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Node Class Reference

Node is the base element of the Scene Graph. More...

#include <CCNode.h>

Inheritance diagram for Node:
Ref __NodeRGBA AtlasNode ClippingNode DrawNode AssetsManager Scale9Sprite TableViewCell LabelBMFont LabelTTF Layer MenuItem MotionStreak NodeGrid ParallaxNode ParticleBatchNode ParticleSystem ProgressTimer ProtectedNode RenderTexture Scene Sprite SpriteBatchNode TMXTiledMap CCBFile Armature BatchNode Bone GLNode Skeleton

Public Member Functions

virtual bool isRunning () const
 Returns whether or not the node is "running". More...
 
void scheduleUpdateWithPriorityLua (int handler, int priority)
 Schedules for lua script. More...
 
local scheduleUpdateWithPriorityLua ( local handler, local priority)
 Schedules for lua script. More...
 
virtual void cleanup ()
 Stops all running actions and schedulers. More...
 
var cleanup ()
 Stops all running actions and schedulers. More...
 
local cleanup ()
 Stops all running actions and schedulers. More...
 
virtual void draw (Renderer *renderer, const kmMat4 &transform, bool transformUpdated)
 Override this method to draw your own node. More...
 
virtual void draw () final
var draw ()
local draw ()
virtual void visit (Renderer *renderer, const kmMat4 &parentTransform, bool parentTransformUpdated)
 Visits this node's children and draw them recursively. More...
 
var visit ( var renderer, var parentTransform, var parentTransformUpdated)
 Visits this node's children and draw them recursively. More...
 
local visit ( local renderer, local parentTransform, local parentTransformUpdated)
 Visits this node's children and draw them recursively. More...
 
virtual void visit () final
var visit ()
local visit ()
virtual ScenegetScene ()
 Returns the Scene that contains the Node. More...
 
var getScene ()
 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...
 
var getBoundingBox ()
 Returns an AABB (axis-aligned bounding-box) in its parent's coordinate system. More...
 
local getBoundingBox ()
 Returns an AABB (axis-aligned bounding-box) in its parent's coordinate system. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE Rect 
boundingBox () const
local boundingBox ()
virtual void setEventDispatcher (EventDispatcher *dispatcher)
virtual EventDispatchergetEventDispatcher () const
local getEventDispatcher ()
void setPhysicsBody (PhysicsBody *body)
 set the PhysicsBody that let the sprite effect with physics More...
 
PhysicsBody * getPhysicsBody () const
 get the PhysicsBody the sprite have More...
 
virtual GLubyte getOpacity () const
var getOpacity ()
local getOpacity ()
virtual GLubyte getDisplayedOpacity () const
var getDisplayedOpacity ()
local getDisplayedOpacity ()
virtual void setOpacity (GLubyte opacity)
local setOpacity ( local opacity)
virtual void updateDisplayedOpacity (GLubyte parentOpacity)
var updateDisplayedOpacity ( var parentOpacity)
local updateDisplayedOpacity ( local parentOpacity)
virtual bool isCascadeOpacityEnabled () const
virtual void setCascadeOpacityEnabled (bool cascadeOpacityEnabled)
virtual const Color3BgetColor (void) 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)
virtual void setOpacityModifyRGB (bool bValue)
var setOpacityModifyRGB ( var bValue)
local setOpacityModifyRGB ( local bValue)
virtual bool isOpacityModifyRGB () const
Setters & Getters for Graphic Peroperties
virtual void setLocalZOrder (int localZOrder)
 LocalZOrder is the 'key' used to sort the node relative to its siblings. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE void 
setZOrder (int localZOrder)
local setZOrder ( local localZOrder)
virtual void _setLocalZOrder (int 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 CC_DEPRECATED_ATTRIBUTE int getZOrder () const
var getZOrder ()
local getZOrder ()
virtual void setGlobalZOrder (float globalZOrder)
 Defines the oder in which the nodes are renderer. More...
 
local setGlobalZOrder ( local globalZOrder)
 Defines the oder in which the nodes are renderer. More...
 
virtual float getGlobalZOrder () const
 Returns the Node's Global Z Order. More...
 
virtual void setScaleX (float scaleX)
 Sets the scale (x) of the node. More...
 
var setScaleX ( var 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...
 
virtual float getScaleY () const
 Returns the scale factor on Y axis of this node. More...
 
var getScaleY ()
 Returns the scale factor on Y axis of this node. More...
 
local getScaleY ()
 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...
 
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...
 
local getScale ()
 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 Point &position)
 Sets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual const PointgetPosition () const
 Gets the position (x,y) of the node in its parent's coordinate system. 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 Point object. More...
 
local getPosition ( local x, local y)
 Gets position in a more efficient way, returns two number instead of a Point object. More...
 
virtual void setPositionX (float x)
 Gets/Sets x or y coordinate individually for position. More...
 
virtual float getPositionX (void) const
virtual void setPositionY (float y)
local setPositionY ( local y)
virtual float getPositionY (void) const
local getPositionY ()
virtual void setPosition3D (const Vertex3F &position)
 Sets the position (X, Y, and Z) in its parent's coordinate system. More...
 
var setPosition3D ( var position)
 Sets the position (X, Y, and Z) in its parent's coordinate system. More...
 
local setPosition3D ( local position)
 Sets the position (X, Y, and Z) in its parent's coordinate system. More...
 
virtual Vertex3F getPosition3D () const
 returns the position (X,Y,Z) in its parent's coordinate system More...
 
local getPosition3D ()
 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...
 
virtual
CC_DEPRECATED_ATTRIBUTE void 
setVertexZ (float vertexZ)
local setVertexZ ( local vertexZ)
virtual float getPositionZ () const
 Gets position Z coordinate of this node. More...
 
var getPositionZ ()
 Gets position Z coordinate of this node. More...
 
local getPositionZ ()
 Gets position Z coordinate of this node. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE float 
getVertexZ () const
local getVertexZ ()
virtual void setSkewX (float skewX)
 Changes the X skew angle of the node in degrees. More...
 
local setSkewX ( local skewX)
 Changes the X skew angle of the node in degrees. More...
 
virtual float getSkewX () const
 Returns the X skew angle of the node in degrees. More...
 
var getSkewX ()
 Returns the X skew angle of the node in degrees. More...
 
local getSkewX ()
 Returns the X skew angle of the node in degrees. More...
 
virtual void setSkewY (float skewY)
 Changes the Y skew angle of the node in degrees. More...
 
local setSkewY ( local skewY)
 Changes the Y skew angle of the node in degrees. More...
 
virtual float getSkewY () const
 Returns the Y skew angle of the node in degrees. More...
 
local getSkewY ()
 Returns the Y skew angle of the node in degrees. More...
 
virtual void setAnchorPoint (const Point &anchorPoint)
 Sets the anchor point in percent. More...
 
virtual const PointgetAnchorPoint () const
 Returns the anchor point in percent. More...
 
local getAnchorPoint ()
 Returns the anchor point in percent. More...
 
virtual const PointgetAnchorPointInPoints () const
 Returns the anchorPoint in absolute pixels. More...
 
local getAnchorPointInPoints ()
 Returns the anchorPoint in absolute pixels. More...
 
virtual void setContentSize (const Size &contentSize)
 Sets the untransformed size of the node. More...
 
local setContentSize ( local contentSize)
 Sets the untransformed size of the node. More...
 
virtual const SizegetContentSize () const
 Returns the untransformed size of the node. More...
 
local getContentSize ()
 Returns the untransformed size of the node. More...
 
virtual void setVisible (bool visible)
 Sets whether the node is visible. More...
 
local setVisible ( local visible)
 Sets whether the node is visible. More...
 
virtual bool isVisible () const
 Determines if the node is visible. More...
 
virtual void setRotation (float rotation)
 Sets the rotation (angle) of the node in degrees. More...
 
local setRotation ( local rotation)
 Sets the rotation (angle) of the node in degrees. More...
 
virtual float getRotation () const
 Returns the rotation of the node in degrees. More...
 
virtual void setRotation3D (const Vertex3F &rotation)
 Sets the rotation (X,Y,Z) in degrees. More...
 
var setRotation3D ( var rotation)
 Sets the rotation (X,Y,Z) in degrees. More...
 
local setRotation3D ( local rotation)
 Sets the rotation (X,Y,Z) in degrees. More...
 
virtual Vertex3F getRotation3D () const
 returns the rotation (X,Y,Z) in degrees. More...
 
local getRotation3D ()
 returns the rotation (X,Y,Z) in degrees. 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
CC_DEPRECATED_ATTRIBUTE void 
setRotationX (float rotationX)
local setRotationX ( local rotationX)
virtual float getRotationSkewX () const
 Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More...
 
local getRotationSkewX ()
 Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE float 
getRotationX () const
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
CC_DEPRECATED_ATTRIBUTE 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...
 
virtual
CC_DEPRECATED_ATTRIBUTE float 
getRotationY () const
var getRotationY ()
local getRotationY ()
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...
 
CC_DEPRECATED_ATTRIBUTE void setGLServerState (int serverState)
CC_DEPRECATED_ATTRIBUTE 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...
 
Children and Parent
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...
 
var addChild ( var child, var 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 NodegetChildByTag (int tag)
 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 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...
 
virtual void setParent (Node *parent)
 Sets the parent node. More...
 
var setParent ( var 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...
 
virtual void 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...
 
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...
 
virtual void sortAllChildren ()
 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...
 
Tag & User data
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 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...
 
Shader Program
virtual GLProgramgetShaderProgram ()
 Return the shader program currently used for this node. More...
 
virtual const GLProgramgetShaderProgram () const
local getShaderProgram ()
virtual void setShaderProgram (GLProgram *shaderProgram)
 Sets the shader program for this node. More...
 
local setShaderProgram ( local shaderProgram)
 Sets the shader program for this node. More...
 
Event Callbacks
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...
 
Actions
virtual void setActionManager (ActionManager *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...
 
virtual const ActionManagergetActionManager () const
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...
 
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...
 
CC_DEPRECATED_ATTRIBUTE ssize_t numberOfRunningActions () const
local numberOfRunningActions ()
Scheduler and Timer
virtual void setScheduler (Scheduler *scheduler)
 Sets a Scheduler object that is used to schedule all "updates" and timers. More...
 
virtual SchedulergetScheduler ()
 Gets a Sheduler object. More...
 
virtual const SchedulergetScheduler () const
local getScheduler ()
bool isScheduled (SEL_SCHEDULE selector)
 Checks whether a selector is scheduled. More...
 
void scheduleUpdate (void)
 Schedules the "update" method. More...
 
void scheduleUpdateWithPriority (int 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...
 
void schedule (SEL_SCHEDULE selector)
 Schedules a custom selector, the scheduled selector will be ticked every frame. More...
 
void unschedule (SEL_SCHEDULE selector)
 Unschedules a custom selector. More...
 
void unscheduleAllSelectors (void)
 Unschedule all scheduled selectors: custom selectors, and the 'update' selector. More...
 
var unscheduleAllSelectors ()
 Unschedule all scheduled selectors: custom selectors, and the 'update' selector. More...
 
void resume (void)
 Resumes all scheduled selectors, actions and event listeners. More...
 
void pause (void)
 Pauses all scheduled selectors, actions and event listeners. More...
 
var pause ()
 Pauses all scheduled selectors, actions and event listeners. More...
 
local pause ()
 Pauses all scheduled selectors, actions and event listeners. More...
 
CC_DEPRECATED_ATTRIBUTE void resumeSchedulerAndActions (void)
 Resumes all scheduled selectors, actions and event listeners. More...
 
local resumeSchedulerAndActions ()
 Resumes all scheduled selectors, actions and event listeners. More...
 
CC_DEPRECATED_ATTRIBUTE void pauseSchedulerAndActions (void)
 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)
var update ( var delta)
local update ( local delta)
Transformations
virtual void updateTransform ()
 Calls children's updateTransform() method recursively. More...
 
virtual const kmMat4 & getNodeToParentTransform () const
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
local getNodeToParentTransform ()
 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 kmMat4 &transform)
 Sets the Transformation matrix manually. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform 
nodeToParentTransform () const
local nodeToParentTransform ()
virtual const kmMat4 & getParentToNodeTransform () const
 Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
 
virtual AffineTransform getParentToNodeAffineTransform () const
local getParentToNodeAffineTransform ()
virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform 
parentToNodeTransform () const
local parentToNodeTransform ()
virtual kmMat4 getNodeToWorldTransform () const
 Returns the world affine transform matrix. More...
 
virtual AffineTransform getNodeToWorldAffineTransform () const
local getNodeToWorldAffineTransform ()
virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform 
nodeToWorldTransform () const
local nodeToWorldTransform ()
virtual kmMat4 getWorldToNodeTransform () const
 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
CC_DEPRECATED_ATTRIBUTE
AffineTransform 
worldToNodeTransform () const
local worldToNodeTransform ()
Coordinate Converters
Point convertToNodeSpace (const Point &worldPoint) const
 Converts a Point to node (local) space coordinates. More...
 
Point convertToWorldSpace (const Point &nodePoint) const
 Converts a Point to world space coordinates. More...
 
Point convertToNodeSpaceAR (const Point &worldPoint) const
 Converts a Point to node (local) space coordinates. More...
 
var convertToNodeSpaceAR ( var worldPoint)
 Converts a Point to node (local) space coordinates. More...
 
local convertToNodeSpaceAR ( local worldPoint)
 Converts a Point to node (local) space coordinates. More...
 
Point convertToWorldSpaceAR (const Point &nodePoint) const
 Converts a local Point to world space coordinates.The result is in Points. More...
 
Point convertTouchToNodeSpace (Touch *touch) const
 convenience methods which take a Touch instead of Point More...
 
Point convertTouchToNodeSpaceAR (Touch *touch) const
 converts a Touch (world coordinates) into a local coordinate. More...
 
var convertTouchToNodeSpaceAR ( var touch)
 converts a Touch (world coordinates) into a local coordinate. More...
 
local convertTouchToNodeSpaceAR ( local touch)
 converts a Touch (world coordinates) into a local coordinate. More...
 
void setAdditionalTransform (kmMat4 *additionalTransform)
 Sets an additional transform matrix to the node. More...
 
var setAdditionalTransform ( var additionalTransform)
 Sets an additional transform matrix to the node. More...
 
local setAdditionalTransform ( local additionalTransform)
 Sets an additional transform matrix to the node. More...
 
void setAdditionalTransform (const AffineTransform &additionalTransform)
component functions
ComponentgetComponent (const std::string &pName)
 gets a component by its name More...
 
var getComponent ( var pName)
 gets a component by its name More...
 
local getComponent ( local pName)
 gets a component by its name More...
 
virtual bool addComponent (Component *pComponent)
 adds a component More...
 
var addComponent ( var pComponent)
 adds a component More...
 
local addComponent ( local pComponent)
 adds a component More...
 
virtual bool removeComponent (const std::string &pName)
 removes a component by its name More...
 
var removeComponent ( var pName)
 removes a component by its name More...
 
local removeComponent ( local pName)
 removes a component by its name More...
 
virtual void removeAllComponents ()
 removes all components More...
 
- Public Member Functions inherited from Ref
void retain ()
 Retains the ownership. More...
 
void release ()
 Release the ownership immediately. More...
 
Refautorelease ()
 Release the ownership sometime soon automatically. More...
 
unsigned int getReferenceCount () const
 Returns the Ref's current reference count. More...
 
virtual ~Ref ()

Static Public Attributes

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

 Node ()
 Node ()
 Node ()
virtual ~Node ()
local ~Node ()
virtual bool init ()
local init ()
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...
 
var detachChild ( var child, var index, var 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...
 
Point convertToWindowSpace (const Point &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...
 
kmMat4 transform (const kmMat4 &parentTransform)
virtual void updateCascadeOpacity ()
var updateCascadeOpacity ()
local updateCascadeOpacity ()
virtual void disableCascadeOpacity ()
var disableCascadeOpacity ()
local disableCascadeOpacity ()
virtual void updateCascadeColor ()
var updateCascadeColor ()
local updateCascadeColor ()
virtual void disableCascadeColor ()
var disableCascadeColor ()
virtual void updateColor ()
var updateColor ()
local updateColor ()
- Protected Member Functions inherited from Ref
 Ref ()
 Constructor. More...
 

Protected Attributes

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...
 
float _scaleX
 scaling factor on x-axis More...
 
var _scaleX
 scaling factor on x-axis More...
 
local _scaleX
 scaling factor on x-axis More...
 
float _scaleY
 scaling factor on y-axis More...
 
var _scaleY
 scaling factor on y-axis More...
 
local _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...
 
Point _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...
 
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...
 
Point _anchorPointInPoints
 anchor point in points More...
 
var _anchorPointInPoints
 anchor point in points More...
 
local _anchorPointInPoints
 anchor point in points More...
 
Point _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...
 
var _contentSize
 untransformed size of the node More...
 
local _contentSize
 untransformed size of the node More...
 
kmMat4 _modelViewTransform
 ModelView transform of the Node. More...
 
var _modelViewTransform
 ModelView transform of the Node. More...
 
local _modelViewTransform
 ModelView transform of the Node. More...
 
kmMat4 _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...
 
kmMat4 _inverse
 inverse transform More...
 
var _inverse
 inverse transform More...
 
local _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...
 
kmMat4 _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...
 
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...
 
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...
 
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...
 
GLProgram_shaderProgram
 OpenGL shader. More...
 
var _shaderProgram
 OpenGL shader. More...
 
local _shaderProgram
 OpenGL shader. 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...
 
var _scheduler
 scheduler used to schedule timers and updates More...
 
local _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...
 
var _actionManager
 a pointer to ActionManager singleton, which is used to handle all the actions More...
 
local _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...
 
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 Point will be (0,0) when you position the Node, false otherwise. More...
 
var _ignoreAnchorPointForPosition
 true if the Anchor Point will be (0,0) when you position the Node, false otherwise. More...
 
local _ignoreAnchorPointForPosition
 true if the Anchor Point 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...
 
int _scriptHandler
 script handler for onEnter() & onExit(), used in Javascript binding and Lua binding. More...
 
var _scriptHandler
 script handler for onEnter() & onExit(), used in Javascript binding and Lua binding. More...
 
local _scriptHandler
 script handler for onEnter() & onExit(), used in Javascript binding and Lua binding. More...
 
int _updateScriptHandler
 script handler for update() callback per frame, which is invoked from lua & javascript. More...
 
var _updateScriptHandler
 script handler for update() callback per frame, which is invoked from lua & javascript. More...
 
local _updateScriptHandler
 script handler for update() callback per frame, which is invoked from lua & javascript. More...
 
ccScriptType _scriptType
 type of script binding, lua or javascript More...
 
var _scriptType
 type of script binding, lua or javascript More...
 
local _scriptType
 type of script binding, lua or javascript 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...
 
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
- Protected Attributes inherited from Ref
unsigned int _referenceCount
 count of references More...
 

Static Protected Attributes

static int s_globalOrderOfArrival
var s_globalOrderOfArrival
local s_globalOrderOfArrival

Constructor, Destructor and Initializers

static Nodecreate (void)
 Allocates and initializes a node. More...
 
var create ()
 Allocates and initializes a node. More...
 
local create ()
 Allocates and initializes a node. More...
 
virtual std::string getDescription () const
 Gets the description string. More...
 

Detailed Description

Node is the base element of the Scene Graph.

Elements of the Scene Graph must be Node objects or subclasses of it. The most common Node objects are: Scene, Layer, Sprite, Menu, Label.

The main features of a Node are:

  • They can contain other Node objects (addChild, getChildByTag, removeChild, etc)
  • They can schedule periodic callback (schedule, unschedule, etc)
  • They can execute actions (runAction, stopAction, etc)

Subclassing a Node usually means (one/all) of:

  • overriding init to initialize resources and schedule callbacks
  • create callbacks to handle the advancement of time
  • overriding draw to render the node

Properties of Node:

  • position (default: x=0, y=0)
  • scale (default: x=1, y=1)
  • rotation (in degrees, clockwise) (default: 0)
  • anchor point (default: x=0, y=0)
  • contentSize (default: width=0, height=0)
  • visible (default: true)

Limitations:

  • A Node is a "void" object. If you want to draw something on the screen, you should use a Sprite instead. Or subclass Node and override draw.

Constructor & Destructor Documentation

Node ( )
protected
var Node ( )
protected
local Node ( )
protected
virtual ~Node ( )
protectedvirtual
var ~Node ( )
protectedvirtual
local ~Node ( )
protectedvirtual

Member Function Documentation

virtual void _setLocalZOrder ( int  z)
virtual
var _setLocalZOrder ( var  z)
virtual
local _setLocalZOrder ( local  z)
virtual
virtual void addChild ( Node child)
virtual

Adds a child to the container with z-order as 0.

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

Parameters
childA child node

Reimplemented in ScrollView, Layout, ListView, PageView, Menu, and BatchNode.

var addChild ( var  child)
virtual

Adds a child to the container with z-order as 0.

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

Parameters
childA child node

Reimplemented in ScrollView, Layout, ListView, PageView, Menu, and BatchNode.

local addChild ( local  child)
virtual

Adds a child to the container with z-order as 0.

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

Parameters
childA child node

Reimplemented in ScrollView, Layout, ListView, PageView, Menu, and BatchNode.

virtual void addChild ( Node child,
int  localZOrder 
)
virtual

Adds a child to the container with a local z-order.

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)

Reimplemented in ScrollView, Layout, ListView, PageView, Menu, and BatchNode.

var addChild ( var  child,
var  localZOrder 
)
virtual

Adds a child to the container with a local z-order.

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)

Reimplemented in ScrollView, Layout, ListView, PageView, Menu, and BatchNode.

local addChild ( local  child,
local  localZOrder 
)
virtual

Adds a child to the container with a local z-order.

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)

Reimplemented in ScrollView, Layout, ListView, PageView, Menu, and BatchNode.

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

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)

Reimplemented in Sprite, ScrollView, Layout, Label, ScrollView, TMXLayer, ListView, PageView, SpriteBatchNode, Menu, ParticleBatchNode, Scene, ParallaxNode, and BatchNode.

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

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)

Reimplemented in Sprite, ScrollView, Layout, Label, ScrollView, TMXLayer, ListView, PageView, SpriteBatchNode, Menu, ParticleBatchNode, Scene, ParallaxNode, and BatchNode.

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

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)

Reimplemented in Sprite, ScrollView, Layout, Label, ScrollView, TMXLayer, ListView, PageView, SpriteBatchNode, Menu, ParticleBatchNode, Scene, ParallaxNode, and BatchNode.

virtual bool addComponent ( Component pComponent)
virtual

adds a component

var addComponent ( var  pComponent)
virtual

adds a component

local addComponent ( local  pComponent)
virtual

adds a component

virtual
CC_DEPRECATED_ATTRIBUTE Rect
boundingBox
( ) const
inlinevirtual
Deprecated:
Use getBoundingBox instead
var boundingBox ( )
inlinevirtual
Deprecated:
Use getBoundingBox instead
local boundingBox ( )
inlinevirtual
Deprecated:
Use getBoundingBox instead
void childrenAlloc ( void  )
protected

lazy allocs

var childrenAlloc (   )
protected

lazy allocs

local childrenAlloc (   )
protected

lazy allocs

virtual void cleanup ( )
virtual

Stops all running actions and schedulers.

Reimplemented in ProtectedNode, and TransitionScene.

var cleanup ( )
virtual

Stops all running actions and schedulers.

Reimplemented in ProtectedNode, and TransitionScene.

local cleanup ( )
virtual

Stops all running actions and schedulers.

Reimplemented in ProtectedNode, and TransitionScene.

Point convertToNodeSpace ( const Point worldPoint) const

Converts a Point to node (local) space coordinates.

The result is in Points.

var convertToNodeSpace ( var  worldPoint)

Converts a Point to node (local) space coordinates.

The result is in Points.

local convertToNodeSpace ( local  worldPoint)

Converts a Point to node (local) space coordinates.

The result is in Points.

Point convertToNodeSpaceAR ( const Point worldPoint) const

Converts a Point to node (local) space coordinates.

The result is in Points. treating the returned/received node point as anchor relative.

var convertToNodeSpaceAR ( var  worldPoint)

Converts a Point to node (local) space coordinates.

The result is in Points. treating the returned/received node point as anchor relative.

local convertToNodeSpaceAR ( local  worldPoint)

Converts a Point to node (local) space coordinates.

The result is in Points. treating the returned/received node point as anchor relative.

Point convertTouchToNodeSpace ( Touch touch) const

convenience methods which take a Touch instead of Point

var convertTouchToNodeSpace ( var  touch)

convenience methods which take a Touch instead of Point

local convertTouchToNodeSpace ( local  touch)

convenience methods which take a Touch instead of Point

Point convertTouchToNodeSpaceAR ( Touch touch) const

converts a Touch (world coordinates) into a local coordinate.

This method is AR (Anchor Relative).

var convertTouchToNodeSpaceAR ( var  touch)

converts a Touch (world coordinates) into a local coordinate.

This method is AR (Anchor Relative).

local convertTouchToNodeSpaceAR ( local  touch)

converts a Touch (world coordinates) into a local coordinate.

This method is AR (Anchor Relative).

Point convertToWindowSpace ( const Point nodePoint) const
protected

Convert cocos2d coordinates to UI windows coordinate.

var convertToWindowSpace ( var  nodePoint)
protected

Convert cocos2d coordinates to UI windows coordinate.

local convertToWindowSpace ( local  nodePoint)
protected

Convert cocos2d coordinates to UI windows coordinate.

Point convertToWorldSpace ( const Point nodePoint) const

Converts a Point to world space coordinates.

The result is in Points.

var convertToWorldSpace ( var  nodePoint)

Converts a Point to world space coordinates.

The result is in Points.

local convertToWorldSpace ( local  nodePoint)

Converts a Point to world space coordinates.

The result is in Points.

Point convertToWorldSpaceAR ( const Point nodePoint) const

Converts a local Point to world space coordinates.The result is in Points.

treating the returned/received node point as anchor relative.

var convertToWorldSpaceAR ( var  nodePoint)

Converts a local Point to world space coordinates.The result is in Points.

treating the returned/received node point as anchor relative.

local convertToWorldSpaceAR ( local  nodePoint)

Converts a local Point to world space coordinates.The result is in Points.

treating the returned/received node point as anchor relative.

static Node* create ( void  )
static

Allocates and initializes a node.

Returns
A initialized node which is marked as "autorelease".
var create (   )
static

Allocates and initializes a node.

Returns
A initialized node which is marked as "autorelease".
local create (   )
static

Allocates and initializes a node.

Returns
A initialized node which is marked as "autorelease".
void detachChild ( Node child,
ssize_t  index,
bool  doCleanup 
)
protected

Removes a child, call child->onExit(), do cleanup, remove it from children array.

var detachChild ( var  child,
var  index,
var  doCleanup 
)
protected

Removes a child, call child->onExit(), do cleanup, remove it from children array.

local detachChild ( local  child,
local  index,
local  doCleanup 
)
protected

Removes a child, call child->onExit(), do cleanup, remove it from children array.

virtual void disableCascadeColor ( )
protectedvirtual

Reimplemented in ProtectedNode.

var disableCascadeColor ( )
protectedvirtual

Reimplemented in ProtectedNode.

local disableCascadeColor ( )
protectedvirtual

Reimplemented in ProtectedNode.

virtual void disableCascadeOpacity ( )
protectedvirtual
var disableCascadeOpacity ( )
protectedvirtual
local disableCascadeOpacity ( )
protectedvirtual
virtual void draw ( Renderer renderer,
const kmMat4 &  transform,
bool  transformUpdated 
)
virtual

Override this method to draw your own node.

The following GL states will be enabled by default:

  • glEnableClientState(GL_VERTEX_ARRAY);
  • glEnableClientState(GL_COLOR_ARRAY);
  • glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  • glEnable(GL_TEXTURE_2D); AND YOU SHOULD NOT DISABLE THEM AFTER DRAWING YOUR NODE But if you enable any other GL state, you should disable it after drawing your node.

Reimplemented in TransitionFadeTR, TransitionSplitCols, TransitionTurnOffTiles, TransitionCrossFade, Sprite, LayerColor, Label, Armature, RenderTexture, SpriteBatchNode, LabelBMFont, ProgressTimer, ParticleSystemQuad, ParticleBatchNode, DrawNode, TransitionScene, MotionStreak, LabelAtlas, TransitionPageTurn, AtlasNode, Skeleton, PhysicsDebugNode, BatchNode, Skin, and GLNode.

var draw ( var  renderer,
var  transform,
var  transformUpdated 
)
virtual

Override this method to draw your own node.

The following GL states will be enabled by default:

  • glEnableClientState(GL_VERTEX_ARRAY);
  • glEnableClientState(GL_COLOR_ARRAY);
  • glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  • glEnable(GL_TEXTURE_2D); AND YOU SHOULD NOT DISABLE THEM AFTER DRAWING YOUR NODE But if you enable any other GL state, you should disable it after drawing your node.

Reimplemented in TransitionFadeTR, TransitionSplitCols, TransitionTurnOffTiles, TransitionCrossFade, Sprite, LayerColor, Label, Armature, RenderTexture, SpriteBatchNode, LabelBMFont, ProgressTimer, ParticleSystemQuad, ParticleBatchNode, DrawNode, TransitionScene, MotionStreak, LabelAtlas, TransitionPageTurn, AtlasNode, Skeleton, PhysicsDebugNode, BatchNode, Skin, and GLNode.

local draw ( local  renderer,
local  transform,
local  transformUpdated 
)
virtual

Override this method to draw your own node.

The following GL states will be enabled by default:

  • glEnableClientState(GL_VERTEX_ARRAY);
  • glEnableClientState(GL_COLOR_ARRAY);
  • glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  • glEnable(GL_TEXTURE_2D); AND YOU SHOULD NOT DISABLE THEM AFTER DRAWING YOUR NODE But if you enable any other GL state, you should disable it after drawing your node.

Reimplemented in TransitionFadeTR, TransitionSplitCols, TransitionTurnOffTiles, TransitionCrossFade, Sprite, LayerColor, Label, Armature, RenderTexture, SpriteBatchNode, LabelBMFont, ProgressTimer, ParticleSystemQuad, ParticleBatchNode, DrawNode, TransitionScene, MotionStreak, LabelAtlas, TransitionPageTurn, AtlasNode, Skeleton, PhysicsDebugNode, BatchNode, Skin, and GLNode.

virtual void draw ( )
finalvirtual
var draw ( )
finalvirtual
local draw ( )
finalvirtual
Action* getActionByTag ( int  tag)

Gets an action from the running action list by its tag.

See Also
setTag(int), getTag().
Returns
The action object with the given tag.
var getActionByTag ( var  tag)

Gets an action from the running action list by its tag.

See Also
setTag(int), getTag().
Returns
The action object with the given tag.
local getActionByTag ( local  tag)

Gets an action from the running action list by its tag.

See Also
setTag(int), getTag().
Returns
The action object with the given tag.
virtual ActionManager*
getActionManager
( )
inlinevirtual

Gets the ActionManager object that is used by all actions.

See Also
setActionManager(ActionManager*)
Returns
A ActionManager object.
var getActionManager ( )
inlinevirtual

Gets the ActionManager object that is used by all actions.

See Also
setActionManager(ActionManager*)
Returns
A ActionManager object.
local getActionManager ( )
inlinevirtual

Gets the ActionManager object that is used by all actions.

See Also
setActionManager(ActionManager*)
Returns
A ActionManager object.
virtual const ActionManager*
getActionManager
( ) const
inlinevirtual
var getActionManager ( )
inlinevirtual
local getActionManager ( )
inlinevirtual
virtual const Point& getAnchorPoint ( ) const
virtual

Returns the anchor point in percent.

See Also
setAnchorPoint(const Point&)
Returns
The anchor point of node.
var getAnchorPoint ( )
virtual

Returns the anchor point in percent.

See Also
setAnchorPoint(const Point&)
Returns
The anchor point of node.
local getAnchorPoint ( )
virtual

Returns the anchor point in percent.

See Also
setAnchorPoint(const Point&)
Returns
The anchor point of node.
virtual const Point&
getAnchorPointInPoints
( ) const
virtual

Returns the anchorPoint in absolute pixels.

Warning
You can only read it. If you wish to modify it, use anchorPoint instead.
See Also
getAnchorPoint()
Returns
The anchor point in absolute pixels.

Reimplemented in Armature.

var getAnchorPointInPoints ( )
virtual

Returns the anchorPoint in absolute pixels.

Warning
You can only read it. If you wish to modify it, use anchorPoint instead.
See Also
getAnchorPoint()
Returns
The anchor point in absolute pixels.

Reimplemented in Armature.

local getAnchorPointInPoints ( )
virtual

Returns the anchorPoint in absolute pixels.

Warning
You can only read it. If you wish to modify it, use anchorPoint instead.
See Also
getAnchorPoint()
Returns
The anchor point in absolute pixels.

Reimplemented in Armature.

virtual Rect getBoundingBox ( ) const
virtual

Returns an AABB (axis-aligned bounding-box) in its parent's coordinate system.

Returns
An AABB (axis-aligned bounding-box) in its parent's coordinate system

Reimplemented in Label, Armature, LabelTTF, LabelBMFont, and Skeleton.

var getBoundingBox ( )
virtual

Returns an AABB (axis-aligned bounding-box) in its parent's coordinate system.

Returns
An AABB (axis-aligned bounding-box) in its parent's coordinate system

Reimplemented in Label, Armature, LabelTTF, LabelBMFont, and Skeleton.

local getBoundingBox ( )
virtual

Returns an AABB (axis-aligned bounding-box) in its parent's coordinate system.

Returns
An AABB (axis-aligned bounding-box) in its parent's coordinate system

Reimplemented in Label, Armature, LabelTTF, LabelBMFont, and Skeleton.

virtual Node* getChildByTag ( int  tag)
virtual

Gets a child from the container with its tag.

Parameters
tagAn identifier to find the child node.
Returns
a Node object whose tag equals to the input parameter

Reimplemented in ScrollView, ListView, PageView, and LabelBMFont.

var getChildByTag ( var  tag)
virtual

Gets a child from the container with its tag.

Parameters
tagAn identifier to find the child node.
Returns
a Node object whose tag equals to the input parameter

Reimplemented in ScrollView, ListView, PageView, and LabelBMFont.

local getChildByTag ( local  tag)
virtual

Gets a child from the container with its tag.

Parameters
tagAn identifier to find the child node.
Returns
a Node object whose tag equals to the input parameter

Reimplemented in ScrollView, ListView, PageView, and LabelBMFont.

virtual Vector<Node*>& getChildren ( )
inlinevirtual

Returns the array of the node's children.

Returns
the array the node's children

Reimplemented in ScrollView, ListView, and PageView.

var getChildren ( )
inlinevirtual

Returns the array of the node's children.

Returns
the array the node's children

Reimplemented in ScrollView, ListView, and PageView.

local getChildren ( )
inlinevirtual

Returns the array of the node's children.

Returns
the array the node's children

Reimplemented in ScrollView, ListView, and PageView.

virtual const Vector<Node*>
& getChildren
( ) const
inlinevirtual

Reimplemented in ScrollView, ListView, and PageView.

var getChildren ( )
inlinevirtual

Reimplemented in ScrollView, ListView, and PageView.

local getChildren ( )
inlinevirtual

Reimplemented in ScrollView, ListView, and PageView.

virtual ssize_t getChildrenCount ( ) const
virtual

Returns the amount of children.

Returns
The amount of children.

Reimplemented in ScrollView, ListView, and PageView.

var getChildrenCount ( )
virtual

Returns the amount of children.

Returns
The amount of children.

Reimplemented in ScrollView, ListView, and PageView.

local getChildrenCount ( )
virtual

Returns the amount of children.

Returns
The amount of children.

Reimplemented in ScrollView, ListView, and PageView.

virtual const Color3B& getColor ( void  ) const
virtual
var getColor (   )
virtual
local getColor (   )
virtual
Component* getComponent ( const std::string &  pName)

gets a component by its name

var getComponent ( var  pName)

gets a component by its name

local getComponent ( local  pName)

gets a component by its name

virtual const Size& getContentSize ( ) const
virtual

Returns the untransformed size of the node.

See Also
setContentSize(const Size&)
Returns
The untransformed size of the node.

Reimplemented in Label, ScrollView, LabelTTF, and LabelBMFont.

var getContentSize ( )
virtual

Returns the untransformed size of the node.

See Also
setContentSize(const Size&)
Returns
The untransformed size of the node.

Reimplemented in Label, ScrollView, LabelTTF, and LabelBMFont.

local getContentSize ( )
virtual

Returns the untransformed size of the node.

See Also
setContentSize(const Size&)
Returns
The untransformed size of the node.

Reimplemented in Label, ScrollView, LabelTTF, and LabelBMFont.

virtual std::string getDescription ( ) const
virtual
virtual const Color3B&
getDisplayedColor
( ) const
virtual

Reimplemented in __NodeRGBA, and __LayerRGBA.

var getDisplayedColor ( )
virtual

Reimplemented in __NodeRGBA, and __LayerRGBA.

local getDisplayedColor ( )
virtual

Reimplemented in __NodeRGBA, and __LayerRGBA.

virtual GLubyte getDisplayedOpacity ( ) const
virtual

Reimplemented in __NodeRGBA, and __LayerRGBA.

var getDisplayedOpacity ( )
virtual

Reimplemented in __NodeRGBA, and __LayerRGBA.

local getDisplayedOpacity ( )
virtual

Reimplemented in __NodeRGBA, and __LayerRGBA.

virtual EventDispatcher*
getEventDispatcher
( ) const
inlinevirtual
var getEventDispatcher ( )
inlinevirtual
local getEventDispatcher ( )
inlinevirtual
virtual float getGlobalZOrder ( ) const
inlinevirtual

Returns the Node's Global Z Order.

See Also
setGlobalZOrder(int)
Returns
The node's global Z order
var getGlobalZOrder ( )
inlinevirtual

Returns the Node's Global Z Order.

See Also
setGlobalZOrder(int)
Returns
The node's global Z order
local getGlobalZOrder ( )
inlinevirtual

Returns the Node's Global Z Order.

See Also
setGlobalZOrder(int)
Returns
The node's global Z order
CC_DEPRECATED_ATTRIBUTE int
getGLServerState
( ) const
inline
Deprecated:
No longer needed
virtual int getLocalZOrder ( ) const
inlinevirtual

Gets the local Z order of this node.

See Also
setLocalZOrder(int)
Returns
The local (relative to its siblings) Z order.
var getLocalZOrder ( )
inlinevirtual

Gets the local Z order of this node.

See Also
setLocalZOrder(int)
Returns
The local (relative to its siblings) Z order.
local getLocalZOrder ( )
inlinevirtual

Gets the local Z order of this node.

See Also
setLocalZOrder(int)
Returns
The local (relative to its siblings) Z order.
virtual AffineTransform
getNodeToParentAffineTransform
( ) const
virtual
var getNodeToParentAffineTransform ( )
virtual
local
getNodeToParentAffineTransform
( )
virtual
virtual const kmMat4&
getNodeToParentTransform
( ) const
virtual

Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates.

The matrix is in Pixels.

Reimplemented in Armature, and PhysicsSprite.

var getNodeToParentTransform ( )
virtual

Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates.

The matrix is in Pixels.

Reimplemented in Armature, and PhysicsSprite.

local getNodeToParentTransform ( )
virtual

Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates.

The matrix is in Pixels.

Reimplemented in Armature, and PhysicsSprite.

virtual AffineTransform
getNodeToWorldAffineTransform
( ) const
virtual
var getNodeToWorldAffineTransform ( )
virtual
local getNodeToWorldAffineTransform ( )
virtual
virtual kmMat4
getNodeToWorldTransform
( ) const
virtual

Returns the world affine transform matrix.

The matrix is in Pixels.

Reimplemented in Bone, and Skin.

var getNodeToWorldTransform ( )
virtual

Returns the world affine transform matrix.

The matrix is in Pixels.

Reimplemented in Bone, and Skin.

local getNodeToWorldTransform ( )
virtual

Returns the world affine transform matrix.

The matrix is in Pixels.

Reimplemented in Bone, and Skin.

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).

Composable actions are counted as 1 action. Example: If you are running 1 Sequence of 7 actions, it will return 1. If you are running 7 Sequences of 2 actions, it will return 7.

Todo:
Rename to getNumberOfRunningActions()
Returns
The number of actions that are running plus the ones that are schedule to run
var getNumberOfRunningActions ( )

Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays).

Composable actions are counted as 1 action. Example: If you are running 1 Sequence of 7 actions, it will return 1. If you are running 7 Sequences of 2 actions, it will return 7.

Todo:
Rename to getNumberOfRunningActions()
Returns
The number of actions that are running plus the ones that are schedule to run
local getNumberOfRunningActions ( )

Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays).

Composable actions are counted as 1 action. Example: If you are running 1 Sequence of 7 actions, it will return 1. If you are running 7 Sequences of 2 actions, it will return 7.

Todo:
Rename to getNumberOfRunningActions()
Returns
The number of actions that are running plus the ones that are schedule to run
virtual GLubyte getOpacity ( ) const
virtual
var getOpacity ( )
virtual
local getOpacity ( )
virtual
int getOrderOfArrival ( ) const

Returns the arrival order, indicates which children is added previously.

See Also
setOrderOfArrival(unsigned int)
Returns
The arrival order.
var getOrderOfArrival ( )

Returns the arrival order, indicates which children is added previously.

See Also
setOrderOfArrival(unsigned int)
Returns
The arrival order.
local getOrderOfArrival ( )

Returns the arrival order, indicates which children is added previously.

See Also
setOrderOfArrival(unsigned int)
Returns
The arrival order.
virtual Node* getParent ( )
inlinevirtual

Returns a pointer to the parent node.

See Also
setParent(Node*)
Returns
A pointer to the parent node
var getParent ( )
inlinevirtual

Returns a pointer to the parent node.

See Also
setParent(Node*)
Returns
A pointer to the parent node
local getParent ( )
inlinevirtual

Returns a pointer to the parent node.

See Also
setParent(Node*)
Returns
A pointer to the parent node
virtual const Node* getParent ( ) const
inlinevirtual
var getParent ( )
inlinevirtual
local getParent ( )
inlinevirtual
virtual AffineTransform
getParentToNodeAffineTransform
( ) const
virtual
var getParentToNodeAffineTransform ( )
virtual
local
getParentToNodeAffineTransform
( )
virtual
virtual const kmMat4&
getParentToNodeTransform
( ) const
virtual

Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates.

The matrix is in Pixels.

var getParentToNodeTransform ( )
virtual

Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates.

The matrix is in Pixels.

local getParentToNodeTransform ( )
virtual

Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates.

The matrix is in Pixels.

PhysicsBody* getPhysicsBody ( ) const

get the PhysicsBody the sprite have

var getPhysicsBody ( )

get the PhysicsBody the sprite have

local getPhysicsBody ( )

get the PhysicsBody the sprite have

virtual const Point& getPosition ( ) const
virtual

Gets the position (x,y) of the node in its parent's coordinate system.

See Also
setPosition(const Point&)
Returns
The position (x,y) of the node in OpenGL coordinates
In js and lua return value is table which contains x,y

Reimplemented in PhysicsSprite, and MotionStreak.

var getPosition ( )
virtual

Gets the position (x,y) of the node in its parent's coordinate system.

See Also
setPosition(const Point&)
Returns
The position (x,y) of the node in OpenGL coordinates
In js and lua return value is table which contains x,y

Reimplemented in PhysicsSprite, and MotionStreak.

local getPosition ( )
virtual

Gets the position (x,y) of the node in its parent's coordinate system.

See Also
setPosition(const Point&)
Returns
The position (x,y) of the node in OpenGL coordinates
In js and lua return value is table which contains x,y

Reimplemented in PhysicsSprite, and MotionStreak.

virtual void getPosition ( float *  x,
float *  y 
) const
virtual

Gets position in a more efficient way, returns two number instead of a Point object.

See Also
setPosition(float, float) In js,out value not return

Reimplemented in PhysicsSprite, and MotionStreak.

var getPosition ( var  x,
var  y 
)
virtual

Gets position in a more efficient way, returns two number instead of a Point object.

See Also
setPosition(float, float) In js,out value not return

Reimplemented in PhysicsSprite, and MotionStreak.

local getPosition ( local  x,
local  y 
)
virtual

Gets position in a more efficient way, returns two number instead of a Point object.

See Also
setPosition(float, float) In js,out value not return

Reimplemented in PhysicsSprite, and MotionStreak.

virtual Vertex3F getPosition3D ( ) const
virtual

returns the position (X,Y,Z) in its parent's coordinate system

var getPosition3D ( )
virtual

returns the position (X,Y,Z) in its parent's coordinate system

local getPosition3D ( )
virtual

returns the position (X,Y,Z) in its parent's coordinate system

virtual float getPositionX ( void  ) const
virtual

Reimplemented in PhysicsSprite, and MotionStreak.

var getPositionX (   )
virtual

Reimplemented in PhysicsSprite, and MotionStreak.

local getPositionX (   )
virtual

Reimplemented in PhysicsSprite, and MotionStreak.

virtual float getPositionY ( void  ) const
virtual

Reimplemented in PhysicsSprite, and MotionStreak.

var getPositionY (   )
virtual

Reimplemented in PhysicsSprite, and MotionStreak.

local getPositionY (   )
virtual

Reimplemented in PhysicsSprite, and MotionStreak.

virtual float getPositionZ ( ) const
virtual

Gets position Z coordinate of this node.

See Also
setPositionZ(float)
Returns
the position Z coordinate of this node.
var getPositionZ ( )
virtual

Gets position Z coordinate of this node.

See Also
setPositionZ(float)
Returns
the position Z coordinate of this node.
local getPositionZ ( )
virtual

Gets position Z coordinate of this node.

See Also
setPositionZ(float)
Returns
the position Z coordinate of this node.
virtual float getRotation ( ) const
virtual

Returns the rotation of the node in degrees.

See Also
setRotation(float)
Returns
The rotation of the node in degrees.

Reimplemented in PhysicsSprite.

var getRotation ( )
virtual

Returns the rotation of the node in degrees.

See Also
setRotation(float)
Returns
The rotation of the node in degrees.

Reimplemented in PhysicsSprite.

local getRotation ( )
virtual

Returns the rotation of the node in degrees.

See Also
setRotation(float)
Returns
The rotation of the node in degrees.

Reimplemented in PhysicsSprite.

virtual Vertex3F getRotation3D ( ) const
virtual

returns the rotation (X,Y,Z) in degrees.

var getRotation3D ( )
virtual

returns the rotation (X,Y,Z) in degrees.

local getRotation3D ( )
virtual

returns the rotation (X,Y,Z) in degrees.

virtual float getRotationSkewX ( ) const
virtual

Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew.

See Also
setRotationSkewX(float)
Returns
The X rotation in degrees.
var getRotationSkewX ( )
virtual

Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew.

See Also
setRotationSkewX(float)
Returns
The X rotation in degrees.
local getRotationSkewX ( )
virtual

Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew.

See Also
setRotationSkewX(float)
Returns
The X rotation in degrees.
virtual float getRotationSkewY ( ) const
virtual

Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.

See Also
setRotationSkewY(float)
Returns
The Y rotation in degrees.
var getRotationSkewY ( )
virtual

Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.

See Also
setRotationSkewY(float)
Returns
The Y rotation in degrees.
local getRotationSkewY ( )
virtual

Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.

See Also
setRotationSkewY(float)
Returns
The Y rotation in degrees.
virtual
CC_DEPRECATED_ATTRIBUTE float
getRotationX
( ) const
inlinevirtual
var getRotationX ( )
inlinevirtual
local getRotationX ( )
inlinevirtual
virtual
CC_DEPRECATED_ATTRIBUTE float
getRotationY
( ) const
inlinevirtual
var getRotationY ( )
inlinevirtual
local getRotationY ( )
inlinevirtual
virtual float getScale ( ) const
virtual

Gets the scale factor of the node, when X and Y have the same scale factor.

Warning
Assert when _scaleX != _scaleY
See Also
setScale(float)
Returns
The scale factor of the node.
var getScale ( )
virtual

Gets the scale factor of the node, when X and Y have the same scale factor.

Warning
Assert when _scaleX != _scaleY
See Also
setScale(float)
Returns
The scale factor of the node.
local getScale ( )
virtual

Gets the scale factor of the node, when X and Y have the same scale factor.

Warning
Assert when _scaleX != _scaleY
See Also
setScale(float)
Returns
The scale factor of the node.
virtual float getScaleX ( ) const
virtual

Returns the scale factor on X axis of this node.

See Also
setScaleX(float)
Returns
The scale factor on X axis.

Reimplemented in Label.

var getScaleX ( )
virtual

Returns the scale factor on X axis of this node.

See Also
setScaleX(float)
Returns
The scale factor on X axis.

Reimplemented in Label.

local getScaleX ( )
virtual

Returns the scale factor on X axis of this node.

See Also
setScaleX(float)
Returns
The scale factor on X axis.

Reimplemented in Label.

virtual float getScaleY ( ) const
virtual

Returns the scale factor on Y axis of this node.

See Also
setScaleY(float)
Returns
The scale factor on Y axis.

Reimplemented in Label.

var getScaleY ( )
virtual

Returns the scale factor on Y axis of this node.

See Also
setScaleY(float)
Returns
The scale factor on Y axis.

Reimplemented in Label.

local getScaleY ( )
virtual

Returns the scale factor on Y axis of this node.

See Also
setScaleY(float)
Returns
The scale factor on Y axis.

Reimplemented in Label.

virtual float getScaleZ ( ) const
virtual

Returns the scale factor on Z axis of this node.

See Also
setScaleZ(float)
Returns
The scale factor on Z axis.
var getScaleZ ( )
virtual

Returns the scale factor on Z axis of this node.

See Also
setScaleZ(float)
Returns
The scale factor on Z axis.
local getScaleZ ( )
virtual

Returns the scale factor on Z axis of this node.

See Also
setScaleZ(float)
Returns
The scale factor on Z axis.
virtual Scene* getScene ( )
virtual

Returns the Scene that contains the Node.

It returns nullptr if the node doesn't belong to any Scene. This function recursively calls parent->getScene() until parent is a Scene object. The results are not cached. It is that the user caches the results in case this functions is being used inside a loop.

Reimplemented in Scene.

var getScene ( )
virtual

Returns the Scene that contains the Node.

It returns nullptr if the node doesn't belong to any Scene. This function recursively calls parent->getScene() until parent is a Scene object. The results are not cached. It is that the user caches the results in case this functions is being used inside a loop.

Reimplemented in Scene.

local getScene ( )
virtual

Returns the Scene that contains the Node.

It returns nullptr if the node doesn't belong to any Scene. This function recursively calls parent->getScene() until parent is a Scene object. The results are not cached. It is that the user caches the results in case this functions is being used inside a loop.

Reimplemented in Scene.

virtual Scheduler* getScheduler ( )
inlinevirtual

Gets a Sheduler object.

See Also
setScheduler(Scheduler*)
Returns
A Scheduler object.
var getScheduler ( )
inlinevirtual

Gets a Sheduler object.

See Also
setScheduler(Scheduler*)
Returns
A Scheduler object.
local getScheduler ( )
inlinevirtual

Gets a Sheduler object.

See Also
setScheduler(Scheduler*)
Returns
A Scheduler object.
virtual const Scheduler*
getScheduler
( ) const
inlinevirtual
var getScheduler ( )
inlinevirtual
local getScheduler ( )
inlinevirtual
virtual GLProgram* getShaderProgram ( )
inlinevirtual

Return the shader program currently used for this node.

Returns
The shader program currently used for this node
var getShaderProgram ( )
inlinevirtual

Return the shader program currently used for this node.

Returns
The shader program currently used for this node
local getShaderProgram ( )
inlinevirtual

Return the shader program currently used for this node.

Returns
The shader program currently used for this node
virtual const GLProgram*
getShaderProgram
( ) const
inlinevirtual
var getShaderProgram ( )
inlinevirtual
local getShaderProgram ( )
inlinevirtual
virtual float getSkewX ( ) const
virtual

Returns the X skew angle of the node in degrees.

See Also
setSkewX(float)
Returns
The X skew angle of the node in degrees.
var getSkewX ( )
virtual

Returns the X skew angle of the node in degrees.

See Also
setSkewX(float)
Returns
The X skew angle of the node in degrees.
local getSkewX ( )
virtual

Returns the X skew angle of the node in degrees.

See Also
setSkewX(float)
Returns
The X skew angle of the node in degrees.
virtual float getSkewY ( ) const
virtual

Returns the Y skew angle of the node in degrees.

See Also
setSkewY(float)
Returns
The Y skew angle of the node in degrees.
var getSkewY ( )
virtual

Returns the Y skew angle of the node in degrees.

See Also
setSkewY(float)
Returns
The Y skew angle of the node in degrees.
local getSkewY ( )
virtual

Returns the Y skew angle of the node in degrees.

See Also
setSkewY(float)
Returns
The Y skew angle of the node in degrees.
virtual int getTag ( ) const
virtual

Returns a tag that is used to identify the node easily.

Returns
An integer that identifies the node.
var getTag ( )
virtual

Returns a tag that is used to identify the node easily.

Returns
An integer that identifies the node.
local getTag ( )
virtual

Returns a tag that is used to identify the node easily.

Returns
An integer that identifies the node.
virtual void* getUserData ( )
inlinevirtual

Returns a custom user data pointer.

You can set everything in UserData pointer, a data block, a structure or an object.

Returns
A custom user data pointer
virtual const void* getUserData ( ) const
inlinevirtual
virtual Ref* getUserObject ( )
inlinevirtual

Returns a user assigned Object.

Similar to userData, but instead of holding a void* it holds an object

Returns
A user assigned Object
virtual const Ref* getUserObject ( ) const
inlinevirtual
virtual
CC_DEPRECATED_ATTRIBUTE float
getVertexZ
( ) const
inlinevirtual
var getVertexZ ( )
inlinevirtual
local getVertexZ ( )
inlinevirtual
virtual AffineTransform
getWorldToNodeAffineTransform
( ) const
virtual
var getWorldToNodeAffineTransform ( )
virtual
local getWorldToNodeAffineTransform ( )
virtual
virtual kmMat4
getWorldToNodeTransform
( ) const
virtual

Returns the inverse world affine transform matrix.

The matrix is in Pixels.

var getWorldToNodeTransform ( )
virtual

Returns the inverse world affine transform matrix.

The matrix is in Pixels.

local getWorldToNodeTransform ( )
virtual

Returns the inverse world affine transform matrix.

The matrix is in Pixels.

virtual
CC_DEPRECATED_ATTRIBUTE int
getZOrder
( ) const
inlinevirtual
var getZOrder ( )
inlinevirtual
local getZOrder ( )
inlinevirtual
virtual void
ignoreAnchorPointForPosition
( bool  ignore)
virtual

Sets whether the anchor point will be (0,0) when you position this node.

This is an internal method, only used by Layer and Scene. Don't call it outside framework. The default value is false, while in Layer and Scene are true

Parameters
ignoretrue if anchor point will be (0,0) when you position this node
Todo:
This method should be renamed as setIgnoreAnchorPointForPosition(bool) or something with "set"

Reimplemented in Sprite.

var ignoreAnchorPointForPosition ( var  ignore)
virtual

Sets whether the anchor point will be (0,0) when you position this node.

This is an internal method, only used by Layer and Scene. Don't call it outside framework. The default value is false, while in Layer and Scene are true

Parameters
ignoretrue if anchor point will be (0,0) when you position this node
Todo:
This method should be renamed as setIgnoreAnchorPointForPosition(bool) or something with "set"

Reimplemented in Sprite.

local ignoreAnchorPointForPosition ( local  ignore)
virtual

Sets whether the anchor point will be (0,0) when you position this node.

This is an internal method, only used by Layer and Scene. Don't call it outside framework. The default value is false, while in Layer and Scene are true

Parameters
ignoretrue if anchor point will be (0,0) when you position this node
Todo:
This method should be renamed as setIgnoreAnchorPointForPosition(bool) or something with "set"

Reimplemented in Sprite.

void insertChild ( Node child,
int  z 
)
protected

helper that reorder a child

var insertChild ( var  child,
var  z 
)
protected

helper that reorder a child

local insertChild ( local  child,
local  z 
)
protected

helper that reorder a child

virtual bool isCascadeColorEnabled ( ) const
virtual

Reimplemented in __NodeRGBA, and __LayerRGBA.

var isCascadeColorEnabled ( )
virtual

Reimplemented in __NodeRGBA, and __LayerRGBA.

local isCascadeColorEnabled ( )
virtual

Reimplemented in __NodeRGBA, and __LayerRGBA.

virtual bool
isCascadeOpacityEnabled
( ) const
virtual

Reimplemented in __NodeRGBA, and __LayerRGBA.

var isCascadeOpacityEnabled ( )
virtual

Reimplemented in __NodeRGBA, and __LayerRGBA.

local isCascadeOpacityEnabled ( )
virtual

Reimplemented in __NodeRGBA, and __LayerRGBA.

virtual bool
isIgnoreAnchorPointForPosition
( ) const
virtual

Gets whether the anchor point will be (0,0) when you position this node.

See Also
ignoreAnchorPointForPosition(bool)
Returns
true if the anchor point will be (0,0) when you position this node.
var isIgnoreAnchorPointForPosition ( )
virtual

Gets whether the anchor point will be (0,0) when you position this node.

See Also
ignoreAnchorPointForPosition(bool)
Returns
true if the anchor point will be (0,0) when you position this node.
local
isIgnoreAnchorPointForPosition
( )
virtual

Gets whether the anchor point will be (0,0) when you position this node.

See Also
ignoreAnchorPointForPosition(bool)
Returns
true if the anchor point will be (0,0) when you position this node.
virtual bool isOpacityModifyRGB ( void  ) const
inlinevirtual
var isOpacityModifyRGB (   )
inlinevirtual
local isOpacityModifyRGB (   )
inlinevirtual
virtual bool isRunning ( ) const
virtual

Returns whether or not the node is "running".

If the node is running it will accept event callbacks like onEnter(), onExit(), update()

Returns
Whether or not the node is running.
var isRunning ( )
virtual

Returns whether or not the node is "running".

If the node is running it will accept event callbacks like onEnter(), onExit(), update()

Returns
Whether or not the node is running.
local isRunning ( )
virtual

Returns whether or not the node is "running".

If the node is running it will accept event callbacks like onEnter(), onExit(), update()

Returns
Whether or not the node is running.
bool isScheduled ( SEL_SCHEDULE  selector)

Checks whether a selector is scheduled.

Parameters
selectorA function selector
Returns
Whether the funcion selector is scheduled.
virtual bool isVisible ( ) const
virtual

Determines if the node is visible.

See Also
setVisible(bool)
Returns
true if the node is visible, false if the node is hidden.
var isVisible ( )
virtual

Determines if the node is visible.

See Also
setVisible(bool)
Returns
true if the node is visible, false if the node is hidden.
local isVisible ( )
virtual

Determines if the node is visible.

See Also
setVisible(bool)
Returns
true if the node is visible, false if the node is hidden.
virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform
nodeToParentTransform
( ) const
inlinevirtual
var nodeToParentTransform ( )
inlinevirtual
local nodeToParentTransform ( )
inlinevirtual
virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform
nodeToWorldTransform
( ) const
inlinevirtual
var nodeToWorldTransform ( )
inlinevirtual
local nodeToWorldTransform ( )
inlinevirtual
CC_DEPRECATED_ATTRIBUTE
ssize_t numberOfRunningActions
( ) const
inline
var numberOfRunningActions ( )
inline
local numberOfRunningActions ( )
inline
virtual void onEnter ( )
virtual

Event callback that is invoked every time when Node enters the 'stage'.

If the Node enters the 'stage' with a transition, this event is called when the transition starts. During onEnter you can't access a "sister/brother" node. If you override onEnter, you shall call its parent's one, e.g., Node::onEnter().

Reimplemented in TransitionFadeTR, TransitionSplitCols, TransitionTurnOffTiles, TransitionCrossFade, TransitionFade, TransitionZoomFlipAngular, TransitionZoomFlipY, Widget, TransitionZoomFlipX, TransitionFlipAngular, TransitionFlipY, TransitionFlipX, TransitionShrinkGrow, EditBox, ParticleSystem, ScrollView, TransitionSlideInL, Layout, TransitionMoveInL, TransitionJumpZoom, PageView, Armature, TextField, TransitionRotoZoom, Menu, ProtectedNode, TransitionScene, TransitionPageTurn, ClippingNode, Skeleton, TransitionProgress, and UICCTextField.

virtual void
onEnterTransitionDidFinish
( )
virtual

Event callback that is invoked when the Node enters in the 'stage'.

If the Node enters the 'stage' with a transition, this event is called when the transition finishes. If you override onEnterTransitionDidFinish, you shall call its parent's one, e.g. Node::onEnterTransitionDidFinish()

Reimplemented in ProtectedNode, and ClippingNode.

virtual void onExit ( )
virtual

Event callback that is invoked every time the Node leaves the 'stage'.

If the Node leaves the 'stage' with a transition, this event is called when the transition finishes. During onExit you can't access a sibling node. If you override onExit, you shall call its parent's one, e.g., Node::onExit().

Reimplemented in TransitionFadeTR, TransitionSplitCols, TransitionTurnOffTiles, TransitionCrossFade, TransitionFade, Widget, EditBox, ParticleSystem, Layout, Armature, ProtectedNode, Menu, ClippingNode, TransitionScene, TransitionPageTurn, Skeleton, and TransitionProgress.

virtual void
onExitTransitionDidStart
( )
virtual

Event callback that is called every time the Node leaves the 'stage'.

If the Node leaves the 'stage' with a transition, this callback is called when the transition starts.

Reimplemented in ProtectedNode, and ClippingNode.

virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform
parentToNodeTransform
( ) const
inlinevirtual
var parentToNodeTransform ( )
inlinevirtual
local parentToNodeTransform ( )
inlinevirtual
void pause ( void  )

Pauses all scheduled selectors, actions and event listeners.

This method is called internally by onExit

var pause (   )

Pauses all scheduled selectors, actions and event listeners.

This method is called internally by onExit

local pause (   )

Pauses all scheduled selectors, actions and event listeners.

This method is called internally by onExit

CC_DEPRECATED_ATTRIBUTE void
pauseSchedulerAndActions
( void  )

Pauses all scheduled selectors, actions and event listeners.

This method is called internally by onExit

var pauseSchedulerAndActions (   )

Pauses all scheduled selectors, actions and event listeners.

This method is called internally by onExit

local pauseSchedulerAndActions (   )

Pauses all scheduled selectors, actions and event listeners.

This method is called internally by onExit

virtual void removeAllChildren ( )
virtual

Removes all children from the container with a cleanup.

See Also
removeAllChildrenWithCleanup(bool)

Reimplemented in ScrollView, Layout, ListView, and PageView.

var removeAllChildren ( )
virtual

Removes all children from the container with a cleanup.

See Also
removeAllChildrenWithCleanup(bool)

Reimplemented in ScrollView, Layout, ListView, and PageView.

local removeAllChildren ( )
virtual

Removes all children from the container with a cleanup.

See Also
removeAllChildrenWithCleanup(bool)

Reimplemented in ScrollView, Layout, ListView, and PageView.

virtual void
removeAllChildrenWithCleanup
( bool  cleanup)
virtual

Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter.

Parameters
cleanuptrue if all running actions on all children nodes should be cleanup, false oterwise.

Reimplemented in Sprite, ScrollView, Layout, ListView, PageView, SpriteBatchNode, ParticleBatchNode, and ParallaxNode.

var removeAllChildren ( var  cleanup)
virtual

Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter.

Parameters
cleanuptrue if all running actions on all children nodes should be cleanup, false oterwise.

Reimplemented in Sprite, ScrollView, Layout, ListView, PageView, SpriteBatchNode, ParticleBatchNode, and ParallaxNode.

local removeAllChildren ( local  cleanup)
virtual

Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter.

Parameters
cleanuptrue if all running actions on all children nodes should be cleanup, false oterwise.

Reimplemented in Sprite, ScrollView, Layout, ListView, PageView, SpriteBatchNode, ParticleBatchNode, and ParallaxNode.

virtual void removeAllComponents ( )
virtual

removes all components

var removeAllComponents ( )
virtual

removes all components

local removeAllComponents ( )
virtual

removes all components

virtual void removeChild ( Node child,
bool  cleanup = true 
)
virtual

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 in Sprite, ScrollView, Layout, TMXLayer, ListView, PageView, SpriteBatchNode, Menu, ParticleBatchNode, ParallaxNode, and BatchNode.

var removeChild ( var  child,
var  cleanup = true 
)
virtual

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 in Sprite, ScrollView, Layout, TMXLayer, ListView, PageView, SpriteBatchNode, Menu, ParticleBatchNode, ParallaxNode, and BatchNode.

local removeChild ( local  child,
local  cleanup = true 
)
virtual

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 in Sprite, ScrollView, Layout, TMXLayer, ListView, PageView, SpriteBatchNode, Menu, ParticleBatchNode, ParallaxNode, and BatchNode.

virtual void removeChildByTag ( int  tag,
bool  cleanup = true 
)
virtual

Removes a child from the container by tag value.

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

Parameters
tagAn interger number that identifies a child node
cleanuptrue if all running actions and callbacks on the child node will be cleanup, false otherwise.
var removeChildByTag ( var  tag,
var  cleanup = true 
)
virtual

Removes a child from the container by tag value.

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

Parameters
tagAn interger number that identifies a child node
cleanuptrue if all running actions and callbacks on the child node will be cleanup, false otherwise.
local removeChildByTag ( local  tag,
local  cleanup = true 
)
virtual

Removes a child from the container by tag value.

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

Parameters
tagAn interger number that identifies a child node
cleanuptrue if all running actions and callbacks on the child node will be cleanup, false otherwise.
virtual bool removeComponent ( const std::string &  pName)
virtual

removes a component by its name

var removeComponent ( var  pName)
virtual

removes a component by its name

local removeComponent ( local  pName)
virtual

removes a component by its name

virtual void removeFromParent ( )
virtual

Removes this node itself from its parent node with a cleanup.

If the node orphan, then nothing happens.

See Also
removeFromParentAndCleanup(bool)
var removeFromParent ( )
virtual

Removes this node itself from its parent node with a cleanup.

If the node orphan, then nothing happens.

See Also
removeFromParentAndCleanup(bool)
local removeFromParent ( )
virtual

Removes this node itself from its parent node with a cleanup.

If the node orphan, then nothing happens.

See Also
removeFromParentAndCleanup(bool)
virtual void
removeFromParentAndCleanup
( bool  cleanup)
virtual

Removes this node itself from its parent node.

If the node orphan, then nothing happens.

Parameters
cleanuptrue if all actions and callbacks on this node should be removed, false otherwise.
var removeFromParent ( var  cleanup)
virtual

Removes this node itself from its parent node.

If the node orphan, then nothing happens.

Parameters
cleanuptrue if all actions and callbacks on this node should be removed, false otherwise.
local removeFromParent ( local  cleanup)
virtual

Removes this node itself from its parent node.

If the node orphan, then nothing happens.

Parameters
cleanuptrue if all actions and callbacks on this node should be removed, false otherwise.
virtual void reorderChild ( Node child,
int  localZOrder 
)
virtual

Reorders a child according to a new z value.

Parameters
childAn already added child node. It MUST be already added.
localZOrderZ order for drawing priority. Please refer to setLocalZOrder(int)

Reimplemented in Sprite, SpriteBatchNode, and ParticleBatchNode.

var reorderChild ( var  child,
var  localZOrder 
)
virtual

Reorders a child according to a new z value.

Parameters
childAn already added child node. It MUST be already added.
localZOrderZ order for drawing priority. Please refer to setLocalZOrder(int)

Reimplemented in Sprite, SpriteBatchNode, and ParticleBatchNode.

local reorderChild ( local  child,
local  localZOrder 
)
virtual

Reorders a child according to a new z value.

Parameters
childAn already added child node. It MUST be already added.
localZOrderZ order for drawing priority. Please refer to setLocalZOrder(int)

Reimplemented in Sprite, SpriteBatchNode, and ParticleBatchNode.

void resume ( void  )

Resumes all scheduled selectors, actions and event listeners.

This method is called internally by onEnter

var resume (   )

Resumes all scheduled selectors, actions and event listeners.

This method is called internally by onEnter

local resume (   )

Resumes all scheduled selectors, actions and event listeners.

This method is called internally by onEnter

CC_DEPRECATED_ATTRIBUTE void
resumeSchedulerAndActions
( void  )

Resumes all scheduled selectors, actions and event listeners.

This method is called internally by onEnter

var resumeSchedulerAndActions (   )

Resumes all scheduled selectors, actions and event listeners.

This method is called internally by onEnter

local resumeSchedulerAndActions (   )

Resumes all scheduled selectors, actions and event listeners.

This method is called internally by onEnter

Action* runAction ( Action action)

Executes an action, and returns the action that is executed.

This node becomes the action's target. Refer to Action::getTarget()

Warning
Actions don't retain their target.
Returns
An Action pointer
var runAction ( var  action)

Executes an action, and returns the action that is executed.

This node becomes the action's target. Refer to Action::getTarget()

Warning
Actions don't retain their target.
Returns
An Action pointer
local runAction ( local  action)

Executes an action, and returns the action that is executed.

This node becomes the action's target. Refer to Action::getTarget()

Warning
Actions don't retain their target.
Returns
An Action pointer
void schedule ( SEL_SCHEDULE  selector,
float  interval,
unsigned int  repeat,
float  delay 
)

Schedules a custom selector.

If the selector is already scheduled, then the interval parameter will be updated without scheduling it again.

// firstly, implement a schedule function
void MyNode::TickMe(float dt);
// wrap this function into a selector via schedule_selector marco.
this->schedule(schedule_selector(MyNode::TickMe), 0, 0, 0);
Parameters
selectorThe SEL_SCHEDULE selector to be scheduled.
intervalTick interval in seconds. 0 means tick every frame. If interval = 0, it's recommended to use scheduleUpdate() instead.
repeatThe selector will be excuted (repeat + 1) times, you can use kRepeatForever for tick infinitely.
delayThe amount of time that the first tick will wait before execution.
var schedule ( var  selector,
var  interval,
var  repeat,
var  delay 
)

Schedules a custom selector.

If the selector is already scheduled, then the interval parameter will be updated without scheduling it again.

// firstly, implement a schedule function
void MyNode::TickMe(float dt);
// wrap this function into a selector via schedule_selector marco.
this->schedule(schedule_selector(MyNode::TickMe), 0, 0, 0);
Parameters
selectorThe SEL_SCHEDULE selector to be scheduled.
intervalTick interval in seconds. 0 means tick every frame. If interval = 0, it's recommended to use scheduleUpdate() instead.
repeatThe selector will be excuted (repeat + 1) times, you can use kRepeatForever for tick infinitely.
delayThe amount of time that the first tick will wait before execution.
void schedule ( SEL_SCHEDULE  selector,
float  interval 
)

Schedules a custom selector with an interval time in seconds.

See Also
schedule(SEL_SCHEDULE, float, unsigned int, float)
Parameters
selectorThe SEL_SCHEDULE selector to be scheduled.
intervalCallback interval time in seconds. 0 means tick every frame,
var schedule ( var  selector,
var  interval 
)

Schedules a custom selector with an interval time in seconds.

See Also
schedule(SEL_SCHEDULE, float, unsigned int, float)
Parameters
selectorThe SEL_SCHEDULE selector to be scheduled.
intervalCallback interval time in seconds. 0 means tick every frame,
void schedule ( SEL_SCHEDULE  selector)

Schedules a custom selector, the scheduled selector will be ticked every frame.

See Also
schedule(SEL_SCHEDULE, float, unsigned int, float)
Parameters
selectorA function wrapped as a selector
var schedule ( var  selector)

Schedules a custom selector, the scheduled selector will be ticked every frame.

See Also
schedule(SEL_SCHEDULE, float, unsigned int, float)
Parameters
selectorA function wrapped as a selector
void scheduleOnce ( SEL_SCHEDULE  selector,
float  delay 
)

Schedules a selector that runs only once, with a delay of 0 or larger.

See Also
schedule(SEL_SCHEDULE, float, unsigned int, float)
Parameters
selectorThe SEL_SCHEDULE selector to be scheduled.
delayThe amount of time that the first tick will wait before execution.
var scheduleOnce ( var  selector,
var  delay 
)

Schedules a selector that runs only once, with a delay of 0 or larger.

See Also
schedule(SEL_SCHEDULE, float, unsigned int, float)
Parameters
selectorThe SEL_SCHEDULE selector to be scheduled.
delayThe amount of time that the first tick will wait before execution.
void scheduleUpdate ( void  )

Schedules the "update" method.

It will use the order number 0. This method will be called every frame. Scheduled methods with a lower order value will be called before the ones that have a higher order value. Only one "update" method could be scheduled per node.

void scheduleUpdateWithPriority ( int  priority)

Schedules the "update" method with a custom priority.

This selector will be called every frame. Scheduled methods with a lower priority will be called before the ones that have a higher value. Only one "update" selector could be scheduled per node (You can't have 2 'update' selectors).

void scheduleUpdateWithPriorityLua ( int  handler,
int  priority 
)

Schedules for lua script.

local scheduleUpdateWithPriorityLua ( local  handler,
local  priority 
)

Schedules for lua script.

virtual void setActionManager ( ActionManager actionManager)
virtual

Sets the ActionManager object that is used by all actions.

Warning
If you set a new ActionManager, then previously created actions will be removed.
Parameters
actionManagerA ActionManager object that is used by all actions.
var setActionManager ( var  actionManager)
virtual

Sets the ActionManager object that is used by all actions.

Warning
If you set a new ActionManager, then previously created actions will be removed.
Parameters
actionManagerA ActionManager object that is used by all actions.
local setActionManager ( local  actionManager)
virtual

Sets the ActionManager object that is used by all actions.

Warning
If you set a new ActionManager, then previously created actions will be removed.
Parameters
actionManagerA ActionManager object that is used by all actions.
void setAdditionalTransform ( kmMat4 *  additionalTransform)

Sets an additional transform matrix to the node.

In order to remove it, call it again with the argument nullptr

Note
The additional transform will be concatenated at the end of getNodeToParentTransform. It could be used to simulate parent-child relationship between two nodes (e.g. one is in BatchNode, another isn't).
var setAdditionalTransform ( var  additionalTransform)

Sets an additional transform matrix to the node.

In order to remove it, call it again with the argument nullptr

Note
The additional transform will be concatenated at the end of getNodeToParentTransform. It could be used to simulate parent-child relationship between two nodes (e.g. one is in BatchNode, another isn't).
local setAdditionalTransform ( local  additionalTransform)

Sets an additional transform matrix to the node.

In order to remove it, call it again with the argument nullptr

Note
The additional transform will be concatenated at the end of getNodeToParentTransform. It could be used to simulate parent-child relationship between two nodes (e.g. one is in BatchNode, another isn't).
void setAdditionalTransform ( const AffineTransform additionalTransform)
var setAdditionalTransform ( var  additionalTransform)
local setAdditionalTransform ( local  additionalTransform)
virtual void setAnchorPoint ( const Point anchorPoint)
virtual

Sets the anchor point in percent.

anchorPoint is the point around which all transformations and positioning manipulations take place. It's like a pin in the node where it is "attached" to its parent. The anchorPoint is normalized, like a percentage. (0,0) means the bottom-left corner and (1,1) means the top-right corner. But you can use values higher than (1,1) and lower than (0,0) too. The default anchorPoint is (0.5,0.5), so it starts in the center of the node.

Note
If node has a physics body, the anchor must be in the middle, you cann't change this to other value.
Parameters
anchorPointThe anchor point of node.

Reimplemented in Sprite, EditBox, Armature, ProgressTimer, and RichText.

var setAnchorPoint ( var  anchorPoint)
virtual

Sets the anchor point in percent.

anchorPoint is the point around which all transformations and positioning manipulations take place. It's like a pin in the node where it is "attached" to its parent. The anchorPoint is normalized, like a percentage. (0,0) means the bottom-left corner and (1,1) means the top-right corner. But you can use values higher than (1,1) and lower than (0,0) too. The default anchorPoint is (0.5,0.5), so it starts in the center of the node.

Note
If node has a physics body, the anchor must be in the middle, you cann't change this to other value.
Parameters
anchorPointThe anchor point of node.

Reimplemented in Sprite, EditBox, Armature, ProgressTimer, and RichText.

local setAnchorPoint ( local  anchorPoint)
virtual

Sets the anchor point in percent.

anchorPoint is the point around which all transformations and positioning manipulations take place. It's like a pin in the node where it is "attached" to its parent. The anchorPoint is normalized, like a percentage. (0,0) means the bottom-left corner and (1,1) means the top-right corner. But you can use values higher than (1,1) and lower than (0,0) too. The default anchorPoint is (0.5,0.5), so it starts in the center of the node.

Note
If node has a physics body, the anchor must be in the middle, you cann't change this to other value.
Parameters
anchorPointThe anchor point of node.

Reimplemented in Sprite, EditBox, Armature, ProgressTimer, and RichText.

virtual void setCascadeColorEnabled ( bool  cascadeColorEnabled)
virtual

Reimplemented in __NodeRGBA, and __LayerRGBA.

var setCascadeColorEnabled ( var  cascadeColorEnabled)
virtual

Reimplemented in __NodeRGBA, and __LayerRGBA.

local setCascadeColorEnabled ( local  cascadeColorEnabled)
virtual

Reimplemented in __NodeRGBA, and __LayerRGBA.

virtual void
setCascadeOpacityEnabled
( bool  cascadeOpacityEnabled)
virtual

Reimplemented in __NodeRGBA, and __LayerRGBA.

var setCascadeOpacityEnabled ( var  cascadeOpacityEnabled)
virtual

Reimplemented in __NodeRGBA, and __LayerRGBA.

local setCascadeOpacityEnabled ( local  cascadeOpacityEnabled)
virtual

Reimplemented in __NodeRGBA, and __LayerRGBA.

virtual void setColor ( const Color3B color)
virtual
var setColor ( var  color)
virtual
local setColor ( local  color)
virtual
virtual void setContentSize ( const Size contentSize)
virtual

Sets the untransformed size of the node.

The contentSize remains the same no matter the node is scaled or rotated. All nodes has a size. Layer and Scene has the same size of the screen.

Parameters
contentSizeThe untransformed size of the node.

Reimplemented in EditBox, LayerColor, Scale9Sprite, and ScrollView.

var setContentSize ( var  contentSize)
virtual

Sets the untransformed size of the node.

The contentSize remains the same no matter the node is scaled or rotated. All nodes has a size. Layer and Scene has the same size of the screen.

Parameters
contentSizeThe untransformed size of the node.

Reimplemented in EditBox, LayerColor, Scale9Sprite, and ScrollView.

local setContentSize ( local  contentSize)
virtual

Sets the untransformed size of the node.

The contentSize remains the same no matter the node is scaled or rotated. All nodes has a size. Layer and Scene has the same size of the screen.

Parameters
contentSizeThe untransformed size of the node.

Reimplemented in EditBox, LayerColor, Scale9Sprite, and ScrollView.

virtual void setEventDispatcher ( EventDispatcher dispatcher)
virtual
var setEventDispatcher ( var  dispatcher)
virtual
local setEventDispatcher ( local  dispatcher)
virtual
virtual void setGlobalZOrder ( float  globalZOrder)
virtual

Defines the oder in which the nodes are renderer.

Nodes that have a Global Z Order lower, are renderer first.

In case two or more nodes have the same Global Z Order, the oder is not guaranteed. The only exception if the Nodes have a Global Z Order == 0. In that case, the Scene Graph order is used.

By default, all nodes have a Global Z Order = 0. That means that by default, the Scene Graph order is used to render the nodes.

Global Z Order is useful when you need to render nodes in an order different than the Scene Graph order.

Limitations: Global Z Order can't be used used by Nodes that have SpriteBatchNode as one of their acenstors. And if ClippingNode is one of the ancestors, then "global Z order" will be relative to the ClippingNode.

See Also
setLocalZOrder()
setVertexZ()
Since
v3.0
var setGlobalZOrder ( var  globalZOrder)
virtual

Defines the oder in which the nodes are renderer.

Nodes that have a Global Z Order lower, are renderer first.

In case two or more nodes have the same Global Z Order, the oder is not guaranteed. The only exception if the Nodes have a Global Z Order == 0. In that case, the Scene Graph order is used.

By default, all nodes have a Global Z Order = 0. That means that by default, the Scene Graph order is used to render the nodes.

Global Z Order is useful when you need to render nodes in an order different than the Scene Graph order.

Limitations: Global Z Order can't be used used by Nodes that have SpriteBatchNode as one of their acenstors. And if ClippingNode is one of the ancestors, then "global Z order" will be relative to the ClippingNode.

See Also
setLocalZOrder()
setVertexZ()
Since
v3.0
local setGlobalZOrder ( local  globalZOrder)
virtual

Defines the oder in which the nodes are renderer.

Nodes that have a Global Z Order lower, are renderer first.

In case two or more nodes have the same Global Z Order, the oder is not guaranteed. The only exception if the Nodes have a Global Z Order == 0. In that case, the Scene Graph order is used.

By default, all nodes have a Global Z Order = 0. That means that by default, the Scene Graph order is used to render the nodes.

Global Z Order is useful when you need to render nodes in an order different than the Scene Graph order.

Limitations: Global Z Order can't be used used by Nodes that have SpriteBatchNode as one of their acenstors. And if ClippingNode is one of the ancestors, then "global Z order" will be relative to the ClippingNode.

See Also
setLocalZOrder()
setVertexZ()
Since
v3.0
CC_DEPRECATED_ATTRIBUTE void
setGLServerState
( int  serverState)
inline
Deprecated:
No longer needed
virtual void setLocalZOrder ( int  localZOrder)
virtual

LocalZOrder is the 'key' used to sort the node relative to its siblings.

The Node's parent will sort all its children based ont the LocalZOrder value. If two nodes have the same LocalZOrder, then the node that was added first to the children's array will be in front of the other node in the array.

Also, the Scene Graph is traversed using the "In-Order" tree traversal algorithm ( http://en.wikipedia.org/wiki/Tree_traversal#In-order ) And Nodes that have LocalZOder values < 0 are the "left" subtree While Nodes with LocalZOder >=0 are the "right" subtree.

See Also
setGlobalZOrder
setVertexZ

Reimplemented in Bone.

var setLocalZOrder ( var  localZOrder)
virtual

LocalZOrder is the 'key' used to sort the node relative to its siblings.

The Node's parent will sort all its children based ont the LocalZOrder value. If two nodes have the same LocalZOrder, then the node that was added first to the children's array will be in front of the other node in the array.

Also, the Scene Graph is traversed using the "In-Order" tree traversal algorithm ( http://en.wikipedia.org/wiki/Tree_traversal#In-order ) And Nodes that have LocalZOder values < 0 are the "left" subtree While Nodes with LocalZOder >=0 are the "right" subtree.

See Also
setGlobalZOrder
setVertexZ

Reimplemented in Bone.

local setLocalZOrder ( local  localZOrder)
virtual

LocalZOrder is the 'key' used to sort the node relative to its siblings.

The Node's parent will sort all its children based ont the LocalZOrder value. If two nodes have the same LocalZOrder, then the node that was added first to the children's array will be in front of the other node in the array.

Also, the Scene Graph is traversed using the "In-Order" tree traversal algorithm ( http://en.wikipedia.org/wiki/Tree_traversal#In-order ) And Nodes that have LocalZOder values < 0 are the "left" subtree While Nodes with LocalZOder >=0 are the "right" subtree.

See Also
setGlobalZOrder
setVertexZ

Reimplemented in Bone.

virtual void
setNodeToParentTransform
( const kmMat4 &  transform)
virtual

Sets the Transformation matrix manually.

var setNodeToParentTransform ( var  transform)
virtual

Sets the Transformation matrix manually.

local setNodeToParentTransform ( local  transform)
virtual

Sets the Transformation matrix manually.

virtual void setOpacity ( GLubyte  opacity)
virtual
var setOpacity ( var  opacity)
virtual
local setOpacity ( local  opacity)
virtual
virtual void setOpacityModifyRGB ( bool  bValue)
inlinevirtual
var setOpacityModifyRGB ( var  bValue)
inlinevirtual
local setOpacityModifyRGB ( local  bValue)
inlinevirtual
void setOrderOfArrival ( int  orderOfArrival)

Sets the arrival order when this node has a same ZOrder with other children.

A node which called addChild subsequently will take a larger arrival order, If two children have the same Z order, the child with larger arrival order will be drawn later.

Warning
This method is used internally for localZOrder sorting, don't change this manually
Parameters
orderOfArrivalThe arrival order.
var setOrderOfArrival ( var  orderOfArrival)

Sets the arrival order when this node has a same ZOrder with other children.

A node which called addChild subsequently will take a larger arrival order, If two children have the same Z order, the child with larger arrival order will be drawn later.

Warning
This method is used internally for localZOrder sorting, don't change this manually
Parameters
orderOfArrivalThe arrival order.
local setOrderOfArrival ( local  orderOfArrival)

Sets the arrival order when this node has a same ZOrder with other children.

A node which called addChild subsequently will take a larger arrival order, If two children have the same Z order, the child with larger arrival order will be drawn later.

Warning
This method is used internally for localZOrder sorting, don't change this manually
Parameters
orderOfArrivalThe arrival order.
virtual void setParent ( Node parent)
virtual

Sets the parent node.

Parameters
parentA pointer to the parent node
var setParent ( var  parent)
virtual

Sets the parent node.

Parameters
parentA pointer to the parent node
local setParent ( local  parent)
virtual

Sets the parent node.

Parameters
parentA pointer to the parent node
void setPhysicsBody ( PhysicsBody *  body)

set the PhysicsBody that let the sprite effect with physics

Note
This method will set anchor point to Point::ANCHOR_MIDDLE if body not null, and you cann't change anchor point if node has a physics body.
var setPhysicsBody ( var  body)

set the PhysicsBody that let the sprite effect with physics

Note
This method will set anchor point to Point::ANCHOR_MIDDLE if body not null, and you cann't change anchor point if node has a physics body.
local setPhysicsBody ( local  body)

set the PhysicsBody that let the sprite effect with physics

Note
This method will set anchor point to Point::ANCHOR_MIDDLE if body not null, and you cann't change anchor point if node has a physics body.
virtual void setPosition ( const Point position)
virtual

Sets the position (x,y) of the node in its parent's coordinate system.

Usually we use Point(x,y) to compose Point object. This code snippet sets the node in the center of screen.

node->setPosition( Point(size.width/2, size.height/2) )
Parameters
positionThe position (x,y) of the node in OpenGL coordinates

Reimplemented in Sprite, EditBox, Widget, PhysicsSprite, and MotionStreak.

var setPosition ( var  position)
virtual

Sets the position (x,y) of the node in its parent's coordinate system.

Usually we use Point(x,y) to compose Point object. This code snippet sets the node in the center of screen.

node->setPosition( Point(size.width/2, size.height/2) )
Parameters
positionThe position (x,y) of the node in OpenGL coordinates

Reimplemented in Sprite, EditBox, Widget, PhysicsSprite, and MotionStreak.

local setPosition ( local  position)
virtual

Sets the position (x,y) of the node in its parent's coordinate system.

Usually we use Point(x,y) to compose Point object. This code snippet sets the node in the center of screen.

node->setPosition( Point(size.width/2, size.height/2) )
Parameters
positionThe position (x,y) of the node in OpenGL coordinates

Reimplemented in Sprite, EditBox, Widget, PhysicsSprite, and MotionStreak.

virtual void setPosition ( float  x,
float  y 
)
virtual

Sets the position (x,y) of the node in its parent's coordinate system.

Passing two numbers (x,y) is much efficient than passing Point object. This method is bound to Lua and JavaScript. Passing a number is 10 times faster than passing a object from Lua to c++

// sample code in Lua
local pos = node::getPosition() -- returns Point object from C++
node:setPosition(x, y) -- pass x, y coordinate to C++
Parameters
xX coordinate for position
yY coordinate for position

Reimplemented in Sprite, and MotionStreak.

var setPosition ( var  x,
var  y 
)
virtual

Sets the position (x,y) of the node in its parent's coordinate system.

Passing two numbers (x,y) is much efficient than passing Point object. This method is bound to Lua and JavaScript. Passing a number is 10 times faster than passing a object from Lua to c++

// sample code in Lua
local pos = node::getPosition() -- returns Point object from C++
node:setPosition(x, y) -- pass x, y coordinate to C++
Parameters
xX coordinate for position
yY coordinate for position

Reimplemented in Sprite, and MotionStreak.

local setPosition ( local  x,
local  y 
)
virtual

Sets the position (x,y) of the node in its parent's coordinate system.

Passing two numbers (x,y) is much efficient than passing Point object. This method is bound to Lua and JavaScript. Passing a number is 10 times faster than passing a object from Lua to c++

// sample code in Lua
local pos = node::getPosition() -- returns Point object from C++
node:setPosition(x, y) -- pass x, y coordinate to C++
Parameters
xX coordinate for position
yY coordinate for position

Reimplemented in Sprite, and MotionStreak.

virtual void setPosition3D ( const Vertex3F position)
virtual

Sets the position (X, Y, and Z) in its parent's coordinate system.

var setPosition3D ( var  position)
virtual

Sets the position (X, Y, and Z) in its parent's coordinate system.

local setPosition3D ( local  position)
virtual

Sets the position (X, Y, and Z) in its parent's coordinate system.

virtual void setPositionX ( float  x)
virtual

Gets/Sets x or y coordinate individually for position.

These methods are used in Lua and Javascript Bindings

Reimplemented in MotionStreak.

var setPositionX ( var  x)
virtual

Gets/Sets x or y coordinate individually for position.

These methods are used in Lua and Javascript Bindings

Reimplemented in MotionStreak.

local setPositionX ( local  x)
virtual

Gets/Sets x or y coordinate individually for position.

These methods are used in Lua and Javascript Bindings

Reimplemented in MotionStreak.

virtual void setPositionY ( float  y)
virtual

Reimplemented in MotionStreak.

var setPositionY ( var  y)
virtual

Reimplemented in MotionStreak.

local setPositionY ( local  y)
virtual

Reimplemented in MotionStreak.

virtual void setPositionZ ( float  positionZ)
virtual

Sets the 'z' coordinate in the position.

It is the OpenGL Z vertex value.

The OpenGL depth buffer and depth testing are disabled by default. You need to turn them on in order to use this property correctly.

setPositionZ() also sets the setGlobalZValue() with the positionZ as value.

See Also
setGlobalZValue()
Parameters
vertexZOpenGL Z vertex of this node.

Reimplemented in Sprite.

var setPositionZ ( var  positionZ)
virtual

Sets the 'z' coordinate in the position.

It is the OpenGL Z vertex value.

The OpenGL depth buffer and depth testing are disabled by default. You need to turn them on in order to use this property correctly.

setPositionZ() also sets the setGlobalZValue() with the positionZ as value.

See Also
setGlobalZValue()
Parameters
vertexZOpenGL Z vertex of this node.

Reimplemented in Sprite.

local setPositionZ ( local  positionZ)
virtual

Sets the 'z' coordinate in the position.

It is the OpenGL Z vertex value.

The OpenGL depth buffer and depth testing are disabled by default. You need to turn them on in order to use this property correctly.

setPositionZ() also sets the setGlobalZValue() with the positionZ as value.

See Also
setGlobalZValue()
Parameters
vertexZOpenGL Z vertex of this node.

Reimplemented in Sprite.

virtual void setRotation ( float  rotation)
virtual

Sets the rotation (angle) of the node in degrees.

0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise.

Parameters
rotationThe rotation of the node in degrees.

Reimplemented in Sprite, ParticleSystem, and PhysicsSprite.

var setRotation ( var  rotation)
virtual

Sets the rotation (angle) of the node in degrees.

0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise.

Parameters
rotationThe rotation of the node in degrees.

Reimplemented in Sprite, ParticleSystem, and PhysicsSprite.

local setRotation ( local  rotation)
virtual

Sets the rotation (angle) of the node in degrees.

0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise.

Parameters
rotationThe rotation of the node in degrees.

Reimplemented in Sprite, ParticleSystem, and PhysicsSprite.

virtual void setRotation3D ( const Vertex3F rotation)
virtual

Sets the rotation (X,Y,Z) in degrees.

Useful for 3d rotations

var setRotation3D ( var  rotation)
virtual

Sets the rotation (X,Y,Z) in degrees.

Useful for 3d rotations

local setRotation3D ( local  rotation)
virtual

Sets the rotation (X,Y,Z) in degrees.

Useful for 3d rotations

virtual void setRotationSkewX ( float  rotationX)
virtual

Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew.

The difference between setRotationalSkew() and setSkew() is that the first one simulate Flash's skew functionality while the second one uses the real skew function.

0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise.

Parameters
rotationXThe X rotation in degrees which performs a horizontal rotational skew.

Reimplemented in Sprite.

var setRotationSkewX ( var  rotationX)
virtual

Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew.

The difference between setRotationalSkew() and setSkew() is that the first one simulate Flash's skew functionality while the second one uses the real skew function.

0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise.

Parameters
rotationXThe X rotation in degrees which performs a horizontal rotational skew.

Reimplemented in Sprite.

local setRotationSkewX ( local  rotationX)
virtual

Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew.

The difference between setRotationalSkew() and setSkew() is that the first one simulate Flash's skew functionality while the second one uses the real skew function.

0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise.

Parameters
rotationXThe X rotation in degrees which performs a horizontal rotational skew.

Reimplemented in Sprite.

virtual void setRotationSkewY ( float  rotationY)
virtual

Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.

The difference between setRotationalSkew() and setSkew() is that the first one simulate Flash's skew functionality while the second one uses the real skew function.

0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise.

Parameters
rotationYThe Y rotation in degrees.

Reimplemented in Sprite.

var setRotationSkewY ( var  rotationY)
virtual

Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.

The difference between setRotationalSkew() and setSkew() is that the first one simulate Flash's skew functionality while the second one uses the real skew function.

0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise.

Parameters
rotationYThe Y rotation in degrees.

Reimplemented in Sprite.

local setRotationSkewY ( local  rotationY)
virtual

Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.

The difference between setRotationalSkew() and setSkew() is that the first one simulate Flash's skew functionality while the second one uses the real skew function.

0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise.

Parameters
rotationYThe Y rotation in degrees.

Reimplemented in Sprite.

virtual
CC_DEPRECATED_ATTRIBUTE void
setRotationX
( float  rotationX)
inlinevirtual
var setRotationX ( var  rotationX)
inlinevirtual
local setRotationX ( local  rotationX)
inlinevirtual
virtual
CC_DEPRECATED_ATTRIBUTE void
setRotationY
( float  rotationY)
inlinevirtual
var setRotationY ( var  rotationY)
inlinevirtual
local setRotationY ( local  rotationY)
inlinevirtual
virtual void setScale ( float  scale)
virtual

Sets the scale (x,y,z) of the node.

It is a scaling factor that multiplies the width, height and depth of the node and its children.

Parameters
scaleThe scale factor for both X and Y axis.

Reimplemented in Sprite, ParticleSystem, and Label.

var setScale ( var  scale)
virtual

Sets the scale (x,y,z) of the node.

It is a scaling factor that multiplies the width, height and depth of the node and its children.

Parameters
scaleThe scale factor for both X and Y axis.

Reimplemented in Sprite, ParticleSystem, and Label.

local setScale ( local  scale)
virtual

Sets the scale (x,y,z) of the node.

It is a scaling factor that multiplies the width, height and depth of the node and its children.

Parameters
scaleThe scale factor for both X and Y axis.

Reimplemented in Sprite, ParticleSystem, and Label.

virtual void setScale ( float  scaleX,
float  scaleY 
)
virtual

Sets the scale (x,y) of the node.

It is a scaling factor that multiplies the width and height of the node and its children.

Parameters
scaleXThe scale factor on X axis.
scaleYThe scale factor on Y axis.

Reimplemented in Sprite.

var setScale ( var  scaleX,
var  scaleY 
)
virtual

Sets the scale (x,y) of the node.

It is a scaling factor that multiplies the width and height of the node and its children.

Parameters
scaleXThe scale factor on X axis.
scaleYThe scale factor on Y axis.

Reimplemented in Sprite.

local setScale ( local  scaleX,
local  scaleY 
)
virtual

Sets the scale (x,y) of the node.

It is a scaling factor that multiplies the width and height of the node and its children.

Parameters
scaleXThe scale factor on X axis.
scaleYThe scale factor on Y axis.

Reimplemented in Sprite.

virtual void setScaleX ( float  scaleX)
virtual

Sets the scale (x) of the node.

It is a scaling factor that multiplies the width of the node and its children.

Parameters
scaleXThe scale factor on X axis.

Reimplemented in Sprite, ParticleSystem, and Label.

var setScaleX ( var  scaleX)
virtual

Sets the scale (x) of the node.

It is a scaling factor that multiplies the width of the node and its children.

Parameters
scaleXThe scale factor on X axis.

Reimplemented in Sprite, ParticleSystem, and Label.

local setScaleX ( local  scaleX)
virtual

Sets the scale (x) of the node.

It is a scaling factor that multiplies the width of the node and its children.

Parameters
scaleXThe scale factor on X axis.

Reimplemented in Sprite, ParticleSystem, and Label.

virtual void setScaleY ( float  scaleY)
virtual

Sets the scale (y) of the node.

It is a scaling factor that multiplies the height of the node and its children.

Parameters
scaleYThe scale factor on Y axis.

Reimplemented in Sprite, ParticleSystem, and Label.

var setScaleY ( var  scaleY)
virtual

Sets the scale (y) of the node.

It is a scaling factor that multiplies the height of the node and its children.

Parameters
scaleYThe scale factor on Y axis.

Reimplemented in Sprite, ParticleSystem, and Label.

local setScaleY ( local  scaleY)
virtual

Sets the scale (y) of the node.

It is a scaling factor that multiplies the height of the node and its children.

Parameters
scaleYThe scale factor on Y axis.

Reimplemented in Sprite, ParticleSystem, and Label.

virtual void setScaleZ ( float  scaleZ)
virtual

Changes the scale factor on Z axis of this node.

The Default value is 1.0 if you haven't changed it before.

Parameters
scaleYThe scale factor on Y axis.
var setScaleZ ( var  scaleZ)
virtual

Changes the scale factor on Z axis of this node.

The Default value is 1.0 if you haven't changed it before.

Parameters
scaleYThe scale factor on Y axis.
local setScaleZ ( local  scaleZ)
virtual

Changes the scale factor on Z axis of this node.

The Default value is 1.0 if you haven't changed it before.

Parameters
scaleYThe scale factor on Y axis.
virtual void setScheduler ( Scheduler scheduler)
virtual

Sets a Scheduler object that is used to schedule all "updates" and timers.

Warning
If you set a new Scheduler, then previously created timers/update are going to be removed.
Parameters
schedulerA Shdeduler object that is used to schedule all "update" and timers.
var setScheduler ( var  scheduler)
virtual

Sets a Scheduler object that is used to schedule all "updates" and timers.

Warning
If you set a new Scheduler, then previously created timers/update are going to be removed.
Parameters
schedulerA Shdeduler object that is used to schedule all "update" and timers.
local setScheduler ( local  scheduler)
virtual

Sets a Scheduler object that is used to schedule all "updates" and timers.

Warning
If you set a new Scheduler, then previously created timers/update are going to be removed.
Parameters
schedulerA Shdeduler object that is used to schedule all "update" and timers.
virtual void setShaderProgram ( GLProgram shaderProgram)
virtual

Sets the shader program for this node.

Since v2.0, each rendering node must set its shader program. It should be set in initialize phase.

Parameters
shaderProgramThe shader program
var setShaderProgram ( var  shaderProgram)
virtual

Sets the shader program for this node.

Since v2.0, each rendering node must set its shader program. It should be set in initialize phase.

Parameters
shaderProgramThe shader program
local setShaderProgram ( local  shaderProgram)
virtual

Sets the shader program for this node.

Since v2.0, each rendering node must set its shader program. It should be set in initialize phase.

Parameters
shaderProgramThe shader program
virtual void setSkewX ( float  skewX)
virtual

Changes the X skew angle of the node in degrees.

The difference between setRotationalSkew() and setSkew() is that the first one simulate Flash's skew functionality while the second one uses the real skew function.

This angle describes the shear distortion in the X direction. Thus, it is the angle between the Y coordinate and the left edge of the shape The default skewX angle is 0. Positive values distort the node in a CW direction.

Parameters
skewXThe X skew angle of the node in degrees.

Reimplemented in Sprite.

var setSkewX ( var  skewX)
virtual

Changes the X skew angle of the node in degrees.

The difference between setRotationalSkew() and setSkew() is that the first one simulate Flash's skew functionality while the second one uses the real skew function.

This angle describes the shear distortion in the X direction. Thus, it is the angle between the Y coordinate and the left edge of the shape The default skewX angle is 0. Positive values distort the node in a CW direction.

Parameters
skewXThe X skew angle of the node in degrees.

Reimplemented in Sprite.

local setSkewX ( local  skewX)
virtual

Changes the X skew angle of the node in degrees.

The difference between setRotationalSkew() and setSkew() is that the first one simulate Flash's skew functionality while the second one uses the real skew function.

This angle describes the shear distortion in the X direction. Thus, it is the angle between the Y coordinate and the left edge of the shape The default skewX angle is 0. Positive values distort the node in a CW direction.

Parameters
skewXThe X skew angle of the node in degrees.

Reimplemented in Sprite.

virtual void setSkewY ( float  skewY)
virtual

Changes the Y skew angle of the node in degrees.

The difference between setRotationalSkew() and setSkew() is that the first one simulate Flash's skew functionality while the second one uses the real skew function.

This angle describes the shear distortion in the Y direction. Thus, it is the angle between the X coordinate and the bottom edge of the shape The default skewY angle is 0. Positive values distort the node in a CCW direction.

Parameters
skewYThe Y skew angle of the node in degrees.

Reimplemented in Sprite.

var setSkewY ( var  skewY)
virtual

Changes the Y skew angle of the node in degrees.

The difference between setRotationalSkew() and setSkew() is that the first one simulate Flash's skew functionality while the second one uses the real skew function.

This angle describes the shear distortion in the Y direction. Thus, it is the angle between the X coordinate and the bottom edge of the shape The default skewY angle is 0. Positive values distort the node in a CCW direction.

Parameters
skewYThe Y skew angle of the node in degrees.

Reimplemented in Sprite.

local setSkewY ( local  skewY)
virtual

Changes the Y skew angle of the node in degrees.

The difference between setRotationalSkew() and setSkew() is that the first one simulate Flash's skew functionality while the second one uses the real skew function.

This angle describes the shear distortion in the Y direction. Thus, it is the angle between the X coordinate and the bottom edge of the shape The default skewY angle is 0. Positive values distort the node in a CCW direction.

Parameters
skewYThe Y skew angle of the node in degrees.

Reimplemented in Sprite.

virtual void setTag ( int  tag)
virtual

Changes the tag that is used to identify the node easily.

Please refer to getTag for the sample code.

Parameters
tagA integer that identifies the node.
var setTag ( var  tag)
virtual

Changes the tag that is used to identify the node easily.

Please refer to getTag for the sample code.

Parameters
tagA integer that identifies the node.
local setTag ( local  tag)
virtual

Changes the tag that is used to identify the node easily.

Please refer to getTag for the sample code.

Parameters
tagA integer that identifies the node.
virtual void setUserData ( void *  userData)
virtual

Sets a custom user data pointer.

You can set everything in UserData pointer, a data block, a structure or an object, etc.

Warning
Don't forget to release the memory manually, especially before you change this data pointer, and before this node is autoreleased.
Parameters
userDataA custom user data pointer
virtual void setUserObject ( Ref userObject)
virtual

Returns a user assigned Object.

Similar to UserData, but instead of holding a void* it holds an object. The UserObject will be retained once in this method, and the previous UserObject (if existed) will be released. The UserObject will be released in Node's destructor.

Parameters
userObjectA user assigned Object
var setUserObject ( var  userObject)
virtual

Returns a user assigned Object.

Similar to UserData, but instead of holding a void* it holds an object. The UserObject will be retained once in this method, and the previous UserObject (if existed) will be released. The UserObject will be released in Node's destructor.

Parameters
userObjectA user assigned Object
local setUserObject ( local  userObject)
virtual

Returns a user assigned Object.

Similar to UserData, but instead of holding a void* it holds an object. The UserObject will be retained once in this method, and the previous UserObject (if existed) will be released. The UserObject will be released in Node's destructor.

Parameters
userObjectA user assigned Object
virtual
CC_DEPRECATED_ATTRIBUTE void
setVertexZ
( float  vertexZ)
inlinevirtual
var setVertexZ ( var  vertexZ)
inlinevirtual
local setVertexZ ( local  vertexZ)
inlinevirtual
virtual void setVisible ( bool  visible)
virtual

Sets whether the node is visible.

The default value is true, a node is default to visible

Parameters
visibletrue if the node is visible, false if the node is hidden.

Reimplemented in Sprite, and EditBox.

var setVisible ( var  visible)
virtual

Sets whether the node is visible.

The default value is true, a node is default to visible

Parameters
visibletrue if the node is visible, false if the node is hidden.

Reimplemented in Sprite, and EditBox.

local setVisible ( local  visible)
virtual

Sets whether the node is visible.

The default value is true, a node is default to visible

Parameters
visibletrue if the node is visible, false if the node is hidden.

Reimplemented in Sprite, and EditBox.

virtual
CC_DEPRECATED_ATTRIBUTE void
setZOrder
( int  localZOrder)
inlinevirtual
var setZOrder ( var  localZOrder)
inlinevirtual
local setZOrder ( local  localZOrder)
inlinevirtual
virtual void sortAllChildren ( )
virtual

Sorts the children array once before drawing, instead of every time when a child is added or reordered.

This appraoch can improves the performance massively.

Note
Don't call this manually unless a child added needs to be removed in the same frame

Reimplemented in Sprite, Layout, Label, ListView, and SpriteBatchNode.

var sortAllChildren ( )
virtual

Sorts the children array once before drawing, instead of every time when a child is added or reordered.

This appraoch can improves the performance massively.

Note
Don't call this manually unless a child added needs to be removed in the same frame

Reimplemented in Sprite, Layout, Label, ListView, and SpriteBatchNode.

local sortAllChildren ( )
virtual

Sorts the children array once before drawing, instead of every time when a child is added or reordered.

This appraoch can improves the performance massively.

Note
Don't call this manually unless a child added needs to be removed in the same frame

Reimplemented in Sprite, Layout, Label, ListView, and SpriteBatchNode.

void stopAction ( Action action)

Stops and removes an action from the running action list.

Parameters
actionThe action object to be removed.
var stopAction ( var  action)

Stops and removes an action from the running action list.

Parameters
actionThe action object to be removed.
local stopAction ( local  action)

Stops and removes an action from the running action list.

Parameters
actionThe action object to be removed.
void stopActionByTag ( int  tag)

Removes an action from the running action list by its tag.

Parameters
tagA tag that indicates the action to be removed.
var stopActionByTag ( var  tag)

Removes an action from the running action list by its tag.

Parameters
tagA tag that indicates the action to be removed.
local stopActionByTag ( local  tag)

Removes an action from the running action list by its tag.

Parameters
tagA tag that indicates the action to be removed.
void stopAllActions ( )

Stops and removes all actions from the running action list .

var stopAllActions ( )

Stops and removes all actions from the running action list .

local stopAllActions ( )

Stops and removes all actions from the running action list .

kmMat4 transform ( const kmMat4 &  parentTransform)
protected
var transform ( var  parentTransform)
protected
local transform ( local  parentTransform)
protected
void unschedule ( SEL_SCHEDULE  selector)

Unschedules a custom selector.

See Also
schedule(SEL_SCHEDULE, float, unsigned int, float)
Parameters
selectorA function wrapped as a selector
var unschedule ( var  selector)

Unschedules a custom selector.

See Also
schedule(SEL_SCHEDULE, float, unsigned int, float)
Parameters
selectorA function wrapped as a selector
void unscheduleAllSelectors ( void  )

Unschedule all scheduled selectors: custom selectors, and the 'update' selector.

Actions are not affected by this method.

var unscheduleAllSelectors (   )

Unschedule all scheduled selectors: custom selectors, and the 'update' selector.

Actions are not affected by this method.

void unscheduleUpdate ( void  )
var unscheduleUpdate (   )
local unscheduleUpdate (   )
virtual void update ( float  delta)
virtual
var update ( var  delta)
virtual
local update ( local  delta)
virtual
virtual void updateCascadeColor ( )
protectedvirtual
var updateCascadeColor ( )
protectedvirtual
local updateCascadeColor ( )
protectedvirtual
virtual void updateCascadeOpacity ( )
protectedvirtual
var updateCascadeOpacity ( )
protectedvirtual
local updateCascadeOpacity ( )
protectedvirtual
virtual void updateColor ( void  )
inlineprotectedvirtual
var updateColor (   )
inlineprotectedvirtual
local updateColor (   )
inlineprotectedvirtual
virtual void updateDisplayedColor ( const Color3B parentColor)
virtual
var updateDisplayedColor ( var  parentColor)
virtual
local updateDisplayedColor ( local  parentColor)
virtual
virtual void updateDisplayedOpacity ( GLubyte  parentOpacity)
virtual
var updateDisplayedOpacity ( var  parentOpacity)
virtual
local updateDisplayedOpacity ( local  parentOpacity)
virtual
virtual void updateTransform ( )
virtual

Calls children's updateTransform() method recursively.

This method is moved from Sprite, so it's no longer specific to Sprite. As the result, you apply SpriteBatchNode's optimization on your customed Node. e.g., batchNode->addChild(myCustomNode), while you can only addChild(sprite) before.

Reimplemented in Sprite, and Skin.

var updateTransform ( )
virtual

Calls children's updateTransform() method recursively.

This method is moved from Sprite, so it's no longer specific to Sprite. As the result, you apply SpriteBatchNode's optimization on your customed Node. e.g., batchNode->addChild(myCustomNode), while you can only addChild(sprite) before.

Reimplemented in Sprite, and Skin.

local updateTransform ( )
virtual

Calls children's updateTransform() method recursively.

This method is moved from Sprite, so it's no longer specific to Sprite. As the result, you apply SpriteBatchNode's optimization on your customed Node. e.g., batchNode->addChild(myCustomNode), while you can only addChild(sprite) before.

Reimplemented in Sprite, and Skin.

virtual void visit ( Renderer renderer,
const kmMat4 &  parentTransform,
bool  parentTransformUpdated 
)
virtual
var visit ( var  renderer,
var  parentTransform,
var  parentTransformUpdated 
)
virtual
local visit ( local  renderer,
local  parentTransform,
local  parentTransformUpdated 
)
virtual
virtual void visit ( )
finalvirtual
var visit ( )
finalvirtual
local visit ( )
finalvirtual
virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform
worldToNodeTransform
( ) const
inlinevirtual
var worldToNodeTransform ( )
inlinevirtual
local worldToNodeTransform ( )
inlinevirtual

Member Data Documentation

ActionManager* _actionManager
protected

a pointer to ActionManager singleton, which is used to handle all the actions

var _actionManager
protected

a pointer to ActionManager singleton, which is used to handle all the actions

local _actionManager
protected

a pointer to ActionManager singleton, which is used to handle all the actions

kmMat4 _additionalTransform
mutableprotected

transform

var _additionalTransform
mutableprotected

transform

local _additionalTransform
mutableprotected

transform

Point _anchorPoint
protected

anchor point normalized (NOT in points)

var _anchorPoint
protected

anchor point normalized (NOT in points)

local _anchorPoint
protected

anchor point normalized (NOT in points)

Point _anchorPointInPoints
protected

anchor point in points

var _anchorPointInPoints
protected

anchor point in points

local _anchorPointInPoints
protected

anchor point in points

bool _cascadeColorEnabled
protected
var _cascadeColorEnabled
protected
local _cascadeColorEnabled
protected
bool _cascadeOpacityEnabled
protected
var _cascadeOpacityEnabled
protected
local _cascadeOpacityEnabled
protected
Vector<Node*> _children
protected

array of children nodes

var _children
protected

array of children nodes

local _children
protected

array of children nodes

ComponentContainer*
_componentContainer
protected

Dictionary of components.

var _componentContainer
protected

Dictionary of components.

local _componentContainer
protected

Dictionary of components.

Size _contentSize
protected

untransformed size of the node

var _contentSize
protected

untransformed size of the node

local _contentSize
protected

untransformed size of the node

Color3B _displayedColor
protected
var _displayedColor
protected
local _displayedColor
protected
GLubyte _displayedOpacity
protected
var _displayedOpacity
protected
local _displayedOpacity
protected
EventDispatcher* _eventDispatcher
protected

event dispatcher used to dispatch all kinds of events

var _eventDispatcher
protected

event dispatcher used to dispatch all kinds of events

local _eventDispatcher
protected

event dispatcher used to dispatch all kinds of events

float _globalZOrder
protected

Global order used to sort the node.

var _globalZOrder
protected

Global order used to sort the node.

local _globalZOrder
protected

Global order used to sort the node.

bool _ignoreAnchorPointForPosition
protected

true if the Anchor Point will be (0,0) when you position the Node, false otherwise.

Used by Layer and Scene.

var _ignoreAnchorPointForPosition
protected

true if the Anchor Point will be (0,0) when you position the Node, false otherwise.

Used by Layer and Scene.

local _ignoreAnchorPointForPosition
protected

true if the Anchor Point will be (0,0) when you position the Node, false otherwise.

Used by Layer and Scene.

kmMat4 _inverse
mutableprotected

inverse transform

var _inverse
mutableprotected

inverse transform

local _inverse
mutableprotected

inverse transform

bool _inverseDirty
mutableprotected

inverse transform dirty flag

var _inverseDirty
mutableprotected

inverse transform dirty flag

local _inverseDirty
mutableprotected

inverse transform dirty flag

bool _isTransitionFinished
protected

flag to indicate whether the transition was finished

var _isTransitionFinished
protected

flag to indicate whether the transition was finished

local _isTransitionFinished
protected

flag to indicate whether the transition was finished

int _localZOrder
protected

Local order (relative to its siblings) used to sort the node.

var _localZOrder
protected

Local order (relative to its siblings) used to sort the node.

local _localZOrder
protected

Local order (relative to its siblings) used to sort the node.

kmMat4 _modelViewTransform
protected

ModelView transform of the Node.

var _modelViewTransform
protected

ModelView transform of the Node.

local _modelViewTransform
protected

ModelView transform of the Node.

std::string _name
protected

a string label, an user defined string to identify this node

var _name
protected

a string label, an user defined string to identify this node

local _name
protected

a string label, an user defined string to identify this node

int _orderOfArrival
protected

used to preserve sequence while sorting children with the same localZOrder

var _orderOfArrival
protected

used to preserve sequence while sorting children with the same localZOrder

local _orderOfArrival
protected

used to preserve sequence while sorting children with the same localZOrder

Node* _parent
protected

weak reference to parent node

var _parent
protected

weak reference to parent node

local _parent
protected

weak reference to parent node

PhysicsBody* _physicsBody
protected

the physicsBody the node have

var _physicsBody
protected

the physicsBody the node have

local _physicsBody
protected

the physicsBody the node have

Point _position
protected

position of the node

var _position
protected

position of the node

local _position
protected

position of the node

float _positionZ
protected

OpenGL real Z position.

var _positionZ
protected

OpenGL real Z position.

local _positionZ
protected

OpenGL real Z position.

Color3B _realColor
protected
var _realColor
protected
local _realColor
protected
GLubyte _realOpacity
protected
var _realOpacity
protected
local _realOpacity
protected
bool _reorderChildDirty
protected

children order dirty flag

var _reorderChildDirty
protected

children order dirty flag

local _reorderChildDirty
protected

children order dirty flag

float _rotationX
protected

rotation on the X-axis

float _rotationY
protected

rotation on the Y-axis

var _rotationY
protected

rotation on the Y-axis

local _rotationY
protected

rotation on the Y-axis

float _rotationZ_X
protected

rotation angle on Z-axis, component X

var _rotationZ_X
protected

rotation angle on Z-axis, component X

local _rotationZ_X
protected

rotation angle on Z-axis, component X

float _rotationZ_Y
protected

rotation angle on Z-axis, component Y

var _rotationZ_Y
protected

rotation angle on Z-axis, component Y

local _rotationZ_Y
protected

rotation angle on Z-axis, component Y

bool _running
protected

is running

var _running
protected

is running

local _running
protected

is running

float _scaleX
protected

scaling factor on x-axis

var _scaleX
protected

scaling factor on x-axis

local _scaleX
protected

scaling factor on x-axis

float _scaleY
protected

scaling factor on y-axis

var _scaleY
protected

scaling factor on y-axis

local _scaleY
protected

scaling factor on y-axis

float _scaleZ
protected

scaling factor on z-axis

var _scaleZ
protected

scaling factor on z-axis

local _scaleZ
protected

scaling factor on z-axis

Scheduler* _scheduler
protected

scheduler used to schedule timers and updates

var _scheduler
protected

scheduler used to schedule timers and updates

local _scheduler
protected

scheduler used to schedule timers and updates

int _scriptHandler
protected

script handler for onEnter() & onExit(), used in Javascript binding and Lua binding.

var _scriptHandler
protected

script handler for onEnter() & onExit(), used in Javascript binding and Lua binding.

local _scriptHandler
protected

script handler for onEnter() & onExit(), used in Javascript binding and Lua binding.

ccScriptType _scriptType
protected

type of script binding, lua or javascript

var _scriptType
protected

type of script binding, lua or javascript

local _scriptType
protected

type of script binding, lua or javascript

GLProgram* _shaderProgram
protected

OpenGL shader.

var _shaderProgram
protected

OpenGL shader.

local _shaderProgram
protected

OpenGL shader.

float _skewX
protected

skew angle on x-axis

var _skewX
protected

skew angle on x-axis

local _skewX
protected

skew angle on x-axis

float _skewY
protected

skew angle on y-axis

var _skewY
protected

skew angle on y-axis

local _skewY
protected

skew angle on y-axis

int _tag
protected

a tag. Can be any number you assigned just to identify this node

var _tag
protected

a tag. Can be any number you assigned just to identify this node

local _tag
protected

a tag. Can be any number you assigned just to identify this node

kmMat4 _transform
mutableprotected

transform

var _transform
mutableprotected

transform

local _transform
mutableprotected

transform

bool _transformDirty
mutableprotected

transform dirty flag

var _transformDirty
mutableprotected

transform dirty flag

local _transformDirty
mutableprotected

transform dirty flag

bool _transformUpdated
protected

Whether or not the Transform object was updated since the last frame.

var _transformUpdated
protected

Whether or not the Transform object was updated since the last frame.

local _transformUpdated
protected

Whether or not the Transform object was updated since the last frame.

int _updateScriptHandler
protected

script handler for update() callback per frame, which is invoked from lua & javascript.

var _updateScriptHandler
protected

script handler for update() callback per frame, which is invoked from lua & javascript.

local _updateScriptHandler
protected

script handler for update() callback per frame, which is invoked from lua & javascript.

bool _useAdditionalTransform
protected

The flag to check whether the additional transform is dirty.

var _useAdditionalTransform
protected

The flag to check whether the additional transform is dirty.

local _useAdditionalTransform
protected

The flag to check whether the additional transform is dirty.

void* _userData
protected

A user assingned void pointer, Can be point to any cpp object.

var _userData
protected

A user assingned void pointer, Can be point to any cpp object.

local _userData
protected

A user assingned void pointer, Can be point to any cpp object.

Ref* _userObject
protected

A user assigned Object.

var _userObject
protected

A user assigned Object.

local _userObject
protected

A user assigned Object.

bool _visible
protected

is this node visible

var _visible
protected

is this node visible

local _visible
protected

is this node visible

const int INVALID_TAG = -1
static

Default tag used for all the nodes.

var INVALID_TAG = -1
static

Default tag used for all the nodes.

local INVALID_TAG = -1
static

Default tag used for all the nodes.

int s_globalOrderOfArrival
staticprotected
var s_globalOrderOfArrival
staticprotected
local s_globalOrderOfArrival
staticprotected

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