#import <CCNode.h>
Inherited by CCAtlasNode, CCMenuItem, CCMotionStreak, CCParallaxNode, CCParticleSystem, CCProgressTimer, CCRenderTexture, CCRibbon, CCScene, CCSprite, CCSpriteBatchNode, and CCTMXTiledMap.
List of all members.
Detailed Description
CCNode is the main element. Anything thats gets drawn or contains things that get drawn is a CCNode. The most popular CCNodes are: CCScene, CCLayer, CCSprite, CCMenu.
The main features of a CCNode are:
- They can contain other CCNode nodes (addChild, getChildByTag, removeChild, etc)
- They can schedule periodic callback (schedule, unschedule, etc)
- They can execute actions (runAction, stopAction, etc)
Some CCNode nodes provide extra functionality for them or their children.
Subclassing a CCNode usually means (one/all) of:
- overriding init to initialize resources and schedule callbacks
- create callbacks to handle the advancement of time
- overriding draw to render the node
Features of CCNode:
- position
- scale (x, y)
- rotation (in degrees, clockwise)
- CCCamera (an interface to gluLookAt )
- CCGridBase (to do mesh transformations)
- anchor point
- size
- visible
- z-order
- openGL z position
Default values:
- rotation: 0
- position: (x=0,y=0)
- scale: (x=1,y=1)
- contentSize: (x=0,y=0)
- anchorPoint: (x=0,y=0)
Limitations:
- A CCNode is a "void" object. It doesn't have a texture
Order in transformations with grid disabled
- The node will be translated (position)
- The node will be rotated (rotation)
- The node will be scaled (scale)
- The node will be moved according to the camera values (camera)
Order in transformations with grid enabled
- The node will be translated (position)
- The node will be rotated (rotation)
- The node will be scaled (scale)
- The grid will capture the screen
- The node will be moved according to the camera values (camera)
- The grid will render the captured screen
Camera:
- Each node has a camera. By default it points to the center of the CCNode.
Definition at line 97 of file CCNode.h.
Member Function Documentation
| - (void) addChild: |
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(CCNode *) |
node |
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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.
- Since:
- v0.7.1
| - (void) addChild: |
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(CCNode *) |
node |
| z: |
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(int) |
z | |
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Adds a child to the container with a z-order. If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.
- Since:
- v0.7.1
| - (void) addChild: |
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(CCNode *) |
node |
| z: |
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(int) |
z |
| tag: |
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(int) |
tag | |
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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.
- Since:
- v0.7.1
returns a "local" axis aligned bounding box of the node in points. The returned box is relative only to its parent. The returned box is in Points.
- Since:
- v0.8.2
| - (CGRect) boundingBoxInPixels |
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returns a "local" axis aligned bounding box of the node in pixels. The returned box is relative only to its parent. The returned box is in Points.
- Since:
- v0.99.5
Stops all running actions and schedulers
- Since:
- v0.8
| - (CGPoint) convertToNodeSpace: |
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(CGPoint) |
worldPoint |
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Converts a Point to node (local) space coordinates. The result is in Points.
- Since:
- v0.7.1
| - (CGPoint) convertToNodeSpaceAR: |
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(CGPoint) |
worldPoint |
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Converts a Point to node (local) space coordinates. The result is in Points. treating the returned/received node point as anchor relative.
- Since:
- v0.7.1
| - (CGPoint) convertToWorldSpace: |
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(CGPoint) |
nodePoint |
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Converts a Point to world space coordinates. The result is in Points.
- Since:
- v0.7.1
| - (CGPoint) convertToWorldSpaceAR: |
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(CGPoint) |
nodePoint |
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Converts a local Point to world space coordinates.The result is in Points. treating the returned/received node point as anchor relative.
- Since:
- v0.7.1
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.
Gets an action from the running action list given its tag
- Since:
- v0.7.1
- Returns:
- the Action the with the given tag
| - (CCNode*) getChildByTag: |
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(int) |
tag |
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Gets a child from the container given its tag
- Returns:
- returns a CCNode object
- Since:
- v0.7.1
allocates and initializes a node. The node will be created as "autorelease".
| - (CGAffineTransform) nodeToParentTransform |
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Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. The matrix is in Pixels.
- Since:
- v0.7.1
| - (CGAffineTransform) nodeToWorldTransform |
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Retrusn the world affine transform matrix. The matrix is in Pixels.
- Since:
- v0.7.1
| - (int) numberOfRunningActions |
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Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). Composable actions are counted as 1 action. Example: If you are running 1 Sequence of 7 actions, it will return 1. If you are running 7 Sequences of 2 actions, it will return 7.
callback that is called every time the CCNode enters the 'stage'. If the CCNode enters the 'stage' with a transition, this callback is called when the transition starts. During onEnter you can't a "sister/brother" node.
| - (void) onEnterTransitionDidFinish |
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callback that is called when the CCNode enters in the 'stage'. If the CCNode enters the 'stage' with a transition, this callback is called when the transition finishes.
- Since:
- v0.8
callback that is called every time the CCNode leaves the 'stage'. If the CCNode leaves the 'stage' with a transition, this callback is called when the transition finishes. During onExit you can't a "sister/brother" node.
| - (CGAffineTransform) parentToNodeTransform |
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Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. The matrix is in Pixels.
- Since:
- v0.7.1
| - (void) pauseSchedulerAndActions |
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pauses all scheduled selectors and actions. Called internally by onExit
| - (void) removeAllChildrenWithCleanup: |
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(BOOL) |
cleanup |
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Removes all children from the container and do a cleanup all running actions depending on the cleanup parameter.
- Since:
- v0.7.1
| - (void) removeChild: |
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(CCNode *) |
node |
| cleanup: |
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(BOOL) |
cleanup | |
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Removes a child from the container. It will also cleanup all running actions depending on the cleanup parameter.
- Since:
- v0.7.1
| - (void) removeChildByTag: |
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(int) |
tag |
| cleanup: |
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(BOOL) |
cleanup | |
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Removes a child from the container by tag value. It will also cleanup all running actions depending on the cleanup parameter
- Since:
- v0.7.1
| - (void) removeFromParentAndCleanup: |
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(BOOL) |
cleanup |
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Remove itself from its parent node. If cleanup is YES, then also remove all actions and callbacks. If the node orphan, then nothing happens.
- Since:
- v0.99.3
| - (void) reorderChild: |
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(CCNode *) |
child |
| z: |
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(int) |
zOrder | |
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Reorders a child according to a new z value. The child MUST be already added.
| - (void) resumeSchedulerAndActions |
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resumes all scheduled selectors and actions. Called internally by onEnter
Executes an action, and returns the action that is executed. The node becomes the action's target.
- Warning:
- Starting from v0.8 actions don't retain their target anymore.
- Since:
- v0.7.1
- Returns:
- An Action pointer
| - (void) schedule: |
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(SEL) |
s |
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schedules a selector. The scheduled selector will be ticked every frame
| - (void) schedule: |
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(SEL) |
s |
| interval: |
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(ccTime) |
seconds | |
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schedules a custom selector with an interval time in seconds. If time is 0 it will be ticked every frame. If time is 0, it is recommended to use 'scheduleUpdate' instead.
If the selector is already scheduled, then the interval parameter will be updated without scheduling it again.
check whether a selector is scheduled. schedules the "update" method. It will use the order number 0. This method will be called every frame. Scheduled methods with a lower order value will be called before the ones that have a higher order value. Only one "udpate" method could be scheduled per node.
- Since:
- v0.99.3
| - (void) scheduleUpdateWithPriority: |
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(int) |
priority |
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schedules the "update" selector with a custom priority. This selector will be called every frame. Scheduled selectors with a lower priority will be called before the ones that have a higher value. Only one "udpate" selector could be scheduled per node (You can't have 2 'update' selectors).
- Since:
- v0.99.3
| - (void) stopAction: |
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(CCAction *) |
action |
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Removes an action from the running action list
| - (void) stopActionByTag: |
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(int) |
tag |
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Removes an action from the running action list given its tag
- Since:
- v0.7.1
Removes all actions from the running action list
performs OpenGL view-matrix transformation based on position, scale, rotation and other attributes.
| - (void) transformAncestors |
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performs OpenGL view-matrix transformation of it's ancestors. Generally the ancestors are already transformed, but in certain cases (eg: attaching a FBO) it's necessary to transform the ancestors again.
- Since:
- v0.7.2
| - (void) unschedule: |
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(SEL) |
s |
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unschedules a custom selector.
| - (void) unscheduleAllSelectors |
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unschedule all scheduled selectors: custom selectors, and the 'update' selector. Actions are not affected by this method.
- Since:
- v0.99.3
recursive method that visit its children and draw them
| - (CGAffineTransform) worldToNodeTransform |
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Returns the inverse world affine transform matrix. The matrix is in Pixels.
- Since:
- v0.7.1
Property Documentation
- (CGPoint) anchorPoint [read, write, assign] |
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). It starts in the bottom-left corner. CCSprite and other subclasses have a different default anchorPoint.
- Since:
- v0.8
Definition at line 205 of file CCNode.h.
- (CGPoint) anchorPointInPixels [read, assign] |
The anchorPoint in absolute pixels. Since v0.8 you can only read it. If you wish to modify it, use anchorPoint instead
Definition at line 209 of file CCNode.h.
A CCCamera object that lets you move the node using a gluLookAt
Definition at line 191 of file CCNode.h.
- (CCArray*) children [read, assign] |
Array of children
Definition at line 193 of file CCNode.h.
- (CGSize) contentSize [read, write, assign] |
The untransformed size of the node in Points 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.
- Since:
- v0.8
Definition at line 216 of file CCNode.h.
- (CGSize) contentSizeInPixels [read, write, assign] |
The untransformed size of the node in Pixels 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.
- Since:
- v0.8
Definition at line 223 of file CCNode.h.
A CCGrid object that is used when applying effects
Definition at line 195 of file CCNode.h.
- (BOOL) isRelativeAnchorPoint [read, write, assign] |
If YES the transformtions will be relative to it's anchor point. Sprites, Labels and any other sizeble object use it have it enabled by default. Scenes, Layers and other "whole screen" object don't use it, have it disabled by default.
Definition at line 233 of file CCNode.h.
- (BOOL) isRunning [read, assign] |
whether or not the node is running
Definition at line 226 of file CCNode.h.
- (CCNode*) parent [read, write, assign] |
A weak reference to the parent
Definition at line 228 of file CCNode.h.
- (CGPoint) position [read, write, assign] |
Position (x,y) of the node in points. (0,0) is the left-bottom corner.
Definition at line 186 of file CCNode.h.
- (CGPoint) positionInPixels [read, write, assign] |
Position (x,y) of the node in points. (0,0) is the left-bottom corner.
Definition at line 188 of file CCNode.h.
- (float) rotation [read, write, assign] |
The rotation (angle) of the node in degrees. 0 is the default rotation angle. Positive values rotate node CW.
Definition at line 178 of file CCNode.h.
- (float) scale [read, write, assign] |
The scale factor of the node. 1.0 is the default scale factor. It modifies the X and Y scale at the same time.
Definition at line 180 of file CCNode.h.
- (float) scaleX [read, write, assign] |
The scale factor of the node. 1.0 is the default scale factor. It only modifies the X scale factor.
Definition at line 182 of file CCNode.h.
- (float) scaleY [read, write, assign] |
The scale factor of the node. 1.0 is the default scale factor. It only modifies the Y scale factor.
Definition at line 184 of file CCNode.h.
- (NSInteger) tag [read, write, assign] |
A tag used to identify the node easily
Definition at line 235 of file CCNode.h.
- (void*) userData [read, write, assign] |
A custom user data pointer
Definition at line 237 of file CCNode.h.
- (float) vertexZ [read, write, assign] |
The real openGL Z vertex. Differences between openGL Z vertex and cocos2d Z order:
- OpenGL Z modifies the Z vertex, and not the Z order in the relation between parent-children
- OpenGL Z might require to set 2D projection
- cocos2d Z order works OK if all the nodes uses the same openGL Z vertex. eg: vertexZ = 0
- Warning:
- : Use it at your own risk since it might break the cocos2d parent-children z order
- Since:
- v0.8
Definition at line 176 of file CCNode.h.
- (BOOL) visible [read, write, assign] |
Whether of not the node is visible. Default is YES
Definition at line 197 of file CCNode.h.
- (NSInteger) zOrder [read, assign] |
The z order of the node relative to it's "brothers": children of the same parent
Definition at line 167 of file CCNode.h.
The documentation for this class was generated from the following file:
- /Users/ricardoquesada/progs/cocos2d-iphone/cocos2d/CCNode.h