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Classes


Class cc.SpriteBatchNode


Extends cc.Node.

Defined in: CCSpriteBatchNode.js.

Class Summary
Constructor Attributes Constructor Name and Description
 

In WebGL render mode ,cc.SpriteBatchNode is like a batch node: if it contains children, it will draw them in 1 single OpenGL call
(often known as "batch draw").

Method Summary
Method Attributes Method Name and Description
 
addChild(child, zOrder, tag)
add child to cc.SpriteBatchNode (override addChild of cc.Node)
 
addQuadFromSprite(sprite, index)

Adds a quad into the texture atlas but it won't be added into the children array.

 
addSpriteWithoutQuad(child, z, aTag)

This is the opposite of "addQuadFromSprite.

 
appendChild(sprite)
addChild helper, faster than insertChild
 
atlasIndexForChild(sprite, nZ)
get atlas index for child
<static>  
cc.SpriteBatchNode.create(fileImage, capacity)

creates a CCSpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) with a default capacity of 29 children.

<static>  
cc.SpriteBatchNode.createWithTexture(texture, capacity)

creates a CCSpriteBatchNode with a texture2d and a default capacity of 29 children.

 
ctor(fileImage)
Constructor
 
draw(ctx)
draw cc.SpriteBatchNode (override draw of cc.Node)
 
returns the blending function used for the texture
 
Return Descendants of cc.SpriteBatchNode
 
Return texture of cc.SpriteBatchNode
 
Return TextureAtlas of cc.SpriteBatchNode
 
get highest atlas index in child
 
increase Atlas Capacity
 
init(fileImage, capacity)

initializes a cc.SpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and a capacity of children.

 
initWithTexture(tex, capacity)

initializes a CCSpriteBatchNode with a texture2d and capacity of children.

 
insertChild(sprite, index)
add child helper
 
get lowest atlas index in child
 
rebuildIndexInOrder(pobParent, index)
rebuild index in order for child
 

Removes all children from the container and do a cleanup all running actions depending on the cleanup parameter.

 
removeChild(child, cleanup)
remove child from cc.SpriteBatchNode (override removeChild of cc.Node)
 
removeChildAtIndex(index, doCleanup)
removes a child given a certain index.
 
remove sprite from TextureAtlas
 
reorderBatch(reorder)
Sprites use this to start sortChildren, don't call this manually
 
reorderChild(child, zOrder)
(override reorderChild of cc.Node)
 
setBlendFunc(src, dst)
set the source blending function for the texture
 
 
set this node is dirty ,need redraw
 
setTexture(texture)
texture of cc.SpriteBatchNode setter
 
setTextureAtlas(textureAtlas)
TextureAtlas of cc.SpriteBatchNode setter
 
 
visit(ctx)
don't call visit on it's children ( override visit of cc.Node )
Methods borrowed from class cc.Node:
cleanup, convertToNodeSpace, convertToNodeSpaceAR, convertTouchToNodeSpace, convertTouchToNodeSpaceAR, convertToWorldSpace, convertToWorldSpaceAR, description, getActionByTag, getActionManager, getAnchorPoint, getAnchorPointInPoints, getBoundingBox, getBoundingBoxToWorld, getCamera, getChildByTag, getChildren, getChildrenCount, getContentSize, getGLServerState, getGrid, getOrderOfArrival, getParent, getPosition, getPositionX, getPositionY, getRotation, getScale, getScaleX, getScaleY, getScheduler, getShaderProgram, getSkewX, getSkewY, getTag, getUserData, getUserObject, getVertexZ, getZOrder, ignoreAnchorPointForPosition, isIgnoreAnchorPointForPosition, isRunning, isVisible, nodeToParentTransform, nodeToWorldTransform, numberOfRunningActions, onEnter, onEnterTransitionDidFinish, onExit, onExitTransitionDidStart, parentToNodeTransform, pauseSchedulerAndActions, release, removeAllChildrenWithCleanup, removeChildByTag, removeFromParent, removeFromParentAndCleanup, resumeSchedulerAndActions, retain, runAction, schedule, scheduleOnce, scheduleUpdate, scheduleUpdateWithPriority, setActionManager, setAnchorPoint, setGLServerState, setGrid, setOrderOfArrival, setParent, setPosition, setPositionX, setPositionY, setRotation, setScale, setScaleX, setScaleY, setScheduler, setShaderProgram, setSkewX, setSkewY, setTag, setUserData, setUserObject, setVertexZ, setVisible, setZOrder, stopAction, stopActionByTag, stopAllActions, transform, transformAncestors, unschedule, unscheduleAllCallbacks, unscheduleUpdate, update, updateTransform, worldToNodeTransform
Class Detail
cc.SpriteBatchNode()

In WebGL render mode ,cc.SpriteBatchNode is like a batch node: if it contains children, it will draw them in 1 single OpenGL call
(often known as "batch draw").

A cc.SpriteBatchNode can reference one and only one texture (one image file, one texture atlas).
Only the cc.Sprites that are contained in that texture can be added to the cc.SpriteBatchNode.
All cc.Sprites added to a cc.SpriteBatchNode are drawn in one OpenGL ES draw call.
If the CCSprites are not added to a CCSpriteBatchNode then an OpenGL ES draw call will be needed for each one, which is less efficient.

Limitations:
- The only object that is accepted as child (or grandchild, grand-grandchild, etc...) is CCSprite or any subclass of CCSprite.
eg: particles, labels and layer can't be added to a CCSpriteBatchNode.
- Either all its children are Aliased or Antialiased. It can't be a mix.
This is because "alias" is a property of the texture, and all the sprites share the same texture.

//create a SpriteBatchNode
var parent2 = cc.SpriteBatchNode.create("res/animations/grossini.png", 50);
Method Detail
addChild(child, zOrder, tag)
add child to cc.SpriteBatchNode (override addChild of cc.Node)
Parameters:
{cc.Sprite} child
{Number} zOrder
{Number} tag

addQuadFromSprite(sprite, index)

Adds a quad into the texture atlas but it won't be added into the children array.
This method should be called only when you are dealing with very big AtlasSrite and when most of the cc.Sprite won't be updated.
For example: a tile map (cc.TMXMap) or a label with lots of characters (BitmapFontAtlas)

Parameters:
{cc.Sprite} sprite
{Number} index

{cc.SpriteBatchNode} addSpriteWithoutQuad(child, z, aTag)

This is the opposite of "addQuadFromSprite.
It add the sprite to the children and descendants array, but it doesn't update add it to the texture atlas

Parameters:
{cc.Node} child
{Number} z
zOrder
{Number} aTag
Returns:
{cc.SpriteBatchNode}

appendChild(sprite)
addChild helper, faster than insertChild
Parameters:
{cc.Sprite} sprite

{Number} atlasIndexForChild(sprite, nZ)
get atlas index for child
Parameters:
{cc.Sprite} sprite
{Number} nZ
Returns:
{Number}

<static> {cc.SpriteBatchNode} cc.SpriteBatchNode.create(fileImage, capacity)

creates a CCSpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) with a default capacity of 29 children.
The capacity will be increased in 33% in runtime if it run out of space.
The file will be loaded using the TextureMgr.

//create a SpriteBatchNode
var parent2 = cc.SpriteBatchNode.create("res/animations/grossini.png", 50);
Parameters:
{String} fileImage
{Number} capacity
Returns:
{cc.SpriteBatchNode}

<static> {cc.SpriteBatchNode} cc.SpriteBatchNode.createWithTexture(texture, capacity)

creates a CCSpriteBatchNode with a texture2d and a default capacity of 29 children.
The capacity will be increased in 33% in runtime if it run out of space.

Parameters:
{cc.Texture2D} texture
{Number} capacity
Returns:
{cc.SpriteBatchNode}

ctor(fileImage)
Constructor
Parameters:
{String} fileImage

draw(ctx)
draw cc.SpriteBatchNode (override draw of cc.Node)
Parameters:
{CanvasContext} ctx

{cc.BlendFunc} getBlendFunc()
returns the blending function used for the texture
Returns:
{cc.BlendFunc}

{Array} getDescendants()
Return Descendants of cc.SpriteBatchNode
Returns:
{Array}

{cc.Texture2D} getTexture()
Return texture of cc.SpriteBatchNode
Returns:
{cc.Texture2D}

{cc.TextureAtlas} getTextureAtlas()
Return TextureAtlas of cc.SpriteBatchNode
Returns:
{cc.TextureAtlas}

{Number} highestAtlasIndexInChild(sprite)
get highest atlas index in child
Parameters:
{cc.Sprite} sprite
Returns:
{Number}

increaseAtlasCapacity()
increase Atlas Capacity

{Boolean} init(fileImage, capacity)

initializes a cc.SpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and a capacity of children.
The capacity will be increased in 33% in runtime if it run out of space.
The file will be loaded using the TextureMgr.

Parameters:
{String} fileImage
{Number} capacity
Returns:
{Boolean}

{Boolean} initWithTexture(tex, capacity)

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.

Parameters:
{cc.Texture2D} tex
{Number} capacity
Returns:
{Boolean}

insertChild(sprite, index)
add child helper
Parameters:
{cc.Sprite} sprite
{Number} index

{Number} lowestAtlasIndexInChild(sprite)
get lowest atlas index in child
Parameters:
{cc.Sprite} sprite
Returns:
{Number}

{Number} rebuildIndexInOrder(pobParent, index)
rebuild index in order for child
Parameters:
{cc.Sprite} pobParent
{Number} index
Returns:
{Number}

removeAllChildren(cleanup)

Removes all children from the container and do a cleanup all running actions depending on the cleanup parameter.
(override removeAllChildren of cc.Node)

Parameters:
{Boolean} cleanup

removeChild(child, cleanup)
remove child from cc.SpriteBatchNode (override removeChild of cc.Node)
Parameters:
{cc.Sprite} child
cleanup

removeChildAtIndex(index, doCleanup)
removes a child given a certain index. It will also cleanup the running actions depending on the cleanup parameter.
Parameters:
{Number} index
{Boolean} doCleanup

removeSpriteFromAtlas(sprite)
remove sprite from TextureAtlas
Parameters:
{cc.Sprite} sprite

reorderBatch(reorder)
Sprites use this to start sortChildren, don't call this manually
Parameters:
{Boolean} reorder

reorderChild(child, zOrder)
(override reorderChild of cc.Node)
Parameters:
{cc.Sprite} child
{Number} zOrder

setBlendFunc(src, dst)
set the source blending function for the texture
Parameters:
{Number} src
{Number} dst

setContentSize(size)
Parameters:
size

setNodeDirty()
set this node is dirty ,need redraw

setTexture(texture)
texture of cc.SpriteBatchNode setter
Parameters:
{cc.Texture2D} texture

setTextureAtlas(textureAtlas)
TextureAtlas of cc.SpriteBatchNode setter
Parameters:
{cc.TextureAtlas} textureAtlas

sortAllChildren()

visit(ctx)
don't call visit on it's children ( override visit of cc.Node )
Parameters:
{CanvasContext} ctx

Documentation generated by JsDoc Toolkit 2.4.0 on Wed Jan 09 2013 07:51:53 GMT-0800 (PST)