-------------------------------- -- @module Node -- @extend Ref -------------------------------- -- overload function: addChild(cc.Node, int) -- -- overload function: addChild(cc.Node) -- -- overload function: addChild(cc.Node, int, int) -- -- @function [parent=#Node] addChild -- @param self -- @param #cc.Node node -- @param #int int -- @param #int int -------------------------------- -- @function [parent=#Node] removeComponent -- @param self -- @param #string str -- @return bool#bool ret (return value: bool) -------------------------------- -- @function [parent=#Node] setPhysicsBody -- @param self -- @param #cc.PhysicsBody physicsbody -------------------------------- -- overload function: getShaderProgram() -- -- overload function: getShaderProgram() -- -- @function [parent=#Node] getShaderProgram -- @param self -- @return GLProgram#GLProgram ret (retunr value: cc.GLProgram) -------------------------------- -- @function [parent=#Node] getDescription -- @param self -- @return string#string ret (return value: string) -------------------------------- -- @function [parent=#Node] setRotationSkewY -- @param self -- @param #float float -------------------------------- -- @function [parent=#Node] setOpacityModifyRGB -- @param self -- @param #bool bool -------------------------------- -- @function [parent=#Node] setCascadeOpacityEnabled -- @param self -- @param #bool bool -------------------------------- -- overload function: getChildren() -- -- overload function: getChildren() -- -- @function [parent=#Node] getChildren -- @param self -- @return array_table#array_table ret (retunr value: array_table) -------------------------------- -- @function [parent=#Node] pause -- @param self -------------------------------- -- @function [parent=#Node] convertToWorldSpaceAR -- @param self -- @param #vector2_table array -- @return vector2_table#vector2_table ret (return value: vector2_table) -------------------------------- -- @function [parent=#Node] isIgnoreAnchorPointForPosition -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- @function [parent=#Node] updateDisplayedOpacity -- @param self -- @param #unsigned char char -------------------------------- -- @function [parent=#Node] setRotation -- @param self -- @param #float float -------------------------------- -- @function [parent=#Node] setScaleZ -- @param self -- @param #float float -------------------------------- -- @function [parent=#Node] setScaleY -- @param self -- @param #float float -------------------------------- -- @function [parent=#Node] setScaleX -- @param self -- @param #float float -------------------------------- -- @function [parent=#Node] setRotationSkewX -- @param self -- @param #float float -------------------------------- -- @function [parent=#Node] removeAllComponents -- @param self -------------------------------- -- @function [parent=#Node] _setLocalZOrder -- @param self -- @param #int int -------------------------------- -- @function [parent=#Node] getTag -- @param self -- @return int#int ret (return value: int) -------------------------------- -- @function [parent=#Node] getNodeToWorldAffineTransform -- @param self -- @return AffineTransform#AffineTransform ret (return value: cc.AffineTransform) -------------------------------- -- @function [parent=#Node] getNodeToWorldTransform -- @param self -- @return matrix_table#matrix_table ret (return value: matrix_table) -------------------------------- -- @function [parent=#Node] getPosition3D -- @param self -- @return vector3_table#vector3_table ret (return value: vector3_table) -------------------------------- -- @function [parent=#Node] removeChild -- @param self -- @param #cc.Node node -- @param #bool bool -------------------------------- -- @function [parent=#Node] convertToWorldSpace -- @param self -- @param #vector2_table array -- @return vector2_table#vector2_table ret (return value: vector2_table) -------------------------------- -- @function [parent=#Node] getScene -- @param self -- @return Scene#Scene ret (return value: cc.Scene) -------------------------------- -- @function [parent=#Node] getEventDispatcher -- @param self -- @return EventDispatcher#EventDispatcher ret (return value: cc.EventDispatcher) -------------------------------- -- @function [parent=#Node] setSkewX -- @param self -- @param #float float -------------------------------- -- @function [parent=#Node] setSkewY -- @param self -- @param #float float -------------------------------- -- @function [parent=#Node] getOpacity -- @param self -- @return unsigned char#unsigned char ret (return value: unsigned char) -------------------------------- -- @function [parent=#Node] convertTouchToNodeSpace -- @param self -- @param #cc.Touch touch -- @return vector2_table#vector2_table ret (return value: vector2_table) -------------------------------- -- overload function: removeAllChildrenWithCleanup(bool) -- -- overload function: removeAllChildrenWithCleanup() -- -- @function [parent=#Node] removeAllChildrenWithCleanup -- @param self -- @param #bool bool -------------------------------- -- @function [parent=#Node] getNodeToParentAffineTransform -- @param self -- @return AffineTransform#AffineTransform ret (return value: cc.AffineTransform) -------------------------------- -- @function [parent=#Node] isCascadeOpacityEnabled -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- @function [parent=#Node] setParent -- @param self -- @param #cc.Node node -------------------------------- -- @function [parent=#Node] getRotation3D -- @param self -- @return vector3_table#vector3_table ret (return value: vector3_table) -------------------------------- -- @function [parent=#Node] getNodeToParentTransform -- @param self -- @return matrix_table#matrix_table ret (return value: matrix_table) -------------------------------- -- @function [parent=#Node] convertTouchToNodeSpaceAR -- @param self -- @param #cc.Touch touch -- @return vector2_table#vector2_table ret (return value: vector2_table) -------------------------------- -- @function [parent=#Node] convertToNodeSpace -- @param self -- @param #vector2_table array -- @return vector2_table#vector2_table ret (return value: vector2_table) -------------------------------- -- @function [parent=#Node] resume -- @param self -------------------------------- -- @function [parent=#Node] getPhysicsBody -- @param self -- @return PhysicsBody#PhysicsBody ret (return value: cc.PhysicsBody) -------------------------------- -- overload function: setPosition(float, float) -- -- overload function: setPosition(vector2_table) -- -- @function [parent=#Node] setPosition -- @param self -- @param #float float -- @param #float float -------------------------------- -- @function [parent=#Node] stopActionByTag -- @param self -- @param #int int -------------------------------- -- @function [parent=#Node] reorderChild -- @param self -- @param #cc.Node node -- @param #int int -------------------------------- -- @function [parent=#Node] ignoreAnchorPointForPosition -- @param self -- @param #bool bool -------------------------------- -- @function [parent=#Node] setPositionZ -- @param self -- @param #float float -------------------------------- -- @function [parent=#Node] setRotation3D -- @param self -- @param #vector3_table array -------------------------------- -- @function [parent=#Node] setPositionX -- @param self -- @param #float float -------------------------------- -- @function [parent=#Node] setNodeToParentTransform -- @param self -- @param #matrix_table matrix -------------------------------- -- @function [parent=#Node] getAnchorPoint -- @param self -- @return vector2_table#vector2_table ret (return value: vector2_table) -------------------------------- -- @function [parent=#Node] getNumberOfRunningActions -- @param self -- @return long#long ret (return value: long) -------------------------------- -- @function [parent=#Node] updateTransform -- @param self -------------------------------- -- @function [parent=#Node] isVisible -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- @function [parent=#Node] getChildrenCount -- @param self -- @return long#long ret (return value: long) -------------------------------- -- @function [parent=#Node] convertToNodeSpaceAR -- @param self -- @param #vector2_table array -- @return vector2_table#vector2_table ret (return value: vector2_table) -------------------------------- -- @function [parent=#Node] addComponent -- @param self -- @param #cc.Component component -- @return bool#bool ret (return value: bool) -------------------------------- -- @function [parent=#Node] setShaderProgram -- @param self -- @param #cc.GLProgram glprogram -------------------------------- -- @function [parent=#Node] getRotation -- @param self -- @return float#float ret (return value: float) -------------------------------- -- @function [parent=#Node] getAnchorPointInPoints -- @param self -- @return vector2_table#vector2_table ret (return value: vector2_table) -------------------------------- -- @function [parent=#Node] runAction -- @param self -- @param #cc.Action action -- @return Action#Action ret (return value: cc.Action) -------------------------------- -- @function [parent=#Node] setScheduler -- @param self -- @param #cc.Scheduler scheduler -------------------------------- -- @function [parent=#Node] stopAllActions -- @param self -------------------------------- -- @function [parent=#Node] getSkewX -- @param self -- @return float#float ret (return value: float) -------------------------------- -- @function [parent=#Node] getSkewY -- @param self -- @return float#float ret (return value: float) -------------------------------- -- @function [parent=#Node] getDisplayedColor -- @param self -- @return color3b_table#color3b_table ret (return value: color3b_table) -------------------------------- -- @function [parent=#Node] getActionByTag -- @param self -- @param #int int -- @return Action#Action ret (return value: cc.Action) -------------------------------- -- overload function: setAdditionalTransform(cc.AffineTransform) -- -- overload function: setAdditionalTransform(matrix_table) -- -- @function [parent=#Node] setAdditionalTransform -- @param self -- @param #matrix_table matrix -------------------------------- -- @function [parent=#Node] getDisplayedOpacity -- @param self -- @return unsigned char#unsigned char ret (return value: unsigned char) -------------------------------- -- @function [parent=#Node] getLocalZOrder -- @param self -- @return int#int ret (return value: int) -------------------------------- -- overload function: getScheduler() -- -- overload function: getScheduler() -- -- @function [parent=#Node] getScheduler -- @param self -- @return Scheduler#Scheduler ret (retunr value: cc.Scheduler) -------------------------------- -- @function [parent=#Node] getParentToNodeAffineTransform -- @param self -- @return AffineTransform#AffineTransform ret (return value: cc.AffineTransform) -------------------------------- -- @function [parent=#Node] getOrderOfArrival -- @param self -- @return int#int ret (return value: int) -------------------------------- -- @function [parent=#Node] setActionManager -- @param self -- @param #cc.ActionManager actionmanager -------------------------------- -- @function [parent=#Node] setColor -- @param self -- @param #color3b_table color3b -------------------------------- -- @function [parent=#Node] isRunning -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- overload function: getParent() -- -- overload function: getParent() -- -- @function [parent=#Node] getParent -- @param self -- @return Node#Node ret (retunr value: cc.Node) -------------------------------- -- @function [parent=#Node] getPositionZ -- @param self -- @return float#float ret (return value: float) -------------------------------- -- @function [parent=#Node] getPositionY -- @param self -- @return float#float ret (return value: float) -------------------------------- -- @function [parent=#Node] getPositionX -- @param self -- @return float#float ret (return value: float) -------------------------------- -- @function [parent=#Node] removeChildByTag -- @param self -- @param #int int -- @param #bool bool -------------------------------- -- @function [parent=#Node] setPositionY -- @param self -- @param #float float -------------------------------- -- @function [parent=#Node] updateDisplayedColor -- @param self -- @param #color3b_table color3b -------------------------------- -- @function [parent=#Node] setVisible -- @param self -- @param #bool bool -------------------------------- -- @function [parent=#Node] getParentToNodeTransform -- @param self -- @return matrix_table#matrix_table ret (return value: matrix_table) -------------------------------- -- @function [parent=#Node] setGlobalZOrder -- @param self -- @param #float float -------------------------------- -- overload function: setScale(float, float) -- -- overload function: setScale(float) -- -- @function [parent=#Node] setScale -- @param self -- @param #float float -- @param #float float -------------------------------- -- @function [parent=#Node] getChildByTag -- @param self -- @param #int int -- @return Node#Node ret (return value: cc.Node) -------------------------------- -- @function [parent=#Node] setOrderOfArrival -- @param self -- @param #int int -------------------------------- -- @function [parent=#Node] getScaleZ -- @param self -- @return float#float ret (return value: float) -------------------------------- -- @function [parent=#Node] getScaleY -- @param self -- @return float#float ret (return value: float) -------------------------------- -- @function [parent=#Node] getScaleX -- @param self -- @return float#float ret (return value: float) -------------------------------- -- @function [parent=#Node] setLocalZOrder -- @param self -- @param #int int -------------------------------- -- @function [parent=#Node] getWorldToNodeAffineTransform -- @param self -- @return AffineTransform#AffineTransform ret (return value: cc.AffineTransform) -------------------------------- -- @function [parent=#Node] setCascadeColorEnabled -- @param self -- @param #bool bool -------------------------------- -- @function [parent=#Node] setOpacity -- @param self -- @param #unsigned char char -------------------------------- -- @function [parent=#Node] cleanup -- @param self -------------------------------- -- @function [parent=#Node] getComponent -- @param self -- @param #string str -- @return Component#Component ret (return value: cc.Component) -------------------------------- -- @function [parent=#Node] getContentSize -- @param self -- @return size_table#size_table ret (return value: size_table) -------------------------------- -- @function [parent=#Node] getColor -- @param self -- @return color3b_table#color3b_table ret (return value: color3b_table) -------------------------------- -- @function [parent=#Node] getBoundingBox -- @param self -- @return rect_table#rect_table ret (return value: rect_table) -------------------------------- -- @function [parent=#Node] setEventDispatcher -- @param self -- @param #cc.EventDispatcher eventdispatcher -------------------------------- -- @function [parent=#Node] getGlobalZOrder -- @param self -- @return float#float ret (return value: float) -------------------------------- -- overload function: draw() -- -- overload function: draw(cc.Renderer, matrix_table, bool) -- -- @function [parent=#Node] draw -- @param self -- @param #cc.Renderer renderer -- @param #matrix_table matrix -- @param #bool bool -------------------------------- -- @function [parent=#Node] setUserObject -- @param self -- @param #cc.Ref ref -------------------------------- -- overload function: removeFromParentAndCleanup(bool) -- -- overload function: removeFromParentAndCleanup() -- -- @function [parent=#Node] removeFromParentAndCleanup -- @param self -- @param #bool bool -------------------------------- -- @function [parent=#Node] setPosition3D -- @param self -- @param #vector3_table array -------------------------------- -- @function [parent=#Node] update -- @param self -- @param #float float -------------------------------- -- @function [parent=#Node] sortAllChildren -- @param self -------------------------------- -- @function [parent=#Node] getWorldToNodeTransform -- @param self -- @return matrix_table#matrix_table ret (return value: matrix_table) -------------------------------- -- @function [parent=#Node] getScale -- @param self -- @return float#float ret (return value: float) -------------------------------- -- @function [parent=#Node] getRotationSkewX -- @param self -- @return float#float ret (return value: float) -------------------------------- -- @function [parent=#Node] getRotationSkewY -- @param self -- @return float#float ret (return value: float) -------------------------------- -- @function [parent=#Node] setTag -- @param self -- @param #int int -------------------------------- -- @function [parent=#Node] isCascadeColorEnabled -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- @function [parent=#Node] isOpacityModifyRGB -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- @function [parent=#Node] stopAction -- @param self -- @param #cc.Action action -------------------------------- -- overload function: getActionManager() -- -- overload function: getActionManager() -- -- @function [parent=#Node] getActionManager -- @param self -- @return ActionManager#ActionManager ret (retunr value: cc.ActionManager) -------------------------------- -- @function [parent=#Node] create -- @param self -- @return Node#Node ret (return value: cc.Node) return nil