cocos2d-x  3.5
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Sprite Class Reference

Sprite is a 2d image ( http://en.wikipedia.org/wiki/Sprite_(computer_graphics) ). More...

#include <CCSprite.h>

Inheritance diagram for Sprite:
Node Ref BillBoard Skin

Public Member Functions

virtual void setDisplayFrame (SpriteFrame *newFrame)
virtual bool isFrameDisplayed (SpriteFrame *frame) const
 Returns whether or not a SpriteFrame is being displayed. More...
 
virtual SpriteFramegetSpriteFrame () const
 Returns the current displayed frame. More...
 
virtual SpriteFramegetDisplayFrame () const
virtual SpriteFramedisplayFrame () const
bool isFlipY ()
void setFlipY (bool flippedY)
virtual std::string getDescription () const override
 Gets the description string. More...
 
virtual ~Sprite ()
virtual bool init () override
virtual bool initWithTexture (Texture2D *texture)
 Initializes a sprite with a texture. More...
 
virtual bool initWithTexture (Texture2D *texture, const Rect &rect)
 Initializes a sprite with a texture and a rect. More...
 
virtual bool initWithTexture (Texture2D *texture, const Rect &rect, bool rotated)
 Initializes a sprite with a texture and a rect in points, optionally rotated. More...
 
virtual bool initWithSpriteFrame (SpriteFrame *spriteFrame)
 Initializes a sprite with an SpriteFrame. More...
 
virtual bool initWithSpriteFrameName (const std::string &spriteFrameName)
 Initializes a sprite with an sprite frame name. More...
 
virtual bool initWithFile (const std::string &filename)
 Initializes a sprite with an image filename. More...
 
virtual bool initWithFile (const std::string &filename, const Rect &rect)
 Initializes a sprite with an image filename, and a rect. More...
 
BatchNode methods
virtual void updateTransform () override
 Updates the quad according the rotation, position, scale values. More...
 
virtual SpriteBatchNodegetBatchNode () const
 Returns the batch node object if this sprite is rendered by SpriteBatchNode. More...
 
virtual void setBatchNode (SpriteBatchNode *spriteBatchNode)
 Sets the batch node to sprite. More...
 
Texture / Frame methods
virtual void setTexture (const std::string &filename)
 Sets a new texture (from a filename) to the sprite. More...
 
virtual void setTexture (Texture2D *texture) override
 This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.The Texture's rect is not changed. More...
 
virtual Texture2DgetTexture () const override
 Returns the Texture2D object used by the sprite. More...
 
virtual void setTextureRect (const Rect &rect)
 Updates the texture rect of the Sprite in points. More...
 
virtual void setTextureRect (const Rect &rect, bool rotated, const Size &untrimmedSize)
 This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.It will update the texture coordinates and the vertex rectangle. More...
 
virtual void setVertexRect (const Rect &rect)
 Sets the vertex rect. More...
 
virtual void setSpriteFrame (const std::string &spriteFrameName)
virtual void setSpriteFrame (SpriteFrame *newFrame)
Animation methods
virtual void setDisplayFrameWithAnimationName (const std::string &animationName, ssize_t frameIndex)
 Changes the display frame with animation name and index. More...
 
Sprite Properties' setter/getters.
virtual bool isDirty () const
 Whether or not the Sprite needs to be updated in the Atlas. More...
 
virtual void setDirty (bool dirty)
 Makes the Sprite to be updated in the Atlas. More...
 
V3F_C4B_T2F_Quad getQuad () const
 Returns the quad (tex coords, vertex coords and color) information. More...
 
bool isTextureRectRotated () const
 Returns whether or not the texture rectangle is rotated. More...
 
ssize_t getAtlasIndex () const
 Returns the index used on the TextureAtlas. More...
 
void setAtlasIndex (ssize_t atlasIndex)
 Sets the index used on the TextureAtlas. More...
 
const RectgetTextureRect () const
 Returns the rect of the Sprite in points. More...
 
TextureAtlasgetTextureAtlas () const
 Gets the weak reference of the TextureAtlas when the sprite is rendered using via SpriteBatchNode. More...
 
void setTextureAtlas (TextureAtlas *textureAtlas)
 Sets the weak reference of the TextureAtlas when the sprite is rendered using via SpriteBatchNode. More...
 
const Vec2getOffsetPosition () const
 Gets the offset position of the sprite. More...
 
bool isFlippedX () const
 Returns the flag which indicates whether the sprite is flipped horizontally or not. More...
 
void setFlippedX (bool flippedX)
 Sets whether the sprite should be flipped horizontally or not. More...
 
bool isFlipX ()
void setFlipX (bool flippedX)
bool isFlippedY () const
 Return the flag which indicates whether the sprite is flipped vertically or not. More...
 
void setFlippedY (bool flippedY)
 Sets whether the sprite should be flipped vertically or not. More...
 
Functions inherited from TextureProtocol.
void setBlendFunc (const BlendFunc &blendFunc) override
const BlendFuncgetBlendFunc () const override
Functions inherited from Node.
virtual void setScaleX (float scaleX) override
 Sets the scale (x) of the node. More...
 
virtual void setScaleY (float scaleY) override
 Sets the scale (y) of the node. More...
 
virtual void setScale (float scaleX, float scaleY) override
 Sets the scale (x,y) of the node. More...
 
virtual void setPosition (const Vec2 &pos) override
 Sets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual void setPosition (float x, float y) override
 Sets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual void setRotation (float rotation) override
 Sets the rotation (angle) of the node in degrees. More...
 
virtual void setRotationSkewX (float rotationX) override
 Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More...
 
virtual void setRotationSkewY (float rotationY) override
 Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual void setSkewX (float sx) override
 Changes the X skew angle of the node in degrees. More...
 
virtual void setSkewY (float sy) override
 Changes the Y skew angle of the node in degrees. More...
 
virtual void removeChild (Node *child, bool cleanup) override
 Removes a child from the container. More...
 
virtual void removeAllChildrenWithCleanup (bool cleanup) override
 Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More...
 
virtual void reorderChild (Node *child, int zOrder) override
 Reorders a child according to a new z value. More...
 
virtual void addChild (Node *child, int zOrder, int tag) override
 Adds a child to the container with z order and tag. More...
 
virtual void addChild (Node *child, int zOrder, const std::string &name) override
 Adds a child to the container with z order and tag. More...
 
virtual void sortAllChildren () override
 Sorts the children array once before drawing, instead of every time when a child is added or reordered. More...
 
virtual void setScale (float scale) override
 Sets the scale (x,y,z) of the node. More...
 
virtual void setPositionZ (float positionZ) override
 Sets the 'z' coordinate in the position. More...
 
virtual void setAnchorPoint (const Vec2 &anchor) override
 Sets the anchor point in percent. More...
 
virtual void ignoreAnchorPointForPosition (bool value) override
 Sets whether the anchor point will be (0,0) when you position this node. More...
 
virtual void setVisible (bool bVisible) override
 Sets whether the node is visible. More...
 
virtual void draw (Renderer *renderer, const Mat4 &transform, uint32_t flags) override
 Override this method to draw your own node. More...
 
virtual void setOpacityModifyRGB (bool modify) override
virtual bool isOpacityModifyRGB () const override
- Public Member Functions inherited from Node
virtual bool isRunning () const
 Returns whether or not the node is "running". More...
 
void scheduleUpdateWithPriorityLua (int handler, int priority)
 Schedules for lua script. More...
 
virtual void cleanup ()
 Stops all running actions and schedulers. More...
 
virtual void draw () final
virtual void visit (Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags)
 Visits this node's children and draw them recursively. More...
 
virtual void visit () final
virtual ScenegetScene () const
 Returns the Scene that contains the Node. More...
 
virtual Rect getBoundingBox () const
 Returns an AABB (axis-aligned bounding-box) in its parent's coordinate system. More...
 
virtual Rect boundingBox () const
virtual void setEventDispatcher (EventDispatcher *dispatcher)
 Set event dispatcher for scene. More...
 
virtual EventDispatchergetEventDispatcher () const
 Get the event dispatcher of scene. More...
 
void setPhysicsBody (PhysicsBody *body)
 Set the PhysicsBody that let the sprite effect with physics. More...
 
PhysicsBodygetPhysicsBody () const
 Get the PhysicsBody the sprite have. More...
 
void removeFromPhysicsWorld ()
 Remove this node from physics world. More...
 
void updateTransformFromPhysics (const Mat4 &parentTransform, uint32_t parentFlags)
 Update the transform matrix from physics. More...
 
virtual void updatePhysicsBodyTransform (const Mat4 &parentTransform, uint32_t parentFlags, float parentScaleX, float parentScaleY)
 Update physics body transform matrix. More...
 
virtual GLubyte getOpacity () const
virtual GLubyte getDisplayedOpacity () const
virtual void setOpacity (GLubyte opacity)
virtual void updateDisplayedOpacity (GLubyte parentOpacity)
virtual bool isCascadeOpacityEnabled () const
virtual void setCascadeOpacityEnabled (bool cascadeOpacityEnabled)
virtual const Color3BgetColor () const
virtual const Color3BgetDisplayedColor () const
virtual void setColor (const Color3B &color)
virtual void updateDisplayedColor (const Color3B &parentColor)
virtual bool isCascadeColorEnabled () const
virtual void setCascadeColorEnabled (bool cascadeColorEnabled)
void setOnEnterCallback (const std::function< void()> &callback)
const std::function< void()> & getOnEnterCallback () const
void setOnExitCallback (const std::function< void()> &callback)
const std::function< void()> & getOnExitCallback () const
void setonEnterTransitionDidFinishCallback (const std::function< void()> &callback)
const std::function< void()> & getonEnterTransitionDidFinishCallback () const
void setonExitTransitionDidStartCallback (const std::function< void()> &callback)
const std::function< void()> & getonExitTransitionDidStartCallback () const
unsigned short getCameraMask () const
 get & set camera mask, the node is visible by the camera whose camera flag & node's camera mask is true More...
 
virtual void setCameraMask (unsigned short mask, bool applyChildren=true)
virtual ~Node ()
virtual void setLocalZOrder (int localZOrder)
 LocalZOrder is the 'key' used to sort the node relative to its siblings. More...
 
virtual void setZOrder (int localZOrder)
virtual void _setLocalZOrder (int z)
virtual int getLocalZOrder () const
 Gets the local Z order of this node. More...
 
virtual int getZOrder () const
virtual void setGlobalZOrder (float globalZOrder)
 Defines the oder in which the nodes are renderer. More...
 
virtual float getGlobalZOrder () const
 Returns the Node's Global Z Order. More...
 
virtual float getScaleX () const
 Returns the scale factor on X axis of this node. More...
 
virtual float getScaleY () const
 Returns the scale factor on Y axis of this node. More...
 
virtual void setScaleZ (float scaleZ)
 Changes the scale factor on Z axis of this node. More...
 
virtual float getScaleZ () const
 Returns the scale factor on Z axis of this node. More...
 
virtual float getScale () const
 Gets the scale factor of the node, when X and Y have the same scale factor. More...
 
virtual void setNormalizedPosition (const Vec2 &position)
 Sets the position (x,y) using values between 0 and 1. More...
 
virtual const Vec2getPosition () const
 Gets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual const Vec2getNormalizedPosition () const
 Returns the normalized position. More...
 
virtual void getPosition (float *x, float *y) const
 Gets position in a more efficient way, returns two number instead of a Vec2 object. More...
 
virtual void setPositionX (float x)
 Gets/Sets x or y coordinate individually for position. More...
 
virtual float getPositionX (void) const
 Gets the x coordinate of the node in its parent's coordinate system. More...
 
virtual void setPositionY (float y)
 Sets the y coordinate of the node in its parent's coordinate system. More...
 
virtual float getPositionY (void) const
 Gets the y coordinate of the node in its parent's coordinate system. More...
 
virtual void setPosition3D (const Vec3 &position)
 Sets the position (X, Y, and Z) in its parent's coordinate system. More...
 
virtual Vec3 getPosition3D () const
 Returns the position (X,Y,Z) in its parent's coordinate system. More...
 
virtual void setVertexZ (float vertexZ)
virtual float getPositionZ () const
 Gets position Z coordinate of this node. More...
 
virtual float getVertexZ () const
virtual float getSkewX () const
 Returns the X skew angle of the node in degrees. More...
 
virtual float getSkewY () const
 Returns the Y skew angle of the node in degrees. More...
 
virtual const Vec2getAnchorPoint () const
 Returns the anchor point in percent. More...
 
virtual const Vec2getAnchorPointInPoints () const
 Returns the anchorPoint in absolute pixels. More...
 
virtual void setContentSize (const Size &contentSize)
 Sets the untransformed size of the node. More...
 
virtual const SizegetContentSize () const
 Returns the untransformed size of the node. More...
 
virtual bool isVisible () const
 Determines if the node is visible. More...
 
virtual float getRotation () const
 Returns the rotation of the node in degrees. More...
 
virtual void setRotation3D (const Vec3 &rotation)
 Sets the rotation (X,Y,Z) in degrees. More...
 
virtual Vec3 getRotation3D () const
 Returns the rotation (X,Y,Z) in degrees. More...
 
virtual void setRotationQuat (const Quaternion &quat)
 Set rotation by quaternion. More...
 
virtual Quaternion getRotationQuat () const
 Return the rotation by quaternion, Note that when _rotationZ_X == _rotationZ_Y, the returned quaternion equals to RotationZ_X * RotationY * RotationX, it equals to RotationY * RotationX otherwise. More...
 
virtual void setRotationX (float rotationX)
virtual float getRotationSkewX () const
 Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More...
 
virtual float getRotationX () const
virtual void setRotationY (float rotationY)
virtual float getRotationSkewY () const
 Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual float getRotationY () const
void setOrderOfArrival (int orderOfArrival)
 Sets the arrival order when this node has a same ZOrder with other children. More...
 
int getOrderOfArrival () const
 Returns the arrival order, indicates which children is added previously. More...
 
void setGLServerState (int serverState)
int getGLServerState () const
virtual bool isIgnoreAnchorPointForPosition () const
 Gets whether the anchor point will be (0,0) when you position this node. More...
 
virtual void addChild (Node *child)
 Adds a child to the container with z-order as 0. More...
 
virtual void addChild (Node *child, int localZOrder)
 Adds a child to the container with a local z-order. More...
 
virtual NodegetChildByTag (int tag) const
 Gets a child from the container with its tag. More...
 
virtual NodegetChildByName (const std::string &name) const
 Gets a child from the container with its name. More...
 
template<typename T >
getChildByName (const std::string &name) const
 Gets a child from the container with its name that can be cast to Type T. More...
 
virtual void enumerateChildren (const std::string &name, std::function< bool(Node *node)> callback) const
 Search the children of the receiving node to perform processing for nodes which share a name. More...
 
virtual Vector< Node * > & getChildren ()
 Returns the array of the node's children. More...
 
virtual const Vector< Node * > & getChildren () const
virtual ssize_t getChildrenCount () const
 Returns the amount of children. More...
 
virtual void setParent (Node *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...
 
virtual void removeChildByTag (int tag, bool cleanup=true)
 Removes a child from the container by tag value. More...
 
virtual void removeChildByName (const std::string &name, bool cleanup=true)
 Removes a child from the container by tag value. More...
 
virtual void removeAllChildren ()
 Removes all children from the container with a cleanup. More...
 
virtual int getTag () const
 Returns a tag that is used to identify the node easily. More...
 
virtual void setTag (int tag)
 Changes the tag that is used to identify the node easily. More...
 
virtual std::string getName () const
 Returns a string that is used to identify the node. More...
 
virtual void setName (const std::string &name)
 Changes the name that is used to identify the node easily. More...
 
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...
 
GLProgramgetGLProgram () const
 Return the GLProgram (shader) currently used for this node. More...
 
GLProgramgetShaderProgram () const
virtual void setGLProgram (GLProgram *glprogram)
 Sets the shader program for this node. More...
 
void setShaderProgram (GLProgram *glprogram)
GLProgramStategetGLProgramState () const
 Return the GLProgramState currently used for this node. More...
 
virtual void setGLProgramState (GLProgramState *glProgramState)
 Set the GLProgramState for this node. More...
 
virtual void onEnter ()
 Event callback that is invoked every time when Node enters the 'stage'. More...
 
virtual void onEnterTransitionDidFinish ()
 Event callback that is invoked when the Node enters in the 'stage'. More...
 
virtual void onExit ()
 Event callback that is invoked every time the Node leaves the 'stage'. More...
 
virtual void onExitTransitionDidStart ()
 Event callback that is called every time the Node leaves the 'stage'. More...
 
virtual void setActionManager (ActionManager *actionManager)
 Sets the ActionManager object that is used by all actions. More...
 
virtual ActionManagergetActionManager ()
 Gets the ActionManager object that is used by all actions. More...
 
virtual const ActionManagergetActionManager () const
virtual ActionrunAction (Action *action)
 Executes an action, and returns the action that is executed. More...
 
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...
 
void stopActionByTag (int tag)
 Removes an action from the running action list by its tag. More...
 
void stopAllActionsByTag (int tag)
 Removes all actions from the running action list by its tag. More...
 
ActiongetActionByTag (int tag)
 Gets an action from the running action list by its tag. More...
 
ssize_t getNumberOfRunningActions () const
 Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). More...
 
ssize_t numberOfRunningActions () const
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
bool isScheduled (SEL_SCHEDULE selector)
 Checks whether a selector is scheduled. More...
 
bool isScheduled (const std::string &key)
 Checks whether a lambda function is scheduled. More...
 
void scheduleUpdate (void)
 Schedules the "update" method. More...
 
void scheduleUpdateWithPriority (int priority)
 Schedules the "update" method with a custom priority. More...
 
void unscheduleUpdate (void)
void schedule (SEL_SCHEDULE selector, float interval, unsigned int repeat, float delay)
 Schedules a custom selector. More...
 
void schedule (SEL_SCHEDULE selector, float interval)
 Schedules a custom selector with an interval time in seconds. More...
 
void scheduleOnce (SEL_SCHEDULE selector, float delay)
 Schedules a selector that runs only once, with a delay of 0 or larger. More...
 
void scheduleOnce (const std::function< void(float)> &callback, float delay, const std::string &key)
 Schedules a lambda function that runs only once, with a delay of 0 or larger. More...
 
void schedule (SEL_SCHEDULE selector)
 Schedules a custom selector, the scheduled selector will be ticked every frame. More...
 
void schedule (const std::function< void(float)> &callback, const std::string &key)
 Schedules a lambda function. More...
 
void schedule (const std::function< void(float)> &callback, float interval, const std::string &key)
 Schedules a lambda function. More...
 
void schedule (const std::function< void(float)> &callback, float interval, unsigned int repeat, float delay, const std::string &key)
 Schedules a lambda function. More...
 
void unschedule (SEL_SCHEDULE selector)
 Unschedules a custom selector. More...
 
void unschedule (const std::string &key)
 Unschedules a lambda function. More...
 
void unscheduleAllCallbacks ()
 Unschedule all scheduled selectors and lambda functions: custom selectors, and the 'update' selector and lambda functions. More...
 
void unscheduleAllSelectors ()
virtual void resume (void)
 Resumes all scheduled selectors, actions and event listeners. More...
 
virtual void pause (void)
 Pauses all scheduled selectors, actions and event listeners. More...
 
void resumeSchedulerAndActions ()
 Resumes all scheduled selectors, actions and event listeners. More...
 
void pauseSchedulerAndActions ()
 Pauses all scheduled selectors, actions and event listeners. More...
 
virtual void update (float delta)
 Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live". More...
 
virtual const Mat4getNodeToParentTransform () const
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
virtual AffineTransform getNodeToParentAffineTransform () const
virtual void setNodeToParentTransform (const Mat4 &transform)
 Sets the transformation matrix manually. More...
 
virtual AffineTransform nodeToParentTransform () const
virtual const Mat4getParentToNodeTransform () const
 Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
 
virtual AffineTransform getParentToNodeAffineTransform () const
virtual AffineTransform parentToNodeTransform () const
virtual Mat4 getNodeToWorldTransform () const
 Returns the world affine transform matrix. More...
 
virtual AffineTransform getNodeToWorldAffineTransform () const
virtual AffineTransform nodeToWorldTransform () const
virtual Mat4 getWorldToNodeTransform () const
 Returns the inverse world affine transform matrix. More...
 
virtual AffineTransform getWorldToNodeAffineTransform () const
virtual AffineTransform worldToNodeTransform () const
Vec2 convertToNodeSpace (const Vec2 &worldPoint) const
 Converts a Vec2 to node (local) space coordinates. More...
 
Vec2 convertToWorldSpace (const Vec2 &nodePoint) const
 Converts a Vec2 to world space coordinates. More...
 
Vec2 convertToNodeSpaceAR (const Vec2 &worldPoint) const
 Converts a Vec2 to node (local) space coordinates. More...
 
Vec2 convertToWorldSpaceAR (const Vec2 &nodePoint) const
 Converts a local Vec2 to world space coordinates.The result is in Points. More...
 
Vec2 convertTouchToNodeSpace (Touch *touch) const
 convenience methods which take a Touch instead of Vec2. More...
 
Vec2 convertTouchToNodeSpaceAR (Touch *touch) const
 converts a Touch (world coordinates) into a local coordinate. More...
 
void setAdditionalTransform (Mat4 *additionalTransform)
 Sets an additional transform matrix to the node. More...
 
void setAdditionalTransform (const AffineTransform &additionalTransform)
Component * getComponent (const std::string &name)
 Gets a component by its name. More...
 
virtual bool addComponent (Component *component)
 Adds a component. More...
 
virtual bool removeComponent (const std::string &name)
 Removes a component by its name. More...
 
virtual bool removeComponent (Component *component)
 Removes a component by its pointer. More...
 
virtual void removeAllComponents ()
 Removes all components. More...
 
- Public Member Functions inherited from Ref
void retain ()
 Retains the ownership. More...
 
void release ()
 Releases the ownership immediately. More...
 
Refautorelease ()
 Releases the ownership sometime soon automatically. More...
 
unsigned int getReferenceCount () const
 Returns the Ref's current reference count. More...
 
virtual ~Ref ()
 Destructor. More...
 

Public Attributes

CC_CONSTRUCTOR_ACCESS __pad0__: Sprite()
- Public Attributes inherited from Node
CC_CONSTRUCTOR_ACCESS __pad0__: Node()

Static Public Attributes

static const int INDEX_NOT_INITIALIZED = -1
 Sprite invalid index on the SpriteBatchNode. More...
 
- Static Public Attributes inherited from Node
static const int INVALID_TAG = -1
 Default tag used for all the nodes. More...
 

Protected Member Functions

void updateColor () override
virtual void setTextureCoords (Rect rect)
virtual void updateBlendFunc ()
virtual void setReorderChildDirtyRecursively ()
virtual void setDirtyRecursively (bool value)
- Protected Member Functions inherited from Node
void childrenAlloc (void)
 lazy allocs More...
 
void insertChild (Node *child, int 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...
 
Vec2 convertToWindowSpace (const Vec2 &nodePoint) const
 Convert cocos2d coordinates to UI windows coordinate. More...
 
Mat4 transform (const Mat4 &parentTransform)
uint32_t processParentFlags (const Mat4 &parentTransform, uint32_t parentFlags)
virtual void updateCascadeOpacity ()
virtual void disableCascadeOpacity ()
virtual void updateCascadeColor ()
virtual void disableCascadeColor ()
bool doEnumerate (std::string name, std::function< bool(Node *)> callback) const
bool doEnumerateRecursive (const Node *node, const std::string &name, std::function< bool(Node *)> callback) const
bool isVisitableByVisitingCamera () const
void updateRotationQuat ()
void updateRotation3D ()
- Protected Member Functions inherited from Ref
 Ref ()
 Constructor. More...
 

Protected Attributes

TextureAtlas_textureAtlas
ssize_t _atlasIndex
 SpriteBatchNode texture atlas (weak reference) More...
 
SpriteBatchNode_batchNode
 Absolute (real) Index on the SpriteSheet. More...
 
bool _dirty
 Used batch node (weak reference) More...
 
bool _recursiveDirty
 Whether the sprite needs to be updated. More...
 
bool _shouldBeHidden
 Whether all of the sprite's children needs to be updated. More...
 
Mat4 _transformToBatch
 should not be drawn because one of the ancestors is not visible More...
 
BlendFunc _blendFunc
Texture2D_texture
 It's required for TextureProtocol inheritance. More...
 
SpriteFrame_spriteFrame
 Texture2D object that is used to render the sprite. More...
 
QuadCommand _quadCommand
Rect _rect
 quad command More...
 
bool _rectRotated
 Retangle of Texture2D. More...
 
Vec2 _offsetPosition
 Whether the texture is rotated. More...
 
Vec2 _unflippedOffsetPositionFromCenter
V3F_C4B_T2F_Quad _quad
bool _opacityModifyRGB
bool _flippedX
bool _flippedY
 Whether the sprite is flipped horizontally or not. More...
 
bool _insideBounds
 Whether the sprite is flipped vertically or not. More...
 
- Protected Attributes inherited from Node
float _rotationX
 rotation on the X-axis More...
 
float _rotationY
 rotation on the Y-axis More...
 
float _rotationZ_X
 rotation angle on Z-axis, component X More...
 
float _rotationZ_Y
 rotation angle on Z-axis, component Y More...
 
Quaternion _rotationQuat
float _scaleX
 rotation using quaternion, if _rotationZ_X == _rotationZ_Y, _rotationQuat = RotationZ_X * RotationY * RotationX, else _rotationQuat = RotationY * RotationX More...
 
float _scaleY
 scaling factor on y-axis More...
 
float _scaleZ
 scaling factor on z-axis More...
 
Vec2 _position
 position of the node More...
 
float _positionZ
 OpenGL real Z position. More...
 
Vec2 _normalizedPosition
bool _usingNormalizedPosition
bool _normalizedPositionDirty
float _skewX
 skew angle on x-axis More...
 
float _skewY
 skew angle on y-axis More...
 
Vec2 _anchorPointInPoints
 anchor point in points More...
 
Vec2 _anchorPoint
 anchor point normalized (NOT in points) More...
 
Size _contentSize
 untransformed size of the node More...
 
bool _contentSizeDirty
 whether or not the contentSize is dirty More...
 
Mat4 _modelViewTransform
 ModelView transform of the Node. More...
 
Mat4 _transform
 transform More...
 
bool _transformDirty
 transform dirty flag More...
 
Mat4 _inverse
 inverse transform More...
 
bool _inverseDirty
 inverse transform dirty flag More...
 
Mat4 _additionalTransform
 transform More...
 
bool _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...
 
float _globalZOrder
 Global order used to sort the node. More...
 
Vector< Node * > _children
 array of children nodes More...
 
Node_parent
 weak reference to parent node More...
 
Director_director
int _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...
 
size_t _hashOfName
 hash value of _name, used for speed in getChildByName More...
 
void * _userData
 A user assingned void pointer, Can be point to any cpp object. More...
 
Ref_userObject
 A user assigned Object. More...
 
GLProgramState_glProgramState
 OpenGL Program State. More...
 
int _orderOfArrival
 used to preserve sequence while sorting children with the same localZOrder More...
 
Scheduler_scheduler
 scheduler used to schedule timers and updates More...
 
ActionManager_actionManager
 a pointer to ActionManager singleton, which is used to handle all the actions More...
 
EventDispatcher_eventDispatcher
 event dispatcher used to dispatch all kinds of events More...
 
bool _running
 is running More...
 
bool _visible
 is this node visible More...
 
bool _ignoreAnchorPointForPosition
 true if the Anchor Vec2 will be (0,0) when you position the Node, false otherwise. More...
 
bool _reorderChildDirty
 children order dirty flag More...
 
bool _isTransitionFinished
 flag to indicate whether the transition was finished More...
 
ComponentContainer * _componentContainer
 Dictionary of components. More...
 
PhysicsBody_physicsBody
 the physicsBody the node have More...
 
float _physicsScaleStartX
 the scale x value when setPhysicsBody More...
 
float _physicsScaleStartY
 the scale y value when setPhysicsBody More...
 
float _physicsRotation
bool _physicsTransformDirty
bool _updateTransformFromPhysics
GLubyte _displayedOpacity
GLubyte _realOpacity
Color3B _displayedColor
Color3B _realColor
bool _cascadeColorEnabled
bool _cascadeOpacityEnabled
unsigned short _cameraMask
std::function< void()> _onEnterCallback
std::function< void()> _onExitCallback
std::function< void()> _onEnterTransitionDidFinishCallback
std::function< void()> _onExitTransitionDidStartCallback
- Protected Attributes inherited from Ref
unsigned int _referenceCount
 count of references More...
 

Creators

static Spritecreate ()
 Creates an empty sprite without texture. More...
 
static Spritecreate (const std::string &filename)
 Creates a sprite with an image filename. More...
 
static Spritecreate (const std::string &filename, const Rect &rect)
 Creates a sprite with an image filename and a rect. More...
 
static SpritecreateWithTexture (Texture2D *texture)
 Creates a sprite with a Texture2D object. More...
 
static SpritecreateWithTexture (Texture2D *texture, const Rect &rect, bool rotated=false)
 Creates a sprite with a texture and a rect. More...
 
static SpritecreateWithSpriteFrame (SpriteFrame *spriteFrame)
 Creates a sprite with an sprite frame. More...
 
static SpritecreateWithSpriteFrameName (const std::string &spriteFrameName)
 Creates a sprite with an sprite frame name. More...
 

Additional Inherited Members

- Public Types inherited from Node
enum  { FLAGS_TRANSFORM_DIRTY = (1 << 0), FLAGS_CONTENT_SIZE_DIRTY = (1 << 1), FLAGS_RENDER_AS_3D = (1 << 3), FLAGS_DIRTY_MASK = (FLAGS_TRANSFORM_DIRTY | FLAGS_CONTENT_SIZE_DIRTY) }
 
- Static Public Member Functions inherited from Node
static Nodecreate ()
 Allocates and initializes a node. More...
 
- Static Protected Attributes inherited from Node
static int s_globalOrderOfArrival

Detailed Description

Sprite is a 2d image ( http://en.wikipedia.org/wiki/Sprite_(computer_graphics) ).

Sprite can be created with an image, or with a sub-rectangle of an image.

To optimize the Sprite rendering, please follow the following best practices:

To gain an additional 5% ~ 10% more in the rendering, you can parent your sprites into a SpriteBatchNode. But doing so carries the following limitations:

  • The Alias/Antialias property belongs to SpriteBatchNode, so you can't individually set the aliased property.
  • The Blending function property belongs to SpriteBatchNode, so you can't individually set the blending function property.
  • ParallaxNode is not supported, but can be simulated with a "proxy" sprite.
  • Sprites can only have other Sprites (or subclasses of Sprite) as children.

The default anchorPoint in Sprite is (0.5, 0.5).

Constructor & Destructor Documentation

virtual ~Sprite ( )
virtual

Member Function Documentation

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

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

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

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

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

Reimplemented from Node.

virtual void addChild ( Node child,
int  localZOrder,
const std::string &  name 
)
overridevirtual

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

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

Parameters
childA child node.
zOrderZ order for drawing priority. Please refer to setLocalZOrder(int).
nameA string to identify the node easily. Please refer to setName(int).

Reimplemented from Node.

static Sprite* create ( )

Creates an empty sprite without texture.

You can call setTexture method subsequently.

Returns
An autoreleased sprite object.
static Sprite* create ( const std::string &  filename)
static

Creates a sprite with an image filename.

After creation, the rect of sprite will be the size of the image, and the offset will be (0,0).

Parameters
filenameA path to image file, e.g., "scene1/monster.png".
Returns
An autoreleased sprite object.
static Sprite* create ( const std::string &  filename,
const Rect rect 
)
static

Creates a sprite with an image filename and a rect.

Parameters
filenameA path to image file, e.g., "scene1/monster.png".
rectA subrect of the image file.
Returns
An autoreleased sprite object.
static Sprite*
createWithSpriteFrame
( SpriteFrame spriteFrame)
static

Creates a sprite with an sprite frame.

Parameters
spriteFrameA sprite frame which involves a texture and a rect.
Returns
An autoreleased sprite object.
static Sprite*
createWithSpriteFrameName
( const std::string &  spriteFrameName)
static

Creates a sprite with an sprite frame name.

A SpriteFrame will be fetched from the SpriteFrameCache by spriteFrameName param. If the SpriteFrame doesn't exist it will raise an exception.

Parameters
spriteFrameNameA null terminated string which indicates the sprite frame name.
Returns
An autoreleased sprite object.
static Sprite* createWithTexture ( Texture2D texture)
static

Creates a sprite with a Texture2D object.

After creation, the rect will be the size of the texture, and the offset will be (0,0).

Parameters
textureA pointer to a Texture2D object.
Returns
An autoreleased sprite object.
static Sprite* createWithTexture ( Texture2D texture,
const Rect rect,
bool  rotated = false 
)
static

Creates a sprite with a texture and a rect.

After creation, the offset will be (0,0).

Parameters
textureA pointer to an existing Texture2D object. You can use a Texture2D object for many sprites.
rectOnly the contents inside the rect of this texture will be applied for this sprite.
rotatedWhether or not the rect is rotated.
Returns
An autoreleased sprite object.
virtual SpriteFrame* displayFrame ( ) const
inlinevirtual
virtual void draw ( Renderer renderer,
const Mat4 transform,
uint32_t  flags 
)
overridevirtual

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.
Parameters
rendererA given renderer.
transformA transform matrix.
flagsRenderer flag.

Reimplemented from Node.

Reimplemented in BillBoard.

ssize_t getAtlasIndex ( ) const
inline

Returns the index used on the TextureAtlas.

virtual SpriteBatchNode*
getBatchNode
( ) const
virtual

Returns the batch node object if this sprite is rendered by SpriteBatchNode.

Returns
The SpriteBatchNode object if this sprite is rendered by SpriteBatchNode, nullptr if the sprite isn't used batch node.
const BlendFunc& getBlendFunc ( ) const
inlineoverride
virtual std::string getDescription ( ) const
overridevirtual

Gets the description string.

It makes debugging easier.

Returns
A string

Reimplemented from Node.

virtual SpriteFrame*
getDisplayFrame
( ) const
inlinevirtual
const Vec2& getOffsetPosition ( ) const
inline

Gets the offset position of the sprite.

Calculated automatically by editors like Zwoptex.

V3F_C4B_T2F_Quad getQuad ( ) const
inline

Returns the quad (tex coords, vertex coords and color) information.

virtual SpriteFrame* getSpriteFrame ( ) const
virtual

Returns the current displayed frame.

virtual Texture2D* getTexture ( ) const
overridevirtual

Returns the Texture2D object used by the sprite.

TextureAtlas* getTextureAtlas ( ) const
inline

Gets the weak reference of the TextureAtlas when the sprite is rendered using via SpriteBatchNode.

const Rect& getTextureRect ( ) const
inline

Returns the rect of the Sprite in points.

virtual void
ignoreAnchorPointForPosition
( bool  ignore)
overridevirtual

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 from Node.

virtual bool init ( )
overridevirtual

Reimplemented from Node.

virtual bool initWithFile ( const std::string &  filename)
virtual

Initializes a sprite with an image filename.

This method will find filename from local file system, load its content to Texture2D, then use Texture2D to create a sprite. After initialization, the rect used will be the size of the image. The offset will be (0,0).

Parameters
filenameThe path to an image file in local file system.
Returns
true if the sprite is initialized properly, false otherwise.

Reimplemented in Skin.

virtual bool initWithFile ( const std::string &  filename,
const Rect rect 
)
virtual

Initializes a sprite with an image filename, and a rect.

This method will find filename from local file system, load its content to Texture2D, then use Texture2D to create a sprite. After initialization, the offset will be (0,0).

Parameters
filenameThe path to an image file in local file system.
rectThe rectangle assigned the content area from texture.
Returns
true if the sprite is initialized properly, false otherwise.
virtual bool initWithSpriteFrame ( SpriteFrame spriteFrame)
virtual

Initializes a sprite with an SpriteFrame.

The texture and rect in SpriteFrame will be applied on this sprite.

Parameters
pSpriteFrameA SpriteFrame object. It should includes a valid texture and a rect.
Returns
true if the sprite is initialized properly, false otherwise.
virtual bool
initWithSpriteFrameName
( const std::string &  spriteFrameName)
virtual

Initializes a sprite with an sprite frame name.

A SpriteFrame will be fetched from the SpriteFrameCache by name. If the SpriteFrame doesn't exist it will raise an exception.

Parameters
spriteFrameNameA key string that can fected a volid SpriteFrame from SpriteFrameCache.
Returns
true if the sprite is initialized properly, false otherwise.

Reimplemented in Skin.

virtual bool initWithTexture ( Texture2D texture)
virtual

Initializes a sprite with a texture.

After initialization, the rect used will be the size of the texture, and the offset will be (0,0).

Parameters
textureA pointer to an existing Texture2D object. You can use a Texture2D object for many sprites.
Returns
true if the sprite is initialized properly, false otherwise.
virtual bool initWithTexture ( Texture2D texture,
const Rect rect 
)
virtual

Initializes a sprite with a texture and a rect.

After initialization, the offset will be (0,0).

Parameters
textureA pointer to an exisiting Texture2D object. You can use a Texture2D object for many sprites.
rectOnly the contents inside rect of this texture will be applied for this sprite.
Returns
true if the sprite is initialized properly, false otherwise.
virtual bool initWithTexture ( Texture2D texture,
const Rect rect,
bool  rotated 
)
virtual

Initializes a sprite with a texture and a rect in points, optionally rotated.

After initialization, the offset will be (0,0).

Note
This is the designated initializer.
Parameters
textureA Texture2D object whose texture will be applied to this sprite.
rectA rectangle assigned the contents of texture.
rotatedWhether or not the texture rectangle is rotated.
Returns
true if the sprite is initialized properly, false otherwise.
virtual bool isDirty ( ) const
inlinevirtual

Whether or not the Sprite needs to be updated in the Atlas.

Returns
True if the sprite needs to be updated in the Atlas, false otherwise.
bool isFlippedX ( ) const

Returns the flag which indicates whether the sprite is flipped horizontally or not.

It only flips the texture of the sprite, and not the texture of the sprite's children. Also, flipping the texture doesn't alter the anchorPoint. If you want to flip the anchorPoint too, and/or to flip the children too use: sprite->setScaleX(sprite->getScaleX() * -1);

Returns
true if the sprite is flipped horizontally, false otherwise.
bool isFlippedY ( ) const

Return the flag which indicates whether the sprite is flipped vertically or not.

It only flips the texture of the sprite, and not the texture of the sprite's children. Also, flipping the texture doesn't alter the anchorPoint. If you want to flip the anchorPoint too, and/or to flip the children too use: sprite->setScaleY(sprite->getScaleY() * -1);

Returns
true if the sprite is flipped vertically, false otherwise.
bool isFlipX ( )
inline
bool isFlipY ( )
inline
virtual bool isFrameDisplayed ( SpriteFrame frame) const
virtual

Returns whether or not a SpriteFrame is being displayed.

virtual bool isOpacityModifyRGB ( ) const
overridevirtual

Reimplemented from Node.

bool isTextureRectRotated ( ) const
inline

Returns whether or not the texture rectangle is rotated.

virtual void
removeAllChildrenWithCleanup
( bool  cleanup)
overridevirtual

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 from Node.

virtual void removeChild ( Node child,
bool  cleanup 
)
overridevirtual

Removes a child from the container.

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

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

Reimplemented from Node.

virtual void reorderChild ( Node child,
int  localZOrder 
)
overridevirtual

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 from Node.

virtual void setAnchorPoint ( const Vec2 anchorPoint)
overridevirtual

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 from Node.

void setAtlasIndex ( ssize_t  atlasIndex)
inline

Sets the index used on the TextureAtlas.

Warning
Don't modify this value unless you know what you are doing.
virtual void setBatchNode ( SpriteBatchNode spriteBatchNode)
virtual

Sets the batch node to sprite.

Warning
This method is not recommended for game developers. Sample code for using batch node
SpriteBatchNode *batch = SpriteBatchNode::create("Images/grossini_dance_atlas.png", 15);
Sprite *sprite = Sprite::createWithTexture(batch->getTexture(), Rect(0, 0, 57, 57));
batch->addChild(sprite);
layer->addChild(batch);
void setBlendFunc ( const BlendFunc blendFunc)
inlineoverride
*When this function bound into js or lua,the parameter will be changed.
*In js: var setBlendFunc(var src, var dst).
*In lua: local setBlendFunc(local src, local dst).
virtual void setDirty ( bool  dirty)
inlinevirtual

Makes the Sprite to be updated in the Atlas.

virtual void setDirtyRecursively ( bool  value)
protectedvirtual
virtual void setDisplayFrame ( SpriteFrame newFrame)
inlinevirtual
virtual void
setDisplayFrameWithAnimationName
( const std::string &  animationName,
ssize_t  frameIndex 
)
virtual

Changes the display frame with animation name and index.

The animation name will be get from the AnimationCache.

void setFlippedX ( bool  flippedX)

Sets whether the sprite should be flipped horizontally or not.

Parameters
flippedXtrue if the sprite should be flipped horizontally, false otherwise.
void setFlippedY ( bool  flippedY)

Sets whether the sprite should be flipped vertically or not.

Parameters
flippedYtrue if the sprite should be flipped vertically, false otherwise.
void setFlipX ( bool  flippedX)
inline
void setFlipY ( bool  flippedY)
inline
virtual void setOpacityModifyRGB ( bool  modify)
overridevirtual

Reimplemented from Node.

virtual void setPosition ( const Vec2 position)
overridevirtual

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

Usually we use Vec2(x,y) to compose Vec2 object. This code snippet sets the node in the center of screen.

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

Reimplemented from Node.

virtual void setPosition ( float  x,
float  y 
)
overridevirtual

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

Passing two numbers (x,y) is much efficient than passing Vec2 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 Vec2 object from C++.
node:setPosition(x, y) -- pass x, y coordinate to C++.
Parameters
xX coordinate for position.
yY coordinate for position.

Reimplemented from Node.

virtual void setPositionZ ( float  positionZ)
overridevirtual

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
positionZOpenGL Z vertex of this node.

Reimplemented from Node.

virtual void
setReorderChildDirtyRecursively
( )
protectedvirtual
virtual void setRotation ( float  rotation)
overridevirtual

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 from Node.

virtual void setRotationSkewX ( float  rotationX)
overridevirtual

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.
Warning
The physics body doesn't support this.

Reimplemented from Node.

virtual void setRotationSkewY ( float  rotationY)
overridevirtual

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.
Warning
The physics body doesn't support this.

Reimplemented from Node.

virtual void setScale ( float  scaleX,
float  scaleY 
)
overridevirtual

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.
Warning
The physics body doesn't support this.

Reimplemented from Node.

virtual void setScale ( float  scale)
overridevirtual

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.
Warning
The physics body doesn't support this.

Reimplemented from Node.

virtual void setScaleX ( float  scaleX)
overridevirtual

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.
Warning
The physics body doesn't support this.

Reimplemented from Node.

virtual void setScaleY ( float  scaleY)
overridevirtual

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.
Warning
The physics body doesn't support this.

Reimplemented from Node.

virtual void setSkewX ( float  skewX)
overridevirtual

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.
Warning
The physics body doesn't support this.

Reimplemented from Node.

virtual void setSkewY ( float  skewY)
overridevirtual

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.
Warning
The physics body doesn't support this.

Reimplemented from Node.

virtual void setSpriteFrame ( const std::string &  spriteFrameName)
virtual

Sets a new SpriteFrame to the Sprite.

virtual void setSpriteFrame ( SpriteFrame newFrame)
virtual
virtual void setTexture ( const std::string &  filename)
virtual

Sets a new texture (from a filename) to the sprite.

It will call setTextureRect() with the texture's content size.

virtual void setTexture ( Texture2D texture)
overridevirtual

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.The Texture's rect is not changed.

void setTextureAtlas ( TextureAtlas textureAtlas)
inline

Sets the weak reference of the TextureAtlas when the sprite is rendered using via SpriteBatchNode.

virtual void setTextureCoords ( Rect  rect)
protectedvirtual
virtual void setTextureRect ( const Rect rect)
virtual

Updates the texture rect of the Sprite in points.

It will call setTextureRect(const Rect& rect, bool rotated, const Size& untrimmedSize) with rotated = false, and utrimmedSize = rect.size.

virtual void setTextureRect ( const Rect rect,
bool  rotated,
const Size untrimmedSize 
)
virtual

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.It will update the texture coordinates and the vertex rectangle.

virtual void setVertexRect ( const Rect rect)
virtual

Sets the vertex rect.

It will be called internally by setTextureRect. Useful if you want to create 2x images from SD images in Retina Display. Do not call it manually. Use setTextureRect instead.

virtual void setVisible ( bool  visible)
overridevirtual

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 from Node.

virtual void sortAllChildren ( )
overridevirtual

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 from Node.

virtual void updateBlendFunc ( )
protectedvirtual
void updateColor ( )
overrideprotectedvirtual

Reimplemented from Node.

virtual void updateTransform ( )
overridevirtual

Updates the quad according the rotation, position, scale values.

Reimplemented from Node.

Reimplemented in Skin.

Member Data Documentation

ssize_t _atlasIndex
protected

SpriteBatchNode texture atlas (weak reference)

SpriteBatchNode* _batchNode
protected

Absolute (real) Index on the SpriteSheet.

BlendFunc _blendFunc
protected
bool _dirty
protected

Used batch node (weak reference)

bool _flippedX
protected
bool _flippedY
protected

Whether the sprite is flipped horizontally or not.

bool _insideBounds
protected

Whether the sprite is flipped vertically or not.

Vec2 _offsetPosition
protected

Whether the texture is rotated.

bool _opacityModifyRGB
protected
V3F_C4B_T2F_Quad _quad
protected
QuadCommand _quadCommand
protected
Rect _rect
protected

quad command

bool _rectRotated
protected

Retangle of Texture2D.

bool _recursiveDirty
protected

Whether the sprite needs to be updated.

bool _shouldBeHidden
protected

Whether all of the sprite's children needs to be updated.

SpriteFrame* _spriteFrame
protected

Texture2D object that is used to render the sprite.

Texture2D* _texture
protected

It's required for TextureProtocol inheritance.

TextureAtlas* _textureAtlas
protected
Mat4 _transformToBatch
protected

should not be drawn because one of the ancestors is not visible

Vec2
_unflippedOffsetPositionFromCenter
protected
const int INDEX_NOT_INITIALIZED = -1
static

Sprite invalid index on the SpriteBatchNode.


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