Crate rcocos2d_sys[−][src]
Re-exports
pub use self::cocos2d_LanguageType as cocos2d_ccLanguageType;
pub use self::cocos2d__ccConfigurationType as cocos2d_ccConfigurationType;
pub use self::cocos2d_eImageFormat as cocos2d_tCCImageFormat;
pub use self::cocos2d_ccTMXTileFlags_ as cocos2d_ccTMXTileFlags;
Structs
@brief CCAccelAmplitude action
@brief CCAccelDeccelAmplitude action
@brief The device accelerometer reports values for each axis in units of g-force
@brief The CCAccelerometerDelegate defines a single method for receiving acceleration-related data from the system. @js NA @lua NA
@brief Base class for CCAction objects.
@brief Base class for CCCamera actions @ingroup Actions
@brief Base class for Easing actions @ingroup Actions
@brief Instant actions are immediate actions. They don’t have a duration like the CCIntervalAction actions.
@addtogroup transition @{
@brief CCActionManager is a singleton that manages all the actions. Normally you won’t need to use this singleton directly. 99% of the cases you will use the CCNode interface, which uses this singleton. But there are some cases where you might need to use this singleton. Examples:
CCActionTween
@addtogroup actions @{
@brief Animates a sprite given the name of an Animation
A CCAnimation object is used to perform animations on the CCSprite objects.
Singleton that manages the Animations. It saves in a cache the animations. You should use this class if you want to save your animations in a cache.
CCAnimationFrame A frame of the animation. It contains information like:
@addtogroup platform @{ @js NA @lua NA
@js NA
@brief CCAtlasNode is a subclass of CCNode that implements the CCRGBAProtocol and CCTextureProtocol protocol
@addtogroup base_nodes @{ @js NA @lua NA
@brief CCBMFontConfiguration has parsed configuration of the the .fnt file @since v0.8 @js NA @lua NA
@brief An action that moves the target with a cubic Bezier curve by a certain distance.
@brief An action that moves the target with a cubic Bezier curve to a destination point. @since v0.8.2
Specify the blending function according glBlendFunc Please refer to glBlendFunc in OpenGL ES Manual http://www.khronos.org/opengles/sdk/docs/man/xhtml/glBlendFunc.xml for more details. @js NA @lua NA
@brief Blinks a CCNode object by modifying it’s visible attribute
@addtogroup data_structures @{ @js NA @lua NA
@brief Calls a ‘callback’
@brief Calls a ‘callback’ with the node as the first argument N means Node @js NA
@brief Calls a ‘callback’ with the node as the first argument and the 2nd argument is data ND means: Node and Data. Data is void *, so it could be anything. @js NA @lua NA
@brief Calls a ‘callback’ with an object as the first argument. O means Object. @since v0.99.5 @js NA @lua NA
A CCCamera is used in every CCNode. Useful to look at the object from different views. The OpenGL gluLookAt() function is used to locate the camera.
Cardinal Spline path. http://en.wikipedia.org/wiki/Cubic_Hermite_spline#Cardinal_spline @ingroup Actions
Cardinal Spline path. http://en.wikipedia.org/wiki/Cubic_Hermite_spline#Cardinal_spline @ingroup Actions
An action that moves the target with a CatmullRom curve by a certain distance. A Catmull Rom is a Cardinal Spline with a tension of 0.5. http://en.wikipedia.org/wiki/Cubic_Hermite_spline#Catmull.E2.80.93Rom_spline @ingroup Actions
An action that moves the target with a CatmullRom curve to a destination point. A Catmull Rom is a Cardinal Spline with a tension of 0.5. http://en.wikipedia.org/wiki/Cubic_Hermite_spline#Catmull.E2.80.93Rom_spline @ingroup Actions
CCClippingNode is a subclass of CCNode. It draws its content (childs) clipped using a stencil. The stencil is an other CCNode that will not be drawn. The clipping is done using the alpha part of the stencil (adjusted with an alphaThreshold).
@js NA @lua NA
@addtogroup global @{ @brief CCConfiguration contains some openGL variables @since v0.99.0
@js NA @lua NA
Visitor that helps to perform action that depends on polymorphic object type
@brief CCDeccelAmplitude action
@brief Delays the action a certain amount of seconds
@js NA @lua NA
CCDictElement is used for traversing CCDictionary.
CCDictionary is a class like NSDictionary in Obj-C .
@brief Class that creates and handle the main Window and manages how and when to execute the Scenes.
OpenGL projection protocol @js NA @lua NA
@brief DisplayLinkDirector is a Director that synchronizes timers with the refresh rate of the display.
@addtogroup data_structures @{ @js NA @lua NA
CCDrawNode Node that draws dots, segments and polygons. Faster than the “drawing primitives” since they it draws everything in one single batch.
@addtogroup platform @{ @js NA
@brief CCEaseBackIn action. @warning This action doesn’t use a bijective function. Actions like Sequence might have an unexpected result when used with this action. @since v0.8.2 @ingroup Actions
@brief CCEaseBackInOut action. @warning This action doesn’t use a bijective function. Actions like Sequence might have an unexpected result when used with this action. @since v0.8.2 @ingroup Actions
@brief CCEaseBackOut action. @warning This action doesn’t use a bijective function. Actions like Sequence might have an unexpected result when used with this action. @since v0.8.2 @ingroup Actions
@brief CCEaseBounce abstract class. @since v0.8.2 @ingroup Actions
@brief CCEaseBounceIn action. @warning This action doesn’t use a bijective function. Actions like Sequence might have an unexpected result when used with this action. @since v0.8.2 @ingroup Actions
@brief CCEaseBounceInOut action. @warning This action doesn’t use a bijective function. Actions like Sequence might have an unexpected result when used with this action. @since v0.8.2 @ingroup Actions
@brief EaseBounceOut action. @warning This action doesn’t use a bijective function. Actions like Sequence might have an unexpected result when used with this action. @since v0.8.2 @ingroup Actions
@brief Ease Elastic abstract class @since v0.8.2 @ingroup Actions
@brief Ease Elastic In action. @warning This action doesn’t use a bijective function. Actions like Sequence might have an unexpected result when used with this action. @since v0.8.2 @ingroup Actions
@brief Ease Elastic InOut action. @warning This action doesn’t use a bijective function. Actions like Sequence might have an unexpected result when used with this action. @since v0.8.2 @ingroup Actions
@brief Ease Elastic Out action. @warning This action doesn’t use a bijective function. Actions like Sequence might have an unexpected result when used with this action. @since v0.8.2 @ingroup Actions
@brief CCEase Exponential In @ingroup Actions
@brief Ease Exponential InOut @ingroup Actions
@brief Ease Exponential Out @ingroup Actions
@brief CCEaseIn action with a rate @ingroup Actions
@brief CCEaseInOut action with a rate @ingroup Actions
@brief CCEaseOut action with a rate @ingroup Actions
@brief Base class for Easing actions with rate parameters @ingroup Actions
@brief Ease Sine In @ingroup Actions
@brief Ease Sine InOut @ingroup Actions
@brief Ease Sine Out @ingroup Actions
@brief Fades In an object that implements the CCRGBAProtocol protocol. It modifies the opacity from 0 to 255. The “reverse” of this action is FadeOut
@brief Fades Out an object that implements the CCRGBAProtocol protocol. It modifies the opacity from 255 to 0. The “reverse” of this action is FadeIn
@brief CCFadeOutBLTiles action. Fades out the tiles in a Bottom-Left direction
@brief CCFadeOutDownTiles action. Fades out the tiles in downwards direction
@brief CCFadeOutTRTiles action Fades out the tiles in a Top-Right direction
@brief CCFadeOutUpTiles action. Fades out the tiles in upwards direction
@brief Fades an object that implements the CCRGBAProtocol protocol. It modifies the opacity from the current value to a custom one. @warning This action doesn’t support “reverse”
! @brief Helper class to handle file operations
@brief Base class actions that do have a finite time duration. Possible actions:
@brief Flips the sprite horizontally @since v0.99.0 @js NA
@brief CCFlipX3D action
@brief Flips the sprite vertically @since v0.99.0 @js NA
@brief CCFlipY3D action
@addtogroup data_structures @{ @js NA @lua NA
@brief CCFollow is an action that “follows” a node.
@addtogroup shaders @{
FBO class that grabs the the contents of the screen @js NA @lua NA
CCGrid3D is a 3D grid implementation. Each vertex has 3 dimensions: x,y,z @js NA @lua NA
@brief Base class for CCGrid3D actions. Grid3D actions can modify a non-tiled grid.
@brief Base class for Grid actions
Base class for other
@brief Hide the node
@brief Input method editor delegate. @js NA @lua NA
@brief Input Method Edit Message Dispatcher. @js NA @lua NA
@addtogroup input @{
@addtogroup platform @{
@addtogroup data_structures @{ @js NA
@brief Moves a CCNode object simulating a parabolic jump movement by modifying it’s position attribute.
@brief CCJumpTiles3D action. A sin function is executed to move the tiles across the Z axis
@brief Moves a CCNode object to a parabolic position simulating a jump movement by modifying it’s position attribute.
@addtogroup input @{ @js NA @lua NA
@class CCKeypadDispatcher @brief Dispatch the keypad message from the phone @js NA @lua NA
@brief CCKeypadHandler Object than contains the CCKeypadDelegate. @js NA @lua NA
@brief CCLabelAtlas is a subclass of CCAtlasNode.
@brief CCLabelBMFont is a subclass of CCSpriteBatchNode.
Common interface for Labels @js NA @lua NA
@brief CCLabelTTF is a subclass of CCTextureNode that knows how to render text labels
@brief CCLayer is a subclass of CCNode that implements the TouchEventsDelegate protocol.
@brief CCLayerColor is a subclass of CCLayer that implements the CCRGBAProtocol protocol.
@brief CCLayerGradient is a subclass of CCLayerColor that draws gradients across the background.
@brief CCMultipleLayer is a CCLayer with the ability to multiplex it’s children. Features:
CCLayerRGBA is a subclass of CCLayer that implements the CCRGBAProtocol protocol using a solid color as the background.
@brief CCLens3D action
@brief CCLiquid action
@brief A CCMenu
@brief CCMenuItem base class
@brief A CCMenuItemAtlasFont Helper class that creates a MenuItemLabel class with a LabelAtlas
@brief A CCMenuItemFont Helper class that creates a CCMenuItemLabel class with a Label
@brief CCMenuItemImage accepts images as items. The images has 3 different states:
@brief An abstract class for “label” CCMenuItemLabel items Any CCNode that supports the CCLabelProtocol protocol can be added. Supported nodes:
@brief CCMenuItemSprite accepts CCNode
@brief A CCMenuItemToggle A simple container class that “toggles” it’s inner items The inner items can be any MenuItem
MotionStreak. Creates a trailing path.
Moves a CCNode object x,y pixels by modifying it’s position attribute. x and y are relative to the position of the object. Several CCMoveBy actions can be concurrently called, and the resulting movement will be the sum of individual movements. @since v2.1beta2-custom
Moves a CCNode object to the position x,y. x and y are absolute coordinates by modifying it’s position attribute. Several CCMoveTo actions can be concurrently called, and the resulting movement will be the sum of individual movements. @since v2.1beta2-custom
@brief CCNode is the main element. Anything that gets drawn or contains things that get drawn is a CCNode. The most popular CCNodes are: CCScene, CCLayer, CCSprite, CCMenu.
CCNodeRGBA is a subclass of CCNode that implements the CCRGBAProtocol protocol.
@js NA
@js NA @lua NA
@addtogroup data_structures @{
@brief CCOrbitCamera action Orbits the camera around the center of the screen using spherical coordinates @ingroup Actions
@brief Structure which can tell where mipmap begins and how long is it
@brief This action simulates a page turn from the bottom right hand corner of the screen. It’s not much use by itself but is used by the PageTurnTransition.
@brief CCParallaxNode: A node that simulates a parallax scroller
CCParticleBatchNode is like a batch node: if it contains children, it will draw them in 1 single OpenGL call (often known as “batch draw”).
! @brief An explosion particle system
! @brief A fire particle system
! @brief A fireworks particle system
! @brief A flower particle system
! @brief A galaxy particle system
! @brief A meteor particle system
! @brief A rain particle system
! @brief An smoke particle system
! @brief An snow particle system
! @brief An spiral particle system
! @brief A sun particle system
@brief Particle System base class. Attributes of a Particle System:
@brief CCParticleSystemQuad is a subclass of CCParticleSystem
! Mode A:Gravity + Tangential Accel + Radial Accel
! Mode B: circular movement (gravity, radial accel and tangential accel don’t are not used in this mode)
@brief Places the node in a certain position
@js NA
An Array that contain control points. Used by CCCardinalSplineTo and (By) and CCCatmullRomTo (and By) actions. @ingroup Actions @js NA
@js NA @lua NA
@js NA @lua NA
CCProfiler cocos2d builtin profiler.
@addtogroup global @{
@brief Progress from a percentage to another percentage @since v0.99.1
@brief CCProgressTimer is a subclass of CCNode. It renders the inner sprite according to the percentage. The progress can be Radial, Horizontal or vertical. @since v0.99.1
@brief Progress to percentage @since v0.99.1
RGBA protocol that affects CCNode’s color and opacity @js NA
@js NA
@brief Remove the node @js NA @lua NA
@brief CCRenderTexture is a generic rendering target. To render things into it, simply construct a render target, call begin on it, call visit on any cocos scenes or objects to render them, and call end. For convenience, render texture adds a sprite as it’s display child with the results, so you can simply add the render texture to your scene and treat it like any other CocosNode. There are also functions for saving the render texture to disk in PNG or JPG format.
@brief Repeats an action a number of times. To repeat an action forever use the CCRepeatForever action.
@brief Repeats an action for ever. To repeat the an action for a limited number of times use the Repeat action. @warning This action can’t be Sequenceable because it is not an IntervalAction
@brief CCReuseGrid action
@brief Executes an action in reverse order, from time=duration to time=0
@brief CCRipple3D action
@brief Rotates a CCNode object clockwise a number of degrees by modifying it’s rotation attribute.
@brief Rotates a CCNode object to a certain angle by modifying it’s rotation attribute. The direction will be decided by the shortest angle.
@js NA @lua NA
@js NA @lua NA
@brief Scales a CCNode object a zoom factor by modifying it’s scale attribute.
@brief Scales a CCNode object to a zoom factor by modifying it’s scale attribute. @warning This action doesn’t support “reverse”
@brief CCScene is a subclass of CCNode that is used only as an abstract concept.
@brief Scheduler is responsible for triggering the scheduled callbacks. You should not use NSTimer. Instead use this class.
@addtogroup script_support @{ @js NA @lua NA
CCScriptEngineManager is a singleton which holds an object instance of CCScriptEngineProtocl It helps cocos2d-x and the user code to find back LuaEngine object @since v0.99.5-x-0.8.5 @js NA @lua NA
@js NA @lua NA
@js NA @lua NA
@brief Runs actions sequentially, one after another
CCShaderCache Singleton that stores manages GL shaders @since v2.0
@brief CCShaky3D action
@brief CCShakyTiles3D action
@brief CCShatteredTiles3D action
@brief Show the node
@brief CCShuffleTiles action Shuffle the tiles in random order
@addtogroup data_structures @{
Skews a CCNode object by skewX and skewY degrees @since v1.0
Skews a CCNode object to given angles by modifying it’s skewX and skewY attributes @since v1.0
@brief Spawn a new action immediately
@brief Changes the speed of an action, making it take longer (speed>1) or less (speed<1) time. Useful to simulate ‘slow motion’ or ‘fast forward’ effect. @warning This action can’t be Sequenceable because it is not an CCIntervalAction
@brief CCSplitCols action
@brief CCSplitRows action
CCSprite is a 2d image ( http://en.wikipedia.org/wiki/Sprite_(computer_graphics) )
CCSpriteBatchNode is like a batch node: if it contains children, it will draw them in 1 single OpenGL call (often known as “batch draw”).
@brief A CCSpriteFrame has:
@brief Singleton that handles the loading of the sprite frames. It saves in a cache the sprite frames. @since v0.9
@brief This type of delegate is the same one used by CocoaTouch. You will receive all the events (Began,Moved,Ended,Canceled). @since v0.8 @js NA @lua NA
CCStandardTouchHandler It forwards each event to the delegate. @js NA @lua NA
@brief CCStopGrid action. @warning Don’t call this action if another grid action is active. Call if you want to remove the the grid effect. Example: CCSequence::actions(Lens::action(…), CCStopGrid::action(…), NULL);
@addtogroup data_structures @{ @ js NA
@brief CCTMXLayer represents the TMX layer.
@brief CCTMXLayerInfo contains the information about the layers like:
@brief CCTMXMapInfo contains the information about the map like:
@brief CCTMXObjectGroup represents the TMX object group. @since v0.99.0
@brief CCTMXTiledMap knows how to parse and render a TMX map.
@brief CCTMXTilesetInfo contains the information about the tilesets like:
Overrides the target of an action so that it always runs on the target specified at action creation rather than the one specified by runAction.
@brief Using this type of delegate results in two benefits:
CCTargetedTouchHandler Object than contains the claimed touches and if it swallows touches. Used internally by TouchDispatcher @js NA @lua NA
@addtogroup input @{ @js NA @lua NA
@brief A simple text input field with TTF font. @js NA
@brief CCTexture2D class. This class allows to easily create OpenGL 2D textures from images, text or raw data. The created CCTexture2D object will always have power-of-two dimensions. Depending on how you create the CCTexture2D object, the actual image area of the texture might be smaller than the texture dimensions i.e. “contentSize” != (pixelsWide, pixelsHigh) and (maxS, maxT) != (1.0, 1.0). Be aware that the content of the generated textures will be upside-down!
@addtogroup base_nodes @{
@brief Singleton that handles the loading of textures Once the texture is loaded, the next time it will return a reference of the previously loaded texture reducing GPU & CPU memory
CCTexturePVR
CCNode objects that uses a CCTexture2D to render the images. The texture can have a blending function. If the texture has alpha premultiplied the default blending function is: src=GL_ONE dst= GL_ONE_MINUS_SRC_ALPHA else src=GL_SRC_ALPHA dst= GL_ONE_MINUS_SRC_ALPHA But you can change the blending function at any time. @js NA
@brief CCTileMapAtlas is a subclass of CCAtlasNode.
CCTiledGrid3D is a 3D grid implementation. It differs from Grid3D in that the tiles can be separated from the grid. @js NA @lua NA
@brief Base class for CCTiledGrid3D actions
@brief Light-weight timer
@brief Tints a CCNode that implements the CCNodeRGB protocol from current tint to a custom one. @since v0.7.2
@brief Tints a CCNode that implements the CCNodeRGB protocol from current tint to a custom one. @warning This action doesn’t support “reverse” @since v0.7.2
@brief Toggles the visibility of a node
@addtogroup input @{
@addtogroup input @{ @js NA @lua NA
@brief CCTouchDispatcher. Singleton that handles all the touch events. The dispatcher dispatches events to the registered TouchHandlers. There are 2 different type of touch handlers:
CCTouchHandler Object than contains the delegate and priority of the event handler. @js NA @lua NA
@js NA @lua NA
@brief CCTransitionCrossFade: Cross fades two scenes using the CCRenderTexture object.
@brief CCTransitionEaseScene can ease the actions of the scene protocol. @since v0.8.2
@brief CCTransitionFade: Fade out the outgoing scene and then fade in the incoming scene.‘’’
@brief CCTransitionFadeBL: Fade the tiles of the outgoing scene from the top-right corner to the bottom-left corner.
@brief CCTransitionFadeDown: Fade the tiles of the outgoing scene from the top to the bottom.
@brief CCTransitionFadeTR: Fade the tiles of the outgoing scene from the left-bottom corner the to top-right corner.
@brief CCTransitionFadeUp: Fade the tiles of the outgoing scene from the bottom to the top.
@brief CCTransitionFlipAngular: Flips the screen half horizontally and half vertically. The front face is the outgoing scene and the back face is the incoming scene.
@brief CCTransitionFlipX: Flips the screen horizontally. The front face is the outgoing scene and the back face is the incoming scene.
@brief CCTransitionFlipY: Flips the screen vertically. The front face is the outgoing scene and the back face is the incoming scene.
@brief CCTransitionJumpZoom: Zoom out and jump the outgoing scene, and then jump and zoom in the incoming
@brief CCTransitionMoveInB: Move in from to the bottom the incoming scene.
@brief CCTransitionMoveInL: Move in from to the left the incoming scene.
@brief CCTransitionMoveInR: Move in from to the right the incoming scene.
@brief CCTransitionMoveInT: Move in from to the top the incoming scene.
@brief A transition which peels back the bottom right hand corner of a scene to transition to the scene beneath it simulating a page turn.
@addtogroup transition @{
CCTransitionProgressHorizontal transition. A clock-wise radial transition to the next scene
CCTransitionRadialCCW transition. A counter clock-wise radial transition to the next scene
CCTransitionRadialCW transition. A counter clock-wise radial transition to the next scene
@brief CCTransitionRotoZoom: Rotate and zoom out the outgoing scene, and then rotate and zoom in the incoming
@brief Base class for CCTransition scenes
@brief A CCTransition that supports orientation like. Possible orientation: LeftOver, RightOver, UpOver, DownOver
@brief Shrink the outgoing scene while grow the incoming scene
@brief CCTransitionSlideInB: Slide in the incoming scene from the bottom border.
@brief CCTransitionSlideInL: Slide in the incoming scene from the left border.
@brief CCTransitionSlideInR: Slide in the incoming scene from the right border.
@brief CCTransitionSlideInT: Slide in the incoming scene from the top border.
@brief CCTransitionSplitCols: The odd columns goes upwards while the even columns goes downwards.
@brief CCTransitionSplitRows: The odd rows goes to the left while the even rows goes to the right.
@brief CCTransitionTurnOffTiles: Turn off the tiles of the outgoing scene in random order
@brief CCTransitionZoomFlipAngular: Flips the screen half horizontally and half vertically doing a little zooming out/in. The front face is the outgoing scene and the back face is the incoming scene.
@brief CCTransitionZoomFlipX: Flips the screen horizontally doing a zoom out/in The front face is the outgoing scene and the back face is the incoming scene.
@brief CCTransitionZoomFlipY: Flips the screen vertically doing a little zooming out/in The front face is the outgoing scene and the back face is the incoming scene.
@brief CCTurnOffTiles action. Turn off the files in random order
@brief CCTwirl action
CCUserDefault acts as a tiny database. You can save and get base type values by it. For example, setBoolForKey(“played”, true) will add a bool value true into the database. Its key is “played”. You can get the value of the key by getBoolForKey(“played”).
@brief CCWaves action
@brief CCWaves3D action
@brief CCWavesTiles3D action.
@js NA @lua NA
@js NA
@struct ccBMFontDef BMFont definition
@struct ccBMFontPadding BMFont padding @since v0.8.2
@typedef bezier configuration structure
! Blend Function used for textures
RGB color composed of bytes 3 bytes @since v0.8
RGBA color composed of 4 bytes @since v0.8
RGBA color composed of 4 floats @since v0.8
@js NA @lua NA
types used for defining fonts properties (i.e. font name, size, stroke or shadow)
! Point Sprite component
! A 2D Quad. 4 * 2 floats
! A 3D Quad. 4 * 3 floats
A texcoord composed of 2 floats: u, y @since v0.8
Extension to set the Min / Mag filter
! a Point with a vertex point, a tex coord point and a color 4B
! A Quad of ccV2F_C4B_T2F
! A Triangle of ccV2F_C4B_T2F
! a Point with a vertex point, a tex coord point and a color 4F
! 4 ccVertex2FTex2FColor4F Quad
! a Point with a vertex point, a tex coord point and a color 4B
! 4 ccVertex3FTex2FColor4B
A vertex composed of 2 floats: x, y @since v0.8
A vertex composed of 2 floats: x, y @since v0.8
@addtogroup platform @{
Structure that contains the values of each particle
! Mode A: gravity, direction, radial accel, tangential accel
! Mode B: radius mode
Constants
Hexagonal orientation
Isometric orientation
Orthogonal orientation
< Horizontal center and vertical bottom.
< Horizontal left and vertical bottom.
< Horizontal right and vertical bottom.
< Horizontal center and vertical center.
< Horizontal left and vertical center.
< Horizontal right and vertical center.
< Horizontal center and vertical top.
< Horizontal left and vertical top.
< Horizontal right and vertical top.
Bar
Radial Counter-Clockwise
! 8-bit textures used as masks
! 16-bit textures used as masks
! Default texture format: RGBA8888
! 8-bit intensity texture
! 2-bit PVRTC-compressed texture: PVRTC2
! 4-bit PVRTC-compressed texture: PVRTC4
! 16-bit textures: RGB5A1
! 16-bit texture without Alpha channel
! 24-bit texture: RGBA888
! 16-bit textures: RGBA4444
! 32-bit texture: RGBA8888
! Default texture format: RGBA8888
! Default texture format: RGBA8888
! Default texture format: RGBA8888
! Default texture format: RGBA8888
! Default texture format: RGBA8888
! Default texture format: RGBA8888
! Default texture format: RGBA8888
sets a 2D projection (orthogonal projection)
sets a 3D projection with a fovy=60, znear=0.5f and zfar=1500.
it calls “updateProjection” on the projection delegate.
Default projection is 3D projection
The max length of CCLog message.
Living particles are attached to the world and are unaffected by emitter repositioning.
Living particles are attached to the emitter and are translated along with it.
Living particles are attached to the world but will follow the emitter repositioning. Use case: Attach an emitter to an sprite, and you want that the emitter follows the sprite.
A vertical orientation where the Bottom is nearer
An horizontal orientation where the Left is nearer
An horizontal orientation where the Right is nearer
A vertical orientation where the Up is nearer
! Default tag
The Particle emitter lives forever
Gravity mode (A mode)
Radius mode (B mode)
The starting radius of the particle is equal to the ending radius
The starting size of the particle is equal to the ending size
The starting radius of the particle is equal to the ending radius
The starting radius of the particle is equal to the ending radius
Statics
The singleton pointer of CCFileUtils.
! Black Color (0,0,0)
! Blue color (0,0,255)
! Gray Color (166,166,166)
! Green Color (0,255,0)
! Magenta Color (255,0,255)
! Orange Color (255,127,0)
@addtogroup shaders @{
! Red Color (255,0,0,)
! White color (255,255,255)
! Yellow color (255,255,0)
Functions
@js NA @lua NA
creates the action with an inner action that has the amplitude property, and a duration time
initializes the action with an inner action that has the amplitude property, and a duration time
@js NA @lua NA
creates the action with an inner action that has the amplitude property, and a duration time
initializes the action with an inner action that has the amplitude property, and a duration time
@js NA @lua NA
@js NA @lua NA
creates the action
initializes the action
@js ctor
@js NA @lua NA
@js NA @lua NA
creates the action
initializes the action
returns true if the action has finished
returns a reversed action
@js ctor
@js NA @lua NA
Adds an action with a target. If the target is already present, then the action will be added to the existing target. If the target is not present, a new instance of this target will be created either paused or not, and the action will be added to the newly created target. When the target is paused, the queued actions won’t be ‘ticked’.
Gets an action given its tag an a target @return the Action the with the given tag
Returns the numbers of actions that are running in a certain target. Composable actions are counted as 1 action. Example:
Pauses all running actions, returning a list of targets whose actions were paused.
Pauses the target: all running actions and newly added actions will be paused.
Removes an action given an action reference.
Removes an action given its tag and the target
Removes all actions from all the targets.
Removes all actions from a certain target. All the actions that belongs to the target will be removed.
Resumes the target. All queued actions will be resumed.
Resume a set of targets (convenience function to reverse a pauseAllRunningActions call)
creates an initializes the action with the property name (key), and the from and to parameters.
initializes the action with the property name (key), and the from and to parameters.
@js ctor
@js NA @lua NA
@js NA @lua NA
Create an action
@js NA @lua NA
! return true if the action has finished
! called before the action start. It will also set the target.
! called every frame with it’s delta time. DON’T override unless you know what you are doing.
called after the action has finished. It will set the ‘target’ to nil. IMPORTANT: You should never call “[action stop]” manually. Instead, use: “target->stopAction(action);”
called once per frame. time a value between 0 and 1
@js ctor
@js NA @lua NA
@js NA @lua NA
creates the action with an Animation and will restore the original frame when the animation is over
initializes the action with an Animation and will restore the original frame when the animation is over
@js ctor
@js NA @lua NA
Adds a CCAnimation with a name.
Adds an animation from an NSDictionary Make sure that the frames were previously loaded in the CCSpriteFrameCache. @param plist The path of the relative file,it use to find the plist path for load SpriteFrames. @since v1.1
Adds an animation from a plist file. Make sure that the frames were previously loaded in the CCSpriteFrameCache. @since v1.1 @js addAnimations
Returns a CCAnimation that was previously added. If the name is not found it will return nil. You should retain the returned copy if you are going to use it. @js getAnimation
Purges the cache. It releases all the CCAnimation objects and the shared instance.
Deletes a CCAnimation from the cache. @js removeAnimation
Returns the shared instance of the Animation cache @js getInstance
@js ctor
@js NA @lua NA
@js NA @lua NA
initializes the animation frame with a spriteframe, number of delay units and a notification user info
@js ctor
@js NA @lua NA
Adds a CCSpriteFrame to a CCAnimation. The frame will be added with one “delay unit”.
Adds a frame with an image filename. Internally it will create a CCSpriteFrame and it will add it. The frame will be added with one “delay unit”. Added to facilitate the migration from v0.8 to v0.9. @js addSpriteFrameWithFile
Adds a frame with a texture and a rect. Internally it will create a CCSpriteFrame and it will add it. The frame will be added with one “delay unit”. Added to facilitate the migration from v0.8 to v0.9.
@js NA @lua NA
Creates an animation @since v0.99.5
@lua NA
Initializes a CCAnimation with CCAnimationFrame @since v2.0 @lua NA
Initializes a CCAnimation with frames and a delay between frames @since v0.99.5 @lua NA
Gets the Resource root path. @deprecated Please use CCFileUtils::sharedFileUtils()->getSearchPaths() instead.
@brief Get target platform
Sets the Resource root path. @deprecated Please use CCFileUtils::sharedFileUtils()->setSearchPaths() instead.
@brief Get current applicaiton instance. @return Current application instance pointer.
@lua NA
@lua NA
@lua NA
Add a certain object
Add all elements of an existing array
Returns capacity of the array
Returns a Boolean value that indicates whether object is present in array.
override functions @js NA @lua NA
Returns element count of the array
Create an array
Create an array with some objects @lua NA
Create an array with an existing array
Create an array with capacity
@brief Generate a CCArray pointer by file @param pFileName The file name of *.plist file @return The CCArray pointer generated from the file
Create an array with one object
Swap two elements
Swap two elements with certain indexes
Fast way to remove a certain object
Fast way to remove an element with a certain index
Returns index of a certain object, return UINT_MAX if doesn’t contain the object
Initializes an array @lua NA
Initializes an array with an existing array @lua NA
Initializes an array with capacity @lua NA
Initializes an array with one object @lua NA
Initializes an array with some objects @lua NA
Insert a certain object at a certain index
@since 1.1
Returns last element
Returns an element with a certain index
Returns a random element
Remove all objects
Remove last object
Remove a certain object
Remove an element with a certain index
Remove all elements
Replace object at index with another object.
Revers the array
@js ctor
@js NA @lua NA
creates a CCAtlasNode with an Atlas file the width and height of each item and the quantity of items to render
returns the used texture
initializes an CCAtlasNode with a texture the width and height of each item measured in points and the quantity of items to render
initializes an CCAtlasNode with an Atlas file the width and height of each item and the quantity of items to render
sets a new texture. it will be retained
updates the Atlas (indexed vertex array). Shall be overridden in subclasses
@js NA @lua NA
allocates a CCBMFontConfiguration with a FNT file
@js NA @lua NA
initializes a BitmapFontConfiguration with a FNT file
@js NA @lua NA
creates the action with a duration and a bezier configuration @code when this function bound to js,the input params are changed js: var create(var t, var pointTable) @endcode
initializes the action with a duration and a bezier configuration @lua NA
@lua NA
@lua NA
@js NA @lua NA
creates the action with a duration and a bezier configuration @code when this function bound to js,the input params are changed js: var create(var t, var pointTable) @endcode
@lua NA
@lua NA
@js NA @lua NA
creates the action
initializes the action
@js NA @lua NA
creates the action with the callback and the data to pass as an argument
initializes the action with the callback and the data to pass as an argument
super methods @js NA @lua NA
creates the action with the callback
creates the action with the handler script function
@lua NA
initializes the action with the callback
@js NA @lua NA
creates the action with the callback
initializes the action with the callback
@js NA @lua NA
@js NA @lua NA
creates the action with the callback
creates the action with the handler script function @js NA
executes the callback @lua NA
initializes the action with the callback
super methods @lua NA
@js ctor
@js NA @lua NA
@js NA
get the center vector values int points @js NA
get the eye vector values in points @js NA
get the up vector values @js NA
returns the Z eye
Sets the camera using gluLookAt using its eye, center and up_vector
sets the camera in the default position
sets the center values in points @js setCenter
sets the eye values in points @js setEye
sets the up values @js setUp
@js NA @lua NA
creates an action with a Cardinal Spline array of points and tension @code when thie function bound to js,the input params are changed js:var create(var duration,var pointTable,var tension) @endcode
@lua NA
@lua NA
@js ctor @lua NA
@js NA @lua NA
@js NA @lua NA
creates an action with a Cardinal Spline array of points and tension @code when thie function bound to js,the input params are changed js:var create(var duration,var pointTable,var tension) @endcode
initializes the action with a duration and an array of points @lua NA
@lua NA
@lua NA
@lua NA
creates an action with a Cardinal Spline array of points and tension @code when this function bound to js,the input params are changed js:var create(var dt,var pointTable) @endcode
initializes the action with a duration and an array of points @js NA @lua NA
creates an action with a Cardinal Spline array of points and tension @code when this function bound to js,the input params are changed js:var create(var dt,var pointTable) @endcode
initializes the action with a duration and an array of points @js NA @lua NA
@js NA @lua NA
Creates and initializes a clipping node without a stencil.
Creates and initializes a clipping node with an other node as its stencil. The stencil node will be retained.
The alpha threshold. The content is drawn only where the stencil have pixel with alpha greater than the alphaThreshold. Should be a float between 0 and 1. This default to 1 (so alpha test is disabled).
The CCNode to use as a stencil to do the clipping. The stencil node will be retained. This default to nil.
Initializes a clipping node without a stencil.
Initializes a clipping node with an other node as its stencil. The stencil node will be retained, and its parent will be set to this clipping node.
Inverted. If this is set to YES, the stencil is inverted, so the content is drawn where the stencil is NOT drawn. This default to NO.
@js NA @lua NA
@js NA @lua NA
@js NA @lua NA
@js NA @lua NA
@js NA @lua NA
@js NA @lua NA
@js NA @lua NA
@js NA @lua NA
returns whether or not an OpenGL is supported
dumps the current configuration on the console
gathers OpenGL / GPU information
returns the value of a given key as a boolean. If the key is not found, it will return the default value
returns the value of a given key as a string. If the key is not found, it will return the default value
OpenGL Max Modelview Stack Depth.
OpenGL Max texture size.
returns the maximum texture units @since v2.0.0
returns the value of a given key as a double. If the key is not found, it will return the default value
returns the value of a given key as a double
Loads a config file. If the keys are already present, then they are going to be replaced. Otherwise the new keys are added.
purge the shared instance of CCConfiguration
sets a new key/value pair in the configuration dictionary
returns a shared instance of CCConfiguration
Whether or not BGRA8888 textures are supported. @since v0.99.2
Whether or not glDiscardFramebufferEXT is supported @since v0.99.2
Whether or not the GPU supports NPOT (Non Power Of Two) textures. OpenGL ES 2.0 already supports NPOT (iOS).
Whether or not PVR Texture Compressed is supported
Whether or not shareable VAOs are supported. @since v2.0.0
@js NA @lua NA
creates the action with an inner action that has the amplitude property, and a duration time
initializes the action with an inner action that has the amplitude property, and a duration time
@js NA @lua NA
creates the action
Gets the DPI of device @return The DPI of device.
The destructor of CCDictElement.
The constructor of CCDictionary. @lua NA
The destructor of CCDictionary @lua NA
Return all keys of elements.
Get all keys according to the specified object. @warning We use ‘==’ to compare two objects @return The array contains all keys for the specified object. It’s an autorelease object yet.
@{ @name Function override **
Get the count of elements in CCDictionary.
Create a dictionary. @return A dictionary which is an autorelease object. @see createWithDictionary(CCDictionary*), createWithContentsOfFile(const char*), createWithContentsOfFileThreadSafe(const char*).
Create a dictionary with a plist file. @param pFileName The name of the plist file. @return A dictionary which is an autorelease object. @see create(), createWithDictionary(CCDictionary*), createWithContentsOfFileThreadSafe(const char*).
Create a dictionary with a plist file.
Create a dictionary with an existing dictionary.
Get the object according to the specified string key.
Get the object according to the specified integer key.
Return a random object in the dictionary.
Remove all objects in the dictionary.
Remove an object by an element.
Remove an object by the specified string key.
Remove an object by the specified integer key.
Remove objects by an array of keys.
Insert an object to dictionary, and match it with the specified string key.
Insert an object to dictionary, and match it with the specified string key.
Get the value according to the specified string key.
Get the value according to the specified integer key.
Write a dictionary to a plist file. @param fullPath The full path of the plist file. You can get writeable path by getWritablePath() @return true if successed, false if failed @lua NA
@js ctor
@js NA @lua NA
calculates delta time since last time it was called
converts a UIKit coordinate to an OpenGL coordinate Useful to convert (multi) touch coordinates to the current layout (portrait or landscape)
converts an OpenGL coordinate to a UIKit coordinate Useful to convert node points to window points for calls such as glScissor
Draw the scene. This method is called every frame. Don’t call it manually.
Ends the execution, releases the running scene. It doesn’t remove the OpenGL view from its parent. You have to do it manually.
CCDirector delegate. It shall implemente the CCDirectorDelegate protocol @since v0.99.5
This object will be visited after the main scene is visited. This object MUST implement the “visit” selector. Useful to hook a notification object, like CCNotifications (http://github.com/manucorporat/CCNotifications) @since v0.99.5
returns visible origin of the OpenGL view in points.
returns visible size of the OpenGL view in points. the value is equal to getWinSize if don’t invoke CCEGLView::setDesignResolutionSize()
returns the size of the OpenGL view in points.
returns the size of the OpenGL view in pixels.
XXX: missing description
Pauses the running scene. The running scene will be drawed but all scheduled timers will be paused While paused, the draw rate will be 4 FPS to reduce CPU consumption
Pops out a scene from the queue. This scene will replace the running one. The running scene will be deleted. If there are no more scenes in the stack the execution is terminated. ONLY call it if there is a running scene.
Pops out all scenes from the queue until the root scene in the queue.
This scene will replace the running one.
Internally it will call popToSceneStackLevel(1)
Pops out all scenes from the queue until it reaches level
.
If level is 0, it will end the director.
If level is 1, it will pop all scenes until it reaches to root scene.
If level is <= than the current stack level, it won’t do anything.
Removes cached all cocos2d cached data. It will purge the CCTextureCache, CCSpriteFrameCache, CCLabelBMFont cache @since v0.99.3
reshape projection matrix when canvas has been change“
Resumes the paused scene The scheduled timers will be activated again. The “delta time” will be 0 (as if the game wasn’t paused)
Enters the Director’s main loop with the given Scene. Call it to run only your FIRST scene. Don’t call it if there is already a running scene.
enables/disables OpenGL alpha blending
The size in pixels of the surface. It could be different than the screen size. High-res devices might have a higher surface size than the screen size. Only available when compiled using SDK >= 4.0. @since v0.99.4
sets the default values based on the CCConfiguration info
enables/disables OpenGL depth test
sets the OpenGL default values
Sets the glViewport
returns a shared instance of the director @js getInstance
Clear the geometry in the node’s buffer.
draw a dot at a position, with a given radius and color
draw a polygon with a fill color and line color @code when this funciton bound to js,the input params are changed js:var drawPolygon(var verts, var fillColor,var borderWidth,var borderColor) @endcode
draw a segment with a radius and color
@js NA
listen the event that coming to foreground on Android @js NA
@code when this function bound to js ,the input param is change js:var setBlendFunc(var src,var dst) @endcode
@lua NA
@lua NA
Get design resolution size. Default resolution size is the same as ‘getFrameSize’.
Get the frame size of EGL view. In general, it returns the screen size since the EGL view is a fullscreen view.
Get scale factor of the horizontal direction.
Get scale factor of the vertical direction.
Get the current scissor rectangle @lua NA
@lua NA
Get the opengl view port rectangle.
Get the visible origin point of opengl viewport.
Get the visible area size of opengl viewport.
Touch events are handled by default; if you want to customize your handlers, please override these functions: @lua NA
@lua NA
@lua NA
@lua NA
Get whether GL_SCISSOR_TEST is enable @lua NA
Set the design resolution size. @param width Design resolution width. @param height Design resolution height. @param resolutionPolicy The resolution policy desired, you may choose: [1] kResolutionExactFit Fill screen by stretch-to-fit: if the design resolution ratio of width to height is different from the screen resolution ratio, your game view will be stretched. [2] kResolutionNoBorder Full screen without black border: if the design resolution ratio of width to height is different from the screen resolution ratio, two areas of your game view will be cut. [3] kResolutionShowAll Full screen with black border: if the design resolution ratio of width to height is different from the screen resolution ratio, two black borders will be shown.
Set the frame size of EGL view.
Set Scissor rectangle with points.
Set touch delegate
@lua NA
Set opengl view port rectangle with points.
@brief get the shared main open gl window
@js NA @lua NA
creates the action
@js NA @lua NA
creates the action
@js NA @lua NA
creates the action
@js NA @lua NA
creates the action
@js NA @lua NA
creates the action
@js NA @lua NA
creates the action
@js NA @lua NA
creates the action
@js NA @lua NA
Creates the action with the inner action and the period in radians (default is 0.3)
@js NA @lua NA
Creates the action with the inner action and the period in radians (default is 0.3)
@js NA @lua NA
Creates the action with the inner action and the period in radians (default is 0.3)
@js NA @lua NA
Creates the action with the inner action and the period in radians (default is 0.3)
Initializes the action with the inner action and the period in radians (default is 0.3)
@js NA @lua NA
creates the action
@js NA @lua NA
creates the action
@js NA @lua NA
creates the action
@js NA @lua NA
Creates the action with the inner action and the rate parameter
@js NA @lua NA
Creates the action with the inner action and the rate parameter
@js NA @lua NA
Creates the action with the inner action and the rate parameter
@js NA @lua NA
@js NA @lua NA
Creates the action with the inner action and the rate parameter
Initializes the action with the inner action and the rate parameter
@js NA @lua NA
creates the action
@js NA @lua NA
creates the action
@js NA @lua NA
creates the action
@js NA @lua NA
creates the action
creates the action with the grid size and the duration
creates the action with the grid size and the duration
creates the action with the grid size and the duration
creates the action with the grid size and the duration
@js NA @lua NA
creates the action
@js NA @lua NA
creates an action with duration and opacity
initializes the action with duration and opacity
The default constructor.
The destructor of CCFileUtils. @js NA @lua NA
Adds a path to search paths.
Append search order of the resources.
Creates an array by the contents of a file. @note This method is used internally.
Creates a dictionary by the contents of a file. @note This method is used internally.
Gets full path from a file name and the path of the reletive file. @param pszFilename The file name. @param pszRelativeFile The path of the relative file. @return The full path. e.g. pszFilename: hello.png, pszRelativeFile: /User/path1/path2/hello.plist Return: /User/path1/path2/hello.pvr (If there a a key(hello.png)-value(hello.pvr) in FilenameLookup dictionary. )
Gets resource file data
Gets resource file data from a zip file.
Gets full path for the directory and the filename.
Gets the new filename from the filename lookup dictionary. @param pszFileName The original filename. @return The new filename after searching in the filename lookup dictionary. If the original filename wasn’t in the dictionary, it will return the original filename.
Gets full path for filename, resolution directory and search path.
Gets the array of search paths.
Gets the array that contains the search order of the resources.
Initializes the instance of CCFileUtils. It will set m_searchPathArray and m_searchResolutionsOrderArray to default values.
Checks whether the path is an absolute path.
Loads the filenameLookup dictionary from the contents of a filename.
Purges the file searching cache.
Destroys the instance of CCFileUtils.
Removes all paths.
Removes a path from search paths.
Sets the filenameLookup dictionary.
Sets/Gets whether to pop-up a message box when failed to load an image.
Sets the array of search paths.
Sets the array that contains the search order of the resources.
Gets the instance of CCFileUtils. @js getInstance
Write a dictionary to a plist file. @note This method is used internally.
returns a reversed action
@js NA @lua NA
creates the action with duration
initializes the action with duration
@lua NA
create the action
init the action
@js NA @lua NA
creates the action with duration
@lua NA
create the action
init the action
@js NA @lua NA
@js NA @lua NA
creates the action with a set boundary, It will work with no boundary if @param rect is equal to CCRectZero.
initializes the action with a set boundary
@js ctor @lua NA
@js NA @lua NA
It will add a new attribute to the shader @lua NA
returns the fragmentShader error log @js getFragmentShaderLog @lua NA
calls retrieves the named uniform location for this shader program. @lua NA
Initializes the CCGLProgram with a vertex and fragment with bytes array @js initWithString @lua NA
Initializes the CCGLProgram with a vertex and fragment with contents of filenames @js init @lua NA
links the glProgram @lua NA
returns the program error log @js getProgramLog @lua NA
reload all shaders, this function is designed for android when opengl context lost, so don’t call it. @lua NA
calls glUniform1f only if the values are different than the previous call for this same shader program. @js setUniformLocationF32 @lua NA
calls glUniform1i only if the values are different than the previous call for this same shader program. @js setUniformLocationI32 @lua NA
calls glUniform2f only if the values are different than the previous call for this same shader program. @js setUniformLocationF32 @lua NA
calls glUniform2fv only if the values are different than the previous call for this same shader program. @js NA @lua NA
calls glUniform2i only if the values are different than the previous call for this same shader program. @lua NA
calls glUniform2iv only if the values are different than the previous call for this same shader program. @lua NA
calls glUniform3f only if the values are different than the previous call for this same shader program. @js setUniformLocationF32 @lua NA
calls glUniform3fv only if the values are different than the previous call for this same shader program. @js NA @lua NA
calls glUniform3i only if the values are different than the previous call for this same shader program. @lua NA
calls glUniform3iv only if the values are different than the previous call for this same shader program. @lua NA
calls glUniform4f only if the values are different than the previous call for this same shader program. @js setUniformLocationF32 @lua NA
calls glUniform4fv only if the values are different than the previous call for this same shader program. @js NA @lua NA
calls glUniform4i only if the values are different than the previous call for this same shader program. @lua NA
calls glUniform4iv only if the values are different than the previous call for this same shader program. @lua NA
calls glUniformMatrix4fv only if the values are different than the previous call for this same shader program. @js NA @lua NA
will update the builtin uniforms if they are different than the previous call for this same shader program. @lua NA
It will create 4 uniforms:
it will call glUseProgram() @lua NA
returns the vertexShader error log @js getVertexShaderLog @lua NA
creates the action with size and duration @js NA @lua NA
returns the grid
returns the non-transformed vertex than belongs to certain position in the grid
sets a new vertex to a certain position of the grid
returns the vertex than belongs to certain position in the grid
create one Grid
create one Grid
returns the original (non-transformed) vertex at a given position
sets a new vertex at a given position
returns the vertex at a given position
@js NA @lua NA
creates the action with size and duration
returns the grid
initializes the action with size and duration
@js NA @lua NA
@lua NA
@lua NA
@lua NA
@lua NA
create one Grid @lua NA
create one Grid @lua NA
@lua NA
@lua NA
@lua NA
@lua NA
@lua NA
@lua NA
@js NA @lua NA
Allocates and initializes the action
@lua NA
@brief Add delegate to receive IME messages.
@brief Attach the pDelegate to the IME. @return If the old delegate can detach from the IME, and the new delegate can attach to the IME, return true, otherwise false.
@brief Dispatches the delete-backward operation.
@brief Dispatches the input text from IME.
@brief Get the content text from CCIMEDelegate, retrieved previously from IME.
@brief Remove the delegate from the delegates which receive IME messages.
@brief Returns the shared CCIMEDispatcher object for the system.
@js ctor
@js NA @lua NA
@brief Load image from stream buffer.
@brief Load the image from the specified path. @param strPath the absolute file path. @param imageType the type of image, currently only supporting two types. @return true if loaded correctly.
@brief Create image with specified string. @param pText the text the image will show (cannot be nil). @param nWidth the image width, if 0, the width will match the text’s width. @param nHeight the image height, if 0, the height will match the text’s height. @param eAlignMask the test Alignment @param pFontName the name of the font used to draw the text. If nil, use the default system font. @param nSize the font size, if 0, use the system default size. @js NA
@brief Save CCImage data to the specified file, with specified format. @param pszFilePath the file’s absolute path, including file suffix. @param bIsToRGB whether the image is saved as RGB format.
@js NA @lua NA
creates the action
initializes the action
@js NA @lua NA
creates the action with the number of jumps, the sin amplitude, the grid size and the duration
initializes the action with the number of jumps, the sin amplitude, the grid size and the duration
@js NA @lua NA
creates the action
@brief add delegate to concern keypad msg
@brief dispatch the key pad msg
@brief force add the delegate
@brief force remove the delegate
@brief remove the delegate from the delegates who concern keypad msg
delegate
allocates a CCKeypadHandler with a delegate
initializes a CCKeypadHandler with a delegate
creates the CCLabelAtlas with a string, a char map file(the atlas), the width and height of each element and the starting char of the atlas
creates the CCLabelAtlas with a string and a configuration file @since v2.0 @js _create
initializes the CCLabelAtlas with a string, a char map file(the atlas), the width and height of each element and the starting char of the atlas
initializes the CCLabelAtlas with a string and a configuration file @since v2.0
initializes the CCLabelAtlas with a string, a texture, the width and height in points of each element and the starting char of the atlas
@js ctor
@js NA @lua NA
creates a bitmap font atlas with an initial string and the FNT file
Creates an label.
updates the font chars based on the string to render
init a bitmap font atlas with an initial string and the FNT file
Purges the cached data. Removes from memory the cached configurations and the atlas name dictionary. @since v0.99.3
@js ctor
@js NA @lua NA
set the text definition for this label
creates a CCLabelTTF with a font name and font size in points @since v2.0.1
creates a CCLabelTTF from a fontname, horizontal alignment, dimension in points, and font size in points. @since v2.0.1
creates a CCLabel from a fontname, alignment, dimension in points and font size in points @since v2.0.1
Creates an label.
Create a lable with string and a font definition
@js NA @lua NA
disable shadow rendering
disable stroke
enable or disable shadow for the label
enable or disable stroke
get the text definition used by this label
initializes the CCLabelTTF
initializes the CCLabelTTF with a font name and font size
initializes the CCLabelTTF with a font name, alignment, dimension and font size
initializes the CCLabelTTF with a font name, alignment, dimension and font size
initializes the CCLabelTTF with a font name, alignment, dimension and font size
set text tinting
changes the string to render @warning Changing the string is as expensive as creating a new CCLabelTTF. To obtain better performance use CCLabelAtlas
set the text definition used by this label
@js ctor
@js NA @lua NA
change height in Points
change width in Points
change width and height in Points @since v0.8
creates a CCLayer with color, width and height in Points
creates a CCLayer with color. Width and height are the window size.
initializes a CCLayer with color, width and height in Points
initializes a CCLayer with color. Width and height are the window size.
BlendFunction. Conforms to CCBlendProtocol protocol
Creates a full-screen CCLayer with a gradient between start and end.
Creates a full-screen CCLayer with a gradient between start and end in the direction of v.
Initializes the CCLayer with a gradient between start and end. @js init
Initializes the CCLayer with a gradient between start and end in the direction of v. @js init
@js ctor @lua NA
@js NA @lua NA
@js NA
creates a CCLayerMultiplex with one or more layers using a variable argument list. @lua NA
creates a CCMultiplexLayer with an array of layers. @since v2.1 @js NA
lua script can not init with undetermined number of variables so add these functions to be used with lua.
initializes a CCMultiplexLayer with an array of layers @since v2.1 @lua NA
initializes a MultiplexLayer with one or more layers using a variable argument list. @js NA @lua NA
release the current layer and switches to another layer indexed by n. The current (old) layer will be removed from it’s parent with ‘cleanup:YES’.
@js ctor
@js NA @lua NA
@js ctor
@js NA @lua NA
create one layer
@js NA @lua NA
whether or not it will receive Accelerometer events You can enable / disable accelerometer events with this property. @since v0.8.1
whether or not it will receive keypad events You can enable / disable accelerometer events with this property. it’s new in cocos2d-x
whether or not it will receive Touch events. You can enable / disable touch events with this property. Only the touches of this node will be affected. This “method” is not propagated to it’s children. @since v0.8.1
@js NA @lua NA
@js NA @lua NA
@js NA @lua NA
Register keypad events handler
Register script touch events handler
If isTouchEnabled, this method is called onEnter. Override it to change the way CCLayer receives touch events. ( Default: CCTouchDispatcher::sharedDispatcher()->addStandardDelegate(this,0); ) Example: void CCLayer::registerWithTouchDispatcher() { CCTouchDispatcher::sharedDispatcher()->addTargetedDelegate(this,INT_MIN+1,true); } @since v0.8.0
priority of the touch events. Default is 0
Unregister keypad events handler
Unregister script touch events handler
@js NA @lua NA
creates the action with center position, radius, a grid size and duration
initializes the action with center position, radius, a grid size and duration
@js NA @lua NA
creates the action with amplitude, a grid and duration
initializes the action with amplitude, a grid and duration
@brief Output Debug message.
lua can not deal with …
creates a menu item from a string and atlas with a target/selector
creates a menu item from a string and atlas. Use it with MenuItemToggle @lua NA
initializes a menu item from a string and atlas with a target/selector
creates a menu item from a string without target/selector. To be used with CCMenuItemToggle
creates a menu item from a string with a target/selector @lua NA
get the default font name
@js fontName
get default font size
get font size @js fontSize
initializes a menu item from a string with a target/selector
set the default font name
set the font name c++ can not overload static and non-static member functions with the same parameter types so change the name to setFontNameObj @js setFontName
set default font size
set font size c++ can not overload static and non-static member functions with the same parameter types so change the name to setFontSizeObj @js setFontSize
creates a menu item with a normal and selected image
creates a menu item with a normal,selected and disabled image
creates a menu item with a normal and selected image with target/selector @lua NA
creates a menu item with a normal,selected and disabled image with target/selector @lua NA
Creates an CCMenuItemImage. @js NA
initializes a menu item with a normal, selected and disabled image with target/selector
sets the sprite frame for the disabled image
sets the sprite frame for the normal image
sets the sprite frame for the selected image
@js NA @lua NA
creates a CCMenuItemLabel with a Label, target and selector @lua NA
creates a CCMenuItemLabel with a Label. Target and selector will be nil
initializes a CCMenuItemLabel with a Label, target and selector
Enable or disabled the CCMenuItemFont @warning setEnabled changes the RGB color of the font
sets a new string to the inner label
creates a menu item with a normal, selected and disabled image
creates a menu item with a normal and selected image with target/selector @lua NA
creates a menu item with a normal,selected and disabled image with target/selector @lua NA
initializes a menu item with a normal, selected and disabled image with target/selector
@since v0.99.5
@js NA @lua NA
add more menu item
creates a menu item with no target/selector and no items @js NA @lua NA
creates a menu item with a item
creates a menu item from a CCArray with a target selector
creates a menu item from a list of items with a target/selector
initializes a menu item with a item
initializes a menu item from a list of items with a target selector
return the selected item
@js NA @lua NA
Activate the item
Creates a CCMenuItem with no target/selector @js NA @lua NA
Creates a CCMenuItem with a target/selector
Initializes a CCMenuItem with a target/selector @lua NA
Returns the outside box
Register menu handler script function
The item was selected (not activated), similar to “mouse-over”
set the target/selector of the menu item
The item was unselected
align items horizontally
align items horizontally with padding @since v0.7.2
align items in rows of columns @code when this function bound to js,the input params are changed js:var alignItemsInColumns(…) @endcode @lua NA
@js NA @lua NA
@js NA
align items in columns of rows @code when this function bound to js,the input params are changed js:var alignItemsInRows(…) @endcode @lua NA
@js NA @lua NA
@js NA
align items vertically
align items vertically with padding @since v0.7.2
@brief For phone event handle functions
creates an empty CCMenu
creates a CCMenu with CCMenuItem objects @lua NA
creates a CCMenu with a CCArray of CCMenuItem objects @js NA
creates a CCMenu with it’s item, then use addChild() to add other items. It is used for script, it can’t init with undetermined number of variables. @js NA
creates a CCMenu with CCMenuItem objects @js NA @lua NA
initializes an empty CCMenu
initializes a CCMenu with a NSArray of CCMenuItem objects @lua NA
@since v0.99.5 override onExit @js NA @lua NA
set event handler priority. By default it is: kCCMenuTouchPriority
@brief Pop out a message box
@js ctor
@js NA @lua NA
creates and initializes a motion streak with fade in seconds, minimum segments, stroke’s width, color, texture filename
creates and initializes a motion streak with fade in seconds, minimum segments, stroke’s width, color, texture
@js NA
initializes a motion streak with fade in seconds, minimum segments, stroke’s width, color and texture filename
initializes a motion streak with fade in seconds, minimum segments, stroke’s width, color and texture
Remove all living segments of the ribbon
@js NA
Override super methods
color used for the tint
@js NA @lua NA
creates the action
initializes the action
@js NA @lua NA
creates the action
initializes the action
@js ctor
@js NA @lua NA
Allocates and initializes a nodergba. @return A initialized node which is marked as “autorelease”.
Default constructor @js ctor
Default destructor @js NA @lua NA
Sets the z order which stands for the drawing order
Adds a child to the container with z-order as 0.
Adds a child to the container with a z-order
Adds a child to the container with z order and tag
adds a component
Returns a “local” axis aligned bounding box of the node. The returned box is relative only to its parent.
Stops all running actions and schedulers
Converts a Point to node (local) space coordinates. The result is in Points.
Converts a Point to node (local) space coordinates. The result is in Points. treating the returned/received node point as anchor relative.
Converts a Point to world space coordinates. The result is in Points.
Converts a local Point to world space coordinates.The result is in Points. treating the returned/received node point as anchor relative.
convenience methods which take a CCTouch instead of CCPoint
converts a CCTouch (world coordinates) into a local coordinate. This method is AR (Anchor Relative).
Allocates and initializes a node. @return A initialized node which is marked as “autorelease”.
Gets the description string. It makes debugging easier. @return A string terminated with ‘\0’ @js NA
Override this method to draw your own node. The following GL states will be enabled by default:
Gets an action from the running action list by its tag.
Gets the CCActionManager object that is used by all actions. @see setActionManager(CCActionManager*) @return A CCActionManager object.
Returns the anchor point in percent.
Returns the anchorPoint in absolute pixels.
Returns a camera object that lets you move the node using a gluLookAt
Gets a child from the container with its tag
Return an array of children
Get the amount of children.
@{ @name component functions **
Returns the untransformed size of the node.
Returns the state of OpenGL server side.
Returns a grid object that is used when applying effects
Returns the arrival order, indecates which children is added previously.
Returns a pointer to the parent node
Gets the position (x,y) of the node in OpenGL coordinates
Gets position in a more efficient way, returns two number instead of a CCPoint object
Returns the rotation of the node in degrees.
Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew.
Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.
Gets the scale factor of the node, when X and Y have the same scale factor.
Returns the scale factor on X axis of this node
Returns the scale factor on Y axis of this node
Gets a CCSheduler object.
@{ @name Shader Program **
Returns the X skew angle of the node in degrees.
Returns the Y skew angle of the node in degrees.
Returns a custom user data pointer
Returns a user assigned CCObject
Gets OpenGL Z vertex of this node.
Gets the Z order of this node.
Sets whether the anchor point will be (0,0) when you position this node.
Initializes the instance of CCNode @return Whether the initialization was successful.
Gets whether the anchor point will be (0,0) when you position this node.
Returns whether or not the node accepts event callbacks.
Checks whether a selector is scheduled.
Determines if the node is visible
Returns the world affine transform matrix. The matrix is in Pixels.
Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays).
Event callback that is invoked every time when CCNode enters the ‘stage’. If the CCNode enters the ‘stage’ with a transition, this event is called when the transition starts. During onEnter you can’t access a “sister/brother” node. If you override onEnter, you shall call its parent’s one, e.g., CCNode::onEnter(). @js NA @lua NA
Event callback that is invoked when the CCNode enters in the ‘stage’. If the CCNode enters the ‘stage’ with a transition, this event is called when the transition finishes. If you override onEnterTransitionDidFinish, you shall call its parent’s one, e.g. CCNode::onEnterTransitionDidFinish() @js NA @lua NA
Event callback that is invoked every time the CCNode leaves the ‘stage’. If the CCNode leaves the ‘stage’ with a transition, this event is called when the transition finishes. During onExit you can’t access a sibling node. If you override onExit, you shall call its parent’s one, e.g., CCNode::onExit(). @js NA @lua NA
Event 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 starts. @js NA @lua NA
Pauses all scheduled selectors and actions. This method is called internally by onExit @js NA @lua NA
Registers a script function that will be called in onEnter() & onExit() seires functions.
Removes all children from the container with a cleanup.
Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter.
removes all components
Removes a child from the container with a cleanup
Removes a child from the container. It will also cleanup all running actions depending on the cleanup parameter.
Removes a child from the container by tag value with a cleanup.
Removes a child from the container by tag value. It will also cleanup all running actions depending on the cleanup parameter
removes a component by its name
removes a component by its pointer
Removes this node itself from its parent node with a cleanup. If the node orphan, then nothing happens. @see removeFromParentAndCleanup(bool)
Removes this node itself from its parent node. If the node orphan, then nothing happens. @param cleanup true if all actions and callbacks on this node should be removed, false otherwise. @js removeFromParent
Reorders a child according to a new z value.
Resumes all scheduled selectors and actions. This method is called internally by onEnter @js NA @lua NA
Executes an action, and returns the action that is executed.
Schedules a custom selector.
Schedules a custom selector with an interval time in seconds. @see schedule(SEL_SCHEDULE, float, unsigned int, float)
Schedules a custom selector, the scheduled selector will be ticked every frame @see schedule(SEL_SCHEDULE, float, unsigned int, float)
Schedules a selector that runs only once, with a delay of 0 or larger @see schedule(SEL_SCHEDULE, float, unsigned int, float)
Schedules the “update” method.
Schedules the “update” method with a custom priority.
Schedules for lua script. @js NA
Sets the CCActionManager object that is used by all actions.
Sets the additional transform.
Sets the anchor point in percent.
Sets the untransformed size of the node.
Sets the state of OpenGL server side.
Changes a grid object that is used when applying effects
Sets the arrival order when this node has a same ZOrder with other children.
Sets the parent node
Changes the position (x,y) of the node in OpenGL coordinates
Sets position in a more efficient way.
Gets/Sets x or y coordinate individually for position. These methods are used in Lua and Javascript Bindings
Sets the rotation (angle) of the node in degrees.
Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew.
Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.
Changes both X and Y scale factor of the node.
Changes both X and Y scale factor of the node.
Changes the scale factor on X axis of this node
Changes the scale factor on Y axis of this node
Sets a CCScheduler object that is used to schedule all “updates” and timers.
Sets the shader program for this node
Changes the X skew angle of the node in degrees.
Changes the Y skew angle of the node in degrees.
Sets a custom user data pointer
Returns a user assigned CCObject
Sets the real OpenGL Z vertex.
Sets whether the node is visible
Sets the Z order which stands for the drawing order, and reorder this node in its parent’s children array.
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
Stops and removes an action from the running action list.
Removes an action from the running action list by its tag.
Stops and removes all actions from the running action list .
Performs OpenGL view-matrix transformation based on position, scale, rotation and other attributes.
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.
Unregisters a script function that will be called in onEnter() & onExit() series functions.
Unschedules a custom selector. @see schedule(SEL_SCHEDULE, float, unsigned int, float)
Unschedule all scheduled selectors: custom selectors, and the ‘update’ selector. Actions are not affected by this method.
Calls children’s updateTransform() method recursively.
Visits this node’s children and draw them recursively.
Returns the inverse world affine transform matrix. The matrix is in Pixels.
CCNotificationCenter constructor
CCNotificationCenter destructor
@brief Adds an observer for the specified target. @param target The target which wants to observe notification events. @param selector The callback function which will be invoked when the specified notification event was posted. @param name The name of this notification. @param obj The extra parameter which will be passed to the callback function.
@brief Gets observer script handler. @param name The name of this notification. @return The observer script handle.
@brief Posts one notification event by name. @param name The name of this notification.
@brief Posts one notification event by name. @param name The name of this notification. @param object The extra parameter.
Destroys the single instance of CCNotificationCenter.
@brief Registers one hander for script binding. @note Only supports Lua Binding now. @param handler The lua handler.
@brief Removes all notifications registered by this target @param target The target of this notification. @returns the number of observers removed
@brief Removes the observer by the specified target and name. @param target The target of this notification. @param name The name of this notification.
Gets the single instance of CCNotificationCenter.
Unregisters script observer
@brief CCNotificationObserver constructor @param target The target which wants to observer notification events. @param selector The callback function which will be invoked when the specified notification event was posted. @param name The name of this notification. @param obj The extra parameter which will be passed to the callback function.
CCNotificationObserver destructor function
Invokes the callback function of this observer
@lua NA
@js NA @lua NA
creates a CCOrbitCamera action with radius, delta-radius, z, deltaZ, x, deltaX
initializes a CCOrbitCamera action with radius, delta-radius, z, deltaZ, x, deltaX
positions the camera according to spherical coordinates
create the action
Adds a child to the container with a z-order, a parallax ratio and a position offset It returns self, so you can chain several addChilds. @since v0.8 @js ctor
@js NA @lua NA
@js ctor
@js NA @lua NA
Add a child into the CCParticleBatchNode
initializes the particle system with the name of a file on disk (for a list of supported formats look at the CCTexture2D class), a capacity of particles
initializes the particle system with CCTexture2D, a capacity of particles, which particle system to use
disables a particle by inserting a 0’d quad into the texture atlas
returns the blending function used for the texture @js NA
initializes the particle system with the name of a file on disk (for a list of supported formats look at the CCTexture2D class), a capacity of particles
initializes the particle system with CCTexture2D, a capacity of particles
Inserts a child into the CCParticleBatchNode
remove child from the CCParticleBatchNode
@js ctor
@js NA @lua NA
creates an initializes a CCParticleSystemQuad from a plist file. This plist files can be created manually or with Particle Designer:
@js NA @lua NA
initializes the indices for the vertices
initializes the texture with a rectangle measured Points
super methods @js NA @lua NA
listen the event that coming to foreground on Android @js NA @lua NA
@js NA
@js NA
Sets a new CCSpriteFrame as particle. WARNING: this method is experimental. Use setTexture:withRect instead. @since v0.99.4
@js NA
Sets a new texture with a rect. The rect is in Points. @since v0.99.4
@js NA
@js NA
@js ctor
@js NA @lua NA
! Add a particle to the emitter
creates an initializes a CCParticleSystem from a plist file. This plist files can be created manually or with Particle Designer: http://particledesigner.71squared.com/ @since v2.0
! create a system with a fixed number of particles
initializes a CCParticleSystem
! Initializes a particle
initializes a CCQuadParticleSystem from a CCDictionary. @since v0.99.3
initializes a particle system from a NSDictionary and the path from where to load the png @since v2.1
initializes a CCParticleSystem from a plist file. This plist files can be created manually or with Particle Designer: http://particledesigner.71squared.com/ @since v0.99.3
! Initializes a system with a fixed number of particles
! whether or not the system is full
! should be overridden by subclasses
! Kill all living particles.
! stop emitting particles. Running particles will continue to run until they die
! should be overridden by subclasses
@js NA @lua NA
creates a Place action with a position
Initializes a Place action with a position
@lua NA
@lua NA
appends a control point
@js NA @lua NA
returns the number of objects of the control point array
creates and initializes a Points array with capacity @lua NA
get the value of a controlPoint at a given index
initializes a Catmull Rom config with a capacity hint
inserts a controlPoint at index
deletes a control point at a given index
replaces an existing controlPoint at index
returns a new copy of the array reversed. User is responsible for releasing this copy
reverse the current control point array inline, without generating a new one
@brief Returns a Core Graphics point structure corresponding to the data in a given string. @param pszContent A string object whose contents are of the form “{x,y}”, where x is the x coordinate and y is the y coordinate. The x and y values can represent integer or float values. An example of a valid string is “{3.0,2.5}”. The string is not localized, so items are always separated with a comma. @return A Core Graphics structure that represents a point. If the string is not well-formed, the function returns CCPointZero.
@lua NA
@lua NA
@returns if points have fuzzy equality which means equal with some degree of variance. @since v2.1.4 @lua NA
@returns the angle in radians between two vector directions @since v2.1.4
Rotates a point counter clockwise by the angle around a pivot @param pivot is the pivot, naturally @param angle is the angle of rotation ccw in radians @returns the rotated point @since v2.1.4
@lua NA
Creates and adds a new timer
display the timers
releases all timers
releases a timer
resets the timer properties
@js NA @lua NA
Creates and initializes the action with a duration, a “from” percentage and a “to” percentage
Initializes the action with a duration, a “from” percentage and a “to” percentage
@js ctor
@js NA @lua NA
Creates a progress timer with the sprite as the shape the timer goes through
Initializes a progress timer with the sprite as the shape the timer goes through
@js setReverseDirection
@js NA @lua NA
Creates and initializes with a duration and a percent
Initializes with a duration and a percent
@brief Returns a Core Graphics rectangle structure corresponding to the data in a given string. @param pszContent A string object whose contents are of the form “{{x,y},{w, h}}”, where x is the x coordinate, y is the y coordinate, w is the width, and h is the height. These components can represent integer or float values. An example of a valid string is “{{3,2},{4,5}}”. The string is not localized, so items are always separated with a comma. @return A Core Graphics structure that represents a rectangle. If the string is not well-formed, the function returns CCRectZero.
@lua NA
return the topmost y-value of current rect
return the midpoint x-value of current rect
return the midpoint y-value of current rect
return the leftmost x-value of current rect
return the bottommost y-value of current rect
return the rightmost x-value of current rect
create the action
init the action
@js ctor
@js NA @lua NA
starts grabbing
starts rendering to the texture while clearing the texture first. This is more efficient then calling -clear first and then -begin
starts rendering to the texture while clearing the texture first. This is more efficient then calling -clear first and then -begin
starts rendering to the texture while clearing the texture first. This is more efficient then calling -clear first and then -begin
clears the texture with a color
clears the texture with a specified depth value
clears the texture with a specified stencil value
initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format
creates a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid
creates a RenderTexture object with width and height in Points, pixel format is RGBA8888
ends grabbing
Clear color value. Valid only when “autoDraw” is true.
Value for clearDepth. Valid only when autoDraw is true.
Valid flags: GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT. They can be OR’ed. Valid when “autoDraw is YES.
Value for clear Stencil. Valid only when autoDraw is true
initializes a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid
initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format
When enabled, it will render its children into the texture automatically. Disabled by default for compatiblity reasons. Will be enabled in the future.
Listen “come to background” message, and save render texture. It only has effect on Android.
Listen “come to foreground” message and restore the frame buffer object It only has effect on Android.
saves the texture into a file using JPEG format. The file will be saved in the Documents folder. Returns YES if the operation is successful.
saves the texture into a file. The format could be JPG or PNG. The file will be saved in the Documents folder. Returns YES if the operation is successful.
@js NA @lua NA
@js NA @lua NA
creates the action
initializes the action
@js NA @lua NA
@js NA @lua NA
creates a CCRepeat action. Times is an unsigned integer between 1 and pow(2,30)
initializes a CCRepeat action. Times is an unsigned integer between 1 and pow(2,30)
creates an action with the number of times that the current grid will be reused
initializes an action with the number of times that the current grid will be reused
@js NA @lua NA
@js ctor
@js NA @lua NA
creates the action
initializes the action
@js NA @lua NA
creates the action with radius, number of waves, amplitude, a grid size and duration
initializes the action with radius, number of waves, amplitude, a grid size and duration
set center position
@js NA @lua NA
creates the action
initializes the action
@js NA @lua NA
creates the action
creates the action with separate rotation angles
initializes the action
@js NA @lua NA
creates the action with the same scale factor for X and Y
creates the action with and X factor and a Y factor
@js NA @lua NA
creates the action with the same scale factor for X and Y
creates the action with and X factor and a Y factor
initializes the action with the same scale factor for X and Y
initializes the action with and X factor and a Y factor
@js ctor
@js NA @lua NA
@js NA @lua NA
Returns whether or not the target is paused @since v1.0.0 @lua NA
Pause all selectors from all targets. You should NEVER call this method, unless you know what you are doing. @since v2.0.0 @lua NA
Pause all selectors from all targets with a minimum priority. You should only call this with kCCPriorityNonSystemMin or higher. @since v2.0.0 @lua NA
Pauses the target. All scheduled selectors/update for a given target won’t be ‘ticked’ until the target is resumed. If the target is not present, nothing happens. @since v0.99.3 @lua NA
Resumes the target. The ‘target’ will be unpaused, so all schedule selectors/update will be ‘ticked’ again. If the target is not present, nothing happens. @since v0.99.3 @lua NA
Resume selectors on a set of targets. This can be useful for undoing a call to pauseAllSelectors. @since v2.0.0 @lua NA
The scheduled script callback will be called every ‘interval’ seconds. If paused is YES, then it won’t be called until it is resumed. If ‘interval’ is 0, it will be called every frame. return schedule script entry ID, used for unscheduleScriptFunc(). @js NA
The scheduled method will be called every ‘interval’ seconds. If paused is YES, then it won’t be called until it is resumed. If ‘interval’ is 0, it will be called every frame, but if so, it’s recommended to use ‘scheduleUpdateForTarget:’ instead. If the selector is already scheduled, then only the interval parameter will be updated without re-scheduling it again. repeat let the action be repeated repeat + 1 times, use kCCRepeatForever to let the action run continuously delay is the amount of time the action will wait before it’ll start
calls scheduleSelector with kCCRepeatForever and a 0 delay @js NA @lua NA
Schedules the ‘update’ selector for a given target with a given priority. The ‘update’ selector will be called every frame. The lower the priority, the earlier it is called. @since v0.99.3 @lua NA
Unschedules all selectors from all targets. You should NEVER call this method, unless you know what you are doing.
Unschedules all selectors for a given target. This also includes the “update” selector. @since v0.99.3 @js unscheduleCallbackForTarget @lua NA
Unschedules all selectors from all targets with a minimum priority. You should only call this with kCCPriorityNonSystemMin or higher. @since v2.0.0 @js unscheduleAllCallbacksWithMinPriority @lua NA
Unschedule a script entry. @js NA
Unschedule a selector for a given target. If you want to unschedule the “update”, use unscheudleUpdateForTarget. @since v0.99.3 @lua NA
Unschedules the update selector for a given target @since v0.99.3 @lua NA
‘update’ the scheduler. You should NEVER call this method, unless you know what you are doing. @js NA @lua NA
@js NA @lua NA
@js NA @lua NA
helper constructor to create an array of sequenceable actions @lua NA
helper constructor to create an array of sequenceable actions given an array @js NA
creates the action @js NA
helper constructor to create an array of sequence-able actions @js NA @lua NA
initializes the action @lua NA
@lua NA
@lua NA
@lua NA
@js ctor @lua NA
@lua NA
@js NA @lua NA
@js NA @lua NA
@brief Add a element into CCSet, it will retain the element.
@brief Return the first element if it contains elements, or null if it doesn’t contain any element.
@brief Return the iterator that points to the first element. @js NA @lua NA
@brief Check if CCSet contains a element equals pObject.
@brief Return a copy of the CCSet, it will copy all the elements.
@brief Return the number of elements the CCSet contains.
@brief Create and return a new empty set. @lua NA
@brief Return the iterator that points to the position after the last element. @js NA @lua NA
@brief It is the same as copy(). @lua NA
@brief Remove all elements of the set
@brief Remove the given element, nothing todo if no element equals pObject.
@js ctor
@js NA @lua NA
adds a CCGLProgram to the cache for a given name
loads the default shaders
returns a GL program for a given key @js getProgram
purges the cache. It releases the retained instance.
reload the default shaders
returns the shared instance @js getInstance
@js NA @lua NA
creates the action with a range, shake Z vertices, a grid and duration
initializes the action with a range, shake Z vertices, a grid and duration
@js NA @lua NA
creates the action with a range, whether or not to shake Z vertices, a grid size, and duration
initializes the action with a range, whether or not to shake Z vertices, a grid size, and duration
@js NA @lua NA
creates the action with a range, whether of not to shatter Z vertices, a grid size and duration
initializes the action with a range, whether or not to shatter Z vertices, a grid size and duration
@js NA @lua NA
Allocates and initializes the action
@js NA @lua NA
@js NA @lua NA
creates the action with a random seed, the grid size and the duration
initializes the action with a random seed, the grid size and the duration
@brief Returns a Core Graphics size structure corresponding to the data in a given string. @param pszContent A string object whose contents are of the form “{w, h}”, where w is the width and h is the height. The w and h values can be integer or float values. An example of a valid string is “{3.0,2.5}”. The string is not localized, so items are always separated with a comma. @return A Core Graphics structure that represents a size. If the string is not well-formed, the function returns CCSizeZero.
@lua NA
@lua NA
@lua NA
@lua NA
creates the action
@js ctor
@js NA @lua NA
creates the action
@js NA @lua NA
@js NA @lua NA
helper constructor to create an array of spawned actions @lua NA
helper constructor to create an array of spawned actions given an array @js NA
creates the Spawn action @js NA
helper constructor to create an array of spawned actions @js NA @lua NA
initializes the Spawn action with the 2 actions to spawn @lua NA
@lua NA
@lua NA
@lua NA
@js NA @lua NA
@js NA @lua NA
create the action
initializes the action
@js NA @lua NA
creates the action with the number of columns to split and the duration
initializes the action with the number of columns to split and the duration
@js NA @lua NA
creates the action with the number of rows to split and the duration
initializes the action with the number of rows to split and the duration
@js ctor
@js NA @lua NA
creates a CCSpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and 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.
creates a CCSpriteBatchNode with a texture2d and capacity of children. The capacity will be increased in 33% in runtime if it run out of space.
@js NA
initializes a CCSpriteBatchNode 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.
initializes a CCSpriteBatchNode with a texture2d and capacity of children. The capacity will be increased in 33% in runtime if it run out of space.
Inserts 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 CCSprite won’t be updated. For example: a tile map (CCTMXMap) or a label with lots of characters (CCLabelBMFont)
removes a child given a certain index. It will also cleanup the running actions depending on the cleanup parameter. @warning Removing a child from a CCSpriteBatchNode is very slow
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 CCSprite won’t be updated. For example: a tile map (CCTMXMap) or a label with lots of characters (CCLabelBMFont)
@js NA @lua NA
Adds an sprite frame with a given name. If the name already exists, then the contents of the old name will be replaced with the new one.
Adds multiple Sprite Frames from a plist file. A texture will be loaded automatically. The texture name will composed by replacing the .plist suffix with .png If you want to use another texture, you should use the addSpriteFramesWithFile:texture method. @js addSpriteFrames
Adds multiple Sprite Frames from a plist file. The texture will be associated with the created sprite frames. @since v0.99.5 @js addSpriteFrames
Adds multiple Sprite Frames from a plist file. The texture will be associated with the created sprite frames. @js addSpriteFrames
Purges the cache. It releases all the Sprite Frames and the retained instance.
Deletes an sprite frame from the sprite frame cache. @js getSpriteFrame
Purges the dictionary of loaded sprite frames. Call this method if you receive the “Memory Warning”. In the short term: it will free some resources preventing your app from being killed. In the medium term: it will allocate more resources. In the long term: it will be the same.
Removes multiple Sprite Frames from a plist file. Sprite Frames stored in this file will be removed. It is convenient to call this method when a specific texture needs to be removed. @since v0.99.5
Removes all Sprite Frames associated with the specified textures. It is convenient to call this method when a specific texture needs to be removed. @since v0.995.
Removes unused sprite frames. Sprite Frames that have a retain count of 1 will be deleted. It is convenient to call this method after when starting a new Scene.
Returns the shared instance of the Sprite Frame cache @js getInstance
Returns an Sprite Frame that was previously added. If the name is not found it will return nil. You should retain the returned copy if you are going to use it. @js getSpriteFrame
@js NA @lua NA
@js NA @lua NA
Create a CCSpriteFrame with a texture filename, rect in points. It is assumed that the frame was not trimmed.
Create a CCSpriteFrame with a texture filename, rect, rotated, offset and originalSize in pixels. The originalSize is the size in pixels of the frame before being trimmed.
Create a CCSpriteFrame with a texture, rect in points. It is assumed that the frame was not trimmed.
Create a CCSpriteFrame with a texture, rect, rotated, offset and originalSize in pixels. The originalSize is the size in points of the frame before being trimmed.
get offset of the frame
get texture of the frame
Initializes a CCSpriteFrame with a texture, rect in points. It is assumed that the frame was not trimmed.
Initializes a CCSpriteFrame with a texture, rect, rotated, offset and originalSize in pixels. The originalSize is the size in points of the frame before being trimmed.
Initializes a CCSpriteFrame with a texture filename, rect in points; It is assumed that the frame was not trimmed.
Initializes a CCSpriteFrame with a texture, rect, rotated, offset and originalSize in pixels. The originalSize is the size in pixels of the frame before being trimmed.
set offset of the frame
set rect of the frame
set texture of the frame, the texture is retained
Default constructor @js ctor
Default destructor @js NA @lua NA
Creates an empty sprite without texture. You can call setTexture method subsequently.
Creates a sprite with an image filename.
Creates a sprite with an image filename and a rect.
Creates a sprite with an sprite frame.
Creates a sprite with an sprite frame name.
Creates a sprite with an exsiting texture contained in a CCTexture2D object After creation, the rect will be the size of the texture, and the offset will be (0,0).
Creates a sprite with a texture and a rect.
Returns the current displayed frame. @js NA
Returns the batch node object if this sprite is rendered by CCSpriteBatchNode
Initializes an empty sprite with nothing init.
Initializes a sprite with an image filename.
Initializes a sprite with an image filename, and a rect.
Initializes a sprite with an SpriteFrame. The texture and rect in SpriteFrame will be applied on this sprite
Initializes a sprite with an sprite frame name.
Initializes a sprite with a texture.
Initializes a sprite with a texture and a rect.
Initializes a sprite with a texture and a rect in points, optionally rotated.
Returns the flag which indicates whether the sprite is flipped horizontally or not.
Return the flag which indicates whether the sprite is flipped vertically or not.
Returns whether or not a CCSpriteFrame is being displayed
Sets the batch node to sprite @warning This method is not recommended for game developers. Sample code for using batch node @code CCSpriteBatchNode *batch = CCSpriteBatchNode::create(“Images/grossini_dance_atlas.png”, 15); CCSprite *sprite = CCSprite::createWithTexture(batch->getTexture(), CCRectMake(0, 0, 57, 57)); batch->addChild(sprite); layer->addChild(batch); @endcode
@{ @name Functions inherited from CCNodeRGBA
Sets a new display frame to the CCSprite.
@{ @name Animation methods **
Sets whether the sprite should be flipped horizontally or not.
Sets whether the sprite should be flipped vertically or not.
@lua NA
@{ @name Functions inherited from CCNode
@{ @name Functions inherited from CCTextureProtocol
Updates the texture rect of the CCSprite in points. It will call setTextureRect:rotated:untrimmedSize with rotated = NO, and utrimmedSize = rect.size.
Sets the texture rect, rectRotated and untrimmed size of the CCSprite in points. It will update the texture coordinates and the vertex rectangle.
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.
@} End of Sprite properties getter/setters
Updates the quad according the rotation, position, scale values.
allocates a TouchHandler with a delegate and a priority
initializes a TouchHandler with a delegate and a priority
Allocates and initializes the action
@lua NA
@lua NA
@lua NA
@lua NA
@lua NA
@lua NA
convert to bool value
compare to a c string
create a string with std string, you can also pass a c string pointer because the default constructor of std::string can access a c string pointer. @return A CCString pointer which is an autorelease object pointer, it means that you needn’t do a release operation unless you retain it.
create a string with a file, @return A CCString pointer which is an autorelease object pointer, it means that you needn’t do a release operation unless you retain it.
create a string with binary data @return A CCString pointer which is an autorelease object pointer, it means that you needn’t do a release operation unless you retain it.
create a string with format, it’s similar with the c function ‘sprintf’, the default buffer size is (1024*100) bytes, if you want to change it, you should modify the kMaxStringLen macro in CCString.cpp file. @return A CCString pointer which is an autorelease object pointer, it means that you needn’t do a release operation unless you retain it. @lua NA
convert to double value
convert to float value
get the C string
init a string with format, it’s similar with the c function ‘sprintf’ @lua NA
convert to int value
get the length of string
convert to unsigned int value
@js ctor @lua NA
@js NA @lua NA
CCTMXLayer doesn’t support adding a CCSprite manually. @warning addchild(z, tag); is not supported on CCTMXLayer. Instead of setTileGID. @lua NA
creates a CCTMXLayer with an tileset info, a layer info and a map info
initializes a CCTMXLayer with a tileset info, a layer info and a map info @lua NA
returns the position in points of a given tile coordinate @js getPositionAt
return the value for the specific property name @js getProperty
dealloc the map that contains the tile position from memory. Unless you want to know at runtime the tiles positions, you can safely call this method. If you are going to call layer->tileGIDAt() then, don’t release the map
super method @lua NA
removes a tile at given tile coordinate
sets the tile gid (gid = tile global id) at a given tile coordinate. The Tile GID can be obtained by using the method “tileGIDAt” or by using the TMX editor -> Tileset Mgr +1. If a tile is already placed at that position, then it will be removed.
sets the tile gid (gid = tile global id) at a given tile coordinate. The Tile GID can be obtained by using the method “tileGIDAt” or by using the TMX editor -> Tileset Mgr +1. If a tile is already placed at that position, then it will be removed.
Creates the tiles
returns the tile (CCSprite) at a given a tile coordinate. The returned CCSprite will be already added to the CCTMXLayer. Don’t add it again. The CCSprite can be treated like any other CCSprite: rotated, scaled, translated, opacity, color, etc. You can remove either by calling:
returns the tile gid at a given tile coordinate. if it returns 0, it means that the tile is empty. This method requires the the tile map has not been previously released (eg. don’t call layer->releaseMap()) @js tileGIDAt
returns the tile gid at a given tile coordinate. It also returns the tile flags. This method requires the the tile map has not been previously released (eg. don’t call [layer releaseMap]) @js tileGIDAt @lua NA
@js ctor @lua NA
@js NA @lua NA
@js NA
creates a TMX Format with a tmx file
creates a TMX Format with an XML string and a TMX resource path
initializes a TMX format with a tmx file @lua NA
initializes a TMX format with an XML string and a TMX resource path @lua NA
initializes parsing of an XML file, either a tmx (Map) file or tsx (Tileset) file
implement pure virtual methods of CCSAXDelegator @js NA
@js NA
@js ctor
@js NA @lua NA
return the dictionary for the specific object name. It will return the 1st object found on the array for the given name.
return the value for the specific property name
@js ctor
@js NA @lua NA
creates a TMX Tiled Map with a TMX file.
initializes a TMX Tiled Map with a TMX formatted XML string and a path to TMX resources
initializes a TMX Tiled Map with a TMX file
initializes a TMX Tiled Map with a TMX formatted XML string and a path to TMX resources
return the TMXLayer for the specific layer @js getLayer
return the TMXObjectGroup for the specific group @js getObjectGroup
return properties dictionary for tile GID
return the value for the specific property name @js getProperty
@js ctor
@js NA @lua NA
@js NA @lua NA
Create an action with the specified action and forced target
Init an action with the specified action and forced target
MutableSet that contains the claimed touches
allocates a TargetedTouchHandler with a delegate, a priority and whether or not it swallows touches or not
initializes a TargetedTouchHandler with a delegate, a priority and whether or not it swallows touches or not
whether or not the touches are swallowed
@lua NA
@lua NA
@brief Open keyboard and receive input text.
@brief End text input and close keyboard.
initializes the CCTextFieldTTF with a font name, alignment, dimension and font size
initializes the CCTextFieldTTF with a font name and font size
creates a CCTextFieldTTF from a fontname, alignment, dimension and font size
creates a CCLabelTTF from a fontname and font size
@js ctor
@js NA @lua NA
treats (or not) PVR files as if they have alpha premultiplied. Since it is impossible to know at runtime if the PVR images have the alpha channel premultiplied, it is possible load them as if they have (or not) the alpha channel premultiplied.
returns the bits-per-pixel of the in-memory OpenGL texture @since v1.0
Helper functions that returns bits per pixels for a given format. @since v2.0
returns the alpha pixel format @since v0.8 @js getDefaultAlphaPixelFormat
@js NA @lua NA
Drawing extensions to make it easy to draw basic quads using a CCTexture2D object. These functions require GL_TEXTURE_2D and both GL_VERTEX_ARRAY and GL_TEXTURE_COORD_ARRAY client states to be enabled.
draws a texture inside a rect
Generates mipmap images for the texture. It only works if the texture size is POT (power of 2). @since v0.99.0
content size
Initializes with a texture2d with data @js NA @lua NA
Initializes a texture from a ETC file
Extensions to make it easy to create a CCTexture2D object from an image file. Note that RGBA type textures will have their alpha premultiplied - use the blending mode (GL_ONE, GL_ONE_MINUS_SRC_ALPHA).
Initializes a texture from a PVR file
Initializes a texture from a string with dimensions, alignment, font name and font size
Initializes a texture from a string with font name and font size
Initializes a texture from a string using a text definition
@js NA
These functions are needed to create mutable textures @js NA
sets alias texture parameters:
sets antialias texture parameters:
sets the default pixel format for UIImagescontains alpha channel. If the UIImage contains alpha channel, then the options are:
sets the min filter, mag filter, wrap s and wrap t texture parameters. If the texture size is NPOT (non power of 2), then in can only use GL_CLAMP_TO_EDGE in GL_TEXTURE_WRAP_{S,T}.
returns the pixel format. @since v2.0
@js ctor
@js NA @lua NA
creates a TextureAtlas with an filename and with an initial capacity for Quads. The TextureAtlas capacity can be increased in runtime.
creates a TextureAtlas with a previously initialized Texture2D object, and with an initial capacity for n Quads. The TextureAtlas capacity can be increased in runtime.
@js NA @lua NA
draws n quads n can’t be greater than the capacity of the Atlas
draws n quads from an index (offset). n + start can’t be greater than the capacity of the atlas
draws all the Atlas’s Quads
Ensures that after a realloc quads are still empty Used internally by CCParticleBatchNode @since 1.1
Used internally by CCParticleBatchNode don’t use this unless you know what you’re doing @since 1.1
initializes a TextureAtlas with a filename and with a certain capacity for Quads. The TextureAtlas capacity can be increased in runtime.
initializes a TextureAtlas with a previously initialized Texture2D object, and with an initial capacity for Quads. The TextureAtlas capacity can be increased in runtime.
Inserts a Quad (texture, vertex and color) at a certain index index must be between 0 and the atlas capacity - 1 @since v0.8
Removes the quad that is located at a certain index and inserts it at a new index This operation is faster than removing and inserting in a quad in 2 different steps @since v0.7.2
Inserts a c array of quads at a given index index must be between 0 and the atlas capacity - 1 this method doesn’t enlarge the array when amount + index > totalQuads @since v1.1
listen the event that coming to foreground on Android
Moves an amount of quads from oldIndex at newIndex @since v1.1
Moves quads from index till totalQuads to the newIndex Used internally by CCParticleBatchNode This method doesn’t enlarge the array if newIndex + quads to be moved > capacity @since 1.1
removes all Quads. The TextureAtlas capacity remains untouched. No memory is freed. The total number of quads to be drawn will be 0 @since v0.7.2
removes a quad at a given index number. The capacity remains the same, but the total number of quads to be drawn is reduced in 1 @since v0.7.2
removes a amount of quads starting from index @since 1.1
resize the capacity of the CCTextureAtlas. The new capacity can be lower or higher than the current one It returns YES if the resize was successful. If it fails to resize the capacity it will return NO with a new capacity of 0.
updates a Quad (texture, vertex and color) at a certain index index must be between 0 and the atlas capacity - 1 @since v0.8
@js ctor @lua NA
@js NA @lua NA
Returns a Texture2D object given an ETC filename If the file image was not previously loaded, it will create a new CCTexture2D object and it will return it. Otherwise it will return a reference of a previously loaded image @lua NA
Returns a Texture2D object given an file image If the file image was not previously loaded, it will create a new CCTexture2D object and it will return it. It will use the filename as a key. Otherwise it will return a reference of a previously loaded image. Supported image extensions: .png, .bmp, .tiff, .jpeg, .pvr, .gif
Returns a Texture2D object given an PVR filename If the file image was not previously loaded, it will create a new CCTexture2D object and it will return it. Otherwise it will return a reference of a previously loaded image
Returns a Texture2D object given an UIImage image If the image was not previously loaded, it will create a new CCTexture2D object and it will return it. Otherwise it will return a reference of a previously loaded image The “key” parameter will be used as the “key” for the cache. If “key” is nil, then a new texture will be created each time.
@js NA @lua NA
Output to CCLOG the current contents of this CCTextureCache This will attempt to calculate the size of each texture, and the total texture memory in use
purges the cache. It releases the retained instance. @since v0.99.0
Reload all textures It’s only useful when the value of CC_ENABLE_CACHE_TEXTURE_DATA is 1
Reload texture from the image file If the file image hasn’t loaded before, load it. Otherwise the texture will be reloaded from the file image. The “filenName” parameter is the related/absolute path of the file image. Return true if the reloading is succeed, otherwise return false.
Purges the dictionary of loaded textures. Call this method if you receive the “Memory Warning” In the short term: it will free some resources preventing your app from being killed In the medium term: it will allocate more resources In the long term: it will be the same
Deletes a texture from the cache given a texture
Deletes a texture from the cache given a its key name @since v0.99.4
Removes unused textures Textures that have a retain count of 1 will be deleted It is convenient to call this method after when starting a new Scene @since v0.8
Returns the shared instance of the cache @js getInstance
@js NA
Returns an already created texture. Returns nil if the texture doesn’t exist. @since v0.99.5
creates and initializes a CCTexturePVR with a path
initializes a CCTexturePVR with a path
@js ctor
@js NA @lua NA
creates a CCTileMap with a tile file (atlas) with a map file and the width and height of each tile in points. The tile file will be loaded using the TextureMgr.
initializes a CCTileMap with a tile file (atlas) with a map file and the width and height of each tile in points. The file will be loaded using the TextureMgr.
dealloc the map from memory
sets a tile at position x,y. For the moment only channel R is used
returns a tile from position x,y. For the moment only channel R is used @js getTileAt
creates the action with size and duration @js NA @lua NA
returns the grid
returns the non-transformed tile that belongs to a certain position of the grid
sets a new tile to a certain position of the grid
returns the tile that belongs to a certain position of the grid
create one Grid
create one Grid
returns the original tile (untransformed) at the given position
sets a new tile
returns the tile at the given position
@js ctor @lua NA
get interval in seconds
@lua NA
Initializes a timer with a script callback function and an interval in seconds.
Initializes a timer with a target and a selector. @lua NA
Initializes a timer with a target, a selector and an interval in seconds, repeat in number of times to repeat, delay in seconds. @lua NA
set interval in seconds
Allocates a timer with a script callback function and an interval in seconds.
Allocates a timer with a target and a selector. @lua NA
Allocates a timer with a target, a selector and an interval in seconds. @lua NA
triggers the timer
@js NA @lua NA
creates an action with duration and color
initializes the action with duration and color
@js NA @lua NA
creates an action with duration and color
initializes the action with duration and color
@js NA @lua NA
Allocates and initializes the action
@lua NA
Adds a standard touch delegate to the dispatcher’s list. See StandardTouchDelegate description. IMPORTANT: The delegate will be retained. @lua NA
Adds a targeted touch delegate to the dispatcher’s list. See TargetedTouchDelegate description. IMPORTANT: The delegate will be retained. @lua NA
@lua NA
@lua NA
Whether or not the events are going to be dispatched. Default: true
Removes all touch delegates, releasing all the delegates @lua NA
Removes a touch delegate. The delegate will be released @lua NA
Changes the priority of a previously added delegate. The lower the number, the higher the priority @lua NA
@lua NA
@lua NA
@lua NA
@lua NA
@lua NA
delegate
enabled selectors
priority
allocates a TouchHandler with a delegate and a priority
initializes a TouchHandler with a delegate and a priority
returns the delta of 2 current touches locations in screen coordinates
returns the current touch location in OpenGL coordinates
returns the current touch location in screen coordinates
returns the previous touch location in OpenGL coordinates
returns the previous touch location in screen coordinates
returns the start touch location in OpenGL coordinates
returns the start touch location in screen coordinates
@js ctor
@js NA @lua NA
@js NA @lua NA
@js NA @lua NA
@js ctor
@js NA @lua NA
@js ctor
@js NA @lua NA
@js ctor
@js NA @lua NA
@js NA @lua NA
@js ctor
@js NA @lua NA
@js ctor
@js NA @lua NA
creates the transition with a duration and with an RGB color Example: FadeTransition::create(2, scene, ccc3(255,0,0); // red color
initializes the transition with a duration and with an RGB color
@js NA @lua NA
@js NA @lua NA
@js ctor
@js NA @lua NA
@js NA @lua NA
@js ctor
@js NA @lua NA
@js NA @lua NA
@js ctor
@js NA @lua NA
@js NA @lua NA
@js ctor
@js NA @lua NA
@js NA @lua NA
@js ctor
@js NA @lua NA
@js ctor
@js NA @lua NA
returns the action that will be performed
initializes the scenes
@js NA @lua NA
@js ctor
@js NA @lua NA
@js ctor
@js NA @lua NA
@js ctor
@js NA @lua NA
Creates a base transition with duration and incoming scene. If back is true then the effect is reversed to appear as if the incoming scene is being turned from left over the outgoing scene.
Creates a base transition with duration and incoming scene. If back is true then the effect is reversed to appear as if the incoming scene is being turned from left over the outgoing scene.
@js NA @lua NA
@js ctor
@js NA @lua NA
@js NA @lua NA
@js ctor
@js NA @lua NA
@js NA @lua NA
@js ctor
@js NA @lua NA
creates a base transition with duration and incoming scene
initializes a transition with duration and incoming scene
@js ctor
@js NA @lua NA
creates a base transition with duration and incoming scene
called after the transition finishes
used by some transitions to hide the outer scene
initializes a transition with duration and incoming scene
@js NA @lua NA
@js NA @lua NA
@js ctor
@js NA @lua NA
@js NA @lua NA
@js ctor
@js NA @lua NA
returns the action that will be performed by the incoming and outgoing scene
initializes the scenes
@js ctor
@js NA @lua NA
returns the action that will be performed by the incoming and outgoing scene
initializes the scenes
@js NA @lua NA
@js ctor
@js NA @lua NA
returns the action that will be performed by the incoming and outgoing scene
initializes the scenes
@js ctor
@js NA @lua NA
returns the action that will be performed by the incoming and outgoing scene
initializes the scenes
@js ctor
@js NA @lua NA
@js NA @lua NA
@js ctor
@js NA @lua NA
@js ctor
@js NA @lua NA
@js NA @lua NA
@js ctor
@js NA @lua NA
@js NA @lua NA
@js ctor
@js NA @lua NA
@js NA @lua NA
@js ctor
@js NA @lua NA
@js NA @lua NA
@js NA @lua NA
@js NA @lua NA
creates the action with the grid size and the duration
creates the action with a random seed, the grid size and the duration
initializes the action with a random seed, the grid size and the duration
@js NA @lua NA
creates the action with center position, number of twirls, amplitude, a grid size and duration
initializes the action with center position, number of twirls, amplitude, a grid size and duration
set twirl center
@brief Save content to xml file
@brief Get bool value by key, if the key doesn’t exist, a default value will return. You can set the default value, or it is false.
@brief Get double value by key, if the key doesn’t exist, a default value will return. You can set the default value, or it is 0.0.
@brief Get float value by key, if the key doesn’t exist, a default value will return. You can set the default value, or it is 0.0f.
@brief Get integer value by key, if the key doesn’t exist, a default value will return. You can set the default value, or it is 0.
@brief Get string value by key, if the key doesn’t exist, a default value will return. You can set the default value, or it is “”.
@brief Set bool value by key.
@brief Set double value by key.
@brief Set float value by key.
@brief Set integer value by key.
@brief Set string value by key.
@js NA @lua NA
creates an action with duration, grid size, waves and amplitude
initializes an action with duration, grid size, waves and amplitude
@js NA @lua NA
creates the action with a number of waves, the waves amplitude, the grid size and the duration
initializes the action with a number of waves, the waves amplitude, the grid size and the duration
@js NA @lua NA
initializes the action with amplitude, horizontal sin, vertical sin, a grid and duration
initializes the action with amplitude, horizontal sin, vertical sin, a grid and duration
Free function that parses a FNT file a place it on the cache
Purges the FNT config cache
Appends objects from plusArr to arr. Behavior undefined if arr doesn’t have enough capacity.
Appends objects from plusArr to arr. Capacity of arr is increased if needed.
Appends an object. Behavior undefined if array doesn’t have enough capacity.
Appends an object. Capacity of arr is increased if needed.
Returns a Boolean value that indicates whether object is present in array.
Doubles array capacity
Increases array capacity such that max >= num + extra.
Removes object at specified index and fills the gap with the last object, thereby avoiding the need to push back subsequent objects. Behavior undefined if index outside [0, num-1].
Frees array after removing all remaining objects. Silently ignores nil arr.
Removes from arr all objects in minusArr. For each object in minusArr, all matching instances in arr will be removed.
Returns index of first occurrence of object, NSNotFound if object not found.
Inserts an object at index
Allocates and initializes a new array with specified capacity
Removes all objects from arr
Removes from arr all objects in minusArr. For each object in minusArr, the first matching instance in arr will be removed.
Searches for the first occurrence of object and removes it. If object is not found the function has no effect.
Removes object at specified index and pushes back all subsequent objects. Behavior undefined if index outside [0, num-1].
shrinks the array so the memory footprint corresponds with the number of items
Swaps two objects
Appends values from plusArr to arr. Behavior undefined if arr doesn’t have enough capacity.
Appends values from plusArr to arr. Capacity of arr is increased if needed.
Appends an value. Behavior undefined if array doesn’t have enough capacity.
Appends an value. Capacity of arr is increased if needed.
Returns a Boolean value that indicates whether value is present in the C array.
Doubles C array capacity
Increases array capacity such that max >= num + extra.
Removes value at specified index and fills the gap with the last value, thereby avoiding the need to push back subsequent values. Behavior undefined if index outside [0, num-1]. @since v0.99.4
Frees C array after removing all remaining values. Silently ignores nil arr.
Removes from arr all values in minusArr. For each value in minusArr, all matching instances in arr will be removed. @since v0.99.4
Returns index of first occurrence of value, NSNotFound if value not found.
Inserts a value at a certain position. Behavior undefined if array doesn’t have enough capacity
Allocates and initializes a new C array with specified capacity
Removes all values from arr
Removes from arr all values in minusArr. For each Value in minusArr, the first matching instance in arr will be removed. @since v0.99.4
Searches for the first occurrence of value and removes it. If value is not found the function has no effect. @since v0.99.4
Removes value at specified index and pushes back all subsequent values. Behavior undefined if index outside [0, num-1]. @since v0.99.4
Returns the Cardinal Spline position for a given set of control points, tension and time
draws a Cardinal Spline path. @warning This function could be pretty slow. Use it only for debugging purposes. @since v2.0
draws a Catmull Rom path. @warning This function could be pretty slow. Use it only for debugging purposes. @since v2.0
draws a circle given the center, radius and number of segments.
set the drawing color with 4 unsigned bytes @since v2.0
set the drawing color with 4 floats @since v2.0
draws a cubic bezier path @warning This function could be pretty slow. Use it only for debugging purposes. @since v0.8
Frees allocated resources by the drawing primitives
Initializes the drawing primitives
draws a line given the origin and destination point measured in points
draws a point given x and y coordinate measured in points
draws an array of points. @since v0.7.2
draws a polygon given a pointer to CCPoint coordinates and the number of vertices measured in points. The polygon can be closed or open
draws a quad bezier path @warning This function could be pretty slow. Use it only for debugging purposes. @since v0.8
draws a rectangle given the origin and destination point measured in points.
draws a solid polygon given a pointer to CGPoint coordinates, the number of vertices measured in points, and a color.
draws a solid rectangle given the origin and destination point measured in points. @since 1.1
If the texture is not already bound to texture unit 0, it binds it. If CC_ENABLE_GL_STATE_CACHE is disabled, it will call glBindTexture() directly. @since v2.0.0
If the texture is not already bound to a given unit, it binds it. If CC_ENABLE_GL_STATE_CACHE is disabled, it will call glBindTexture() directly. @since v2.1.0
If the vertex array is not already bound, it binds it. If CC_ENABLE_GL_STATE_CACHE is disabled, it will call glBindVertexArray() directly. @since v2.0.0
Uses a blending function in case it not already used. If CC_ENABLE_GL_STATE_CACHE is disabled, it will the glBlendFunc() directly. @since v2.0.0
Resets the blending mode back to the cached state in case you used glBlendFuncSeparate() or glBlendEquation(). If CC_ENABLE_GL_STATE_CACHE is disabled, it will just set the default blending mode using GL_FUNC_ADD. @since v2.0.0
Deletes the GL program. If it is the one that is being used, it invalidates it. If CC_ENABLE_GL_STATE_CACHE is disabled, it will the glDeleteProgram() directly. @since v2.0.0
It will delete a given texture. If the texture was bound, it will invalidate the cached. If CC_ENABLE_GL_STATE_CACHE is disabled, it will call glDeleteTextures() directly. @since v2.0.0
It will delete a given texture. If the texture was bound, it will invalidate the cached for the given texture unit. If CC_ENABLE_GL_STATE_CACHE is disabled, it will call glDeleteTextures() directly. @since v2.1.0
It will enable / disable the server side GL states. If CC_ENABLE_GL_STATE_CACHE is disabled, it will call glEnable() directly. @since v2.0.0
Will enable the vertex attribs that are passed as flags. Possible flags:
Invalidates the GL state cache. If CC_ENABLE_GL_STATE_CACHE it will reset the GL state cache. @since v2.0.0
Uses the GL program in case program is different than the current one. If CC_ENABLE_GL_STATE_CACHE is disabled, it will the glUseProgram() directly. @since v2.0.0
set the point size in points. Default 1. @since v2.0
sets the projection matrix as dirty @since v2.0.0
returns whether or not the line intersects
converts a line to a polygon
cc_utf16_to_utf8: @str: a UTF-16 encoded string @len: the maximum length of @str to use. If @len < 0, then the string is terminated with a 0 character. @items_read: location to store number of words read, or %NULL. If %NULL, then %G_CONVERT_ERROR_PARTIAL_INPUT will be returned in case @str contains a trailing partial character. If an error occurs then the index of the invalid input is stored here. @items_written: location to store number of bytes written, or %NULL. The value stored here does not include the trailing 0 byte. @error: location to store the error occuring, or %NULL to ignore errors. Any of the errors in #GConvertError other than %G_CONVERT_ERROR_NO_CONVERSION may occur.
@returns the angle in radians between two vector directions @since v0.99.1
@returns the signed angle in radians between two vector directions @since v0.99.1
Clamp a point between from and to. @since v0.99.1
Multiplies a and b components, a.xb.x, a.yb.y @returns a component-wise multiplication @since v0.99.1
Run a math operation function on each point component absf, fllorf, ceilf, roundf any function that has the signature: float func(float); For example: let’s try to take the floor of x,y ccpCompOp(p,floorf); @since v0.99.1
Calculates the distance between two points @return float @since v0.7.2
Converts radians to a normalized vector. @return CCPoint @since v0.7.2
Quickly convert CCSize to a CCPoint @since v0.99.1
@returns if points have fuzzy equality which means equal with some degree of variance. @since v0.99.1
Calculates distance between point an origin @return float @since v0.7.2
Linear Interpolation between two points a and b @returns alpha == 0 ? a alpha == 1 ? b otherwise a value between a..b @since v0.99.1
A general line-line intersection test @param p1 is the startpoint for the first line P1 = (p1 - p2) @param p2 is the endpoint for the first line P1 = (p1 - p2) @param p3 is the startpoint for the second line P2 = (p3 - p4) @param p4 is the endpoint for the second line P2 = (p3 - p4) @param s is the range for a hitpoint in P1 (pa = p1 + s*(p2 - p1)) @param t is the range for a hitpoint in P3 (pa = p2 + t*(p4 - p3)) @return bool indicating successful intersection of a line note that to truly test intersection for segments we have to make sure that s & t lie within [0..1] and for rays, make sure s & t > 0 the hit point is p3 + t * (p4 - p3); the hit point also is p1 + s * (p2 - p1); @since v0.99.1
Returns point multiplied to a length of 1. @return CCPoint @since v0.7.2
Rotates a point counter clockwise by the angle around a pivot @param v is the point to rotate @param pivot is the pivot, naturally @param angle is the angle of rotation cw in radians @returns the rotated point @since v0.99.1
Converts a vector to radians. @return float @since v0.7.2
Clamp a value between from and to. @since v0.99.1
Type Definitions
The support type of dictionary, it’s confirmed when setObject is invoked.
@addtogroup base_nodes @{
Types of progress @since v0.99.1
@addtogroup data_structures @{
! Horizontal text alignment type
@typedef CCTexture2DPixelFormat Possible texture pixel formats
! Vertical text alignment type
@addtogroup platform @{
@brief Enum the language type supported now
vertex attrib flags
@addtogroup shaders @{
@addtogroup base_nodes @{
@addtogroup GUI @{ @addtogroup label @{
@brief Determine how many mipmaps can we have. Its same as define but it respects namespaces
@addtogroup tilemap_parallax_nodes @{
Possible orientations of the TMX map
@struct ccBMFontDef BMFont definition
@struct ccBMFontPadding BMFont padding @since v0.8.2
@typedef bezier configuration structure
! Blend Function used for textures
RGB color composed of bytes 3 bytes @since v0.8
RGBA color composed of 4 bytes @since v0.8
RGBA color composed of 4 floats @since v0.8
@typedef ccDirectorProjection Possible OpenGL projections used by director
@js NA @lua NA
types used for defining fonts properties (i.e. font name, size, stroke or shadow)
GL server side states
@addtogroup input @{
! Point Sprite component
! A 2D Quad. 4 * 2 floats
! A 3D Quad. 4 * 3 floats
A texcoord composed of 2 floats: u, y @since v0.8
Extension to set the Min / Mag filter
@addtogroup input @{
! a Point with a vertex point, a tex coord point and a color 4B
! A Quad of ccV2F_C4B_T2F
! A Triangle of ccV2F_C4B_T2F
! a Point with a vertex point, a tex coord point and a color 4F
! 4 ccVertex2FTex2FColor4F Quad
! a Point with a vertex point, a tex coord point and a color 4B
! 4 ccVertex3FTex2FColor4B
A vertex composed of 2 floats: x, y @since v0.8
A vertex composed of 2 floats: x, y @since v0.8
@addtogroup textures @{
@addtogroup GUI @{ @addtogroup menu @{
Structure that contains the values of each particle
@typedef tCCPositionType possible types of particle positions
Orientation Type used by some transitions