Cocos2d-x  v4
Sprite Class Reference

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

Inherits Node, and TextureProtocol.

Inherited by BillBoard, and Scale9Sprite.

Public Member Functions

virtual bool isFrameDisplayed (SpriteFrame *frame) const
 Returns whether or not a SpriteFrame is being displayed.
 
virtual SpriteFramegetSpriteFrame () const
 Returns the current displayed frame.
 
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.
 
unsigned int getAtlasIndex () const
 Returns the index used on the TextureAtlas.
 
void setAtlasIndex (unsigned int atlasIndex)
 Sets the index used on the TextureAtlas. More...
 
const RectgetTextureRect () const
 Returns the rect of the Sprite in points.
 
TextureAtlasgetTextureAtlas () const
 Gets the weak reference of the TextureAtlas when the sprite is rendered using via SpriteBatchNode.
 
virtual void setProgramState (backend::ProgramState *programState) override
 Set ProgramState.
 
virtual backend::ProgramState * getProgramState () const override
 Get current ProgramState.
 
void setTextureAtlas (TextureAtlas *textureAtlas)
 Sets the weak reference of the TextureAtlas when the sprite is rendered using via SpriteBatchNode.
 
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 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...
 
const PolygonInfogetPolygonInfo () const
 returns a reference of the polygon information associated with this sprite More...
 
void setPolygonInfo (const PolygonInfo &info)
 set the sprite to use this new PolygonInfo More...
 
void setStretchEnabled (bool enabled)
 whether or not contentSize stretches the sprite's texture
 
bool isStretchEnabled () const
 returns whether or not contentSize stretches the sprite's texture
 
BatchNode methods
virtual void updateTransform () override
 Updates the quad according the rotation, position, scale values.
 
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.
 
virtual Texture2DgetTexture () const override
 Returns the Texture2D object used by the sprite.
 
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.
 
virtual void setVertexRect (const Rect &rect)
 Sets the vertex rect. More...
 
virtual void setCenterRectNormalized (const Rect &rect)
 setCenterRectNormalized More...
 
virtual Rect getCenterRectNormalized () const
 getCenterRectNormalized More...
 
virtual void setCenterRect (const Rect &rect)
 
virtual Rect getCenterRect () const
 Returns the Cap Insets rect. More...
 
virtual void setSpriteFrame (const std::string &spriteFrameName)
 
virtual void setSpriteFrame (SpriteFrame *newFrame)
 
Animation methods
virtual void setDisplayFrameWithAnimationName (const std::string &animationName, unsigned int 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.
 
virtual std::string getDescription () const override
 @js NA
 
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
 @js NA @lua NA
 
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 setContentSize (const Size &size) override
 Sets the untransformed size of the node. More...
 
virtual void setIgnoreAnchorPointForPosition (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
 If you want the opacity affect the color property, then set to true. More...
 
virtual bool isOpacityModifyRGB () const override
 If node opacity will modify the RGB color value, then you should override this method and return true. 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 void addChild (Node *child, int localZOrder, int tag)
 Adds a child to the container with z order and tag. More...
 
virtual void addChild (Node *child, int localZOrder, const std::string &name)
 Adds a child to the container with z order and tag. More...
 
Functions inherited from TextureProtocol.
void setBlendFunc (const BlendFunc &blendFunc) override
 
const BlendFuncgetBlendFunc () const override
 @js NA @lua NA
 
- 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.
 
virtual void visit (Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags)
 Visits this node's children and draw them recursively. More...
 
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 void setEventDispatcher (EventDispatcher *dispatcher)
 Set event dispatcher for scene. More...
 
virtual EventDispatchergetEventDispatcher () const
 Get the event dispatcher of scene. More...
 
virtual uint8_t getOpacity () const
 Return the node's opacity. More...
 
virtual uint8_t getDisplayedOpacity () const
 Return the node's display opacity. More...
 
virtual void setOpacity (uint8_t opacity)
 Change node opacity. More...
 
virtual void updateDisplayedOpacity (uint8_t parentOpacity)
 Update the displayed opacity of node with it's parent opacity;. More...
 
virtual bool isCascadeOpacityEnabled () const
 Whether cascadeOpacity is enabled or not. More...
 
virtual void setCascadeOpacityEnabled (bool cascadeOpacityEnabled)
 Change node's cascadeOpacity property. More...
 
virtual const Color3BgetColor () const
 Query node's color value. More...
 
virtual const Color3BgetDisplayedColor () const
 Query node's displayed color. More...
 
virtual void setColor (const Color3B &color)
 Change the color of node. More...
 
virtual void updateDisplayedColor (const Color3B &parentColor)
 Update node's displayed color with its parent color. More...
 
virtual bool isCascadeColorEnabled () const
 Query whether cascadeColor is enabled or not. More...
 
virtual void setCascadeColorEnabled (bool cascadeColorEnabled)
 If you want node's color affect the children node's color, then set it to true. More...
 
void setOnEnterCallback (const std::function< void()> &callback)
 Set the callback of event onEnter. More...
 
const std::function< void()> & getOnEnterCallback () const
 Get the callback of event onEnter. More...
 
void setOnExitCallback (const std::function< void()> &callback)
 Set the callback of event onExit. More...
 
const std::function< void()> & getOnExitCallback () const
 Get the callback of event onExit. More...
 
void setOnEnterTransitionDidFinishCallback (const std::function< void()> &callback)
 Set the callback of event EnterTransitionDidFinish. More...
 
const std::function< void()> & getOnEnterTransitionDidFinishCallback () const
 Get the callback of event EnterTransitionDidFinish. More...
 
void setOnExitTransitionDidStartCallback (const std::function< void()> &callback)
 Set the callback of event ExitTransitionDidStart. More...
 
const std::function< void()> & getOnExitTransitionDidStartCallback () const
 Get the callback of event ExitTransitionDidStart. More...
 
unsigned short getCameraMask () const
 get & set camera mask, the node is visible by the camera whose camera flag & node's camera mask is true
 
virtual void setCameraMask (unsigned short mask, bool applyChildren=true)
 Modify the camera mask for current node. More...
 
virtual void setLocalZOrder (std::int32_t localZOrder)
 LocalZOrder is the 'key' used to sort the node relative to its siblings. More...
 
virtual void _setLocalZOrder (std::int32_t z)
 
void updateOrderOfArrival ()
 !!! ONLY FOR INTERNAL USE Sets the arrival order when this node has a same ZOrder with other children. More...
 
virtual std::int32_t getLocalZOrder () const
 Gets the local Z order of this node. More...
 
virtual void setGlobalZOrder (float globalZOrder)
 Defines the order 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 setPositionNormalized (const Vec2 &position)
 Sets the position (x,y) using values between 0 and 1. More...
 
virtual void setNormalizedPosition (const Vec2 &position)
 
virtual const Vec2getPosition () const
 Gets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual const Vec2getPositionNormalized () const
 Returns the normalized position. More...
 
virtual const Vec2getNormalizedPosition () const
 
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 () 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 () 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 float getPositionZ () const
 Gets position Z coordinate of this node. More...
 
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 const Size & getContentSize () 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 float getRotationSkewX () const
 Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More...
 
virtual float getRotationSkewY () const
 Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual bool isIgnoreAnchorPointForPosition () const
 Gets whether the anchor point will be (0,0) when you position this node. 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 const 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
 @lua NA
 
virtual void setUserData (void *userData)
 Sets a custom user data pointer. More...
 
virtual RefgetUserObject ()
 Returns a user assigned Object. More...
 
virtual const RefgetUserObject () const
 @lua NA
 
virtual void setUserObject (Ref *userObject)
 Returns a user assigned Object. 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 .
 
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...
 
void stopActionsByFlags (unsigned int flags)
 Removes all actions from the running action list by its flags. 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 getNumberOfRunningActionsByTag (int tag) const
 Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays) with a specific tag. More...
 
virtual void setScheduler (Scheduler *scheduler)
 Sets a Scheduler object that is used to schedule all "updates" and timers. More...
 
virtual SchedulergetScheduler ()
 Gets a Scheduler object. More...
 
virtual const SchedulergetScheduler () const
 
bool isScheduled (SEL_SCHEDULE selector) const
 Checks whether a selector is scheduled. More...
 
bool isScheduled (const std::string &key) const
 Checks whether a lambda function is scheduled. More...
 
void scheduleUpdate ()
 Schedules the "update" method. More...
 
void scheduleUpdateWithPriority (int priority)
 Schedules the "update" method with a custom priority. More...
 
void 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 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...
 
virtual void resume ()
 Resumes all scheduled selectors, actions and event listeners. More...
 
virtual void pause ()
 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 Mat4 getNodeToParentTransform (Node *ancestor) const
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
virtual AffineTransform getNodeToParentAffineTransform (Node *ancestor) const
 Returns the affine transform matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
virtual void setNodeToParentTransform (const Mat4 &transform)
 Sets the transformation matrix manually. More...
 
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 Mat4 getNodeToWorldTransform () const
 Returns the world affine transform matrix. More...
 
virtual AffineTransform getNodeToWorldAffineTransform () const
 
virtual Mat4 getWorldToNodeTransform () const
 Returns the inverse world affine transform matrix. More...
 
virtual AffineTransform getWorldToNodeAffineTransform () 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 (const Mat4 *additionalTransform)
 Sets an additional transform matrix to the node. More...
 
void setAdditionalTransform (const Mat4 &additionalTransform)
 
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.
 
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...
 
template<typename T >
getChildByTag (int tag) const
 Gets a child from the container with its tag that can be cast to Type T. 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...
 
- Public Member Functions inherited from Ref
void retain ()
 Retains the ownership. More...
 
void release ()
 Releases the ownership immediately. More...
 
Refautorelease ()
 Releases the ownership sometime soon automatically. More...
 
unsigned int getReferenceCount () const
 Returns the Ref's current reference count. More...
 
virtual ~Ref ()
 Destructor. More...
 

Static Public Attributes

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

Protected Member Functions

 Sprite ()
 @js ctor
 
virtual bool initWithTexture (Texture2D *texture)
 Initializes a sprite with a texture. More...
 
virtual bool initWithPolygon (const PolygonInfo &info)
 Initializes a sprite with a PolygonInfo. 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...
 

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 PolygonInfo &info)
 Creates a polygon sprite with a polygon info. 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

- Static Public Member Functions inherited from Node
static Nodecreate ()
 Allocates and initializes a node. More...
 
static int getAttachedNodeCount ()
 Gets count of nodes those are attached to scene graph.
 
template<typename _T >
static void sortNodes (cocos2d::Vector< _T * > &nodes)
 Sorts helper function. More...
 
- Public Attributes inherited from Ref
unsigned int _ID
 object id, ScriptSupport need public _ID
 
int _luaID
 Lua reference id.
 
void * _scriptObject
 scriptObject, support for swift
 
bool _rooted
 When true, it means that the object was already rooted.
 

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:

  • Put all your sprites in the same spritesheet (http://www.codeandweb.com/what-is-a-sprite-sheet).
  • Use the same blending function for all your sprites.
  • ...and the Renderer will automatically "batch" your sprites (will draw all of them in one OpenGL call).

Sprite has 4 types or rendering modes:

  • QUAD: Renders the sprite using 2 triangles (1 rectangle): uses small memory, but renders empty pixels (slow)
  • POLYGON: Renders the sprite using many triangles (depending on the setting): Uses more memory, but doesn't render so much empty pixels (faster)
  • SLICE9: Renders the sprite using 18 triangles (9 rectangles). Useful to to scale buttons an other rectangular sprites
  • QUAD_BATCHNODE: Renders the sprite using 2 triangles (1 rectangle) with a static batch, which has some limitations (see below)

By default, the sprite uses QUAD mode. But can be changed to POLYGON when calling setPolygonInfo(). To use SLICE9 call setCenterRect() or serCenterRectNormalized(). To use QUAD_BATCHNODE parent the sprite to a SpriteBatchNode object.

QUAD_BATCHNODE is deprecated and should be avoid. It has 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).

Member Function Documentation

◆ create() [1/4]

static Sprite* create ( )

Creates an empty sprite without texture.

You can call setTexture method subsequently.

Returns
An autoreleased sprite object.

◆ create() [2/4]

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.

◆ create() [3/4]

static Sprite* create ( const PolygonInfo info)
static

Creates a polygon sprite with a polygon info.

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

Parameters
polygonInfoA path to image file, e.g., "scene1/monster.png".
Returns
An autoreleased sprite object.

◆ create() [4/4]

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.

◆ createWithTexture() [1/2]

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.

◆ createWithTexture() [2/2]

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.

◆ createWithSpriteFrame()

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.

◆ createWithSpriteFrameName()

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
spriteFrameNameThe name of sprite frame.
Returns
An autoreleased sprite object.

◆ getBatchNode()

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.

◆ setBatchNode()

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);

◆ setTexture()

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.

◆ setTextureRect()

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.

◆ setVertexRect()

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.

◆ setCenterRectNormalized()

virtual void setCenterRectNormalized ( const Rect rect)
virtual

setCenterRectNormalized

Useful to implement "9 sliced" sprites. The default value is (0,0) - (1,1), which means that only one "slice" will be used: From top-left (0,0) to bottom-right (1,1). If the value is different than (0,0), (1,1), then the sprite will be sliced into a 3 x 3 grid. The four corners of this grid are applied without performing any scaling. The upper- and lower-middle parts are scaled horizontally, and the left- and right-middle parts are scaled vertically. The center is scaled in both directions. Important: The scaling is based the Sprite's trimmed size.

Limitations: Does not work when the sprite is part of SpriteBatchNode.

◆ getCenterRectNormalized()

virtual Rect getCenterRectNormalized ( ) const
virtual

getCenterRectNormalized

Returns the CenterRect in normalized coordinates

◆ getCenterRect()

virtual Rect getCenterRect ( ) const
virtual

Returns the Cap Insets rect.

Returns
Scale9Sprite's cap inset.

◆ setSpriteFrame()

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

Sets a new SpriteFrame to the Sprite.

◆ setDisplayFrameWithAnimationName()

virtual void setDisplayFrameWithAnimationName ( const std::string &  animationName,
unsigned int  frameIndex 
)
virtual

Changes the display frame with animation name and index.

The animation name will be get from the AnimationCache.

◆ isDirty()

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.

◆ setScaleX()

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.

◆ setScaleY()

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.

◆ setScale() [1/2]

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.

◆ setPosition()

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.

◆ setRotation()

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.

◆ setRotationSkewX()

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. @js setRotationX

Reimplemented from Node.

◆ setRotationSkewY()

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. @js setRotationY

Reimplemented from Node.

◆ setSkewX()

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.

◆ setSkewY()

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.

◆ removeChild()

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.

◆ removeAllChildrenWithCleanup()

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 otherwise. @js removeAllChildren @lua removeAllChildren

Reimplemented from Node.

◆ reorderChild()

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.

◆ addChild() [1/6]

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.
localZOrderZ 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.

◆ addChild() [2/6]

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.
localZOrderZ order for drawing priority. Please refer to setLocalZOrder(int).
nameA string to identify the node easily. Please refer to setName(int).

Reimplemented from Node.

◆ sortAllChildren()

virtual void sortAllChildren ( )
overridevirtual

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

This approach can improve the performance massively.

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

Reimplemented from Node.

◆ setScale() [2/2]

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.

◆ setPositionZ()

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. @js setVertexZ

Reimplemented from Node.

◆ setAnchorPoint()

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 (0,0), so it starts in the lower left corner of the node.

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

Reimplemented from Node.

◆ setContentSize()

virtual void setContentSize ( const Size &  contentSize)
overridevirtual

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 from Node.

◆ setIgnoreAnchorPointForPosition()

virtual void setIgnoreAnchorPointForPosition ( 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.

Reimplemented from Node.

◆ setVisible()

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.

◆ draw()

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.

◆ setOpacityModifyRGB()

virtual void setOpacityModifyRGB ( bool  value)
overridevirtual

If you want the opacity affect the color property, then set to true.

Parameters
valueA boolean value.

Reimplemented from Node.

◆ isOpacityModifyRGB()

virtual bool isOpacityModifyRGB ( ) const
overridevirtual

If node opacity will modify the RGB color value, then you should override this method and return true.

Returns
A boolean value, true indicates that opacity will modify color; false otherwise.

Reimplemented from Node.

◆ getQuad()

V3F_C4B_T2F_Quad getQuad ( ) const
inline

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

@js NA @lua NA

◆ setAtlasIndex()

void setAtlasIndex ( unsigned int  atlasIndex)
inline

Sets the index used on the TextureAtlas.

Warning
Don't modify this value unless you know what you are doing.

◆ getOffsetPosition()

const Vec2& getOffsetPosition ( ) const
inline

Gets the offset position of the sprite.

Calculated automatically by editors like Zwoptex.

◆ isFlippedX()

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.

◆ setFlippedX()

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.

◆ isFlippedY()

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.

◆ setFlippedY()

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.

◆ getPolygonInfo()

const PolygonInfo& getPolygonInfo ( ) const

returns a reference of the polygon information associated with this sprite

Returns
a reference of PolygonInfo

◆ setPolygonInfo()

void setPolygonInfo ( const PolygonInfo info)

set the sprite to use this new PolygonInfo

Parameters
PolygonInfothe polygon information object

◆ setBlendFunc()

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).

◆ initWithTexture() [1/3]

virtual bool initWithTexture ( Texture2D texture)
protectedvirtual

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.

◆ initWithPolygon()

virtual bool initWithPolygon ( const PolygonInfo info)
protectedvirtual

Initializes a sprite with a PolygonInfo.

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

Parameters
PolygonInfoa Polygon info contains the structure of the polygon.
Returns
True if the sprite is initialized properly, false otherwise.

◆ initWithTexture() [2/3]

virtual bool initWithTexture ( Texture2D texture,
const Rect rect 
)
protectedvirtual

Initializes a sprite with a texture and a rect.

After initialization, 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 rect of this texture will be applied for this sprite.
Returns
True if the sprite is initialized properly, false otherwise.

◆ initWithTexture() [3/3]

virtual bool initWithTexture ( Texture2D texture,
const Rect rect,
bool  rotated 
)
protectedvirtual

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.

◆ initWithSpriteFrame()

virtual bool initWithSpriteFrame ( SpriteFrame spriteFrame)
protectedvirtual

Initializes a sprite with an SpriteFrame.

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

Parameters
spriteFrameA SpriteFrame object. It should includes a valid texture and a rect.
Returns
True if the sprite is initialized properly, false otherwise.

◆ initWithSpriteFrameName()

virtual bool initWithSpriteFrameName ( const std::string &  spriteFrameName)
protectedvirtual

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 fetched a valid SpriteFrame from SpriteFrameCache.
Returns
True if the sprite is initialized properly, false otherwise.

Reimplemented in Scale9Sprite.

◆ initWithFile() [1/2]

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

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. @lua init

Reimplemented in Scale9Sprite.

◆ initWithFile() [2/2]

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

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. @lua init

Reimplemented in Scale9Sprite.

◆ addChild() [3/6]

virtual void addChild

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.

◆ addChild() [4/6]

virtual void addChild

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.
localZOrderZ order for drawing priority. Please refer to setLocalZOrder(int).

◆ addChild() [5/6]

virtual void addChild

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.
localZOrderZ 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.

◆ addChild() [6/6]

virtual void addChild

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.
localZOrderZ order for drawing priority. Please refer to setLocalZOrder(int).
nameA string to identify the node easily. Please refer to setName(int).

The documentation for this class was generated from the following file:
cocos2d::Sprite::createWithTexture
static Sprite * createWithTexture(Texture2D *texture)
Creates a sprite with a Texture2D object.
cocos2d::Sprite::setPosition
virtual void setPosition(const Vec2 &pos) override
@js NA @lua NA
cocos2d::Sprite::addChild
virtual void addChild(Node *child, int zOrder, int tag) override
Adds a child to the container with z order and tag.
cocos2d::Sprite::Sprite
Sprite()
@js ctor
cocos2d::Node::create
static Node * create()
Allocates and initializes a node.
cocos2d::Sprite::setBlendFunc
void setBlendFunc(const BlendFunc &blendFunc) override
Definition: CCSprite.h:535