
)

Returns the tile gid at a given tile coordinate.

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

The tile coordinate. Tile flags. Returns the tile gid at a given tile coordinate. It also returns the tile flags.

void setTileGID ( uint32_t  gid,
const Vec2 tileCoordinate 
)

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

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

The tile gid. The tile coordinate.

var setTileGID ( var  gid,
var  tileCoordinate 
)

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

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

The tile gid. The tile coordinate.

local setTileGID ( local  gid,
local  tileCoordinate 
)

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

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

The tile gid. The tile coordinate.

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

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

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

The tile gid. The tile coordinate. The tile flags.

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

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

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

The tile gid. The tile coordinate. The tile flags.

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

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

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

The tile gid. The tile coordinate. The tile flags.

void removeTileAt ( const Vec2 tileCoordinate)

Removes a tile at given tile coordinate.

The tile coordinate.

var removeTileAt ( var  tileCoordinate)

Removes a tile at given tile coordinate.

The tile coordinate.

local removeTileAt ( local  tileCoordinate)

Removes a tile at given tile coordinate.

The tile coordinate.

Vec2 getPositionAt ( const Vec2 tileCoordinate)

Returns the position in points of a given tile coordinate.

The tile coordinate. The position in points of a given tile coordinate.

var getPositionAt ( var  tileCoordinate)

Returns the position in points of a given tile coordinate.

The tile coordinate. The position in points of a given tile coordinate.

local getPositionAt ( local  tileCoordinate)

Returns the position in points of a given tile coordinate.

The tile coordinate. The position in points of a given tile coordinate.

Value getProperty ( const std::string &  propertyName) const

Return the value for the specific property name.

The specific property name. Return the value for the specific property name.

var getProperty ( var  propertyName)

Return the value for the specific property name.

The specific property name. Return the value for the specific property name.

local getProperty ( local  propertyName)

Return the value for the specific property name.

The specific property name. Return the value for the specific property name.

const std::string& getLayerName ( )
inline

Get the layer name.

The layer name.

var getLayerName ( )
inline

Get the layer name.

The layer name.

local getLayerName ( )
inline

Get the layer name.

The layer name.

void setLayerName ( const std::string &  layerName)
inline

Set the layer name.

The layer name.

var setLayerName ( var  layerName)
inline

Set the layer name.

The layer name.

local setLayerName ( local  layerName)
inline

Set the layer name.

The layer name.

const Size& getLayerSize ( ) const
inline

Size of the layer in tiles.

Size of the layer in tiles.

var getLayerSize ( )
inline

Size of the layer in tiles.

Size of the layer in tiles.

local getLayerSize ( )
inline

Size of the layer in tiles.

Size of the layer in tiles.

void setLayerSize ( const Size size)
inline

Set size of the layer in tiles.

Size of the layer in tiles.

var setLayerSize ( var  size)
inline

Set size of the layer in tiles.

Size of the layer in tiles.

local setLayerSize ( local  size)
inline

Set size of the layer in tiles.

Size of the layer in tiles.

const Size& getMapTileSize ( ) const
inline

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

The size of the map's tile.

var getMapTileSize ( )
inline

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

The size of the map's tile.

local getMapTileSize ( )
inline

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

The size of the map's tile.

void setMapTileSize ( const Size size)
inline

Set the size of the map's tile.

The size of the map's tile.

var setMapTileSize ( var  size)
inline

Set the size of the map's tile.

The size of the map's tile.

local setMapTileSize ( local  size)
inline

Set the size of the map's tile.

The size of the map's tile.

void setTiles ( uint32_t *  tiles)
inline

Set a pointer to the map of tiles.

A pointer to the map of tiles.

var setTiles ( var  tiles)
inline

Set a pointer to the map of tiles.

A pointer to the map of tiles.

local setTiles ( local  tiles)
inline

Set a pointer to the map of tiles.

A pointer to the map of tiles.

TMXTilesetInfo* getTileSet ( ) const
inline

Tileset information for the layer.

Tileset information for the layer.

var getTileSet ( )
inline

Tileset information for the layer.

Tileset information for the layer.

local getTileSet ( )
inline

Tileset information for the layer.

Tileset information for the layer.

void setTileSet ( TMXTilesetInfo *  info)
inline

Set tileset information for the layer.

The tileset information for the layer.

local setTileSet ( local  info)
inline

Set tileset information for the layer.

The tileset information for the layer.

int getLayerOrientation ( ) const
inline

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

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

var getLayerOrientation ( )
inline

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

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

local getLayerOrientation ( )
inline

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

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

void setLayerOrientation ( int  orientation)
inline

Set layer orientation, which is the same as the map orientation.

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

var setLayerOrientation ( var  orientation)
inline

Set layer orientation, which is the same as the map orientation.

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

local setLayerOrientation ( local  orientation)
inline

Set layer orientation, which is the same as the map orientation.

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

const ValueMap& getProperties ( ) const
inline

Properties from the layer.

They can be added using Tiled.

Properties from the layer. They can be added using Tiled.

var getProperties ( )
inline

Properties from the layer.

They can be added using Tiled.

Properties from the layer. They can be added using Tiled.

local getProperties ( )
inline

Properties from the layer.

They can be added using Tiled.

Properties from the layer. They can be added using Tiled.

ValueMap& getProperties ( )
inline

Properties from the layer.

They can be added using Tiled.

Properties from the layer. They can be added using Tiled.

var getProperties ( )
inline

Properties from the layer.

They can be added using Tiled.

Properties from the layer. They can be added using Tiled.

local getProperties ( )
inline

Properties from the layer.

They can be added using Tiled.

Properties from the layer. They can be added using Tiled.

void setProperties ( const ValueMap &  properties)
inline

Set an Properties from to layer.

It is used to set the layer Properties.

var setProperties ( var  properties)
inline

Set an Properties from to layer.

It is used to set the layer Properties.

local setProperties ( local  properties)
inline

Set an Properties from to layer.

It is used to set the layer Properties.

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

Adds a child to the container with z order and tag.

If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately. 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 SpriteBatchNode.

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

Adds a child to the container with z order and tag.

If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately. 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 SpriteBatchNode.

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

Adds a child to the container with z order and tag.

If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately. 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 SpriteBatchNode.

void removeChild ( Node child,
bool  cleanup 
)
overridevirtual

Removes a child from the container.

It will also cleanup all running actions depending on the cleanup parameter. 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 SpriteBatchNode.

var removeChild ( var  child,
var  cleanup 
)
overridevirtual

Removes a child from the container.

It will also cleanup all running actions depending on the cleanup parameter. 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 SpriteBatchNode.

local removeChild ( local  child,
local  cleanup 
)
overridevirtual

Removes a child from the container.

It will also cleanup all running actions depending on the cleanup parameter. 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 SpriteBatchNode.

virtual std::string getDescription ( ) const
overridevirtual

Gets the description string.

It makes debugging easier. A string

Reimplemented from SpriteBatchNode.

local getDescription ( )
overridevirtual

Gets the description string.

It makes debugging easier. A string

Reimplemented from SpriteBatchNode.


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