-------------------------------- -- @module Sprite -- @extend Node,TextureProtocol -- @parent_module cc -------------------------------- -- @overload self, cc.SpriteFrame -- @overload self, string -- @function [parent=#Sprite] setSpriteFrame -- @param self -- @param #string spriteFrameName -------------------------------- -- @overload self, cc.Texture2D -- @overload self, string -- @function [parent=#Sprite] setTexture -- @param self -- @param #string filename -------------------------------- -- returns the Texture2D object used by the sprite -- @function [parent=#Sprite] getTexture -- @param self -- @return Texture2D#Texture2D ret (return value: cc.Texture2D) -------------------------------- -- Sets whether the sprite should be flipped vertically or not.
-- param flippedY true if the sprite should be flipped vertically, false otherwise. -- @function [parent=#Sprite] setFlippedY -- @param self -- @param #bool flippedY -------------------------------- -- Sets whether the sprite should be flipped horizontally or not.
-- param flippedX true if the sprite should be flipped horizontally, false otherwise. -- @function [parent=#Sprite] setFlippedX -- @param self -- @param #bool flippedX -------------------------------- -- Returns the batch node object if this sprite is rendered by SpriteBatchNode
-- return The SpriteBatchNode object if this sprite is rendered by SpriteBatchNode,
-- nullptr if the sprite isn't used batch node. -- @function [parent=#Sprite] getBatchNode -- @param self -- @return SpriteBatchNode#SpriteBatchNode ret (return value: cc.SpriteBatchNode) -------------------------------- -- Gets the offset position of the sprite. Calculated automatically by editors like Zwoptex. -- @function [parent=#Sprite] getOffsetPosition -- @param self -- @return vec2_table#vec2_table ret (return value: vec2_table) -------------------------------- -- -- @function [parent=#Sprite] removeAllChildrenWithCleanup -- @param self -- @param #bool cleanup -------------------------------- -- Updates the quad according the rotation, position, scale values. -- @function [parent=#Sprite] updateTransform -- @param self -------------------------------- -- @overload self, rect_table, bool, size_table -- @overload self, rect_table -- @function [parent=#Sprite] setTextureRect -- @param self -- @param #rect_table rect -- @param #bool rotated -- @param #size_table untrimmedSize -------------------------------- -- Returns whether or not a SpriteFrame is being displayed -- @function [parent=#Sprite] isFrameDisplayed -- @param self -- @param #cc.SpriteFrame frame -- @return bool#bool ret (return value: bool) -------------------------------- -- Returns the index used on the TextureAtlas. -- @function [parent=#Sprite] getAtlasIndex -- @param self -- @return long#long ret (return value: long) -------------------------------- -- Sets the batch node to sprite
-- warning This method is not recommended for game developers. Sample code for using batch node
-- code
-- SpriteBatchNode *batch = SpriteBatchNode::create("Images/grossini_dance_atlas.png", 15);
-- Sprite *sprite = Sprite::createWithTexture(batch->getTexture(), Rect(0, 0, 57, 57));
-- batch->addChild(sprite);
-- layer->addChild(batch);
-- endcode -- @function [parent=#Sprite] setBatchNode -- @param self -- @param #cc.SpriteBatchNode spriteBatchNode -------------------------------- -- / @{/ @name Animation methods
-- Changes the display frame with animation name and index.
-- The animation name will be get from the AnimationCache -- @function [parent=#Sprite] setDisplayFrameWithAnimationName -- @param self -- @param #string animationName -- @param #long frameIndex -------------------------------- -- Sets the weak reference of the TextureAtlas when the sprite is rendered using via SpriteBatchNode -- @function [parent=#Sprite] setTextureAtlas -- @param self -- @param #cc.TextureAtlas textureAtlas -------------------------------- -- Returns the current displayed frame. -- @function [parent=#Sprite] getSpriteFrame -- @param self -- @return SpriteFrame#SpriteFrame ret (return value: cc.SpriteFrame) -------------------------------- -- Whether or not the Sprite needs to be updated in the Atlas.
-- return true if the sprite needs to be updated in the Atlas, false otherwise. -- @function [parent=#Sprite] isDirty -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- Sets the index used on the TextureAtlas.
-- warning Don't modify this value unless you know what you are doing -- @function [parent=#Sprite] setAtlasIndex -- @param self -- @param #long atlasIndex -------------------------------- -- Makes the Sprite to be updated in the Atlas. -- @function [parent=#Sprite] setDirty -- @param self -- @param #bool dirty -------------------------------- -- Returns whether or not the texture rectangle is rotated. -- @function [parent=#Sprite] isTextureRectRotated -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- Returns the rect of the Sprite in points -- @function [parent=#Sprite] getTextureRect -- @param self -- @return rect_table#rect_table ret (return value: rect_table) -------------------------------- -- Gets the weak reference of the TextureAtlas when the sprite is rendered using via SpriteBatchNode -- @function [parent=#Sprite] getTextureAtlas -- @param self -- @return TextureAtlas#TextureAtlas ret (return value: cc.TextureAtlas) -------------------------------- -- Returns the flag which indicates whether the sprite is flipped horizontally or not.
-- It only flips the texture of the sprite, and not the texture of the sprite's children.
-- Also, flipping the texture doesn't alter the anchorPoint.
-- If you want to flip the anchorPoint too, and/or to flip the children too use:
-- sprite->setScaleX(sprite->getScaleX() * -1);
-- return true if the sprite is flipped horizontally, false otherwise. -- @function [parent=#Sprite] isFlippedX -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- Return the flag which indicates whether the sprite is flipped vertically or not.
-- It only flips the texture of the sprite, and not the texture of the sprite's children.
-- Also, flipping the texture doesn't alter the anchorPoint.
-- If you want to flip the anchorPoint too, and/or to flip the children too use:
-- sprite->setScaleY(sprite->getScaleY() * -1);
-- return true if the sprite is flipped vertically, false otherwise. -- @function [parent=#Sprite] isFlippedY -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- 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. -- @function [parent=#Sprite] setVertexRect -- @param self -- @param #rect_table rect -------------------------------- -- @overload self, string -- @overload self -- @overload self, string, rect_table -- @function [parent=#Sprite] create -- @param self -- @param #string filename -- @param #rect_table rect -- @return Sprite#Sprite ret (return value: cc.Sprite) -------------------------------- -- @overload self, cc.Texture2D, rect_table, bool -- @overload self, cc.Texture2D -- @function [parent=#Sprite] createWithTexture -- @param self -- @param #cc.Texture2D texture -- @param #rect_table rect -- @param #bool rotated -- @return Sprite#Sprite ret (return value: cc.Sprite) -------------------------------- -- Creates a sprite with an sprite frame name.
-- A SpriteFrame will be fetched from the SpriteFrameCache by spriteFrameName param.
-- If the SpriteFrame doesn't exist it will raise an exception.
-- param spriteFrameName A null terminated string which indicates the sprite frame name.
-- return An autoreleased sprite object -- @function [parent=#Sprite] createWithSpriteFrameName -- @param self -- @param #string spriteFrameName -- @return Sprite#Sprite ret (return value: cc.Sprite) -------------------------------- -- Creates a sprite with an sprite frame.
-- param spriteFrame A sprite frame which involves a texture and a rect
-- return An autoreleased sprite object -- @function [parent=#Sprite] createWithSpriteFrame -- @param self -- @param #cc.SpriteFrame spriteFrame -- @return Sprite#Sprite ret (return value: cc.Sprite) -------------------------------- -- -- @function [parent=#Sprite] draw -- @param self -- @param #cc.Renderer renderer -- @param #mat4_table transform -- @param #unsigned int flags -------------------------------- -- @overload self, cc.Node, int, string -- @overload self, cc.Node, int, int -- @function [parent=#Sprite] addChild -- @param self -- @param #cc.Node child -- @param #int zOrder -- @param #int tag -------------------------------- -- -- @function [parent=#Sprite] setScaleY -- @param self -- @param #float scaleY -------------------------------- -- / @{/ @name Functions inherited from Node -- @function [parent=#Sprite] setScaleX -- @param self -- @param #float scaleX -------------------------------- -- -- @function [parent=#Sprite] isOpacityModifyRGB -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- -- @function [parent=#Sprite] setPositionZ -- @param self -- @param #float positionZ -------------------------------- -- -- @function [parent=#Sprite] setAnchorPoint -- @param self -- @param #vec2_table anchor -------------------------------- -- -- @function [parent=#Sprite] setRotationSkewX -- @param self -- @param #float rotationX -------------------------------- -- / @} -- @function [parent=#Sprite] getDescription -- @param self -- @return string#string ret (return value: string) -------------------------------- -- -- @function [parent=#Sprite] setRotationSkewY -- @param self -- @param #float rotationY -------------------------------- -- @overload self, float -- @overload self, float, float -- @function [parent=#Sprite] setScale -- @param self -- @param #float scaleX -- @param #float scaleY -------------------------------- -- -- @function [parent=#Sprite] reorderChild -- @param self -- @param #cc.Node child -- @param #int zOrder -------------------------------- -- -- @function [parent=#Sprite] removeChild -- @param self -- @param #cc.Node child -- @param #bool cleanup -------------------------------- -- -- @function [parent=#Sprite] sortAllChildren -- @param self -------------------------------- -- -- @function [parent=#Sprite] setOpacityModifyRGB -- @param self -- @param #bool modify -------------------------------- -- -- @function [parent=#Sprite] setRotation -- @param self -- @param #float rotation -------------------------------- -- -- @function [parent=#Sprite] setSkewY -- @param self -- @param #float sy -------------------------------- -- -- @function [parent=#Sprite] setVisible -- @param self -- @param #bool bVisible -------------------------------- -- -- @function [parent=#Sprite] setSkewX -- @param self -- @param #float sx -------------------------------- -- -- @function [parent=#Sprite] ignoreAnchorPointForPosition -- @param self -- @param #bool value return nil