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virtual void | setDisplayFrame (SpriteFrame *newFrame) |
virtual bool | isFrameDisplayed (SpriteFrame *frame) const |
| Returns whether or not a SpriteFrame is being displayed. More...
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local | isFrameDisplayed ( local frame) |
| Returns whether or not a SpriteFrame is being displayed. More...
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virtual SpriteFrame * | getSpriteFrame () const |
| Returns the current displayed frame. More...
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virtual SpriteFrame * | getDisplayFrame () const |
var | getDisplayFrame () |
local | getDisplayFrame () |
virtual SpriteFrame * | displayFrame () const |
var | displayFrame () |
local | displayFrame () |
bool | isFlipY () |
void | setFlipY (bool flippedY) |
var | setFlipY ( var flippedY) |
local | setFlipY ( local flippedY) |
virtual std::string | getDescription () const override |
| Gets the description string. More...
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var | getDescription () |
| Gets the description string. More...
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local | getDescription () |
| Gets the description string. More...
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virtual | ~Sprite () |
var | ~Sprite () |
local | ~Sprite () |
virtual bool | init () override |
var | init () |
local | init () |
virtual bool | initWithTexture (Texture2D *texture) |
| Initializes a sprite with a texture. More...
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local | initWithTexture ( local texture) |
| Initializes a sprite with a texture. More...
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virtual bool | initWithTexture (Texture2D *texture, const Rect &rect) |
| Initializes a sprite with a texture and a rect. More...
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local | initWithTexture ( local texture, local rect) |
| Initializes a sprite with a texture and a rect. More...
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virtual bool | initWithTexture (Texture2D *texture, const Rect &rect, bool rotated) |
| Initializes a sprite with a texture and a rect in points, optionally rotated. More...
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local | initWithTexture ( local texture, local rect, local rotated) |
| Initializes a sprite with a texture and a rect in points, optionally rotated. More...
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virtual bool | initWithSpriteFrame (SpriteFrame *spriteFrame) |
| Initializes a sprite with an SpriteFrame. More...
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local | initWithSpriteFrame ( local spriteFrame) |
| Initializes a sprite with an SpriteFrame. More...
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virtual bool | initWithSpriteFrameName (const std::string &spriteFrameName) |
| Initializes a sprite with an sprite frame name. More...
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var | initWithSpriteFrameName ( var spriteFrameName) |
| Initializes a sprite with an sprite frame name. More...
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local | initWithSpriteFrameName ( local spriteFrameName) |
| Initializes a sprite with an sprite frame name. More...
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virtual bool | initWithFile (const std::string &filename) |
| Initializes a sprite with an image filename. More...
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virtual bool | initWithFile (const std::string &filename, const Rect &rect) |
| Initializes a sprite with an image filename, and a rect. More...
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local | init ( local filename, local rect) |
| Initializes a sprite with an image filename, and a rect. More...
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virtual void | updateTransform () override |
| Updates the quad according the rotation, position, scale values. More...
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virtual SpriteBatchNode * | getBatchNode () const |
| Returns the batch node object if this sprite is rendered by SpriteBatchNode. More...
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local | getBatchNode () |
| Returns the batch node object if this sprite is rendered by SpriteBatchNode. More...
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virtual void | setBatchNode (SpriteBatchNode *spriteBatchNode) |
| Sets the batch node to sprite. More...
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local | setBatchNode ( local spriteBatchNode) |
| Sets the batch node to sprite. More...
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virtual void | setTexture (const std::string &filename) |
| Sets a new texture (from a filename) to the sprite. More...
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var | setTexture ( var filename) |
| Sets a new texture (from a filename) to the sprite. More...
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local | setTexture ( local filename) |
| Sets a new texture (from a filename) to the sprite. More...
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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. More...
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virtual Texture2D * | getTexture () const override |
| Returns the Texture2D object used by the sprite. More...
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var | getTexture () |
| Returns the Texture2D object used by the sprite. More...
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local | getTexture () |
| Returns the Texture2D object used by the sprite. More...
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virtual void | setTextureRect (const Rect &rect) |
| Updates the texture rect of the Sprite in points. More...
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local | setTextureRect ( local rect) |
| Updates the texture rect of the Sprite in points. More...
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virtual void | setTextureRect (const Rect &rect, bool rotated, const Size &untrimmedSize) |
| This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.It will update the texture coordinates and the vertex rectangle. More...
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var | setTextureRect ( var rect, var rotated, var untrimmedSize) |
| This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.It will update the texture coordinates and the vertex rectangle. More...
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local | setTextureRect ( local rect, local rotated, local untrimmedSize) |
| This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.It will update the texture coordinates and the vertex rectangle. More...
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virtual void | setVertexRect (const Rect &rect) |
| Sets the vertex rect. More...
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virtual void | setSpriteFrame (const std::string &spriteFrameName) |
var | setSpriteFrame ( var spriteFrameName) |
local | setSpriteFrame ( local spriteFrameName) |
virtual void | setSpriteFrame (SpriteFrame *newFrame) |
var | setSpriteFrame ( var newFrame) |
local | setSpriteFrame ( local newFrame) |
virtual void | setDisplayFrameWithAnimationName (const std::string &animationName, ssize_t frameIndex) |
| Changes the display frame with animation name and index. More...
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var | setDisplayFrameWithAnimationName ( var animationName, var frameIndex) |
| Changes the display frame with animation name and index. More...
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local | setDisplayFrameWithAnimationName ( local animationName, local frameIndex) |
| Changes the display frame with animation name and index. More...
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virtual bool | isDirty () const |
| Whether or not the Sprite needs to be updated in the Atlas. More...
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virtual void | setDirty (bool dirty) |
| Makes the Sprite to be updated in the Atlas. More...
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var | setDirty ( var dirty) |
| Makes the Sprite to be updated in the Atlas. More...
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local | setDirty ( local dirty) |
| Makes the Sprite to be updated in the Atlas. More...
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V3F_C4B_T2F_Quad | getQuad () const |
| Returns the quad (tex coords, vertex coords and color) information. More...
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bool | isTextureRectRotated () const |
| Returns whether or not the texture rectangle is rotated. More...
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local | isTextureRectRotated () |
| Returns whether or not the texture rectangle is rotated. More...
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ssize_t | getAtlasIndex () const |
| Returns the index used on the TextureAtlas. More...
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void | setAtlasIndex (ssize_t atlasIndex) |
| Sets the index used on the TextureAtlas. More...
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var | setAtlasIndex ( var atlasIndex) |
| Sets the index used on the TextureAtlas. More...
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local | setAtlasIndex ( local atlasIndex) |
| Sets the index used on the TextureAtlas. More...
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const Rect & | getTextureRect () const |
| Returns the rect of the Sprite in points. More...
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TextureAtlas * | getTextureAtlas () const |
| Gets the weak reference of the TextureAtlas when the sprite is rendered using via SpriteBatchNode. More...
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void | setTextureAtlas (TextureAtlas *textureAtlas) |
| Sets the weak reference of the TextureAtlas when the sprite is rendered using via SpriteBatchNode. More...
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var | setTextureAtlas ( var textureAtlas) |
| Sets the weak reference of the TextureAtlas when the sprite is rendered using via SpriteBatchNode. More...
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local | setTextureAtlas ( local textureAtlas) |
| Sets the weak reference of the TextureAtlas when the sprite is rendered using via SpriteBatchNode. More...
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const Vec2 & | getOffsetPosition () const |
| Gets the offset position of the sprite. More...
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local | getOffsetPosition () |
| Gets the offset position of the sprite. More...
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bool | isFlippedX () const |
| Returns the flag which indicates whether the sprite is flipped horizontally or not. More...
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void | setFlippedX (bool flippedX) |
| Sets whether the sprite should be flipped horizontally or not. More...
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bool | isFlipX () |
void | setFlipX (bool flippedX) |
var | setFlipX ( var flippedX) |
local | setFlipX ( local flippedX) |
bool | isFlippedY () const |
| Return the flag which indicates whether the sprite is flipped vertically or not. More...
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void | setFlippedY (bool flippedY) |
| Sets whether the sprite should be flipped vertically or not. More...
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void | setBlendFunc (const BlendFunc &blendFunc) override |
var | setBlendFunc ( var blendFunc) |
local | setBlendFunc ( local blendFunc) |
const BlendFunc & | getBlendFunc () const override |
virtual void | setScaleX (float scaleX) override |
| Sets the scale (x) of the node. More...
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local | setScaleX ( local scaleX) |
| Sets the scale (x) of the node. More...
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virtual void | setScaleY (float scaleY) override |
| Sets the scale (y) of the node. More...
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var | setScaleY ( var scaleY) |
| Sets the scale (y) of the node. More...
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local | setScaleY ( local scaleY) |
| Sets the scale (y) of the node. More...
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virtual void | setScale (float scaleX, float scaleY) override |
| Sets the scale (x,y) of the node. More...
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virtual void | setPosition (const Vec2 &pos) override |
| Sets the position (x,y) of the node in its parent's coordinate system. More...
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virtual void | setPosition (float x, float y) override |
| Sets the position (x,y) of the node in its parent's coordinate system. More...
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var | setPosition ( var x, var y) |
| Sets the position (x,y) of the node in its parent's coordinate system. More...
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local | setPosition ( local x, local y) |
| Sets the position (x,y) of the node in its parent's coordinate system. More...
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virtual void | setRotation (float rotation) override |
| Sets the rotation (angle) of the node in degrees. More...
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var | setRotation ( var rotation) |
| Sets the rotation (angle) of the node in degrees. More...
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local | setRotation ( local rotation) |
| Sets the rotation (angle) of the node in degrees. More...
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virtual void | setRotationSkewX (float rotationX) override |
| Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More...
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local | setRotationSkewX ( local rotationX) |
| Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More...
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virtual void | setRotationSkewY (float rotationY) override |
| Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
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var | setRotationSkewY ( var rotationY) |
| Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
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local | setRotationSkewY ( local rotationY) |
| Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
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virtual void | setSkewX (float sx) override |
| Changes the X skew angle of the node in degrees. More...
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var | setSkewX ( var sx) |
| Changes the X skew angle of the node in degrees. More...
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local | setSkewX ( local sx) |
| Changes the X skew angle of the node in degrees. More...
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virtual void | setSkewY (float sy) override |
| Changes the Y skew angle of the node in degrees. More...
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var | setSkewY ( var sy) |
| Changes the Y skew angle of the node in degrees. More...
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local | setSkewY ( local sy) |
| Changes the Y skew angle of the node in degrees. More...
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virtual void | removeChild (Node *child, bool cleanup) override |
| Removes a child from the container. More...
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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...
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var | removeAllChildrenWithCleanup ( var cleanup) |
| Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More...
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local | removeAllChildrenWithCleanup ( local cleanup) |
| Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More...
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virtual void | reorderChild (Node *child, int zOrder) override |
| Reorders a child according to a new z value. More...
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virtual void | addChild (Node *child, int zOrder, int tag) override |
| Adds a child to the container with z order and tag. More...
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local | addChild ( local child, local zOrder, local tag) |
| Adds a child to the container with z order and tag. More...
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virtual void | addChild (Node *child, int zOrder, const std::string &name) override |
| Adds a child to the container with z order and tag. More...
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local | addChild ( local child, local zOrder, local name) |
| Adds a child to the container with z order and tag. More...
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virtual void | sortAllChildren () override |
| Sorts the children array once before drawing, instead of every time when a child is added or reordered. More...
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var | sortAllChildren () |
| Sorts the children array once before drawing, instead of every time when a child is added or reordered. More...
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local | sortAllChildren () |
| Sorts the children array once before drawing, instead of every time when a child is added or reordered. More...
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virtual void | setScale (float scale) override |
| Sets the scale (x,y,z) of the node. More...
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virtual void | setPositionZ (float positionZ) override |
| Sets the 'z' coordinate in the position. More...
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var | setPositionZ ( var positionZ) |
| Sets the 'z' coordinate in the position. More...
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local | setPositionZ ( local positionZ) |
| Sets the 'z' coordinate in the position. More...
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virtual void | setAnchorPoint (const Vec2 &anchor) override |
| Sets the anchor point in percent. More...
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var | setAnchorPoint ( var anchor) |
| Sets the anchor point in percent. More...
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local | setAnchorPoint ( local anchor) |
| Sets the anchor point in percent. More...
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virtual void | ignoreAnchorPointForPosition (bool value) override |
| Sets whether the anchor point will be (0,0) when you position this node. More...
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var | ignoreAnchorPointForPosition ( var value) |
| Sets whether the anchor point will be (0,0) when you position this node. More...
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local | ignoreAnchorPointForPosition ( local value) |
| Sets whether the anchor point will be (0,0) when you position this node. More...
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virtual void | setVisible (bool bVisible) override |
| Sets whether the node is visible. More...
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var | setVisible ( var bVisible) |
| Sets whether the node is visible. More...
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local | setVisible ( local bVisible) |
| Sets whether the node is visible. More...
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virtual void | setOpacityModifyRGB (bool modify) override |
virtual bool | isOpacityModifyRGB () const override |
var | isOpacityModifyRGB () |
local | isOpacityModifyRGB () |
static Sprite * | create () |
| Creates an empty sprite without texture. More...
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var | create () |
| Creates an empty sprite without texture. More...
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local | create () |
| Creates an empty sprite without texture. More...
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virtual bool | isRunning () const |
| Returns whether or not the node is "running". More...
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void | scheduleUpdateWithPriorityLua (int handler, int priority) |
| Schedules for lua script. More...
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virtual void | cleanup () |
| Stops all running actions and schedulers. More...
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virtual void | draw () final |
var | draw () |
local | draw () |
virtual void | visit () final |
var | visit () |
local | visit () |
virtual Scene * | getScene () const |
| Returns the Scene that contains the Node. More...
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local | getScene () |
| Returns the Scene that contains the Node. More...
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virtual Rect | getBoundingBox () const |
| Returns an AABB (axis-aligned bounding-box) in its parent's coordinate system. More...
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virtual Rect | boundingBox () const |
local | boundingBox () |
virtual void | setEventDispatcher (EventDispatcher *dispatcher) |
| Set event dispatcher for scene. More...
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local | setEventDispatcher ( local dispatcher) |
| Set event dispatcher for scene. More...
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virtual EventDispatcher * | getEventDispatcher () const |
| Get the event dispatcher of scene. More...
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local | getEventDispatcher () |
| Get the event dispatcher of scene. More...
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void | setPhysicsBody (PhysicsBody *body) |
| Set the PhysicsBody that let the sprite effect with physics. More...
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PhysicsBody * | getPhysicsBody () const |
| Get the PhysicsBody the sprite have. More...
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var | getPhysicsBody () |
| Get the PhysicsBody the sprite have. More...
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local | getPhysicsBody () |
| Get the PhysicsBody the sprite have. More...
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void | removeFromPhysicsWorld () |
| Remove this node from physics world. More...
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var | removeFromPhysicsWorld () |
| Remove this node from physics world. More...
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local | removeFromPhysicsWorld () |
| Remove this node from physics world. More...
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void | updateTransformFromPhysics (const Mat4 &parentTransform, uint32_t parentFlags) |
| Update the transform matrix from physics. More...
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var | updateTransformFromPhysics ( var parentTransform, var parentFlags) |
| Update the transform matrix from physics. More...
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local | updateTransformFromPhysics ( local parentTransform, local parentFlags) |
| Update the transform matrix from physics. More...
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virtual void | updatePhysicsBodyTransform (const Mat4 &parentTransform, uint32_t parentFlags, float parentScaleX, float parentScaleY) |
| Update physics body transform matrix. More...
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var | updatePhysicsBodyTransform ( var parentTransform, var parentFlags, var parentScaleX, var parentScaleY) |
| Update physics body transform matrix. More...
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local | updatePhysicsBodyTransform ( local parentTransform, local parentFlags, local parentScaleX, local parentScaleY) |
| Update physics body transform matrix. More...
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virtual GLubyte | getOpacity () const |
virtual GLubyte | getDisplayedOpacity () const |
local | getDisplayedOpacity () |
virtual void | setOpacity (GLubyte opacity) |
local | setOpacity ( local opacity) |
virtual void | updateDisplayedOpacity (GLubyte parentOpacity) |
local | updateDisplayedOpacity ( local parentOpacity) |
virtual bool | isCascadeOpacityEnabled () const |
var | isCascadeOpacityEnabled () |
local | isCascadeOpacityEnabled () |
virtual void | setCascadeOpacityEnabled (bool cascadeOpacityEnabled) |
local | setCascadeOpacityEnabled ( local cascadeOpacityEnabled) |
virtual const Color3B & | getColor () const |
local | getColor () |
virtual const Color3B & | getDisplayedColor () const |
local | getDisplayedColor () |
virtual void | setColor (const Color3B &color) |
var | setColor ( var color) |
local | setColor ( local color) |
virtual void | updateDisplayedColor (const Color3B &parentColor) |
local | updateDisplayedColor ( local parentColor) |
virtual bool | isCascadeColorEnabled () const |
virtual void | setCascadeColorEnabled (bool cascadeColorEnabled) |
local | setCascadeColorEnabled ( local cascadeColorEnabled) |
void | setOnEnterCallback (const std::function< void()> &callback) |
var | setOnEnterCallback ( var callback) |
local | setOnEnterCallback ( local callback) |
const std::function< void()> & | getOnEnterCallback () const |
local | getOnEnterCallback () |
void | setOnExitCallback (const std::function< void()> &callback) |
var | setOnExitCallback ( var callback) |
local | setOnExitCallback ( local callback) |
const std::function< void()> & | getOnExitCallback () const |
local | getOnExitCallback () |
void | setonEnterTransitionDidFinishCallback (const std::function< void()> &callback) |
var | setonEnterTransitionDidFinishCallback ( var callback) |
local | setonEnterTransitionDidFinishCallback ( local callback) |
const std::function< void()> & | getonEnterTransitionDidFinishCallback () const |
local | getonEnterTransitionDidFinishCallback () |
void | setonExitTransitionDidStartCallback (const std::function< void()> &callback) |
var | setonExitTransitionDidStartCallback ( var callback) |
local | setonExitTransitionDidStartCallback ( local callback) |
const std::function< void()> & | getonExitTransitionDidStartCallback () const |
local | getonExitTransitionDidStartCallback () |
unsigned short | getCameraMask () const |
| get & set camera mask, the node is visible by the camera whose camera flag & node's camera mask is true More...
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virtual void | setCameraMask (unsigned short mask, bool applyChildren=true) |
local | setCameraMask ( local mask, local true) |
virtual | ~Node () |
virtual void | setLocalZOrder (int localZOrder) |
| LocalZOrder is the 'key' used to sort the node relative to its siblings. More...
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virtual void | setZOrder (int localZOrder) |
virtual void | _setLocalZOrder (int z) |
var | _setLocalZOrder ( var z) |
local | _setLocalZOrder ( local z) |
virtual int | getLocalZOrder () const |
| Gets the local Z order of this node. More...
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var | getLocalZOrder () |
| Gets the local Z order of this node. More...
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local | getLocalZOrder () |
| Gets the local Z order of this node. More...
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virtual int | getZOrder () const |
virtual void | setGlobalZOrder (float globalZOrder) |
| Defines the oder in which the nodes are renderer. More...
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local | setGlobalZOrder ( local globalZOrder) |
| Defines the oder in which the nodes are renderer. More...
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virtual float | getGlobalZOrder () const |
| Returns the Node's Global Z Order. More...
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var | getGlobalZOrder () |
| Returns the Node's Global Z Order. More...
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local | getGlobalZOrder () |
| Returns the Node's Global Z Order. More...
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virtual float | getScaleX () const |
| Returns the scale factor on X axis of this node. More...
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virtual float | getScaleY () const |
| Returns the scale factor on Y axis of this node. More...
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virtual void | setScaleZ (float scaleZ) |
| Changes the scale factor on Z axis of this node. More...
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var | setScaleZ ( var scaleZ) |
| Changes the scale factor on Z axis of this node. More...
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local | setScaleZ ( local scaleZ) |
| Changes the scale factor on Z axis of this node. More...
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virtual float | getScaleZ () const |
| Returns the scale factor on Z axis of this node. More...
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virtual float | getScale () const |
| Gets the scale factor of the node, when X and Y have the same scale factor. More...
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virtual void | setNormalizedPosition (const Vec2 &position) |
| Sets the position (x,y) using values between 0 and 1. More...
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var | setNormalizedPosition ( var position) |
| Sets the position (x,y) using values between 0 and 1. More...
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local | setNormalizedPosition ( local position) |
| Sets the position (x,y) using values between 0 and 1. More...
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virtual const Vec2 & | getPosition () const |
| Gets the position (x,y) of the node in its parent's coordinate system. More...
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virtual const Vec2 & | getNormalizedPosition () const |
| Returns the normalized position. More...
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local | getNormalizedPosition () |
| Returns the normalized position. More...
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virtual void | getPosition (float *x, float *y) const |
| Gets position in a more efficient way, returns two number instead of a Vec2 object. More...
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virtual void | setPositionX (float x) |
| Gets/Sets x or y coordinate individually for position. More...
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virtual float | getPositionX (void) const |
| Gets the x coordinate of the node in its parent's coordinate system. More...
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virtual void | setPositionY (float y) |
| Sets the y coordinate of the node in its parent's coordinate system. More...
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virtual float | getPositionY (void) const |
| Gets the y coordinate of the node in its parent's coordinate system. More...
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virtual void | setPosition3D (const Vec3 &position) |
| Sets the position (X, Y, and Z) in its parent's coordinate system. More...
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virtual Vec3 | getPosition3D () const |
| Returns the position (X,Y,Z) in its parent's coordinate system. More...
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virtual void | setVertexZ (float vertexZ) |
var | setVertexZ ( var vertexZ) |
local | setVertexZ ( local vertexZ) |
virtual float | getPositionZ () const |
| Gets position Z coordinate of this node. More...
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var | getVertexZ () |
| Gets position Z coordinate of this node. More...
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local | getPositionZ () |
| Gets position Z coordinate of this node. More...
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virtual float | getVertexZ () const |
virtual float | getSkewX () const |
| Returns the X skew angle of the node in degrees. More...
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var | getSkewX () |
| Returns the X skew angle of the node in degrees. More...
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local | getSkewX () |
| Returns the X skew angle of the node in degrees. More...
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virtual float | getSkewY () const |
| Returns the Y skew angle of the node in degrees. More...
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var | getSkewY () |
| Returns the Y skew angle of the node in degrees. More...
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local | getSkewY () |
| Returns the Y skew angle of the node in degrees. More...
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virtual const Vec2 & | getAnchorPoint () const |
| Returns the anchor point in percent. More...
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local | getAnchorPoint () |
| Returns the anchor point in percent. More...
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virtual const Vec2 & | getAnchorPointInPoints () const |
| Returns the anchorPoint in absolute pixels. More...
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virtual void | setContentSize (const Size &contentSize) |
| Sets the untransformed size of the node. More...
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virtual const Size & | getContentSize () const |
| Returns the untransformed size of the node. More...
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virtual bool | isVisible () const |
| Determines if the node is visible. More...
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virtual float | getRotation () const |
| Returns the rotation of the node in degrees. More...
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virtual void | setRotation3D (const Vec3 &rotation) |
| Sets the rotation (X,Y,Z) in degrees. More...
|
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local | setRotation3D ( local rotation) |
| Sets the rotation (X,Y,Z) in degrees. More...
|
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virtual Vec3 | getRotation3D () const |
| Returns the rotation (X,Y,Z) in degrees. More...
|
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virtual void | setRotationQuat (const Quaternion &quat) |
| Set rotation by quaternion. More...
|
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local | setRotationQuat ( local quat) |
| Set rotation by quaternion. More...
|
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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, it equals to RotationY * RotationX otherwise. More...
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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...
|
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var | getRotationX () |
| Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More...
|
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local | getRotationSkewX () |
| Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More...
|
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virtual float | getRotationX () const |
var | getRotationX () |
local | getRotationX () |
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...
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local | getRotationSkewY () |
| Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
|
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virtual float | getRotationY () const |
void | setOrderOfArrival (int orderOfArrival) |
| Sets the arrival order when this node has a same ZOrder with other children. More...
|
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int | getOrderOfArrival () const |
| Returns the arrival order, indicates which children is added previously. More...
|
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void | setGLServerState (int serverState) |
var | setGLServerState ( var serverState) |
int | getGLServerState () const |
virtual bool | isIgnoreAnchorPointForPosition () const |
| Gets whether the anchor point will be (0,0) when you position this node. More...
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virtual void | addChild (Node *child) |
| Adds a child to the container with z-order as 0. More...
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var | addChild ( var child) |
| Adds a child to the container with z-order as 0. More...
|
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local | addChild ( local child) |
| Adds a child to the container with z-order as 0. More...
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virtual void | addChild (Node *child, int localZOrder) |
| Adds a child to the container with a local z-order. More...
|
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local | addChild ( local child, local localZOrder) |
| Adds a child to the container with a local z-order. More...
|
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virtual Node * | getChildByTag (int tag) const |
| Gets a child from the container with its tag. More...
|
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var | getChildByTag ( var tag) |
| Gets a child from the container with its tag. More...
|
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local | getChildByTag ( local tag) |
| Gets a child from the container with its tag. More...
|
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virtual Node * | getChildByName (const std::string &name) const |
| Gets a child from the container with its name. More...
|
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local | getChildByName ( local name) |
| Gets a child from the container with its name. More...
|
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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...
|
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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...
|
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virtual Vector< Node * > & | getChildren () |
| Returns the array of the node's children. More...
|
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local | getChildren () |
| Returns the array of the node's children. More...
|
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virtual const Vector< Node * > & | getChildren () const |
local | getChildren () |
virtual ssize_t | getChildrenCount () const |
| Returns the amount of children. More...
|
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var | getChildrenCount () |
| Returns the amount of children. More...
|
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local | getChildrenCount () |
| Returns the amount of children. More...
|
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virtual void | setParent (Node *parent) |
| Sets the parent node. More...
|
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local | setParent ( local parent) |
| Sets the parent node. More...
|
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virtual Node * | getParent () |
| Returns a pointer to the parent node. More...
|
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virtual const Node * | getParent () const |
virtual void | removeFromParent () |
| Removes this node itself from its parent node with a cleanup. More...
|
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virtual void | removeFromParentAndCleanup (bool cleanup) |
| Removes this node itself from its parent node. More...
|
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local | removeFromParent ( local cleanup) |
| Removes this node itself from its parent node. More...
|
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virtual void | removeChildByTag (int tag, bool cleanup=true) |
| Removes a child from the container by tag value. More...
|
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local | removeChildByTag ( local tag, local true) |
| Removes a child from the container by tag value. More...
|
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virtual void | removeChildByName (const std::string &name, bool cleanup=true) |
| Removes a child from the container by tag value. More...
|
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var | removeChildByName ( var name, var true) |
| Removes a child from the container by tag value. More...
|
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local | removeChildByName ( local name, local true) |
| Removes a child from the container by tag value. More...
|
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virtual void | removeAllChildren () |
| Removes all children from the container with a cleanup. More...
|
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var | removeAllChildren () |
| Removes all children from the container with a cleanup. More...
|
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local | removeAllChildren () |
| Removes all children from the container with a cleanup. More...
|
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virtual int | getTag () const |
| Returns a tag that is used to identify the node easily. More...
|
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virtual void | setTag (int tag) |
| Changes the tag that is used to identify the node easily. More...
|
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local | setTag ( local tag) |
| Changes the tag that is used to identify the node easily. More...
|
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virtual std::string | getName () const |
| Returns a string that is used to identify the node. More...
|
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virtual void | setName (const std::string &name) |
| Changes the name that is used to identify the node easily. More...
|
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var | setName ( var name) |
| Changes the name that is used to identify the node easily. More...
|
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local | setName ( local name) |
| Changes the name that is used to identify the node easily. More...
|
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virtual void * | getUserData () |
| Returns a custom user data pointer. More...
|
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virtual const void * | getUserData () const |
virtual void | setUserData (void *userData) |
| Sets a custom user data pointer. More...
|
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virtual Ref * | getUserObject () |
| Returns a user assigned Object. More...
|
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virtual const Ref * | getUserObject () const |
virtual void | setUserObject (Ref *userObject) |
| Returns a user assigned Object. More...
|
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local | setUserObject ( local userObject) |
| Returns a user assigned Object. More...
|
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GLProgram * | getGLProgram () const |
| Return the GLProgram (shader) currently used for this node. More...
|
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var | getGLProgram () |
| Return the GLProgram (shader) currently used for this node. More...
|
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local | getGLProgram () |
| Return the GLProgram (shader) currently used for this node. More...
|
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GLProgram * | getShaderProgram () const |
var | getShaderProgram () |
local | getShaderProgram () |
virtual void | setGLProgram (GLProgram *glprogram) |
| Sets the shader program for this node. More...
|
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var | setGLProgram ( var glprogram) |
| Sets the shader program for this node. More...
|
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local | setGLProgram ( local glprogram) |
| Sets the shader program for this node. More...
|
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void | setShaderProgram (GLProgram *glprogram) |
var | setShaderProgram ( var glprogram) |
local | setShaderProgram ( local glprogram) |
GLProgramState * | getGLProgramState () const |
| Return the GLProgramState currently used for this node. More...
|
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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...
|
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local | setGLProgramState ( local glProgramState) |
| Set the GLProgramState for this node. More...
|
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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...
|
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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 ActionManager * | getActionManager () |
| 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 ActionManager * | getActionManager () const |
virtual Action * | runAction (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 . More...
|
|
void | stopAction (Action *action) |
| Stops and removes an action from the running action list. More...
|
|
var | stopAction ( var action) |
| Stops and removes an action from the running action list. More...
|
|
local | stopAction ( local action) |
| Stops and removes an action from the running action list. More...
|
|
void | stopActionByTag (int tag) |
| Removes an action from the running action list by its tag. More...
|
|
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...
|
|
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...
|
|
local | getNumberOfRunningActions () |
| Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). More...
|
|
ssize_t | numberOfRunningActions () const |
var | numberOfRunningActions () |
local | numberOfRunningActions () |
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...
|
|
local | 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...
|
|
var | scheduleUpdateWithPriority ( var priority) |
| Schedules the "update" method with a custom priority. More...
|
|
void | unscheduleUpdate (void) |
var | unscheduleUpdate () |
local | unscheduleUpdate () |
void | schedule (SEL_SCHEDULE selector, float interval, unsigned int repeat, float delay) |
| Schedules a custom selector. More...
|
|
void | schedule (SEL_SCHEDULE selector, float interval) |
| Schedules a custom selector with an interval time in seconds. More...
|
|
void | scheduleOnce (SEL_SCHEDULE selector, float delay) |
| Schedules a selector that runs only once, with a delay of 0 or larger. More...
|
|
var | scheduleOnce ( var selector, var delay) |
| Schedules a selector that runs only once, with a delay of 0 or larger. 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. 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...
|
|
void | unscheduleAllCallbacks () |
| Unschedule all scheduled selectors and lambda functions: custom selectors, and the 'update' selector and lambda functions. More...
|
|
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". More...
|
|
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 |
local | getNodeToParentAffineTransform () |
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...
|
|
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...
|
|
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...
|
|
var | convertToNodeSpace ( var worldPoint) |
| Converts a Vec2 to node (local) space coordinates. More...
|
|
local | convertToNodeSpace ( local worldPoint) |
| 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) |
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...
|
|
virtual bool | removeComponent (Component *component) |
| Removes a component by its pointer. More...
|
|
virtual void | removeAllComponents () |
| Removes all components. More...
|
|
var | removeAllComponents () |
| Removes all components. More...
|
|
local | removeAllComponents () |
| Removes all components. More...
|
|
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. More...
|
|
static Sprite * | create (const std::string &filename) |
| Creates a sprite with an image filename. More...
|
|
local | create ( local filename) |
| Creates a sprite with an image filename. More...
|
|
static Sprite * | create (const std::string &filename, const Rect &rect) |
| Creates a sprite with an image filename and a rect. More...
|
|
local | create ( local filename, local 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...
|
|
var | createWithTexture ( var texture, var rect, var false) |
| Creates a sprite with a texture and a rect. More...
|
|
local | createWithTexture ( local texture, local rect, local 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...
|
|
var | createWithSpriteFrameName ( var spriteFrameName) |
| Creates a sprite with an sprite frame name. More...
|
|
local | createWithSpriteFrameName ( local spriteFrameName) |
| Creates a sprite with an sprite frame name. More...
|
|
static Node * | create () |
| Allocates and initializes a node. More...
|
|
var | create () |
| Allocates and initializes a node. More...
|
|
local | create () |
| Allocates and initializes a node. More...
|
|
CC_CONSTRUCTOR_ACCESS | __pad0__: Sprite() |
CC_CONSTRUCTOR_ACCESS | __pad0__: Node() |
static const int | INDEX_NOT_INITIALIZED = -1 |
| Sprite invalid index on the SpriteBatchNode. More...
|
|
var | INDEX_NOT_INITIALIZED = -1 |
| Sprite invalid index on the SpriteBatchNode. More...
|
|
local | INDEX_NOT_INITIALIZED = -1 |
| Sprite invalid index on the SpriteBatchNode. More...
|
|
static const int | INVALID_TAG = -1 |
| Default tag used for all the nodes. More...
|
|
var | INVALID_TAG = -1 |
| Default tag used for all the nodes. More...
|
|
local | INVALID_TAG = -1 |
| Default tag used for all the nodes. More...
|
|
void | updateColor () override |
var | updateColor () |
local | updateColor () |
virtual void | setTextureCoords (Rect rect) |
virtual void | updateBlendFunc () |
var | updateBlendFunc () |
local | updateBlendFunc () |
virtual void | setReorderChildDirtyRecursively () |
local | setReorderChildDirtyRecursively () |
virtual void | setDirtyRecursively (bool value) |
local | setDirtyRecursively ( local value) |
void | childrenAlloc (void) |
| lazy allocs More...
|
|
var | childrenAlloc () |
| lazy allocs More...
|
|
local | childrenAlloc () |
| lazy allocs More...
|
|
void | insertChild (Node *child, int z) |
| helper that reorder a child More...
|
|
var | insertChild ( var child, var z) |
| helper that reorder a child More...
|
|
local | insertChild ( local child, local z) |
| helper that reorder a child More...
|
|
void | detachChild (Node *child, ssize_t index, bool doCleanup) |
| Removes a child, call child->onExit(), do cleanup, remove it from children array. More...
|
|
local | detachChild ( local child, local index, local doCleanup) |
| Removes a child, call child->onExit(), do cleanup, remove it from children array. More...
|
|
Vec2 | convertToWindowSpace (const Vec2 &nodePoint) const |
| Convert cocos2d coordinates to UI windows coordinate. More...
|
|
var | convertToWindowSpace ( var nodePoint) |
| Convert cocos2d coordinates to UI windows coordinate. More...
|
|
local | convertToWindowSpace ( local nodePoint) |
| Convert cocos2d coordinates to UI windows coordinate. More...
|
|
Mat4 | transform (const Mat4 &parentTransform) |
var | transform ( var parentTransform) |
local | transform ( local parentTransform) |
uint32_t | processParentFlags (const Mat4 &parentTransform, uint32_t parentFlags) |
var | processParentFlags ( var parentTransform, var parentFlags) |
local | processParentFlags ( local parentTransform, local parentFlags) |
virtual void | updateCascadeOpacity () |
var | updateCascadeOpacity () |
local | updateCascadeOpacity () |
virtual void | disableCascadeOpacity () |
local | disableCascadeOpacity () |
virtual void | updateCascadeColor () |
var | updateCascadeColor () |
local | updateCascadeColor () |
virtual void | disableCascadeColor () |
var | disableCascadeColor () |
local | disableCascadeColor () |
bool | doEnumerate (std::string name, std::function< bool(Node *)> callback) const |
var | doEnumerate ( var name, var callback) |
local | doEnumerate ( local name, local callback) |
bool | doEnumerateRecursive (const Node *node, const std::string &name, std::function< bool(Node *)> callback) const |
var | doEnumerateRecursive ( var node, var name, var callback) |
local | doEnumerateRecursive ( local node, local name, local callback) |
bool | isVisitableByVisitingCamera () const |
void | updateRotationQuat () |
var | updateRotationQuat () |
local | updateRotationQuat () |
void | updateRotation3D () |
var | updateRotation3D () |
local | updateRotation3D () |
| Ref () |
| Constructor. More...
|
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| Ref () |
| Constructor. More...
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TextureAtlas * | _textureAtlas |
ssize_t | _atlasIndex |
| SpriteBatchNode texture atlas (weak reference) More...
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var | _atlasIndex |
| SpriteBatchNode texture atlas (weak reference) More...
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local | _atlasIndex |
| SpriteBatchNode texture atlas (weak reference) More...
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SpriteBatchNode * | _batchNode |
| Absolute (real) Index on the SpriteSheet. More...
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var | _batchNode |
| Absolute (real) Index on the SpriteSheet. More...
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local | _batchNode |
| Absolute (real) Index on the SpriteSheet. More...
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bool | _dirty |
| Used batch node (weak reference) More...
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var | _dirty |
| Used batch node (weak reference) More...
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local | _dirty |
| Used batch node (weak reference) More...
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bool | _recursiveDirty |
| Whether the sprite needs to be updated. More...
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var | _recursiveDirty |
| Whether the sprite needs to be updated. More...
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local | _recursiveDirty |
| Whether the sprite needs to be updated. More...
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bool | _shouldBeHidden |
| Whether all of the sprite's children needs to be updated. More...
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var | _shouldBeHidden |
| Whether all of the sprite's children needs to be updated. More...
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local | _shouldBeHidden |
| Whether all of the sprite's children needs to be updated. More...
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Mat4 | _transformToBatch |
| should not be drawn because one of the ancestors is not visible More...
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BlendFunc | _blendFunc |
var | _blendFunc |
local | _blendFunc |
Texture2D * | _texture |
| It's required for TextureProtocol inheritance. More...
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var | _texture |
| It's required for TextureProtocol inheritance. More...
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local | _texture |
| It's required for TextureProtocol inheritance. More...
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SpriteFrame * | _spriteFrame |
| Texture2D object that is used to render the sprite. More...
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var | _spriteFrame |
| Texture2D object that is used to render the sprite. More...
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local | _spriteFrame |
| Texture2D object that is used to render the sprite. More...
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QuadCommand | _quadCommand |
Rect | _rect |
| quad command More...
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var | _rect |
| quad command More...
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local | _rect |
| quad command More...
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bool | _rectRotated |
| Retangle of Texture2D. More...
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var | _rectRotated |
| Retangle of Texture2D. More...
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local | _rectRotated |
| Retangle of Texture2D. More...
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Vec2 | _offsetPosition |
| Whether the texture is rotated. More...
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var | _offsetPosition |
| Whether the texture is rotated. More...
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local | _offsetPosition |
| Whether the texture is rotated. More...
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Vec2 | _unflippedOffsetPositionFromCenter |
var | _unflippedOffsetPositionFromCenter |
local | _unflippedOffsetPositionFromCenter |
V3F_C4B_T2F_Quad | _quad |
local | _quad |
bool | _opacityModifyRGB |
var | _opacityModifyRGB |
local | _opacityModifyRGB |
bool | _flippedX |
var | _flippedX |
local | _flippedX |
bool | _flippedY |
| Whether the sprite is flipped horizontally or not. More...
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var | _flippedY |
| Whether the sprite is flipped horizontally or not. More...
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local | _flippedY |
| Whether the sprite is flipped horizontally or not. More...
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bool | _insideBounds |
| Whether the sprite is flipped vertically or not. More...
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var | _insideBounds |
| Whether the sprite is flipped vertically or not. More...
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local | _insideBounds |
| Whether the sprite is flipped vertically or not. More...
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float | _rotationX |
| rotation on the X-axis More...
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float | _rotationY |
| rotation on the Y-axis More...
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var | _rotationY |
| rotation on the Y-axis More...
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local | _rotationY |
| rotation on the Y-axis More...
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float | _rotationZ_X |
| rotation angle on Z-axis, component X More...
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var | _rotationZ_X |
| rotation angle on Z-axis, component X More...
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local | _rotationZ_X |
| rotation angle on Z-axis, component X More...
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float | _rotationZ_Y |
| rotation angle on Z-axis, component Y More...
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var | _rotationZ_Y |
| rotation angle on Z-axis, component Y More...
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local | _rotationZ_Y |
| rotation angle on Z-axis, component Y More...
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Quaternion | _rotationQuat |
var | _rotationQuat |
local | _rotationQuat |
float | _scaleX |
| rotation using quaternion, if _rotationZ_X == _rotationZ_Y, _rotationQuat = RotationZ_X * RotationY * RotationX, else _rotationQuat = RotationY * RotationX More...
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var | _scaleX |
| rotation using quaternion, if _rotationZ_X == _rotationZ_Y, _rotationQuat = RotationZ_X * RotationY * RotationX, else _rotationQuat = RotationY * RotationX More...
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local | _scaleX |
| rotation using quaternion, if _rotationZ_X == _rotationZ_Y, _rotationQuat = RotationZ_X * RotationY * RotationX, else _rotationQuat = RotationY * RotationX More...
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float | _scaleY |
| scaling factor on y-axis More...
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float | _scaleZ |
| scaling factor on z-axis More...
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var | _scaleZ |
| scaling factor on z-axis More...
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local | _scaleZ |
| scaling factor on z-axis More...
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Vec2 | _position |
| position of the node More...
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var | _position |
| position of the node More...
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local | _position |
| position of the node More...
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float | _positionZ |
| OpenGL real Z position. More...
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var | _positionZ |
| OpenGL real Z position. More...
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local | _positionZ |
| OpenGL real Z position. More...
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Vec2 | _normalizedPosition |
var | _normalizedPosition |
local | _normalizedPosition |
bool | _usingNormalizedPosition |
var | _usingNormalizedPosition |
local | _usingNormalizedPosition |
bool | _normalizedPositionDirty |
var | _normalizedPositionDirty |
local | _normalizedPositionDirty |
float | _skewX |
| skew angle on x-axis More...
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var | _skewX |
| skew angle on x-axis More...
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local | _skewX |
| skew angle on x-axis More...
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float | _skewY |
| skew angle on y-axis More...
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var | _skewY |
| skew angle on y-axis More...
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local | _skewY |
| skew angle on y-axis More...
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Vec2 | _anchorPointInPoints |
| anchor point in points More...
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var | _anchorPointInPoints |
| anchor point in points More...
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local | _anchorPointInPoints |
| anchor point in points More...
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Vec2 | _anchorPoint |
| anchor point normalized (NOT in points) More...
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var | _anchorPoint |
| anchor point normalized (NOT in points) More...
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local | _anchorPoint |
| anchor point normalized (NOT in points) More...
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Size | _contentSize |
| untransformed size of the node More...
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bool | _contentSizeDirty |
| whether or not the contentSize is dirty More...
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var | _contentSizeDirty |
| whether or not the contentSize is dirty More...
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local | _contentSizeDirty |
| whether or not the contentSize is dirty More...
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Mat4 | _modelViewTransform |
| ModelView transform of the Node. More...
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var | _modelViewTransform |
| ModelView transform of the Node. More...
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local | _modelViewTransform |
| ModelView transform of the Node. More...
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Mat4 | _transform |
| transform More...
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var | _transform |
| transform More...
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local | _transform |
| transform More...
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bool | _transformDirty |
| transform dirty flag More...
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var | _transformDirty |
| transform dirty flag More...
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local | _transformDirty |
| transform dirty flag More...
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Mat4 | _inverse |
| inverse transform More...
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bool | _inverseDirty |
| inverse transform dirty flag More...
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var | _inverseDirty |
| inverse transform dirty flag More...
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local | _inverseDirty |
| inverse transform dirty flag More...
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Mat4 | _additionalTransform |
| transform More...
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var | _additionalTransform |
| transform More...
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local | _additionalTransform |
| transform More...
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bool | _useAdditionalTransform |
| The flag to check whether the additional transform is dirty. More...
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var | _useAdditionalTransform |
| The flag to check whether the additional transform is dirty. More...
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local | _useAdditionalTransform |
| The flag to check whether the additional transform is dirty. More...
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bool | _transformUpdated |
| Whether or not the Transform object was updated since the last frame. More...
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int | _localZOrder |
| Local order (relative to its siblings) used to sort the node. More...
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var | _localZOrder |
| Local order (relative to its siblings) used to sort the node. More...
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local | _localZOrder |
| Local order (relative to its siblings) used to sort the node. More...
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float | _globalZOrder |
| Global order used to sort the node. More...
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var | _globalZOrder |
| Global order used to sort the node. More...
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local | _globalZOrder |
| Global order used to sort the node. More...
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Vector< Node * > | _children |
| array of children nodes More...
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var | _children |
| array of children nodes More...
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local | _children |
| array of children nodes More...
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Node * | _parent |
| weak reference to parent node More...
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var | _parent |
| weak reference to parent node More...
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local | _parent |
| weak reference to parent node More...
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Director * | _director |
var | _director |
local | _director |
int | _tag |
| a tag. Can be any number you assigned just to identify this node More...
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var | _tag |
| a tag. Can be any number you assigned just to identify this node More...
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local | _tag |
| a tag. Can be any number you assigned just to identify this node More...
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std::string | _name |
| a string label, an user defined string to identify this node More...
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var | _name |
| a string label, an user defined string to identify this node More...
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local | _name |
| a string label, an user defined string to identify this node More...
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size_t | _hashOfName |
| hash value of _name, used for speed in getChildByName More...
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var | _hashOfName |
| hash value of _name, used for speed in getChildByName More...
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local | _hashOfName |
| hash value of _name, used for speed in getChildByName More...
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void * | _userData |
| A user assingned void pointer, Can be point to any cpp object. More...
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var | _userData |
| A user assingned void pointer, Can be point to any cpp object. More...
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local | _userData |
| A user assingned void pointer, Can be point to any cpp object. More...
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Ref * | _userObject |
| A user assigned Object. More...
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var | _userObject |
| A user assigned Object. More...
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local | _userObject |
| A user assigned Object. More...
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GLProgramState * | _glProgramState |
| OpenGL Program State. More...
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var | _glProgramState |
| OpenGL Program State. More...
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local | _glProgramState |
| OpenGL Program State. More...
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int | _orderOfArrival |
| used to preserve sequence while sorting children with the same localZOrder More...
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var | _orderOfArrival |
| used to preserve sequence while sorting children with the same localZOrder More...
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local | _orderOfArrival |
| used to preserve sequence while sorting children with the same localZOrder More...
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Scheduler * | _scheduler |
| scheduler used to schedule timers and updates More...
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ActionManager * | _actionManager |
| a pointer to ActionManager singleton, which is used to handle all the actions More...
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EventDispatcher * | _eventDispatcher |
| event dispatcher used to dispatch all kinds of events More...
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var | _eventDispatcher |
| event dispatcher used to dispatch all kinds of events More...
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local | _eventDispatcher |
| event dispatcher used to dispatch all kinds of events More...
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bool | _running |
| is running More...
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var | _running |
| is running More...
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local | _running |
| is running More...
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bool | _visible |
| is this node visible More...
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var | _visible |
| is this node visible More...
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local | _visible |
| is this node visible More...
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bool | _ignoreAnchorPointForPosition |
| true if the Anchor Vec2 will be (0,0) when you position the Node, false otherwise. More...
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var | _ignoreAnchorPointForPosition |
| true if the Anchor Vec2 will be (0,0) when you position the Node, false otherwise. More...
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local | _ignoreAnchorPointForPosition |
| true if the Anchor Vec2 will be (0,0) when you position the Node, false otherwise. More...
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bool | _reorderChildDirty |
| children order dirty flag More...
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bool | _isTransitionFinished |
| flag to indicate whether the transition was finished More...
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var | _isTransitionFinished |
| flag to indicate whether the transition was finished More...
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local | _isTransitionFinished |
| flag to indicate whether the transition was finished More...
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ComponentContainer * | _componentContainer |
| Dictionary of components. More...
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var | _componentContainer |
| Dictionary of components. More...
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local | _componentContainer |
| Dictionary of components. More...
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PhysicsBody * | _physicsBody |
| the physicsBody the node have More...
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var | _physicsBody |
| the physicsBody the node have More...
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local | _physicsBody |
| the physicsBody the node have More...
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float | _physicsScaleStartX |
| the scale x value when setPhysicsBody More...
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var | _physicsScaleStartX |
| the scale x value when setPhysicsBody More...
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local | _physicsScaleStartX |
| the scale x value when setPhysicsBody More...
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float | _physicsScaleStartY |
| the scale y value when setPhysicsBody More...
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var | _physicsScaleStartY |
| the scale y value when setPhysicsBody More...
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local | _physicsScaleStartY |
| the scale y value when setPhysicsBody More...
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float | _physicsRotation |
var | _physicsRotation |
local | _physicsRotation |
bool | _physicsTransformDirty |
var | _physicsTransformDirty |
local | _physicsTransformDirty |
bool | _updateTransformFromPhysics |
var | _updateTransformFromPhysics |
local | _updateTransformFromPhysics |
GLubyte | _displayedOpacity |
var | _displayedOpacity |
local | _displayedOpacity |
GLubyte | _realOpacity |
var | _realOpacity |
local | _realOpacity |
Color3B | _displayedColor |
var | _displayedColor |
local | _displayedColor |
Color3B | _realColor |
var | _realColor |
local | _realColor |
bool | _cascadeColorEnabled |
var | _cascadeColorEnabled |
local | _cascadeColorEnabled |
bool | _cascadeOpacityEnabled |
var | _cascadeOpacityEnabled |
local | _cascadeOpacityEnabled |
unsigned short | _cameraMask |
var | _cameraMask |
local | _cameraMask |
std::function< void()> | _onEnterCallback |
var | _onEnterCallback |
local | _onEnterCallback |
std::function< void()> | _onExitCallback |
var | _onExitCallback |
local | _onExitCallback |
std::function< void()> | _onEnterTransitionDidFinishCallback |
std::function< void()> | _onExitTransitionDidStartCallback |
unsigned int | _referenceCount |
| count of references More...
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local | _referenceCount |
| count of references More...
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static int | s_globalOrderOfArrival |
var | s_globalOrderOfArrival |
local | s_globalOrderOfArrival |