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ParticleFire Class Reference

A fire particle system. More...

#include <CCParticleExamples.h>

Inheritance diagram for ParticleFire:
ParticleSystemQuad ParticleSystem Node Ref

Public Member Functions

virtual bool initWithTotalParticles (int numberOfParticles) override
 Initializes a system with a fixed number of particles. More...
 
- Public Member Functions inherited from ParticleSystemQuad
void setDisplayFrame (SpriteFrame *spriteFrame)
 Sets a new SpriteFrame as particle. More...
 
void setTextureWithRect (Texture2D *texture, const Rect &rect)
 Sets a new texture with a rect. More...
 
void listenRendererRecreated (EventCustom *event)
 Listen the event that renderer was recreated on Android/WP8. More...
 
virtual void setTexture (Texture2D *texture) override
virtual void updateQuadWithParticle (tParticle *particle, const Vec2 &newPosition) override
 Update the verts position data of particle, should be overridden by subclasses. More...
 
virtual void postStep () override
 Update the VBO verts buffer which does not use batch node, should be overridden by subclasses. More...
 
virtual void draw (Renderer *renderer, const Mat4 &transform, uint32_t flags) override
 Override this method to draw your own node. More...
 
virtual void setBatchNode (ParticleBatchNode *batchNode) override
 Sets the batch node. More...
 
virtual void setTotalParticles (int tp) override
 Sets the maximum particles of the system. More...
 
virtual std::string getDescription () const override
 Gets the description string. More...
 
virtual ~ParticleSystemQuad ()
- Public Member Functions inherited from ParticleSystem
bool addParticle ()
 Add a particle to the emitter. More...
 
void initParticle (tParticle *particle)
 Initializes a particle. More...
 
var initParticle ( var particle)
 Initializes a particle. More...
 
local initParticle ( local particle)
 Initializes a particle. More...
 
void stopSystem ()
 Stop emitting particles. More...
 
void resetSystem ()
 Kill all living particles. More...
 
local resetSystem ()
 Kill all living particles. More...
 
bool isFull ()
 Whether or not the system is full. More...
 
var isFull ()
 Whether or not the system is full. More...
 
local isFull ()
 Whether or not the system is full. More...
 
virtual void updateWithNoTime (void)
 Call the update mathod with no time. More...
 
local updateWithNoTime ()
 Call the update mathod with no time. More...
 
virtual bool isAutoRemoveOnFinish () const
 Whether or not the particle system removed self on finish. More...
 
virtual void setAutoRemoveOnFinish (bool var)
 Set the particle system auto removed it self on finish. More...
 
var setAutoRemoveOnFinish ( var var)
 Set the particle system auto removed it self on finish. More...
 
local setAutoRemoveOnFinish ( local var)
 Set the particle system auto removed it self on finish. More...
 
virtual const Vec2getGravity ()
 Gets the garvity. More...
 
virtual void setGravity (const Vec2 &g)
 Sets the gravity. More...
 
local setGravity ( local g)
 Sets the gravity. More...
 
virtual float getSpeed () const
 Gets the speed. More...
 
local getSpeed ()
 Gets the speed. More...
 
virtual void setSpeed (float speed)
 Sets the speed. More...
 
local setSpeed ( local speed)
 Sets the speed. More...
 
virtual float getSpeedVar () const
 Gets the speed variance. More...
 
local getSpeedVar ()
 Gets the speed variance. More...
 
virtual void setSpeedVar (float speed)
 Sets the speed variance. More...
 
virtual float getTangentialAccel () const
 Gets the tangential acceleration. More...
 
var getTangentialAccel ()
 Gets the tangential acceleration. More...
 
local getTangentialAccel ()
 Gets the tangential acceleration. More...
 
virtual void setTangentialAccel (float t)
 Sets the tangential acceleration. More...
 
var setTangentialAccel ( var t)
 Sets the tangential acceleration. More...
 
local setTangentialAccel ( local t)
 Sets the tangential acceleration. More...
 
virtual float getTangentialAccelVar () const
 Gets the tangential acceleration variance. More...
 
local getTangentialAccelVar ()
 Gets the tangential acceleration variance. More...
 
virtual void setTangentialAccelVar (float t)
 Sets the tangential acceleration variance. More...
 
var setTangentialAccelVar ( var t)
 Sets the tangential acceleration variance. More...
 
local setTangentialAccelVar ( local t)
 Sets the tangential acceleration variance. More...
 
virtual float getRadialAccel () const
 Gets the radial acceleration. More...
 
var getRadialAccel ()
 Gets the radial acceleration. More...
 
local getRadialAccel ()
 Gets the radial acceleration. More...
 
virtual void setRadialAccel (float t)
 Sets the radial acceleration. More...
 
var setRadialAccel ( var t)
 Sets the radial acceleration. More...
 
local setRadialAccel ( local t)
 Sets the radial acceleration. More...
 
virtual float getRadialAccelVar () const
 Gets the radial acceleration variance. More...
 
local getRadialAccelVar ()
 Gets the radial acceleration variance. More...
 
virtual void setRadialAccelVar (float t)
 Sets the radial acceleration variance. More...
 
var setRadialAccelVar ( var t)
 Sets the radial acceleration variance. More...
 
local setRadialAccelVar ( local t)
 Sets the radial acceleration variance. More...
 
virtual bool getRotationIsDir () const
 Whether or not the rotation of each particle to its direction. More...
 
local getRotationIsDir ()
 Whether or not the rotation of each particle to its direction. More...
 
virtual void setRotationIsDir (bool t)
 Sets the rotation of each particle to its direction. More...
 
var setRotationIsDir ( var t)
 Sets the rotation of each particle to its direction. More...
 
local setRotationIsDir ( local t)
 Sets the rotation of each particle to its direction. More...
 
virtual float getStartRadius () const
 Gets the start radius. More...
 
var getStartRadius ()
 Gets the start radius. More...
 
local getStartRadius ()
 Gets the start radius. More...
 
virtual void setStartRadius (float startRadius)
 Sets the start radius. More...
 
virtual float getStartRadiusVar () const
 Gets the start radius variance. More...
 
local getStartRadiusVar ()
 Gets the start radius variance. More...
 
virtual void setStartRadiusVar (float startRadiusVar)
 Sets the start radius variance. More...
 
var setStartRadiusVar ( var startRadiusVar)
 Sets the start radius variance. More...
 
local setStartRadiusVar ( local startRadiusVar)
 Sets the start radius variance. More...
 
virtual float getEndRadius () const
 Gets the end radius. More...
 
var getEndRadius ()
 Gets the end radius. More...
 
local getEndRadius ()
 Gets the end radius. More...
 
virtual void setEndRadius (float endRadius)
 Sets the end radius. More...
 
virtual float getEndRadiusVar () const
 Gets the end radius variance. More...
 
local getEndRadiusVar ()
 Gets the end radius variance. More...
 
virtual void setEndRadiusVar (float endRadiusVar)
 Sets the end radius variance. More...
 
virtual float getRotatePerSecond () const
 Gets the number of degrees to rotate a particle around the source pos per second. More...
 
virtual void setRotatePerSecond (float degrees)
 Sets the number of degrees to rotate a particle around the source pos per second. More...
 
var setRotatePerSecond ( var degrees)
 Sets the number of degrees to rotate a particle around the source pos per second. More...
 
local setRotatePerSecond ( local degrees)
 Sets the number of degrees to rotate a particle around the source pos per second. More...
 
virtual float getRotatePerSecondVar () const
 Gets the rotate per second variance. More...
 
virtual void setRotatePerSecondVar (float degrees)
 Sets the rotate per second variance. More...
 
var setRotatePerSecondVar ( var degrees)
 Sets the rotate per second variance. More...
 
local setRotatePerSecondVar ( local degrees)
 Sets the rotate per second variance. More...
 
virtual void setScale (float s) override
 Sets the scale (x,y,z) of the node. More...
 
virtual void setRotation (float newRotation) override
 Sets the rotation (angle) of the node in degrees. More...
 
var setRotation ( var newRotation)
 Sets the rotation (angle) of the node in degrees. More...
 
local setRotation ( local newRotation)
 Sets the rotation (angle) of the node in degrees. More...
 
virtual void setScaleX (float newScaleX) override
 Sets the scale (x) of the node. More...
 
local setScaleX ( local newScaleX)
 Sets the scale (x) of the node. More...
 
virtual void setScaleY (float newScaleY) override
 Sets the scale (y) of the node. More...
 
var setScaleY ( var newScaleY)
 Sets the scale (y) of the node. More...
 
local setScaleY ( local newScaleY)
 Sets the scale (y) of the node. More...
 
virtual bool isActive () const
 Whether or not the particle system is active. More...
 
var isActive ()
 Whether or not the particle system is active. More...
 
local isActive ()
 Whether or not the particle system is active. More...
 
virtual bool isBlendAdditive () const
 Whether or not the particle system is blend additive. More...
 
var isBlendAdditive ()
 Whether or not the particle system is blend additive. More...
 
local isBlendAdditive ()
 Whether or not the particle system is blend additive. More...
 
virtual void setBlendAdditive (bool value)
 Sets the particle system blend additive. More...
 
virtual ParticleBatchNodegetBatchNode () const
 Gets the batch node. More...
 
local getBatchNode ()
 Gets the batch node. More...
 
int getAtlasIndex () const
 Gets the index of system in batch node array. More...
 
local getAtlasIndex ()
 Gets the index of system in batch node array. More...
 
void setAtlasIndex (int index)
 Sets the index of system in batch node array. More...
 
local setAtlasIndex ( local index)
 Sets the index of system in batch node array. More...
 
unsigned int getParticleCount () const
 Gets the Quantity of particles that are being simulated at the moment. More...
 
float getDuration () const
 Gets how many seconds the emitter will run. More...
 
var getDuration ()
 Gets how many seconds the emitter will run. More...
 
local getDuration ()
 Gets how many seconds the emitter will run. More...
 
void setDuration (float duration)
 Sets how many seconds the emitter will run. More...
 
var setDuration ( var duration)
 Sets how many seconds the emitter will run. More...
 
local setDuration ( local duration)
 Sets how many seconds the emitter will run. More...
 
const Vec2getSourcePosition () const
 Gets the source position of the emitter. More...
 
var getSourcePosition ()
 Gets the source position of the emitter. More...
 
local getSourcePosition ()
 Gets the source position of the emitter. More...
 
void setSourcePosition (const Vec2 &pos)
 Sets the source position of the emitter. More...
 
var setSourcePosition ( var pos)
 Sets the source position of the emitter. More...
 
local setSourcePosition ( local pos)
 Sets the source position of the emitter. More...
 
const Vec2getPosVar () const
 Gets the position variance of the emitter. More...
 
local getPosVar ()
 Gets the position variance of the emitter. More...
 
void setPosVar (const Vec2 &pos)
 Sets the position variance of the emitter. More...
 
var setPosVar ( var pos)
 Sets the position variance of the emitter. More...
 
local setPosVar ( local pos)
 Sets the position variance of the emitter. More...
 
float getLife () const
 Gets the life of each particle. More...
 
local getLife ()
 Gets the life of each particle. More...
 
void setLife (float life)
 Sets the life of each particle. More...
 
var setLife ( var life)
 Sets the life of each particle. More...
 
local setLife ( local life)
 Sets the life of each particle. More...
 
float getLifeVar () const
 Gets the life variance of each particle. More...
 
local getLifeVar ()
 Gets the life variance of each particle. More...
 
void setLifeVar (float lifeVar)
 Sets the life variance of each particle. More...
 
var setLifeVar ( var lifeVar)
 Sets the life variance of each particle. More...
 
local setLifeVar ( local lifeVar)
 Sets the life variance of each particle. More...
 
float getAngle () const
 Gets the angle of each particle. More...
 
void setAngle (float angle)
 Sets the angle of each particle. More...
 
var setAngle ( var angle)
 Sets the angle of each particle. More...
 
local setAngle ( local angle)
 Sets the angle of each particle. More...
 
float getAngleVar () const
 Gets the angle variance of each particle. More...
 
local getAngleVar ()
 Gets the angle variance of each particle. More...
 
void setAngleVar (float angleVar)
 Sets the angle variance of each particle. More...
 
var setAngleVar ( var angleVar)
 Sets the angle variance of each particle. More...
 
local setAngleVar ( local angleVar)
 Sets the angle variance of each particle. More...
 
Mode getEmitterMode () const
 Switch between different kind of emitter modes: More...
 
local getEmitterMode ()
 Switch between different kind of emitter modes: More...
 
void setEmitterMode (Mode mode)
 Sets the mode of the emitter. More...
 
float getStartSize () const
 Gets the start size in pixels of each particle. More...
 
local getStartSize ()
 Gets the start size in pixels of each particle. More...
 
void setStartSize (float startSize)
 Sets the start size in pixels of each particle. More...
 
float getStartSizeVar () const
 Gets the start size variance in pixels of each particle. More...
 
local getStartSizeVar ()
 Gets the start size variance in pixels of each particle. More...
 
void setStartSizeVar (float sizeVar)
 Sets the start size variance in pixels of each particle. More...
 
float getEndSize () const
 Gets the end size in pixels of each particle. More...
 
void setEndSize (float endSize)
 Sets the end size in pixels of each particle. More...
 
local setEndSize ( local endSize)
 Sets the end size in pixels of each particle. More...
 
float getEndSizeVar () const
 Gets the end size variance in pixels of each particle. More...
 
local getEndSizeVar ()
 Gets the end size variance in pixels of each particle. More...
 
void setEndSizeVar (float sizeVar)
 Sets the end size variance in pixels of each particle. More...
 
const Color4FgetStartColor () const
 Gets the start color of each particle. More...
 
var getStartColor ()
 Gets the start color of each particle. More...
 
local getStartColor ()
 Gets the start color of each particle. More...
 
void setStartColor (const Color4F &color)
 Sets the start color of each particle. More...
 
var setStartColor ( var color)
 Sets the start color of each particle. More...
 
local setStartColor ( local color)
 Sets the start color of each particle. More...
 
const Color4FgetStartColorVar () const
 Gets the start color variance of each particle. More...
 
local getStartColorVar ()
 Gets the start color variance of each particle. More...
 
void setStartColorVar (const Color4F &color)
 Sets the start color variance of each particle. More...
 
local setStartColorVar ( local color)
 Sets the start color variance of each particle. More...
 
const Color4FgetEndColor () const
 Gets the end color and end color variation of each particle. More...
 
local getEndColor ()
 Gets the end color and end color variation of each particle. More...
 
void setEndColor (const Color4F &color)
 Sets the end color and end color variation of each particle. More...
 
const Color4FgetEndColorVar () const
 Gets the end color variance of each particle. More...
 
void setEndColorVar (const Color4F &color)
 Sets the end color variance of each particle. More...
 
var setEndColorVar ( var color)
 Sets the end color variance of each particle. More...
 
local setEndColorVar ( local color)
 Sets the end color variance of each particle. More...
 
float getStartSpin () const
 Gets the start spin of each particle. More...
 
void setStartSpin (float spin)
 Sets the start spin of each particle. More...
 
var setStartSpin ( var spin)
 Sets the start spin of each particle. More...
 
local setStartSpin ( local spin)
 Sets the start spin of each particle. More...
 
float getStartSpinVar () const
 Gets the start spin variance of each particle. More...
 
void setStartSpinVar (float pinVar)
 Sets the start spin variance of each particle. More...
 
local setStartSpinVar ( local pinVar)
 Sets the start spin variance of each particle. More...
 
float getEndSpin () const
 Gets the end spin of each particle. More...
 
void setEndSpin (float endSpin)
 Sets the end spin of each particle. More...
 
var setEndSpin ( var endSpin)
 Sets the end spin of each particle. More...
 
local setEndSpin ( local endSpin)
 Sets the end spin of each particle. More...
 
float getEndSpinVar () const
 Gets the end spin variance of each particle. More...
 
void setEndSpinVar (float endSpinVar)
 Sets the end spin variance of each particle. More...
 
var setEndSpinVar ( var endSpinVar)
 Sets the end spin variance of each particle. More...
 
local setEndSpinVar ( local endSpinVar)
 Sets the end spin variance of each particle. More...
 
float getEmissionRate () const
 Gets the emission rate of the particles. More...
 
var getEmissionRate ()
 Gets the emission rate of the particles. More...
 
local getEmissionRate ()
 Gets the emission rate of the particles. More...
 
void setEmissionRate (float rate)
 Sets the emission rate of the particles. More...
 
var setEmissionRate ( var rate)
 Sets the emission rate of the particles. More...
 
local setEmissionRate ( local rate)
 Sets the emission rate of the particles. More...
 
virtual int getTotalParticles () const
 Gets the maximum particles of the system. More...
 
var getTotalParticles ()
 Gets the maximum particles of the system. More...
 
local getTotalParticles ()
 Gets the maximum particles of the system. More...
 
void setOpacityModifyRGB (bool opacityModifyRGB) override
 does the alpha value modify color More...
 
local setOpacityModifyRGB ( local opacityModifyRGB)
 does the alpha value modify color More...
 
bool isOpacityModifyRGB () const override
bool getOpacityModifyRGB () const
local getOpacityModifyRGB ()
PositionType getPositionType () const
 Gets the particles movement type: Free or Grouped. More...
 
var getPositionType ()
 Gets the particles movement type: Free or Grouped. More...
 
local getPositionType ()
 Gets the particles movement type: Free or Grouped. More...
 
void setPositionType (PositionType type)
 Sets the particles movement type: Free or Grouped. More...
 
virtual void onEnter () override
 Event callback that is invoked every time when Node enters the 'stage'. More...
 
var onEnter ()
 Event callback that is invoked every time when Node enters the 'stage'. More...
 
local onEnter ()
 Event callback that is invoked every time when Node enters the 'stage'. More...
 
virtual void onExit () override
 Event callback that is invoked every time the Node leaves the 'stage'. More...
 
var onExit ()
 Event callback that is invoked every time the Node leaves the 'stage'. More...
 
local onExit ()
 Event callback that is invoked every time the Node leaves the 'stage'. More...
 
virtual void update (float dt) override
 Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live". More...
 
var update ( var dt)
 Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live". More...
 
local update ( local dt)
 Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live". More...
 
virtual Texture2DgetTexture () const override
local getTexture ()
virtual void setBlendFunc (const BlendFunc &blendFunc) override
local setBlendFunc ( local blendFunc)
virtual const BlendFuncgetBlendFunc () const override
virtual ~ParticleSystem ()
bool init () override
 initializes a ParticleSystem More...
 
var init ()
 initializes a ParticleSystem More...
 
local init ()
 initializes a ParticleSystem More...
 
bool initWithFile (const std::string &plistFile)
 initializes a ParticleSystem from a plist file. More...
 
var initWithFile ( var plistFile)
 initializes a ParticleSystem from a plist file. More...
 
local initWithFile ( local plistFile)
 initializes a ParticleSystem from a plist file. More...
 
bool initWithDictionary (ValueMap &dictionary)
 initializes a QuadParticleSystem from a Dictionary. More...
 
local initWithDictionary ( local dictionary)
 initializes a QuadParticleSystem from a Dictionary. More...
 
bool initWithDictionary (ValueMap &dictionary, const std::string &dirname)
 initializes a particle system from a NSDictionary and the path from where to load the png More...
 
- 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 (Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags)
 Visits this node's children and draw them recursively. More...
 
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)
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 float getScaleX () const
 Returns the scale factor on X axis of this 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 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 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 void addChild (Node *child, int localZOrder, int tag)
 Adds a child to the container with z order and tag. More...
 
local addChild ( local child, local localZOrder, local tag)
 Adds a child to the container with z order and tag. More...
 
virtual void addChild (Node *child, int localZOrder, const std::string &name)
 Adds a child to the container with z order and tag. More...
 
local addChild ( local child, local localZOrder, local name)
 Adds a child to the container with z order and tag. 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 removeChild (Node *child, bool cleanup=true)
 Removes a child from the container. More...
 
virtual void removeChildByTag (int tag, bool cleanup=true)
 Removes a child from the container by tag value. More...
 
local removeChildByTag ( local tag, local true)
 Removes a child from the container by tag value. More...
 
virtual void 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 void removeAllChildrenWithCleanup (bool cleanup)
 Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More...
 
var removeAllChildren ( var cleanup)
 Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More...
 
local removeAllChildren ( local cleanup)
 Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More...
 
virtual void reorderChild (Node *child, int localZOrder)
 Reorders a child according to a new z value. More...
 
local reorderChild ( local child, local localZOrder)
 Reorders a child according to a new z value. More...
 
virtual void sortAllChildren ()
 Sorts the children array once before drawing, instead of every time when a child is added or reordered. More...
 
virtual int getTag () const
 Returns a tag that is used to identify the node easily. More...
 
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 onEnterTransitionDidFinish ()
 Event callback that is invoked when the Node enters in 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 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 ParticleFirecreate ()
 Create a fire particle system. More...
 
static ParticleFirecreateWithTotalParticles (int numberOfParticles)
 Create a fire particle system withe a fixed number of particles. More...
 
local createWithTotalParticles ( local numberOfParticles)
 Create a fire particle system withe a fixed number of particles. More...
 
- Static Public Member Functions inherited from ParticleSystemQuad
static ParticleSystemQuadcreate ()
 Creates a Particle Emitter. More...
 
local create ()
 Creates a Particle Emitter. More...
 
static ParticleSystemQuadcreateWithTotalParticles (int numberOfParticles)
 Creates a Particle Emitter with a number of particles. More...
 
local createWithTotalParticles ( local numberOfParticles)
 Creates a Particle Emitter with a number of particles. More...
 
static ParticleSystemQuadcreate (const std::string &filename)
 Creates an initializes a ParticleSystemQuad from a plist file. More...
 
local create ( local filename)
 Creates an initializes a ParticleSystemQuad from a plist file. More...
 
static ParticleSystemQuadcreate (ValueMap &dictionary)
 Creates a Particle Emitter with a dictionary. More...
 
local create ( local dictionary)
 Creates a Particle Emitter with a dictionary. More...
 
- Static Public Member Functions inherited from ParticleSystem
static ParticleSystemcreate (const std::string &plistFile)
 Creates an initializes a ParticleSystem from a plist file. More...
 
var create ( var plistFile)
 Creates an initializes a ParticleSystem from a plist file. More...
 
local create ( local plistFile)
 Creates an initializes a ParticleSystem from a plist file. More...
 
static ParticleSystemcreateWithTotalParticles (int numberOfParticles)
 Create a system with a fixed number of particles. More...
 
local createWithTotalParticles ( local numberOfParticles)
 Create a system with a fixed number of particles. 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...
 

Public Attributes

CC_CONSTRUCTOR_ACCESS __pad0__: ParticleFire(){} virtual ~ParticleFire(){} bool init() override { return initWithTotalParticles(250)
- Public Attributes inherited from ParticleSystemQuad
CC_CONSTRUCTOR_ACCESS __pad0__: ParticleSystemQuad()
- Public Attributes inherited from ParticleSystem
CC_CONSTRUCTOR_ACCESS __pad0__: ParticleSystem()
local __pad0__: ParticleSystem()
- Public Attributes inherited from Node
CC_CONSTRUCTOR_ACCESS __pad0__: Node()

Additional Inherited Members

- Public Types inherited from ParticleSystem
enum  Mode { GRAVITY, RADIUS }
 Mode. More...
 
enum  PositionType { FREE, RELATIVE, GROUPED }
 PositionType Possible types of particle positions. More...
 
enum  { DURATION_INFINITY = -1, START_SIZE_EQUAL_TO_END_SIZE = -1, START_RADIUS_EQUAL_TO_END_RADIUS = -1 }
 
- 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) }
 
- 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...
 
- Protected Member Functions inherited from ParticleSystemQuad
void initIndices ()
 initializes the indices for the vertices More...
 
void initTexCoordsWithRect (const Rect &rect)
 initializes the texture with a rectangle measured Points More...
 
local initTexCoordsWithRect ( local rect)
 initializes the texture with a rectangle measured Points More...
 
void updateTexCoords ()
 Updates texture coords. More...
 
void setupVBOandVAO ()
void setupVBO ()
bool allocMemory ()
- Protected Member Functions inherited from ParticleSystem
virtual void 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 inherited from ParticleSystemQuad
V3F_C4B_T2F_Quad_quads
GLushort * _indices
GLuint _VAOname
GLuint _buffersVBO [2]
QuadCommand _quadCommand
- Protected Attributes inherited from ParticleSystem
bool _isBlendAdditive
 whether or not the particles are using blend additive. More...
 
local _isBlendAdditive
 whether or not the particles are using blend additive. More...
 
bool _isAutoRemoveOnFinish
 whether or not the node will be auto-removed when it has no particles left. More...
 
std::string _plistFile
float _elapsed
 time elapsed since the start of the system (in seconds) More...
 
var _elapsed
 time elapsed since the start of the system (in seconds) More...
 
local _elapsed
 time elapsed since the start of the system (in seconds) More...
 
struct {
   Vec2   gravity
 Gravity value. More...
 
   var   gravity
 Gravity value. More...
 
   local   gravity
 Gravity value. More...
 
   float   speed
 speed of each particle. More...
 
   var   speed
 speed of each particle. More...
 
   local   speed
 speed of each particle. More...
 
   float   speedVar
 speed variance of each particle. More...
 
   var   speedVar
 speed variance of each particle. More...
 
   local   speedVar
 speed variance of each particle. More...
 
   float   tangentialAccel
 tangential acceleration of each particle. More...
 
   var   tangentialAccel
 tangential acceleration of each particle. More...
 
   local   tangentialAccel
 tangential acceleration of each particle. More...
 
   float   tangentialAccelVar
 tangential acceleration variance of each particle. More...
 
   var   tangentialAccelVar
 tangential acceleration variance of each particle. More...
 
   local   tangentialAccelVar
 tangential acceleration variance of each particle. More...
 
   float   radialAccel
 radial acceleration of each particle. More...
 
   var   radialAccel
 radial acceleration of each particle. More...
 
   local   radialAccel
 radial acceleration of each particle. More...
 
   float   radialAccelVar
 radial acceleration variance of each particle. More...
 
   var   radialAccelVar
 radial acceleration variance of each particle. More...
 
   local   radialAccelVar
 radial acceleration variance of each particle. More...
 
   bool   rotationIsDir
 set the rotation of each particle to its direction Only available in 'Gravity' mode. More...
 
   var   rotationIsDir
 set the rotation of each particle to its direction Only available in 'Gravity' mode. More...
 
   local   rotationIsDir
 set the rotation of each particle to its direction Only available in 'Gravity' mode. More...
 
modeA
 Mode A:Gravity + Tangential Accel + Radial Accel. More...
 
modeA
 Mode A:Gravity + Tangential Accel + Radial Accel. More...
 
modeA
 Mode A:Gravity + Tangential Accel + Radial Accel. More...
 
struct {
   float   startRadius
 The starting radius of the particles. More...
 
   var   startRadius
 The starting radius of the particles. More...
 
   local   startRadius
 The starting radius of the particles. More...
 
   float   startRadiusVar
 The starting radius variance of the particles. More...
 
   var   startRadiusVar
 The starting radius variance of the particles. More...
 
   local   startRadiusVar
 The starting radius variance of the particles. More...
 
   float   endRadius
 The ending radius of the particles. More...
 
   var   endRadius
 The ending radius of the particles. More...
 
   local   endRadius
 The ending radius of the particles. More...
 
   float   endRadiusVar
 The ending radius variance of the particles. More...
 
   var   endRadiusVar
 The ending radius variance of the particles. More...
 
   local   endRadiusVar
 The ending radius variance of the particles. More...
 
   float   rotatePerSecond
 Number of degrees to rotate a particle around the source pos per second. More...
 
   var   rotatePerSecond
 Number of degrees to rotate a particle around the source pos per second. More...
 
   local   rotatePerSecond
 Number of degrees to rotate a particle around the source pos per second. More...
 
   float   rotatePerSecondVar
 Variance in degrees for rotatePerSecond. More...
 
   var   rotatePerSecondVar
 Variance in degrees for rotatePerSecond. More...
 
   local   rotatePerSecondVar
 Variance in degrees for rotatePerSecond. More...
 
modeB
 Mode B: circular movement (gravity, radial accel and tangential accel don't are not used in this mode) More...
 
modeB
 Mode B: circular movement (gravity, radial accel and tangential accel don't are not used in this mode) More...
 
tParticle_particles
 Array of particles. More...
 
var _particles
 Array of particles. More...
 
local _particles
 Array of particles. More...
 
std::string _configName
float _emitCounter
 How many particles can be emitted per second. More...
 
var _emitCounter
 How many particles can be emitted per second. More...
 
local _emitCounter
 How many particles can be emitted per second. More...
 
int _particleIdx
 particle idx More...
 
local _particleIdx
 particle idx More...
 
ParticleBatchNode_batchNode
 weak reference to the SpriteBatchNode that renders the Sprite More...
 
var _batchNode
 weak reference to the SpriteBatchNode that renders the Sprite More...
 
local _batchNode
 weak reference to the SpriteBatchNode that renders the Sprite More...
 
int _atlasIndex
bool _transformSystemDirty
var _transformSystemDirty
local _transformSystemDirty
int _allocatedParticles
local _allocatedParticles
bool _isActive
 Is the emitter active. More...
 
var _isActive
 Is the emitter active. More...
 
local _isActive
 Is the emitter active. More...
 
int _particleCount
 Quantity of particles that are being simulated at the moment. More...
 
var _particleCount
 Quantity of particles that are being simulated at the moment. More...
 
local _particleCount
 Quantity of particles that are being simulated at the moment. More...
 
float _duration
 How many seconds the emitter will run. More...
 
var _duration
 How many seconds the emitter will run. More...
 
local _duration
 How many seconds the emitter will run. More...
 
Vec2 _sourcePosition
 sourcePosition of the emitter More...
 
var _sourcePosition
 sourcePosition of the emitter More...
 
local _sourcePosition
 sourcePosition of the emitter More...
 
Vec2 _posVar
 Position variance of the emitter. More...
 
var _posVar
 Position variance of the emitter. More...
 
local _posVar
 Position variance of the emitter. More...
 
float _life
 life, and life variation of each particle More...
 
var _life
 life, and life variation of each particle More...
 
local _life
 life, and life variation of each particle More...
 
float _lifeVar
 life variance of each particle More...
 
var _lifeVar
 life variance of each particle More...
 
local _lifeVar
 life variance of each particle More...
 
float _angle
 angle and angle variation of each particle More...
 
var _angle
 angle and angle variation of each particle More...
 
local _angle
 angle and angle variation of each particle More...
 
float _angleVar
 angle variance of each particle More...
 
var _angleVar
 angle variance of each particle More...
 
local _angleVar
 angle variance of each particle More...
 
Mode _emitterMode
 Switch between different kind of emitter modes: More...
 
local _emitterMode
 Switch between different kind of emitter modes: More...
 
float _startSize
 start size in pixels of each particle More...
 
var _startSize
 start size in pixels of each particle More...
 
local _startSize
 start size in pixels of each particle More...
 
float _startSizeVar
 size variance in pixels of each particle More...
 
var _startSizeVar
 size variance in pixels of each particle More...
 
local _startSizeVar
 size variance in pixels of each particle More...
 
float _endSize
 end size in pixels of each particle More...
 
var _endSize
 end size in pixels of each particle More...
 
local _endSize
 end size in pixels of each particle More...
 
float _endSizeVar
 end size variance in pixels of each particle More...
 
var _endSizeVar
 end size variance in pixels of each particle More...
 
local _endSizeVar
 end size variance in pixels of each particle More...
 
Color4F _startColor
 start color of each particle More...
 
var _startColor
 start color of each particle More...
 
local _startColor
 start color of each particle More...
 
Color4F _startColorVar
 start color variance of each particle More...
 
var _startColorVar
 start color variance of each particle More...
 
local _startColorVar
 start color variance of each particle More...
 
Color4F _endColor
 end color and end color variation of each particle More...
 
var _endColor
 end color and end color variation of each particle More...
 
local _endColor
 end color and end color variation of each particle More...
 
Color4F _endColorVar
 end color variance of each particle More...
 
var _endColorVar
 end color variance of each particle More...
 
local _endColorVar
 end color variance of each particle More...
 
float _startSpin
var _startSpin
local _startSpin
float _startSpinVar
var _startSpinVar
local _startSpinVar
float _endSpin
var _endSpin
local _endSpin
float _endSpinVar
var _endSpinVar
local _endSpinVar
float _emissionRate
 emission rate of the particles More...
 
var _emissionRate
 emission rate of the particles More...
 
local _emissionRate
 emission rate of the particles More...
 
int _totalParticles
 maximum particles of the system More...
 
Texture2D_texture
 conforms to CocosNodeTexture protocol More...
 
local _texture
 conforms to CocosNodeTexture protocol More...
 
BlendFunc _blendFunc
 conforms to CocosNodeTexture protocol More...
 
var _blendFunc
 conforms to CocosNodeTexture protocol More...
 
local _blendFunc
 conforms to CocosNodeTexture protocol More...
 
bool _opacityModifyRGB
 does the alpha value modify color More...
 
var _opacityModifyRGB
 does the alpha value modify color More...
 
local _opacityModifyRGB
 does the alpha value modify color More...
 
int _yCoordFlipped
 does FlippedY variance of each particle More...
 
var _yCoordFlipped
 does FlippedY variance of each particle More...
 
local _yCoordFlipped
 does FlippedY variance of each particle More...
 
PositionType _positionType
 particles movement type: Free or Grouped More...
 
var _positionType
 particles movement type: Free or Grouped More...
 
local _positionType
 particles movement type: Free or Grouped More...
 
- 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...
 
- Static Protected Attributes inherited from Node
static int s_globalOrderOfArrival
var s_globalOrderOfArrival
local s_globalOrderOfArrival

Detailed Description

A fire particle system.

Member Function Documentation

static ParticleFire* create ( )
static

Create a fire particle system.

Returns
An autoreleased ParticleFire object.
var create ( )
static

Create a fire particle system.

Returns
An autoreleased ParticleFire object.
local create ( )
static

Create a fire particle system.

Returns
An autoreleased ParticleFire object.
static ParticleFire*
createWithTotalParticles
( int  numberOfParticles)
static

Create a fire particle system withe a fixed number of particles.

Parameters
numberOfParticlesA given number of particles.
Returns
An autoreleased ParticleFire object.
local createWithTotalParticles ( local  numberOfParticles)
static

Create a fire particle system withe a fixed number of particles.

Parameters
numberOfParticlesA given number of particles.
Returns
An autoreleased ParticleFire object.
virtual bool initWithTotalParticles ( int  numberOfParticles)
overridevirtual

Initializes a system with a fixed number of particles.

Reimplemented from ParticleSystemQuad.

var initWithTotalParticles ( var  numberOfParticles)
overridevirtual

Initializes a system with a fixed number of particles.

Reimplemented from ParticleSystemQuad.

local initWithTotalParticles ( local  numberOfParticles)
overridevirtual

Initializes a system with a fixed number of particles.

Reimplemented from ParticleSystemQuad.

Member Data Documentation

var __pad0__
local __pad0__

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