Class cc.SpriteBatchNode
- Defined in: CCSpriteBatchNode.js
- Extends cc.Node
Constructor Attributes | Constructor Name and Description |
---|---|
cc.SpriteBatchNode(fileImage, capacity)
A cc.SpriteBatchNode can reference one and only one texture (one image file, one texture atlas). |
Method Summary
Class Detail
A cc.SpriteBatchNode can reference one and only one texture (one image file, one texture atlas).
Only the cc.Sprites that are contained in that texture can be added to the cc.SpriteBatchNode.
All cc.Sprites added to a cc.SpriteBatchNode are drawn in one WebGL draw call.
If the cc.Sprites are not added to a cc.SpriteBatchNode then an WebGL draw call will be needed for each one, which is less efficient.
Limitations:
- The only object that is accepted as child (or grandchild, grand-grandchild, etc...) is cc.Sprite or any subclass of cc.Sprite.
eg: particles, labels and layer can't be added to a cc.SpriteBatchNode.
- Either all its children are Aliased or Antialiased. It can't be a mix.
This is because "alias" is a property of the texture, and all the sprites share the same texture.
// 1. create a SpriteBatchNode with image path var spriteBatchNode = new cc.SpriteBatchNode("res/animations/grossini.png", 50); // 2. create a SpriteBatchNode with texture var texture = cc.textureCache.addImage("res/animations/grossini.png"); var spriteBatchNode = new cc.SpriteBatchNode(texture,50);
- Parameters:
- {String|cc.Texture2D} fileImage
- {Number} capacity
Field Detail
Method Detail
-
addChild(child, zOrder, tag)Add child to the sprite batch node (override addChild of cc.Node)
- Parameters:
- {cc.Sprite} child
- {Number} zOrder Optional
- {Number} tag Optional
-
{cc.SpriteBatchNode} addSpriteWithoutQuad(child, z, aTag)
This is the opposite of "addQuadFromSprite.
It add the sprite to the children and descendants array, but it doesn't update add it to the texture atlas
- Parameters:
- {cc.Sprite} child
- {Number} z
- zOrder
- {Number} aTag
- Returns:
- {cc.SpriteBatchNode}
-
appendChild(sprite)Add child at the end, faster than insert child
- Parameters:
- {cc.Sprite} sprite
-
{Number} atlasIndexForChild(sprite, nZ)Returns atlas index for child
- Parameters:
- {cc.Sprite} sprite
- {Number} nZ
- Returns:
- {Number}
-
creates a cc.SpriteBatchNodeCanvas with a file image (.png, .jpg etc) with a default capacity of 29 children.
The capacity will be increased in 33% in runtime if it run out of space.
The file will be loaded using the TextureMgr.
- Parameters:
- {String|cc.Texture2D} fileImage
- {Number} capacity
- Deprecated:
- since v3.0, please use new construction instead
- Returns:
- {cc.SpriteBatchNode}
- See:
- cc.SpriteBatchNode
-
<static> cc.SpriteBatchNode.createWithTexture()
- Deprecated:
- since v3.0, please use new construction instead
- See:
- cc.SpriteBatchNode
-
{cc.BlendFunc} getBlendFunc()Returns the blending function used for the texture
- Returns:
- {cc.BlendFunc}
-
{Array} getDescendants()Return Descendants of cc.SpriteBatchNode
- Returns:
- {Array}
-
{cc.Texture2D} getTexture()Returns texture of the sprite batch node
- Returns:
- {cc.Texture2D}
-
{cc.TextureAtlas} getTextureAtlas()Return TextureAtlas of cc.SpriteBatchNode
- Returns:
- {cc.TextureAtlas}
-
{Number} highestAtlasIndexInChild(sprite)Returns highest atlas index in child
- Parameters:
- {cc.Sprite} sprite
- Returns:
- {Number}
-
increaseAtlasCapacity()Increase Atlas Capacity
-
{Boolean} init(fileImage, capacity)
initializes a cc.SpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and a capacity of children.
The capacity will be increased in 33% in runtime if it run out of space.
The file will be loaded using the TextureMgr.
Please pass parameters to constructor to initialize the sprite batch node, do not call this function yourself.- Parameters:
- {String} fileImage
- {Number} capacity
- Returns:
- {Boolean}
-
{Boolean} initWithFile(fileImage, capacity)
Initializes a cc.SpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and a capacity of children.
The capacity will be increased in 33% in runtime if it run out of space.
The file will be loaded using the TextureMgr.
Please pass parameters to constructor to initialize the sprite batch node, do not call this function yourself.- Parameters:
- {String} fileImage
- {Number} capacity
- Returns:
- {Boolean}
-
{Boolean} initWithTexture(tex, capacity)
Initializes a cc.SpriteBatchNode with a texture2d and capacity of children.
The capacity will be increased in 33% in runtime if it run out of space.
Please pass parameters to constructor to initialize the sprite batch node, do not call this function yourself.- Parameters:
- {cc.Texture2D} tex
- {Number} capacity Optional
- Returns:
- {Boolean}
-
insertChild(sprite, index)Insert a child
- Parameters:
- {cc.Sprite} sprite
- The child sprite
- {Number} index
- The insert index
-
insertQuadFromSprite(sprite, index)
Inserts a quad at a certain index into the texture atlas. The cc.Sprite won't be added into the children array.
This method should be called only when you are dealing with very big AtlasSprite and when most of the cc.Sprite won't be updated.
For example: a tile map (cc.TMXMap) or a label with lots of characters (cc.LabelBMFont)- Parameters:
- {cc.Sprite} sprite
- {Number} index
-
{Number} lowestAtlasIndexInChild(sprite)Returns lowest atlas index in child
- Parameters:
- {cc.Sprite} sprite
- Returns:
- {Number}
-
{Number} rebuildIndexInOrder(pobParent, index)Rebuild index in order for child
- Parameters:
- {cc.Sprite} pobParent
- {Number} index
- Returns:
- {Number}
-
removeAllChildren(cleanup)Removes all children from the container and do a cleanup all running actions depending on the cleanup parameter.
(override removeAllChildren of cc.Node)- Parameters:
- {Boolean} cleanup
-
removeChild(child, cleanup)Removes a child from cc.SpriteBatchNode (override removeChild of cc.Node)
- Parameters:
- {cc.Sprite} child
- {Boolean} cleanup
-
removeChildAtIndex(index, doCleanup)Removes a child given a certain index. It will also cleanup the running actions depending on the cleanup parameter.
- Parameters:
- {Number} index
- {Boolean} doCleanup
-
removeSpriteFromAtlas(sprite)Removes sprite from TextureAtlas
- Parameters:
- {cc.Sprite} sprite
-
reorderBatch(reorder)Sprites use this to start sortChildren, don't call this manually
- Parameters:
- {Boolean} reorder
-
reorderChild(child, zOrder)Reorder children (override reorderChild of cc.Node)
- Parameters:
- {cc.Sprite} child
- {Number} zOrder
-
setBlendFunc(src, dst)Sets the source and destination blending function for the texture
- Parameters:
- {Number | cc.BlendFunc} src
- {Number} dst
-
setTexture(texture)Sets the texture of the sprite batch node.
- Parameters:
- {cc.Texture2D} texture
-
setTextureAtlas(textureAtlas)TextureAtlas of cc.SpriteBatchNode setter
- Parameters:
- {cc.TextureAtlas} textureAtlas
-
sortAllChildren()Sort all children nodes (override draw of cc.Node)
-
updateQuadFromSprite(sprite, index)
Updates a quad at a certain index into the texture atlas. The CCSprite won't be added into the children array.
This method should be called only when you are dealing with very big AtlasSrite and when most of the cc.Sprite won't be updated.
For example: a tile map (cc.TMXMap) or a label with lots of characters (BitmapFontAtlas)
- Parameters:
- {cc.Sprite} sprite
- {Number} index