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cocos2d for iPhone 1.0.0
2D engine for iOS and OS X
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#import <CCNode.h>


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:
Some CCNode nodes provide extra functionality for them or their children.
Subclassing a CCNode usually means (one/all) of:
Features of CCNode:
Default values:
Limitations:
Order in transformations with grid disabled
Order in transformations with grid enabled
Camera:
| - (void) addChild: | (CCNode *) | node |
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.
| - (void) addChild: | (CCNode *) | node | |
| z: | (NSInteger) | z | |
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.
| - (void) addChild: | (CCNode *) | node | |
| z: | (NSInteger) | z | |
| tag: | (NSInteger) | tag | |
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.
Implemented in CCTMXLayer.
| - (CGRect) boundingBox |
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.
| - (CGRect) boundingBoxInPixels |
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.
| - (void) cleanup |
Stops all running actions and schedulers
| - (CGPoint) convertToNodeSpace: | (CGPoint) | worldPoint |
Converts a Point to node (local) space coordinates. The result is in Points.
| - (CGPoint) convertToNodeSpaceAR: | (CGPoint) | worldPoint |
Converts a Point to node (local) space coordinates. The result is in Points. treating the returned/received node point as anchor relative.
| - (CGPoint) convertToWorldSpace: | (CGPoint) | nodePoint |
Converts a Point to world space coordinates. The result is in Points.
| - (CGPoint) convertToWorldSpaceAR: | (CGPoint) | nodePoint |
Converts a local Point to world space coordinates.The result is in Points. treating the returned/received node point as anchor relative.
| - (void) draw |
Override this method to draw your own node. The following GL states will be enabled by default:
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.
| - (CCAction*) getActionByTag: | (NSInteger) | tag |
Gets an action from the running action list given its tag
| - (CCNode*) getChildByTag: | (NSInteger) | tag |
| - (id) init |
initializes the node
| + (id) node |
allocates and initializes a node. The node will be created as "autorelease".
| - (CGAffineTransform) nodeToParentTransform |
Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. The matrix is in Pixels.
| - (CGAffineTransform) nodeToWorldTransform |
Retrusn the world affine transform matrix. The matrix is in Pixels.
| - (NSUInteger) numberOfRunningActions |
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.
| - (void) onEnter |
| - (void) onEnterTransitionDidFinish |
| - (void) onExit |
| - (CGAffineTransform) parentToNodeTransform |
Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. The matrix is in Pixels.
| - (void) pauseSchedulerAndActions |
pauses all scheduled selectors and actions. Called internally by onExit
| - (void) removeAllChildrenWithCleanup: | (BOOL) | cleanup |
Removes all children from the container and do a cleanup all running actions depending on the cleanup parameter.
| - (void) removeChild: | (CCNode *) | node | |
| cleanup: | (BOOL) | cleanup | |
Removes a child from the container. It will also cleanup all running actions depending on the cleanup parameter.
| - (void) removeChildByTag: | (NSInteger) | tag | |
| cleanup: | (BOOL) | cleanup | |
Removes a child from the container by tag value. It will also cleanup all running actions depending on the cleanup parameter
| - (void) removeFromParentAndCleanup: | (BOOL) | cleanup |
Remove itself from its parent node. If cleanup is YES, then also remove all actions and callbacks. If the node orphan, then nothing happens.
| - (void) reorderChild: | (CCNode *) | child | |
| z: | (NSInteger) | zOrder | |
Reorders a child according to a new z value. The child MUST be already added.
| - (void) resumeSchedulerAndActions |
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.
| - (void) schedule: | (SEL) | s |
schedules a selector. The scheduled selector will be ticked every frame
| - (void) schedule: | (SEL) | s | |
| interval: | (ccTime) | seconds | |
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.
| - (void) scheduleUpdate |
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.
| - (void) scheduleUpdateWithPriority: | (NSInteger) | priority |
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).
| - (void) stopAction: | (CCAction *) | action |
Removes an action from the running action list
| - (void) stopActionByTag: | (NSInteger) | tag |
Removes an action from the running action list given its tag
| - (void) stopAllActions |
Removes all actions from the running action list
| - (void) transform |
performs OpenGL view-matrix transformation based on position, scale, rotation and other attributes.
| - (void) transformAncestors |
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.
| - (void) unschedule: | (SEL) | s |
unschedules a custom selector.
| - (void) unscheduleAllSelectors |
unschedule all scheduled selectors: custom selectors, and the 'update' selector. Actions are not affected by this method.
| - (void) visit |
recursive method that visit its children and draw them
| - (CGAffineTransform) worldToNodeTransform |
Returns the inverse world affine transform matrix. The matrix is in Pixels.
- (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.
- (CGPoint) anchorPointInPixels [read, assign] |
- (CCCamera*) camera [read, assign] |
- (CGSize) contentSize [read, write, assign] |
- (CGSize) contentSizeInPixels [read, write, assign] |
- (CCGridBase*) grid [read, write, retain] |
- (BOOL) isRelativeAnchorPoint [read, write, assign] |
- (BOOL) isRunning [read, assign] |
- (CCNode*) parent [read, write, assign] |
- (CGPoint) position [read, write, assign] |
- (CGPoint) positionInPixels [read, write, assign] |
- (float) rotation [read, write, assign] |
- (float) scale [read, write, assign] |
- (float) scaleX [read, write, assign] |
- (float) scaleY [read, write, assign] |
- (float) skewX [read, write, assign] |
- (float) skewY [read, write, assign] |
The Y skew angle of the node in degrees. This angle describes the shear distortion in the Y direction. Thus, it is the angle between the X axis and the bottom edge of the shape The default skewY angle is 0. Positive values distort the node in a CCW direction.
- (NSInteger) tag [read, write, assign] |
- (void*) userData [read, write, assign] |
- (float) vertexZ [read, write, assign] |
The real openGL Z vertex. Differences between openGL Z vertex and cocos2d Z order:
- (BOOL) visible [read, write, assign] |
- (NSInteger) zOrder [read, assign] |