CCNode Class Reference
Inherits from | CCResponder : NSObject |
---|---|
Conforms to | CCBlendProtocol CCSchedulerTarget CCShaderProtocol CCTextureProtocol |
Declared in | CCNode.h |
Overview
CCNode is the base class for all objects displayed by Cocos2D. CCNode handles transformations, can have a content size and provides a coordinate system for its child nodes.
Node Hierarchy
Nodes are hierachically organized in a tree with a CCScene as its root node. This is often referred to as scene graph, node hierarchy or node tree.
By default every node can have other nodes as child nodes. Some node classes restrict child nodes to a specific instance type, or don’t allow child nodes at all.
A child node is positioned and rotated relative to its parent. Some properties of the parent node are “inherited” by child nodes, for example: scale, visible, paused. Other properties are only “inherited” if enabled, see cascadeOpacityEnabled for example.
Draw Order
Draw order of nodes is controlled primarily by their order in the node hierarchy. The parent node is drawn first, followed by its child nodes in the order they were added.
You can fine-tune draw order via the zOrder property. By default all nodes have a zOrder of 0. Nodes with lower zOrder are drawn before nodes with higher zOrder. This applies only to nodes in the same level (sibling nodes) and their parent node, as the zOrder is relative to the zOrder of the parent.
Assuming you have two parent nodes A and B with zOrder 0 and they are drawn in the order A first, then B. Then all of the children of parent B will be drawn in front of any child node of parent A. If B’s zOrder is changed to -1, then parent B and all of its children will be drawn behind parent A and its children.
Scheduling Events / Timers
Implementing a method with a signature of -(void) update:(CCTime)delta
in a CCNode subclass will have that method run once every frame. CCTime
is declared as double
.
If this doesn’t suffice you can use the various schedule methods of a node, such as schedule:interval: or scheduleBlock:delay:. For example the following selector runs once every second:
[self schedule:@selector(everySecond:) interval:1.0];
The signature of scheduled selectors is always the same with a single CCTime parameter and no return value:
-(void) everySecond:(CCTime)delta {
NSLog(@"tic-toc ..");
}
Warning: Any non-Cocos2D scheduling methods will be unaffected by the node’s paused state and may run in indeterminate order, possibly causing rendering glitches and timing bugs. It is therfore strongly discouraged to use NSTimer, performSelector:afterDelay:
or Grand Central Disptach (GCD) dispatch_xxx
methods to time/schedule tasks in Cocos2D.
Pausing
It is common practice to pause the topmost node of a layer whose contents you want to pause. For instance you should have a gameLayer node that you can use to pause the entire game, while the hudLayer and pauseMenuLayer nodes may not need to or shouldn’t be paused in order to continue animations and allowing the user to interact with a pause menu.
Input Handling
Any CCNode or subclass can receive touch and mouse events, if enabled. See the CCResponder super class for more information.
Position and Size Types
Coordinates in the CCNode coordinate system are by default set in points by the position property. The point measurement provides a way to handle different screen pixel densities. For instance, on a Retina device one point corresponds to two pixels, but on non-Retina devices point and pixel resolution are identical.
By using the positionType property you can specify how a node’s position is interpreted. For instance, if you set the type to CCPositionTypeNormalized a position value of (0.5, 0.5) will place the node in the center of its parent’s container. The container is specified by the parent’s contentSize.
It’s also possible to set positions relative to the different corners of the parent’s container. The CCPositionType has three components, xUnit, yUnit and corner. The corner can be any reference corner of the parent’s container and the xUnit and yUnit can be any of the following:
- CCPositionUnitPoints - This is the default, the position value will be in points.
- CCPositionUnitScaled - The position is scaled by the UIScaleFactor as defined by CCDirector. This is very useful for scaling up game play without changing the game logic. E.g. if you want to support both phones and tablets in native resolutions.
- CCPositionUnitNormalized - Using the normalized type allows you to position object in relative to the parents container. E.g. it can be used to center nodes on the screen regardless of the device type your game is running on.
Similarily to how you set a node’s position and positionType you can also set it’s contentSize and contentSizeType. However, some classes doesn’t allow you to set these directly. For instance, the CCSprite sets its contentSize depending on the size of its texture and for descendants of CCControl you should set the preferredSize and preferredSizeType rather than changing their contentSize directly. The CCSizeType has two components widthUnit and heightUnit which can be any of the following:
- CCSizeUnitPoints - This is the default, the size will be in points
- CCSizeUnitScaled - The size is scaled by the UIScaleFactor.
- CCSizeUnitNormalized - The content size will be set as a normalized value of the parent’s container.
- CCSizeUnitInset - The content size will be the size of it’s parent container, but inset by a number of points.
- CCSizeUnitInsetScaled - The content size will be the size of it’s parent container, but inset by a number of points multiplied by the UIScaleFactor.
Even if the positions and content sizes are not set in points you can use actions to animate the nodes. See the examples and tests for more information on how to set positions and content sizes, or use CocosBuilder to easily play around with the settings. There are also more positioning options available by using CCLayout and CCLayoutBox.
Prefer to use ..InPoints
There are typically two properties of each property supporting a “type”. For instance the position property returns the raw values whose meaning depends on positionType, while positionInPoints will return the position in points regardless of positionType. It is recommended to use the “inPoints” variants of properties if you expect the values to be in points.
Otherwise your code will break if you subsequently change the positionType to something other than points (ie UIPoints or Normalized).
Subclassing Notes
A common pattern in building a Cocos2d game is to subclass CCNode, add it to a CCScene and override the methods for handling user input. Consider each node subclass as being the view in a MVC model, but it’s also the controller for this node and perhaps even the node’s branch of the node tree. The model can also be represented by the node subclass itself, or made separate (M-VC model).
A separate model could simply be any NSObject class initialized by the node subclass and assigned to an ivar/property.
An advanced subclassing style aims to minimize subclassing node classes except for CCNode itself. A CCNode subclass acts as the controller for its node tree, with one or more child nodes representing the controller node’s views. This is particularly useful for composite nodes, such as a player with multiple body parts (head, torso, limbs), attachments (armor, weapons) and effects (health bar, name label, selection rectangle, particle effects).
The userObject property can be used to add custom data and methods (model, components) to any node, in particular to avoid subclassing where the subclass would only add minimal functionality or just data.
Cleanup of nodes
When a node is no longer needed, and is removed (directly or indirectly) from it’s parent by one of:
-(void) removeFromParentAndCleanup:(BOOL)cleanup; -(void) removeChild: (CCNode)node cleanup:(BOOL)cleanup; -(void) removeChildByName:(NSString)name cleanup:(BOOL)cleanup; -(void) removeAllChildrenWithCleanup:(BOOL)cleanup;
and the cleanup parameter is YES, the private method:
- (void) cleanup;
is called. This offers an opportunity for the node to carry out any cleanup such as removing possible circular references that might cause a memory leak.
Note: that if you override cleanup, you must call [super cleanup] after any cleanup of your own.
Creating a Node
+ node
Creates and returns a new node.
+ (instancetype)node
Discussion
Note: Not all subclasses support initialization via the node
initializer. Prefer to use specialized initializers
in CCNode subclasses, where available.
Declared In
CCNode.h
Storing Custom Information
Position
position
Position (x,y) of the node in the units specified by the positionType property. The distance is measured from one of the corners of the node’s parent container, which corner is specified by the positionType property. Default setting is referencing the bottom left corner in points.
@property (nonatomic, readwrite, assign) CGPoint position
Declared In
CCNode.h
positionInPoints
Position (x,y) of the node in points from the bottom left corner.
@property (nonatomic, readwrite, assign) CGPoint positionInPoints
See Also
Declared In
CCNode.h
positionType
Defines the position type used for the position property. Changing the position type affects the meaning of the values assigned to the position property and allows you to change the referenceCorner relative to the parent container. It also allows position to be interpreted as “UIPoints”, which are scaled by [CCDirector UIScaleFactor]. See “Coordinate System and Positioning” in Class Overview for more information.
@property (nonatomic, readwrite, assign) CCPositionType positionType
See Also
Declared In
CCNode.h
Rotation and Skew
rotationalSkewX
skewX
The X skew angle of the node in degrees. This angle describes the shear distortion in the X direction. Thus, it is the angle between the Y axis and the left edge of the shape The default skewX angle is 0, with valid ranges from -90 to 90. Positive values distort the node in a clockwise direction.
@property (nonatomic, readwrite, assign) float skewX
See Also
Declared In
CCNode.h
skewY
The Y skew angle of the node in degrees. This angle describes the shear distortion in the Y direction. Thus, it is the angle between the X axis and the bottom edge of the shape The default skewY angle is 0, with valid ranges from -90 to 90. Positive values distort the node in a counter-clockwise direction.
@property (nonatomic, readwrite, assign) float skewY
See Also
Declared In
CCNode.h
Scale
scale
The scale factor of the node. 1.0 is the default scale factor (original size). Meaning depends on scaleType. It modifies the X and Y scale at the same time, preserving the node’s aspect ratio.
@property (nonatomic, readwrite, assign) float scale
Discussion
Scale is affected by the parent node’s scale, ie if parent’s scale is 0.5 then setting the child’s scale to 2.0 will make the child node appear at its original size.
Declared In
CCNode.h
scaleX
scaleY
scaleInPoints
The scaleInPoints is the scale factor of the node in both X and Y, measured in points. The scaleType property indicates if the scaleInPoints will be scaled by the UIScaleFactor or not. See “Coordinate System and Positioning” in class overview for more information.
@property (nonatomic, readonly) float scaleInPoints
Discussion
Scale is affected by the parent node’s scale, ie if parent’s scale is 0.5 then setting the child’s scale to 2.0 will make the child node appear at its original size.
See Also
Declared In
CCNode.h
scaleXInPoints
The scaleInPoints is the scale factor of the node in X, measured in points.
@property (nonatomic, readonly) float scaleXInPoints
Discussion
Scale is affected by the parent node’s scale, ie if parent’s scale is 0.5 then setting the child’s scale to 2.0 will make the child node appear at its original size.
See Also
Declared In
CCNode.h
scaleYInPoints
The scaleInPoints is the scale factor of the node in Y, measured in points.
@property (nonatomic, readonly) float scaleYInPoints
Discussion
Scale is affected by the parent node’s scale, ie if parent’s scale is 0.5 then setting the child’s scale to 2.0 will make the child node appear at its original size.
See Also
Declared In
CCNode.h
scaleType
The scaleType defines scale behavior for this node. CCScaleTypeScaled indicates that the node will be scaled by [CCDirector UIScaleFactor]. This property is analagous to positionType. ScaleType affects the scaleInPoints of a CCNode. See “Coordinate System and Positioning” in class overview for more information.
@property (nonatomic, assign) CCScaleType scaleType
Declared In
CCNode.h
Size
contentSize
The untransformed size of the node in the unit specified by contentSizeType property. The contentSize remains the same regardless of whether the node is scaled or rotated.
@property (nonatomic, readwrite, assign) CGSize contentSize
Declared In
CCNode.h
contentSizeInPoints
The untransformed size of the node in Points. The contentSize remains the same regardless of whether the node is scaled or rotated. contentSizeInPoints will be scaled by the [CCDirector UIScaleFactor] if the contentSizeType is CCSizeUnitUIPoints.
@property (nonatomic, readwrite, assign) CGSize contentSizeInPoints
Declared In
CCNode.h
contentSizeType
Defines the contentSize type used for the width and height components of the contentSize property.
@property (nonatomic, readwrite, assign) CCSizeType contentSizeType
See Also
Declared In
CCNode.h
– viewDidResizeTo:
Invoked automatically when the OS view has been resized.
- (void)viewDidResizeTo:(CGSize)newViewSize
Parameters
newViewSize |
The new size of the view after it has been resized. |
---|
Discussion
This implementation simply propagates the same method to the children. Subclasses may override to actually do something when the view resizes.
Declared In
CCNode.h
– boundingBox
Returns an axis aligned bounding box in points, in the parent node’s coordinate system.
- (CGRect)boundingBox
Declared In
CCNode.h
Content Anchor
anchorPoint
The anchorPoint is the point around which all transformations (scale, rotate) and positioning manipulations take place. The anchorPoint is normalized, like a percentage. (0,0) refers to the bottom-left corner and (1,1) refers to the top-right corner. The default anchorPoint is (0,0). It starts in the bottom-left corner. CCSprite and some other node subclasses may have a different default anchorPoint, typically centered on the node (0.5,0.5).
@property (nonatomic, readwrite) CGPoint anchorPoint
Discussion
See Also
Declared In
CCNode.h
anchorPointInPoints
The anchorPoint in absolute points.
It is calculated as follows: x =
contentSizeInPoints.width *
anchorPoint.x; y =
contentSizeInPoints.height *
anchorPoint.y;
@property (nonatomic, readonly) CGPoint anchorPointInPoints
Discussion
Note: The returned point is relative to the node’s contentSize origin, not relative to the node’s position.
See Also
Declared In
CCNode.h
Working with Node Trees
– addChild:
– addChild:z:
Adds a child to the container with the given zOrder. If the child is added to a ‘running’ node, then ‘onEnter’ and ‘onEnterTransitionDidFinish’ will be sent to the node immediately.
- (void)addChild:(CCNode *)node z:(NSInteger)z
Parameters
node |
CCNode to add as a child. |
---|---|
z |
Draw order of node. This value will be assigned to the node’s zOrder property. |
See Also
Declared In
CCNode.h
– addChild:z:name:
Adds a child to the container with z order and tag. If the child is added to a ‘running’ node, then ‘onEnter’ and ‘onEnterTransitionDidFinish’ will be called immediately.
- (void)addChild:(CCNode *)node z:(NSInteger)z name:(NSString *)name
Parameters
node |
CCNode to add as a child. |
---|---|
z |
Draw order of node. This value will be assigned to the node’s zOrder property. |
name |
Name for this node. This string will be assigned to the node’s name property. |
Declared In
CCNode.h
– removeChild:
Removes a child from the container. The node must be a child of this node. Will stop the node’s scheduled selectors/blocks and actions.
- (void)removeChild:(CCNode *)child
Parameters
child |
The child node to remove. |
---|
Discussion
See Also
Declared In
CCNode.h
parent
A weak reference to the parent.
@property (nonatomic, readwrite, weak) CCNode *parent
Discussion
Warning: Never ever change the parent manually! This must be done exclusively by Cocos2D. This property is not readonly due to historical reasons, and this is prone to change.
Declared In
CCNode.h
children
Array of child nodes. Used to enumerate child nodes, for instance the following allows you to perform a task on all child nodes with a matching name:
@property (nonatomic, readonly) NSArray *children
Discussion
for (CCNode* child in self.children)
{
if ([child.name isEqualToString:@"so we meet again"])
{
// do stuff here ...
}
}
Declared In
CCNode.h
Removing Nodes without stopping Actions/Scheduling (unsafe!)
– removeFromParentAndCleanup:
Removes the node from its parent node. If cleanup is YES the node will also remove all of its actions and scheduled selectors/blocks.
- (void)removeFromParentAndCleanup:(BOOL)cleanup
Parameters
cleanup |
Stops all scheduled selectors/blocks and actions. Set to NO if you intend to “continue” the node at a later point or simply want to reparent the node. |
---|
Discussion
Note: Running [self removeFromParentAndCleanup:YES]
is identical to running [self removeFromParent]
.
You only need to use this method if you intend to not stop scheduler and actions, ie cleanup:NO
.
See Also
Declared In
CCNode.h
– removeChild:cleanup:
Removes a child from the container. The node must be a child of this node. If cleanup is YES the node will also remove all of its actions and scheduled selectors/blocks.
- (void)removeChild:(CCNode *)node cleanup:(BOOL)cleanup
Parameters
node |
The child node to remove. |
---|---|
cleanup |
If YES, stops all scheduled events and actions. |
Discussion
Note: Running [self removeChild:
node cleanup:YES]
is identical to running [self removeChild:node]
.
You only need to use this method if you intend to not stop scheduler and actions, ie cleanup:NO
.
See Also
Declared In
CCNode.h
– removeChildByName:cleanup:
Removes a child from the container by name value. If cleanup is YES the node will also remove all of its actions and scheduled selectors/blocks.
- (void)removeChildByName:(NSString *)name cleanup:(BOOL)cleanup
Parameters
name |
Name of node to be removed. |
---|---|
cleanup |
Stops all scheduled events and actions. |
Discussion
Note: Running [self removeChildByName:@"name" cleanup:YES]
is identical to running [self removeChildByName:@"name"]
.
You only need to use this method if you intend to not stop scheduler and actions, ie cleanup:NO
.
See Also
Declared In
CCNode.h
– removeAllChildrenWithCleanup:
Removes all children from the container and do a cleanup all running actions depending on the cleanup parameter.
- (void)removeAllChildrenWithCleanup:(BOOL)cleanup
Parameters
cleanup |
If YES, stops all scheduled events and actions of removed node. |
---|
Discussion
Note: Running [self removeAllChildrenWithCleanup:YES]
is identical to running [self removeAllChildren]
.
You only need to use this method if you intend to not stop scheduler and actions, ie cleanup:NO
.
See Also
Declared In
CCNode.h
Naming Nodes
name
– getChildByName:recursively:
Search through the children of the container for one matching the name tag. If recursive, it returns the first matching node, via a depth first search. Otherwise, only immediate children are checked.
- (CCNode *)getChildByName:(NSString *)name recursively:(bool)isRecursive
Parameters
name |
|
---|---|
isRecursive |
Return Value
Returns the first node with a matching name, or nil if no node with that name was found.
Discussion
Note: Avoid calling this often, ie multiple times per frame, as the lookup cost can add up. Specifically if the search is recursive.
See Also
Declared In
CCNode.h
Working with Actions
paused
If paused is set to YES, all of the node’s actions and its scheduled selectors/blocks will be paused until the node is unpaused.
@property (nonatomic, assign) BOOL paused
Discussion
Changing the paused state of a node will also change the paused state of its children recursively.
Warning: Any non-Cocos2D scheduling methods will be unaffected by the paused state. It is strongly discouraged to use NSTimer,
performSelector:afterDelay:
or Grand Central Disptach (GCD) dispatch_xxx
methods to time/schedule tasks in Cocos2D.
Declared In
CCNode.h
– runAction:
Has the node run an action.
- (CCAction *)runAction:(CCAction *)action
Parameters
action |
Action to run. |
---|
Return Value
The action that is executed (same as the one that was passed in).
Discussion
Note: Depending on when in the frame update cycle this method gets called, the action passed in may either start running in the current frame or in the next frame.
See Also
Declared In
CCNode.h
– stopAction:
Removes an action from the running action list.
- (void)stopAction:(CCAction *)action
Parameters
action |
Action to remove. |
---|
See Also
Declared In
CCNode.h
– stopActionByTag:
Removes an action from the running action list given its tag. If there are multiple actions with the same tag it will only remove the first action found that has this tag.
- (void)stopActionByTag:(NSInteger)tag
Parameters
tag |
Tag of action to remove. |
---|
Declared In
CCNode.h
– getActionByTag:
Gets an action running on the node given its tag. If there are multiple actions with the same tag it will get the first action found that has this tag.
- (CCAction *)getActionByTag:(NSInteger)tag
Parameters
tag |
Tag of an action. |
---|
Return Value
The first action with the given tag, or nil if there’s no running action with this tag.
See Also
Declared In
CCNode.h
– numberOfRunningActions
Returns the numbers of actions that are running plus the ones that are scheduled to run (actions in the internal actionsToAdd array).
- (NSUInteger)numberOfRunningActions
Discussion
Note: Composable actions are counted as 1 action. Example: - If you are running 2 Sequences each with 7 actions, it will return 2. - If you are running 7 Sequences each with 2 actions, it will return 7.
Declared In
CCNode.h
CocosBuilder Animation Manager
Scheduling Selectors and Blocks
– scheduleBlock:delay:
Schedules a block to run once, after the given delay.
- (CCTimer *)scheduleBlock:(CCTimerBlock)block delay:(CCTime)delay
Parameters
block |
Block to execute. The block takes a |
---|---|
delay |
Delay, in seconds. |
Return Value
A newly initialized CCTimer object.
Discussion
CCTimerBlock
is a block typedef declared as void (^)(
CCTimer *timer)
Note: There is currently no way to stop/cancel an already scheduled block. If a scheduled block should not run under certain circumstances, the block’s code itself must check these conditions to determine whether it should or shouldn’t perform its task.
See Also
Declared In
CCNode.h
– schedule:interval:
Schedules a custom selector to run repeatedly at the given interval (in seconds). If the selector is already scheduled, then the interval parameter will be updated without scheduling it again.
- (CCTimer *)schedule:(SEL)selector interval:(CCTime)seconds
Parameters
selector |
Selector to run. The selector must have the following signature: |
---|---|
seconds |
Interval between executions in seconds. |
Return Value
A newly initialized CCTimer object.
Discussion
Note: If interval is 0 the selector will run once every frame. It is recommended and slightly more efficient to implement the update: method instead. If the update: method is already implemented, just call a selector from update: that runs whatever selector you wanted to schedule with interval 0.
See Also
Declared In
CCNode.h
– schedule:interval:repeat:delay:
Schedules a custom selector to run repeatedly at the given interval (in seconds).
- (CCTimer *)schedule:(SEL)selector interval:(CCTime)interval repeat:(NSUInteger)repeat delay:(CCTime)delay
Parameters
selector |
Selector to run. The selector must have the following signature: |
---|---|
interval |
Interval between executions in seconds. |
repeat |
Number of times to repeat the selector. The selector will run repeat times plus one because the first run is not considered a “repeat”. |
delay |
Delay before running the selector for the first time, in seconds. |
Return Value
A newly initialized CCTimer object.
See Also
Declared In
CCNode.h
– reschedule:interval:
Re-schedules a custom selector with an interval time in seconds. If the custom selector you pass in is not already scheduled, this method is equivalent to schedule:interval:.
The difference between this method and schedule:interval: is that if the selector is already scheduled, calling this method will only adjust the interval of the already scheduled selector.
- (CCTimer *)reschedule:(SEL)selector interval:(CCTime)interval
Parameters
selector |
Selector to run. The selector must have the following signature: |
---|---|
interval |
Interval between execution in seconds. |
Discussion
In contrast, when you call schedule:interval: on an already scheduled selector, your custom selector will be unscheduled and then rescheduled which is less efficient.
See Also
Declared In
CCNode.h
– scheduleOnce:delay:
Schedules a selector that runs only once, with an initial delay.
- (CCTimer *)scheduleOnce:(SEL)selector delay:(CCTime)delay
Parameters
selector |
Selector to run. The selector must have the following signature: |
---|---|
delay |
Delay before selector runs, in seconds. |
Return Value
A newly initialized CCTimer object.
See Also
Declared In
CCNode.h
– unschedule:
Unschedule an already scheduled selector. Does nothing if the given selector isn’t scheduled.
- (void)unschedule:(SEL)selector
Parameters
selector |
Selector to unschedule. The parameter must be specified with the @selector keyword as |
---|
Declared In
CCNode.h
Transforms and Matrices
– nodeToParentTransform
Returns the matrix that transform the node’s (local) space coordinates into the parent’s space coordinates. The matrix is in Pixels.
- (CGAffineTransform)nodeToParentTransform
See Also
Declared In
CCNode.h
– parentToNodeTransform
Returns the matrix that transform parent’s space coordinates to the node’s (local) space coordinates. The matrix is in Pixels.
- (CGAffineTransform)parentToNodeTransform
See Also
Declared In
CCNode.h
– nodeToWorldTransform
Returns the world affine transform matrix. The matrix is in Pixels.
- (CGAffineTransform)nodeToWorldTransform
Declared In
CCNode.h
– worldToNodeTransform
Returns the inverse world affine transform matrix. The matrix is in Pixels.
- (CGAffineTransform)worldToNodeTransform
See Also
Declared In
CCNode.h
Converting Point and Size "Types"
– convertPositionToPoints:type:
- (CGPoint)convertPositionToPoints:(CGPoint)position type:(CCPositionType)type
Parameters
position |
The position values to convert. |
---|---|
type |
How the input position values should be interpreted. |
Return Value
The converted position in points.
See Also
CCPositionType, CCPositionUnit, CCPositionReferenceCorner
Declared In
CCNode.h
– convertPositionFromPoints:type:
Converts the given position in points to position values converted based on the provided CCPositionType.
- (CGPoint)convertPositionFromPoints:(CGPoint)positionInPoints type:(CCPositionType)type
Parameters
positionInPoints |
The position in points to convert. |
---|---|
type |
How the input position values should be converted. |
Return Value
The position values in the format specified by type.
See Also
CCPositionType, CCPositionUnit, CCPositionReferenceCorner
Declared In
CCNode.h
– convertContentSizeToPoints:type:
Converts the given content size values to a size in points.
- (CGSize)convertContentSizeToPoints:(CGSize)contentSize type:(CCSizeType)type
Parameters
contentSize |
The contentSize values to convert. |
---|---|
type |
How the input contentSize values should be interpreted. |
Return Value
The converted size in points.
See Also
CCSizeType, CCSizeUnit
Declared In
CCNode.h
– convertContentSizeFromPoints:type:
Converts the given size in points to size values converted based on the provided CCSizeType.
- (CGSize)convertContentSizeFromPoints:(CGSize)pointSize type:(CCSizeType)type
Parameters
pointSize |
The size in points to convert. |
---|---|
type |
How the input size values should be converted. |
Return Value
The size values in the format specified by type.
See Also
CCSizeType, CCSizeUnit
Declared In
CCNode.h
Converting to and from the Node's Coordinate System
– convertToNodeSpaceAR:
Converts a Point to node (local) space coordinates. The result is in Points. Treats the returned/received node point as relative to the anchorPoint.
- (CGPoint)convertToNodeSpaceAR:(CGPoint)worldPoint
Parameters
worldPoint |
World position in points. |
---|
Return Value
Local position in points.
Declared In
CCNode.h
– convertToWorldSpaceAR:
Converts a local Point to world space coordinates. The result is in Points. Treats the returned/received node point as relative to the anchorPoint.
- (CGPoint)convertToWorldSpaceAR:(CGPoint)nodePoint
Parameters
nodePoint |
Local position in points. |
---|
Return Value
World position in points.
Declared In
CCNode.h
Visibility and Draw Order
visible
@property (nonatomic, readwrite, assign) BOOL visible
Discussion
Note: The children nodes will not change their visible property. Nevertheless they won’t be drawn if their parent’s visible property is NO. This means even if a node’s visible property may be YES it could still be invisible if one of its parents has visible set to NO.
Note: Nodes that are not visible will not be rendered. For recurring use of the same nodes it is typically more
efficient to temporarily set node
.visible = NO
compared to removeFromParent and a subsequent addChild:.
Declared In
CCNode.h
zOrder
The draw order of the node relative to its sibling (having the same parent) nodes. The default is 0.
@property (nonatomic, assign) NSInteger zOrder
Discussion
A zOrder of less than 0 will draw nodes behind their parent, a zOrder of 0 or greater will make the nodes draw in front of their parent.
A parent nodes with a lower zOrder value will have itself and its children drawn behind another parent node with a higher zOrder value. The zOrder property only affects sibling nodes and their parent, it can not be used to change the draw order of nodes with different parents - in that case adjust the parent node’s zOrder.
Note: Any sibling nodes with the same zOrder will be drawn in the order they were added as children. It is slightly more efficient (and certainly less confusing) to make this natural order work to your advantage.
Declared In
CCNode.h
Color
color
Sets and returns the node’s color. Alpha is ignored. Changing color has no effect on nonvisible nodes (ie CCNode, CCScene).
@property (nonatomic, strong) CCColor *color
Discussion
Note: By default color is not “inherited” by child nodes. This can be enabled via cascadeColorEnabled.
Declared In
CCNode.h
colorRGBA
Sets and returns the node’s color including alpha. Changing color has no effect on nonvisible nodes (ie CCNode, CCScene).
@property (nonatomic, strong) CCColor *colorRGBA
Discussion
Note: By default color is not “inherited” by child nodes. This can be enabled via cascadeColorEnabled.
Declared In
CCNode.h
displayedColor
cascadeColorEnabled
CascadeColorEnabled causes changes to this node’s color to cascade down to it’s children. The new color is multiplied in with the color of each child, so it doesn’t bash the current color of those nodes. Opacity is unaffected by this property, see cascadeOpacityEnabled to change the alpha of nodes.
@property (nonatomic, getter=isCascadeColorEnabled) BOOL cascadeColorEnabled
Declared In
CCNode.h
Opacity (Alpha)
opacity
Sets and returns the opacity in the range 0.0 (fully transparent) to 1.0 (fully opaque).
@property (nonatomic) CGFloat opacity
Discussion
Note: By default opacity is not “inherited” by child nodes. This can be enabled via cascadeOpacityEnabled.
Warning: If the the texture has premultiplied alpha then the RGB channels will be modified.
Declared In
CCNode.h
displayedOpacity
Returns the actual opacity, in the range 0.0 to 1.0. This may be different from the opacity property if the parent node has cascadeOpacityEnabled.
@property (nonatomic, readonly) CGFloat displayedOpacity
See Also
Declared In
CCNode.h
cascadeOpacityEnabled
CascadeOpacity causes changes to this node’s opacity to cascade down to it’s children. The new opacity is multiplied in with the opacity of each child, so it doesn’t bash the current opacity of those nodes. Color is unaffected by this property. See cascadeColorEnabled for color changes.
@property (nonatomic, getter=isCascadeOpacityEnabled) BOOL cascadeOpacityEnabled
Declared In
CCNode.h
Rendering (Implemented in Subclasses)
– draw:transform:
Override this method to add custom rendering code to your node.
- (void)draw:(CCRenderer *)renderer transform:(const GLKMatrix4 *)transform
Parameters
renderer |
The CCRenderer instance to use for drawing. |
---|---|
transform |
The parent node’s transform. |
Discussion
Note: You should only use Cocos2D’s CCRenderer API to modify the render state and shaders. For further info, please see the CCRenderer documentation.
Warning: You must not call [super draw:transform:];
See Also
Declared In
CCNode.h
Scene Management (Implemented in Subclasses)
– onEnter
Called every time the CCNode (or one of its parents) has been added to the scene, or when the scene is presented. If a new scene is presented with a transition, this event is sent to nodes when the transition animation starts.
- (void)onEnter
Discussion
Warning: You must call [super onEnter]
in your own implementation.
See Also
Declared In
CCNode.h
– onEnterTransitionDidFinish
Called every time the CCNode (or one of its parents) has been added to the scene, or when the scene is presented. If a new scene is presented with a transition, this event is sent to nodes after the transition animation ended. Otherwise it will be called immediately after onEnter.
- (void)onEnterTransitionDidFinish
Discussion
Warning: You must call [super onEnterTransitionDidFinish]
in your own implementation.
Declared In
CCNode.h
– onExit
– onExitTransitionDidStart
Called every time the CCNode is removed from the node tree. If a new scene is presented with a transition, this event is sent when the transition animation starts.
- (void)onExitTransitionDidStart
Discussion
Warning: You must call [super onExitTransitionDidStart]
in your own implementation.
Declared In
CCNode.h
Physics Body
– hasDefaultShaderUniforms
Returns true if the node is not using custom uniforms.
- (BOOL)hasDefaultShaderUniforms
Declared In
CCNode.h
renderState
Cache and return the current render state. Should be set to nil whenever changing a property that affects the renderstate.
@property (nonatomic, strong) CCRenderState *renderState
Declared In
CCNode.h
– detachChild:cleanup:
- performs OpenGL view-matrix transformation of its ancestors.
- (void)detachChild:(CCNode *)child cleanup:(BOOL)doCleanup
Declared In
CCNode.h
Debug Methods
– walkSceneGraph:
Prints on the debug console the scene graph
- (void)walkSceneGraph:(NSUInteger)level
Parameters
level |
Level of debug information. |
---|
Declared In
CCNode+Debug.h