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TMXLayer Class Reference

TMXLayer represents the TMX layer. More...

#include <CCTMXLayer.h>

Inheritance diagram for TMXLayer:
SpriteBatchNode Node Ref

Public Member Functions

 TMXLayer ()
 ctor ()
 TMXLayer ()
virtual ~TMXLayer ()
bool initWithTilesetInfo (TMXTilesetInfo *tilesetInfo, TMXLayerInfo *layerInfo, TMXMapInfo *mapInfo)
 Initializes a TMXLayer with a tileset info, a layer info and a map info. More...
 
var initWithTilesetInfo ( var tilesetInfo, var layerInfo, var mapInfo)
 Initializes a TMXLayer with a tileset info, a layer info and a map info. More...
 
local initWithTilesetInfo ( local tilesetInfo, local layerInfo, local mapInfo)
 Initializes a TMXLayer with a tileset info, a layer info and a map info. More...
 
void releaseMap ()
 Dealloc the map that contains the tile position from memory. More...
 
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...
 
SpritetileAt (const Vec2 &tileCoordinate)
var tileAt ( var tileCoordinate)
local tileAt ( local tileCoordinate)
uint32_t getTileGIDAt (const Vec2 &tileCoordinate, TMXTileFlags *flags=nullptr)
 Returns the tile gid at a given tile coordinate. More...
 
uint32_t tileGIDAt (const Vec2 &tileCoordinate, TMXTileFlags *flags=nullptr)
var tileGIDAt ( var tileCoordinate, var nullptr)
local tileGIDAt ( local tileCoordinate, local nullptr)
void setTileGID (uint32_t gid, const Vec2 &tileCoordinate)
 Sets the tile gid (gid = tile global id) at a given tile coordinate. More...
 
void setTileGID (uint32_t gid, const Vec2 &tileCoordinate, TMXTileFlags flags)
 Sets the tile gid (gid = tile global id) at a given tile coordinate. More...
 
var setTileGID ( var gid, var tileCoordinate, var 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...
 
var removeTileAt ( var tileCoordinate)
 Removes a tile at given tile coordinate. More...
 
local removeTileAt ( local tileCoordinate)
 Removes a tile at given tile coordinate. More...
 
Vec2 getPositionAt (const Vec2 &tileCoordinate)
 Returns the position in points of a given tile coordinate. More...
 
Vec2 positionAt (const Vec2 &tileCoordinate)
Value getProperty (const std::string &propertyName) const
 Return the value for the specific property name. More...
 
var getProperty ( var propertyName)
 Return the value for the specific property name. More...
 
local getProperty ( local propertyName)
 Return the value for the specific property name. More...
 
Value propertyNamed (const std::string &propertyName) const
void setupTiles ()
 Creates the tiles. More...
 
var setupTiles ()
 Creates the tiles. More...
 
local setupTiles ()
 Creates the tiles. More...
 
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_tgetTiles () const
 Pointer to the map of tiles. More...
 
void setTiles (uint32_t *tiles)
 Set a pointer to the map of tiles. More...
 
var setTiles ( var tiles)
 Set a pointer to the map of tiles. More...
 
local setTiles ( local 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...
 
var setTileSet ( var 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 ValueMapgetProperties () const
 Properties from the layer. More...
 
ValueMapgetProperties ()
 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...
 
virtual std::string getDescription () const override
 Gets the description string. More...
 
var getDescription ()
 Gets the description string. More...
 
local getDescription ()
 Gets the description string. More...
 
- Public Member Functions inherited from SpriteBatchNode
TextureAtlasgetTextureAtlas ()
 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. More...
 
void removeChildAtIndex (ssize_t index, bool doCleanup)
 Removes a child given a certain index. More...
 
void appendChild (Sprite *sprite)
 Append the child. More...
 
var appendChild ( var sprite)
 Append the child. More...
 
local appendChild ( local 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...
 
void reorderBatch (bool reorder)
virtual Texture2DgetTexture () const override
var getTexture ()
local getTexture ()
virtual void setTexture (Texture2D *texture) override
local setTexture ( local texture)
virtual void setBlendFunc (const BlendFunc &blendFunc) override
virtual const BlendFuncgetBlendFunc () const override
virtual void visit (Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags) override
 Visits this node's children and draw them recursively. More...
 
var visit ( var renderer, var parentTransform, var parentFlags)
 Visits this node's children and draw them recursively. More...
 
local visit ( local renderer, local parentTransform, local parentFlags)
 Visits this node's children and draw them 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...
 
var addChild ( var child, var zOrder, var name)
 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...
 
virtual void removeAllChildrenWithCleanup (bool cleanup) override
 Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More...
 
local removeAllChildrenWithCleanup ( local cleanup)
 Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More...
 
virtual void sortAllChildren () override
 Sorts the children array once before drawing, instead of every time when a child is added or reordered. More...
 
var sortAllChildren ()
 Sorts the children array once before drawing, instead of every time when a child is added or reordered. More...
 
local sortAllChildren ()
 Sorts the children array once before drawing, instead of every time when a child is added or reordered. More...
 
virtual void draw (Renderer *renderer, const Mat4 &transform, uint32_t flags) override
 Override this method to draw your own node. More...
 
var draw ( var renderer, var transform, var flags)
 Override this method to draw your own node. More...
 
local draw ( local renderer, local transform, local flags)
 Override this method to draw your own node. More...
 
void insertQuadFromSprite (Sprite *sprite, ssize_t index)
 Inserts a quad at a certain index into the texture atlas. More...
 
var insertQuadFromSprite ( var sprite, var index)
 Inserts a quad at a certain index into the texture atlas. More...
 
local insertQuadFromSprite ( local sprite, local index)
 Inserts a quad at a certain index into the texture atlas. More...
 
SpriteBatchNodeaddSpriteWithoutQuad (Sprite *child, int z, int aTag)
local addSpriteWithoutQuad ( local child, local z, local aTag)
virtual ~SpriteBatchNode ()
bool initWithTexture (Texture2D *tex, ssize_t capacity=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...
 
bool init () override
local init ()
- Public Member Functions inherited from Node
virtual bool isRunning () const
 Returns whether or not the node is "running". More...
 
void scheduleUpdateWithPriorityLua (int handler, int priority)
 Schedules for lua script. More...
 
virtual void cleanup ()
 Stops all running actions and schedulers. More...
 
virtual void draw () final
var draw ()
local draw ()
virtual void visit () final
var visit ()
local visit ()
virtual ScenegetScene () const
 Returns the Scene that contains the Node. More...
 
local getScene ()
 Returns the Scene that contains the Node. More...
 
virtual Rect getBoundingBox () const
 Returns an AABB (axis-aligned bounding-box) in its parent's coordinate system. More...
 
virtual Rect boundingBox () const
local boundingBox ()
virtual void setEventDispatcher (EventDispatcher *dispatcher)
 Set event dispatcher for scene. More...
 
local setEventDispatcher ( local dispatcher)
 Set event dispatcher for scene. More...
 
virtual EventDispatchergetEventDispatcher () const
 Get the event dispatcher of scene. More...
 
local getEventDispatcher ()
 Get the event dispatcher of scene. 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...
 
var getPhysicsBody ()
 Get the PhysicsBody the sprite have. More...
 
local getPhysicsBody ()
 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. More...
 
var updateTransformFromPhysics ( var parentTransform, var parentFlags)
 Update the transform matrix from physics. More...
 
local updateTransformFromPhysics ( local parentTransform, local parentFlags)
 Update the transform matrix from physics. More...
 
virtual void updatePhysicsBodyTransform (const Mat4 &parentTransform, uint32_t parentFlags, float parentScaleX, float parentScaleY)
 Update physics body transform matrix. More...
 
var updatePhysicsBodyTransform ( var parentTransform, var parentFlags, var parentScaleX, var parentScaleY)
 Update physics body transform matrix. More...
 
local updatePhysicsBodyTransform ( local parentTransform, local parentFlags, local parentScaleX, local parentScaleY)
 Update physics body transform matrix. More...
 
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 Color3BgetColor () const
local getColor ()
virtual const Color3BgetDisplayedColor () const
local getDisplayedColor ()
virtual void setColor (const Color3B &color)
var setColor ( var color)
local setColor ( local color)
virtual void updateDisplayedColor (const Color3B &parentColor)
local updateDisplayedColor ( local parentColor)
virtual bool isCascadeColorEnabled () const
virtual void setCascadeColorEnabled (bool cascadeColorEnabled)
local setCascadeColorEnabled ( local cascadeColorEnabled)
virtual void setOpacityModifyRGB (bool value)
var setOpacityModifyRGB ( var value)
local setOpacityModifyRGB ( local value)
virtual bool isOpacityModifyRGB () const
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...
 
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...
 
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...
 
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...
 
var getGlobalZOrder ()
 Returns the Node's Global Z Order. More...
 
local getGlobalZOrder ()
 Returns the Node's Global Z Order. More...
 
virtual void setScaleX (float scaleX)
 Sets the scale (x) of the node. More...
 
local setScaleX ( local scaleX)
 Sets the scale (x) of the node. More...
 
virtual float getScaleX () const
 Returns the scale factor on X axis of this node. More...
 
virtual void setScaleY (float scaleY)
 Sets the scale (y) of the node. More...
 
var setScaleY ( var scaleY)
 Sets the scale (y) of the node. More...
 
local setScaleY ( local scaleY)
 Sets the scale (y) of the node. More...
 
virtual float getScaleY () const
 Returns the scale factor on Y axis of this node. More...
 
virtual void setScaleZ (float scaleZ)
 Changes the scale factor on Z axis of this node. More...
 
var setScaleZ ( var scaleZ)
 Changes the scale factor on Z axis of this node. More...
 
local setScaleZ ( local scaleZ)
 Changes the scale factor on Z axis of this node. More...
 
virtual float getScaleZ () const
 Returns the scale factor on Z axis of this node. More...
 
virtual void setScale (float scale)
 Sets the scale (x,y,z) of the node. More...
 
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...
 
local setPosition ( local 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...
 
local getNormalizedPosition ()
 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...
 
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)
 Gets/Sets x or y coordinate individually for position. 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...
 
var setVertexZ ( var 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)
var setVertexZ ( var vertexZ)
local setVertexZ ( local 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...
 
var setSkewY ( var 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...
 
local getAnchorPoint ()
 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...
 
virtual const SizegetContentSize () const
 Returns the untransformed size of the node. More...
 
virtual void setVisible (bool visible)
 Sets whether the node is visible. More...
 
var setVisible ( var 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...
 
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, it equals to RotationY * RotationX otherwise. More...
 
virtual void setRotationSkewX (float rotationX)
 Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More...
 
local setRotationSkewX ( local rotationX)
 Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More...
 
virtual 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...
 
var getRotationX ()
 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
var getRotationX ()
local getRotationX ()
virtual void setRotationSkewY (float rotationY)
 Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
local setRotationSkewY ( local rotationY)
 Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual 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
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...
 
var getChildByTag ( var tag)
 Gets a child from the container with its tag. More...
 
local getChildByTag ( local tag)
 Gets a child from the container with its tag. More...
 
virtual NodegetChildByName (const std::string &name) const
 Gets a child from the container with its name. More...
 
local getChildByName ( local name)
 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
virtual void removeFromParent ()
 Removes this node itself from its parent node with a cleanup. More...
 
virtual void removeFromParentAndCleanup (bool cleanup)
 Removes this node itself from its parent node. More...
 
local removeFromParent ( local cleanup)
 Removes this node itself from its parent node. More...
 
virtual void removeChildByTag (int tag, bool cleanup=true)
 Removes a child from the container by tag value. More...
 
local removeChildByTag ( local tag, local true)
 Removes a child from the container by tag value. More...
 
virtual void 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. More...
 
var removeAllChildren ()
 Removes all children from the container with a cleanup. More...
 
local removeAllChildren ()
 Removes all children from the container with a cleanup. More...
 
virtual int getTag () const
 Returns a tag that is used to identify the node easily. More...
 
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 std::string getName () const
 Returns a string that is used to identify the node. More...
 
virtual void setName (const std::string &name)
 Changes the name that is used to identify the node easily. More...
 
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...
 
var setGLProgram ( var 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
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 . 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...
 
ActiongetActionByTag (int tag)
 Gets an action from the running action list by its tag. More...
 
ssize_t getNumberOfRunningActions () const
 Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). More...
 
local getNumberOfRunningActions ()
 Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). More...
 
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 SchedulergetScheduler ()
 Gets a Sheduler object. More...
 
local getScheduler ()
 Gets a Sheduler object. More...
 
virtual const SchedulergetScheduler () 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 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 void setNodeToParentTransform (const Mat4 &transform)
 Sets the transformation matrix manually. More...
 
virtual AffineTransform nodeToParentTransform () const
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...
 
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...
 
- Public Member Functions inherited from Ref
void retain ()
 Retains the ownership. More...
 
void release ()
 Releases the ownership immediately. More...
 
Refautorelease ()
 Releases the ownership sometime soon automatically. More...
 
unsigned int getReferenceCount () const
 Returns the Ref's current reference count. More...
 
virtual ~Ref ()
 Destructor. More...
 

Static Public Member Functions

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

Protected Member Functions

Vec2 getPositionForIsoAt (const Vec2 &pos)
var getPositionForIsoAt ( var pos)
local getPositionForIsoAt ( local pos)
Vec2 getPositionForOrthoAt (const Vec2 &pos)
var getPositionForOrthoAt ( var pos)
local getPositionForOrthoAt ( local pos)
Vec2 getPositionForHexAt (const Vec2 &pos)
var getPositionForHexAt ( var pos)
local getPositionForHexAt ( local pos)
Vec2 getPositionForStaggeredAt (const Vec2 &pos)
var getPositionForStaggeredAt ( var pos)
local getPositionForStaggeredAt ( local pos)
Vec2 calculateLayerOffset (const Vec2 &offset)
var calculateLayerOffset ( var offset)
local calculateLayerOffset ( local offset)
SpriteappendTileForGID (uint32_t gid, const Vec2 &pos)
local appendTileForGID ( local gid, local pos)
SpriteinsertTileForGID (uint32_t gid, const Vec2 &pos)
var insertTileForGID ( var gid, var pos)
local insertTileForGID ( local gid, local pos)
SpriteupdateTileForGID (uint32_t gid, const Vec2 &pos)
var updateTileForGID ( var gid, var pos)
local updateTileForGID ( local gid, local pos)
void parseInternalProperties ()
var parseInternalProperties ()
local parseInternalProperties ()
void setupTileSprite (Sprite *sprite, Vec2 pos, int gid)
var setupTileSprite ( var sprite, var pos, var gid)
local setupTileSprite ( local sprite, local pos, local gid)
SpritereusedTileWithRect (Rect rect)
var reusedTileWithRect ( var rect)
local reusedTileWithRect ( local rect)
int getVertexZForPos (const Vec2 &pos)
var getVertexZForPos ( var pos)
local getVertexZForPos ( local pos)
ssize_t atlasIndexForExistantZ (int z)
var atlasIndexForExistantZ ( var z)
local atlasIndexForExistantZ ( local z)
ssize_t atlasIndexForNewZ (int z)
var atlasIndexForNewZ ( var z)
local atlasIndexForNewZ ( local z)
- Protected Member Functions inherited from SpriteBatchNode
void updateQuadFromSprite (Sprite *sprite, ssize_t index)
 Updates a quad at a certain index into the texture atlas. More...
 
var updateQuadFromSprite ( var sprite, var index)
 Updates a quad at a certain index into the texture atlas. More...
 
local updateQuadFromSprite ( local sprite, local index)
 Updates a quad at a certain index into the texture atlas. More...
 
void updateAtlasIndex (Sprite *sprite, ssize_t *curIndex)
local updateAtlasIndex ( local sprite, local curIndex)
void swap (ssize_t oldIndex, ssize_t newIndex)
var swap ( var oldIndex, var newIndex)
local swap ( local oldIndex, local newIndex)
void updateBlendFunc ()
var updateBlendFunc ()
local updateBlendFunc ()
- Protected Member Functions inherited from Node
void childrenAlloc (void)
 lazy allocs More...
 
var childrenAlloc ()
 lazy allocs More...
 
local childrenAlloc ()
 lazy allocs More...
 
void insertChild (Node *child, int z)
 helper that reorder a child More...
 
var insertChild ( var child, var z)
 helper that reorder a child More...
 
local insertChild ( local child, local z)
 helper that reorder a child More...
 
void detachChild (Node *child, ssize_t index, bool doCleanup)
 Removes a child, call child->onExit(), do cleanup, remove it from children array. More...
 
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 ()
virtual void updateColor ()
var updateColor ()
local updateColor ()
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 ()
- Protected Member Functions inherited from Ref
 Ref ()
 Constructor. More...
 
 Ref ()
 Constructor. More...
 

Protected Attributes

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

Additional Inherited Members

- Public Types inherited from Node
enum  { FLAGS_TRANSFORM_DIRTY = (1 << 0), FLAGS_CONTENT_SIZE_DIRTY = (1 << 1), FLAGS_RENDER_AS_3D = (1 << 3), FLAGS_DIRTY_MASK = (FLAGS_TRANSFORM_DIRTY | FLAGS_CONTENT_SIZE_DIRTY) }
 
- Public Attributes inherited from SpriteBatchNode
CC_CONSTRUCTOR_ACCESS __pad0__: SpriteBatchNode()
- Public Attributes inherited from Node
CC_CONSTRUCTOR_ACCESS __pad0__: Node()
- Static Public Attributes inherited from Node
static const int INVALID_TAG = -1
 Default tag used for all the nodes. More...
 
var INVALID_TAG = -1
 Default tag used for all the nodes. More...
 
local INVALID_TAG = -1
 Default tag used for all the nodes. More...
 
- Static Protected Attributes inherited from Node
static int s_globalOrderOfArrival
var s_globalOrderOfArrival
local s_globalOrderOfArrival

Detailed Description

TMXLayer represents the TMX layer.

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

  • tiles (Sprite) can be rotated/scaled/moved with a nice API. If the layer contains a property named "cc_vertexz" with an integer (in can be positive or negative), then all the tiles belonging to the layer will use that value as their OpenGL vertex Z for depth. On the other hand, if the "cc_vertexz" property has the "automatic" value, then the tiles will use an automatic vertex Z value. Also before drawing the tiles, GL_ALPHA_TEST will be enabled, and disabled after drawing them. The used alpha func will be: glAlphaFunc( GL_GREATER, value ). "value" by default is 0, but you can change it from Tiled by adding the "cc_alpha_func" property to the layer. The value 0 should work for most cases, but if you have tiles that are semi-transparent, then you might want to use a different value, like 0.5. For further information, please see the programming guide: http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:tiled_maps
    Since
    v0.8.1 Tiles can have tile flags for additional properties. At the moment only flip horizontal and flip vertical are used. These bit flags are defined in TMXXMLParser.h.
    1.1

Constructor & Destructor Documentation

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

Member Function Documentation

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

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

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

Parameters
childA child node.
zOrderZ order for drawing priority. Please refer to setLocalZOrder(int).
tagAn integer to identify the node easily. Please refer to setTag(int).

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.

Parameters
childA child node.
zOrderZ order for drawing priority. Please refer to setLocalZOrder(int).
tagAn integer to identify the node easily. Please refer to setTag(int).

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.

Parameters
childA child node.
zOrderZ order for drawing priority. Please refer to setLocalZOrder(int).
tagAn integer to identify the node easily. Please refer to setTag(int).

Please use addChild(Node* child, int localZOrder, const std::string &name) instead.

Reimplemented from SpriteBatchNode.

Sprite* appendTileForGID ( uint32_t  gid,
const Vec2 pos 
)
protected
var appendTileForGID ( var  gid,
var  pos 
)
protected
local appendTileForGID ( local  gid,
local  pos 
)
protected
ssize_t atlasIndexForExistantZ ( int  z)
protected
var atlasIndexForExistantZ ( var  z)
protected
local atlasIndexForExistantZ ( local  z)
protected
ssize_t atlasIndexForNewZ ( int  z)
protected
var atlasIndexForNewZ ( var  z)
protected
local atlasIndexForNewZ ( local  z)
protected
Vec2 calculateLayerOffset ( const Vec2 offset)
protected
var calculateLayerOffset ( var  offset)
protected
local calculateLayerOffset ( local  offset)
protected
static TMXLayer* create ( TMXTilesetInfo *  tilesetInfo,
TMXLayerInfo *  layerInfo,
TMXMapInfo *  mapInfo 
)
static

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

Parameters
tilesetInfoAn tileset info.
layerInfoA layer info.
mapInfoA map info.
Returns
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.

Parameters
tilesetInfoAn tileset info.
layerInfoA layer info.
mapInfoA map info.
Returns
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.

Parameters
tilesetInfoAn tileset info.
layerInfoA layer info.
mapInfoA map info.
Returns
An autorelease object.
virtual std::string getDescription ( ) const
overridevirtual

Gets the description string.

It makes debugging easier.

Returns
A string

Reimplemented from SpriteBatchNode.

var getDescription ( )
overridevirtual

Gets the description string.

It makes debugging easier.

Returns
A string

Reimplemented from SpriteBatchNode.

local getDescription ( )
overridevirtual

Gets the description string.

It makes debugging easier.

Returns
A string

Reimplemented from SpriteBatchNode.

const std::string& getLayerName ( )
inline

Get the layer name.

Returns
The layer name.
var getLayerName ( )
inline

Get the layer name.

Returns
The layer name.
local getLayerName ( )
inline

Get the layer name.

Returns
The layer name.
int getLayerOrientation ( ) const
inline

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

Returns
Layer orientation, which is the same as the map orientation.
var getLayerOrientation ( )
inline

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

Returns
Layer orientation, which is the same as the map orientation.
local getLayerOrientation ( )
inline

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

Returns
Layer orientation, which is the same as the map orientation.
const Size& getLayerSize ( ) const
inline

Size of the layer in tiles.

Returns
Size of the layer in tiles.
var getLayerSize ( )
inline

Size of the layer in tiles.

Returns
Size of the layer in tiles.
local getLayerSize ( )
inline

Size of the layer in tiles.

Returns
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).

Returns
The size of the map's tile.
var getMapTileSize ( )
inline

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

Returns
The size of the map's tile.
local getMapTileSize ( )
inline

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

Returns
The size of the map's tile.
Vec2 getPositionAt ( const Vec2 tileCoordinate)

Returns the position in points of a given tile coordinate.

Parameters
tileCoordinateThe tile coordinate.
Returns
The position in points of a given tile coordinate.
var getPositionAt ( var  tileCoordinate)

Returns the position in points of a given tile coordinate.

Parameters
tileCoordinateThe tile coordinate.
Returns
The position in points of a given tile coordinate.
local getPositionAt ( local  tileCoordinate)

Returns the position in points of a given tile coordinate.

Parameters
tileCoordinateThe tile coordinate.
Returns
The position in points of a given tile coordinate.
Vec2 getPositionForHexAt ( const Vec2 pos)
protected
var getPositionForHexAt ( var  pos)
protected
local getPositionForHexAt ( local  pos)
protected
Vec2 getPositionForIsoAt ( const Vec2 pos)
protected
var getPositionForIsoAt ( var  pos)
protected
local getPositionForIsoAt ( local  pos)
protected
Vec2 getPositionForOrthoAt ( const Vec2 pos)
protected
var getPositionForOrthoAt ( var  pos)
protected
local getPositionForOrthoAt ( local  pos)
protected
Vec2 getPositionForStaggeredAt ( const Vec2 pos)
protected
var getPositionForStaggeredAt ( var  pos)
protected
local getPositionForStaggeredAt ( local  pos)
protected
const ValueMap& getProperties ( ) const
inline

Properties from the layer.

They can be added using Tiled.

Returns
Properties from the layer. They can be added using Tiled.
var getProperties ( )
inline

Properties from the layer.

They can be added using Tiled.

Returns
Properties from the layer. They can be added using Tiled.
local getProperties ( )
inline

Properties from the layer.

They can be added using Tiled.

Returns
Properties from the layer. They can be added using Tiled.
ValueMap& getProperties ( )
inline

Properties from the layer.

They can be added using Tiled.

Returns
Properties from the layer. They can be added using Tiled.
var getProperties ( )
inline

Properties from the layer.

They can be added using Tiled.

Returns
Properties from the layer. They can be added using Tiled.
local getProperties ( )
inline

Properties from the layer.

They can be added using Tiled.

Returns
Properties from the layer. They can be added using Tiled.
Value getProperty ( const std::string &  propertyName) const

Return the value for the specific property name.

Parameters
propertyNameThe specific property name.
Returns
Return the value for the specific property name.
var getProperty ( var  propertyName)

Return the value for the specific property name.

Parameters
propertyNameThe specific property name.
Returns
Return the value for the specific property name.
local getProperty ( local  propertyName)

Return the value for the specific property name.

Parameters
propertyNameThe specific property name.
Returns
Return the value for the specific property name.
Sprite* getTileAt ( const Vec2 tileCoordinate)

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

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

  • layer->removeChild(sprite, cleanup);
  • or layer->removeTileAt(Vec2(x,y));
Parameters
tileCoordinateA tile coordinate.
Returns
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));
Parameters
tileCoordinateA tile coordinate.
Returns
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));
Parameters
tileCoordinateA tile coordinate.
Returns
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 the tile map has not been previously released (eg. don't call [layer releaseMap]).

Parameters
tileCoordinateThe tile coordinate.
flagsTile flags.
Returns
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 the tile map has not been previously released (eg. don't call [layer releaseMap]).

Parameters
tileCoordinateThe tile coordinate.
flagsTile flags.
Returns
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 the tile map has not been previously released (eg. don't call [layer releaseMap]).

Parameters
tileCoordinateThe tile coordinate.
flagsTile flags.
Returns
Returns the tile gid at a given tile coordinate. It also returns the tile flags.
uint32_t* getTiles ( ) const
inline

Pointer to the map of tiles.

@

TMXTilesetInfo* getTileSet ( ) const
inline

Tileset information for the layer.

Returns
Tileset information for the layer.
var getTileSet ( )
inline

Tileset information for the layer.

Returns
Tileset information for the layer.
local getTileSet ( )
inline

Tileset information for the layer.

Returns
Tileset information for the layer.
int getVertexZForPos ( const Vec2 pos)
protected
var getVertexZForPos ( var  pos)
protected
local getVertexZForPos ( local  pos)
protected
bool initWithTilesetInfo ( TMXTilesetInfo *  tilesetInfo,
TMXLayerInfo *  layerInfo,
TMXMapInfo *  mapInfo 
)

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

Parameters
tilesetInfoAn tileset info.
layerInfoA layer info.
mapInfoA map info.
Returns
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.

Parameters
tilesetInfoAn tileset info.
layerInfoA layer info.
mapInfoA map info.
Returns
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.

Parameters
tilesetInfoAn tileset info.
layerInfoA layer info.
mapInfoA map info.
Returns
If initializes success,it will return true.
Sprite* insertTileForGID ( uint32_t  gid,
const Vec2 pos 
)
protected
var insertTileForGID ( var  gid,
var  pos 
)
protected
local insertTileForGID ( local  gid,
local  pos 
)
protected
void parseInternalProperties ( )
protected
var parseInternalProperties ( )
protected
local parseInternalProperties ( )
protected
Vec2 positionAt ( const Vec2 tileCoordinate)
inline
var positionAt ( var  tileCoordinate)
inline
local positionAt ( local  tileCoordinate)
inline
Value propertyNamed ( const std::string &  propertyName) const
inline
var propertyNamed ( var  propertyName)
inline
local propertyNamed ( local  propertyName)
inline
void releaseMap ( )

Dealloc the map that contains the tile position from memory.

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

var releaseMap ( )

Dealloc the map that contains the tile position from memory.

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

local releaseMap ( )

Dealloc the map that contains the tile position from memory.

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

void removeChild ( Node child,
bool  cleanup 
)
overridevirtual

Removes a child from the container.

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

Parameters
childThe child node which will be removed.
cleanupTrue if all running actions and callbacks on the child node will be cleanup, false otherwise.

Reimplemented from SpriteBatchNode.

var removeChild ( var  child,
var  cleanup 
)
overridevirtual

Removes a child from the container.

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

Parameters
childThe child node which will be removed.
cleanupTrue if all running actions and callbacks on the child node will be cleanup, false otherwise.

Reimplemented from SpriteBatchNode.

local removeChild ( local  child,
local  cleanup 
)
overridevirtual

Removes a child from the container.

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

Parameters
childThe child node which will be removed.
cleanupTrue if all running actions and callbacks on the child node will be cleanup, false otherwise.

Reimplemented from SpriteBatchNode.

void removeTileAt ( const Vec2 tileCoordinate)

Removes a tile at given tile coordinate.

Parameters
tileCoordinateThe tile coordinate.
var removeTileAt ( var  tileCoordinate)

Removes a tile at given tile coordinate.

Parameters
tileCoordinateThe tile coordinate.
local removeTileAt ( local  tileCoordinate)

Removes a tile at given tile coordinate.

Parameters
tileCoordinateThe tile coordinate.
Sprite* reusedTileWithRect ( Rect  rect)
protected
var reusedTileWithRect ( var  rect)
protected
local reusedTileWithRect ( local  rect)
protected
void setLayerName ( const std::string &  layerName)
inline

Set the layer name.

Parameters
layerNameThe layer name.
var setLayerName ( var  layerName)
inline

Set the layer name.

Parameters
layerNameThe layer name.
local setLayerName ( local  layerName)
inline

Set the layer name.

Parameters
layerNameThe layer name.
void setLayerOrientation ( int  orientation)
inline

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

Parameters
orientationLayer 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.

Parameters
orientationLayer 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.

Parameters
orientationLayer orientation,which is the same as the map orientation.
void setLayerSize ( const Size size)
inline

Set size of the layer in tiles.

Parameters
sizeSize of the layer in tiles.
var setLayerSize ( var  size)
inline

Set size of the layer in tiles.

Parameters
sizeSize of the layer in tiles.
local setLayerSize ( local  size)
inline

Set size of the layer in tiles.

Parameters
sizeSize of the layer in tiles.
void setMapTileSize ( const Size size)
inline

Set the size of the map's tile.

Parameters
sizeThe size of the map's tile.
var setMapTileSize ( var  size)
inline

Set the size of the map's tile.

Parameters
sizeThe size of the map's tile.
local setMapTileSize ( local  size)
inline

Set the size of the map's tile.

Parameters
sizeThe size of the map's tile.
void setProperties ( const ValueMap properties)
inline

Set an Properties from to layer.

Parameters
propertiesIt is used to set the layer Properties.
var setProperties ( var  properties)
inline

Set an Properties from to layer.

Parameters
propertiesIt is used to set the layer Properties.
local setProperties ( local  properties)
inline

Set an Properties from to layer.

Parameters
propertiesIt is used to set the layer Properties.
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.

Parameters
gidThe tile gid.
tileCoordinateThe 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.

Parameters
gidThe tile gid.
tileCoordinateThe 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.

Parameters
gidThe tile gid.
tileCoordinateThe 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.

Parameters
gidThe tile gid.
tileCoordinateThe tile coordinate.
flagsThe 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.

Parameters
gidThe tile gid.
tileCoordinateThe tile coordinate.
flagsThe 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.

Parameters
gidThe tile gid.
tileCoordinateThe tile coordinate.
flagsThe tile flags.
void setTiles ( uint32_t tiles)
inline

Set a pointer to the map of tiles.

Parameters
tilesA pointer to the map of tiles.
var setTiles ( var  tiles)
inline

Set a pointer to the map of tiles.

Parameters
tilesA pointer to the map of tiles.
local setTiles ( local  tiles)
inline

Set a pointer to the map of tiles.

Parameters
tilesA pointer to the map of tiles.
void setTileSet ( TMXTilesetInfo *  info)
inline

Set tileset information for the layer.

Parameters
Thetileset information for the layer.
var setTileSet ( var  info)
inline

Set tileset information for the layer.

Parameters
Thetileset information for the layer.
local setTileSet ( local  info)
inline

Set tileset information for the layer.

Parameters
Thetileset information for the layer.
void setupTiles ( )

Creates the tiles.

var setupTiles ( )

Creates the tiles.

local setupTiles ( )

Creates the tiles.

void setupTileSprite ( Sprite sprite,
Vec2  pos,
int  gid 
)
protected
var setupTileSprite ( var  sprite,
var  pos,
var  gid 
)
protected
local setupTileSprite ( local  sprite,
local  pos,
local  gid 
)
protected
Sprite* tileAt ( const Vec2 tileCoordinate)
inline
var tileAt ( var  tileCoordinate)
inline
local tileAt ( local  tileCoordinate)
inline
uint32_t tileGIDAt ( const Vec2 tileCoordinate,
TMXTileFlags *  flags = nullptr 
)
inline
var tileGIDAt ( var  tileCoordinate,
var  flags = nullptr 
)
inline
local tileGIDAt ( local  tileCoordinate,
local  flags = nullptr 
)
inline
Sprite* updateTileForGID ( uint32_t  gid,
const Vec2 pos 
)
protected
var updateTileForGID ( var  gid,
var  pos 
)
protected
local updateTileForGID ( local  gid,
local  pos 
)
protected

Member Data Documentation

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

name of the layer

var _layerName
protected

name of the layer

local _layerName
protected

name of the layer

int _layerOrientation
protected

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

var _layerOrientation
protected

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

local _layerOrientation
protected

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

Size _layerSize
protected

size of the layer in tiles

var _layerSize
protected

size of the layer in tiles

local _layerSize
protected

size of the layer in tiles

Size _mapTileSize
protected

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

var _mapTileSize
protected

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

local _mapTileSize
protected

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

unsigned char _opacity
protected

TMX Layer supports opacity.

var _opacity
protected

TMX Layer supports opacity.

local _opacity
protected

TMX Layer supports opacity.

ValueMap _properties
protected

properties from the layer.

They can be added using Tiled

var _properties
protected

properties from the layer.

They can be added using Tiled

local _properties
protected

properties from the layer.

They can be added using Tiled

Sprite* _reusedTile
protected

used for optimization

var _reusedTile
protected

used for optimization

local _reusedTile
protected

used for optimization

uint32_t* _tiles
protected

pointer to the map of tiles

var _tiles
protected

pointer to the map of tiles

local _tiles
protected

pointer to the map of tiles

TMXTilesetInfo* _tileSet
protected

Tileset information for the layer.

var _tileSet
protected

Tileset information for the layer.

local _tileSet
protected

Tileset information for the layer.

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

Only used when vertexZ is used.

var _vertexZvalue
protected

Only used when vertexZ is used.

local _vertexZvalue
protected

Only used when vertexZ is used.


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