-------------------------------- -- @module Node -- @extend Ref -- @parent_module cc -------------------------------- -- @overload self, cc.Node, int -- @overload self, cc.Node -- @overload self, cc.Node, int, int -- @overload self, cc.Node, int, string -- @function [parent=#Node] addChild -- @param self -- @param #cc.Node child -- @param #int localZOrder -- @param #string name -------------------------------- -- @overload self, cc.Component -- @overload self, string -- @function [parent=#Node] removeComponent -- @param self -- @param #string name -- @return bool#bool ret (retunr value: bool) -------------------------------- -- set the PhysicsBody that let the sprite effect with physics
-- note This method will set anchor point to Vec2::ANCHOR_MIDDLE if body not null, and you cann't change anchor point if node has a physics body. -- @function [parent=#Node] setPhysicsBody -- @param self -- @param #cc.PhysicsBody body -------------------------------- -- Gets the description string. It makes debugging easier.
-- return A string
-- js NA
-- lua NA -- @function [parent=#Node] getDescription -- @param self -- @return string#string ret (return value: string) -------------------------------- -- Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.
-- The difference between `setRotationalSkew()` and `setSkew()` is that the first one simulate Flash's skew functionality
-- while the second one uses the real skew function.
-- 0 is the default rotation angle.
-- Positive values rotate node clockwise, and negative values for anti-clockwise.
-- param rotationY The Y rotation in degrees.
-- warning The physics body doesn't support this. -- @function [parent=#Node] setRotationSkewY -- @param self -- @param #float rotationY -------------------------------- -- -- @function [parent=#Node] setOpacityModifyRGB -- @param self -- @param #bool value -------------------------------- -- -- @function [parent=#Node] setCascadeOpacityEnabled -- @param self -- @param #bool cascadeOpacityEnabled -------------------------------- -- @overload self -- @overload self -- @function [parent=#Node] getChildren -- @param self -- @return array_table#array_table ret (retunr value: array_table) -------------------------------- -- -- @function [parent=#Node] setOnExitCallback -- @param self -- @param #function callback -------------------------------- -- Pauses all scheduled selectors, actions and event listeners..
-- This method is called internally by onExit -- @function [parent=#Node] pause -- @param self -------------------------------- -- Converts a local Vec2 to world space coordinates.The result is in Points.
-- treating the returned/received node point as anchor relative. -- @function [parent=#Node] convertToWorldSpaceAR -- @param self -- @param #vec2_table nodePoint -- @return vec2_table#vec2_table ret (return value: vec2_table) -------------------------------- -- Gets whether the anchor point will be (0,0) when you position this node.
-- see `ignoreAnchorPointForPosition(bool)`
-- return true if the anchor point will be (0,0) when you position this node. -- @function [parent=#Node] isIgnoreAnchorPointForPosition -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- Gets a child from the container with its name
-- param name An identifier to find the child node.
-- return a Node object whose name equals to the input parameter
-- since v3.2 -- @function [parent=#Node] getChildByName -- @param self -- @param #string name -- @return Node#Node ret (return value: cc.Node) -------------------------------- -- -- @function [parent=#Node] updateDisplayedOpacity -- @param self -- @param #unsigned char parentOpacity -------------------------------- -- get & set camera mask, the node is visible by the camera whose camera flag & node's camera mask is true -- @function [parent=#Node] getCameraMask -- @param self -- @return unsigned short#unsigned short ret (return value: unsigned short) -------------------------------- -- Sets the rotation (angle) of the node in degrees.
-- 0 is the default rotation angle.
-- Positive values rotate node clockwise, and negative values for anti-clockwise.
-- param rotation The rotation of the node in degrees. -- @function [parent=#Node] setRotation -- @param self -- @param #float rotation -------------------------------- -- Changes the scale factor on Z axis of this node
-- The Default value is 1.0 if you haven't changed it before.
-- param scaleY The scale factor on Y axis.
-- warning The physics body doesn't support this. -- @function [parent=#Node] setScaleZ -- @param self -- @param #float scaleZ -------------------------------- -- Sets the scale (y) of the node.
-- It is a scaling factor that multiplies the height of the node and its children.
-- param scaleY The scale factor on Y axis.
-- warning The physics body doesn't support this. -- @function [parent=#Node] setScaleY -- @param self -- @param #float scaleY -------------------------------- -- Sets the scale (x) of the node.
-- It is a scaling factor that multiplies the width of the node and its children.
-- param scaleX The scale factor on X axis.
-- warning The physics body doesn't support this. -- @function [parent=#Node] setScaleX -- @param self -- @param #float scaleX -------------------------------- -- Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew.
-- The difference between `setRotationalSkew()` and `setSkew()` is that the first one simulate Flash's skew functionality
-- while the second one uses the real skew function.
-- 0 is the default rotation angle.
-- Positive values rotate node clockwise, and negative values for anti-clockwise.
-- param rotationX The X rotation in degrees which performs a horizontal rotational skew.
-- warning The physics body doesn't support this. -- @function [parent=#Node] setRotationSkewX -- @param self -- @param #float rotationX -------------------------------- -- -- @function [parent=#Node] setonEnterTransitionDidFinishCallback -- @param self -- @param #function callback -------------------------------- -- removes all components -- @function [parent=#Node] removeAllComponents -- @param self -------------------------------- -- -- @function [parent=#Node] _setLocalZOrder -- @param self -- @param #int z -------------------------------- -- -- @function [parent=#Node] setCameraMask -- @param self -- @param #unsigned short mask -- @param #bool applyChildren -------------------------------- -- Returns a tag that is used to identify the node easily.
-- return An integer that identifies the node.
-- Please use `getTag()` instead. -- @function [parent=#Node] getTag -- @param self -- @return int#int ret (return value: int) -------------------------------- -- / @{/ @name GLProgram
-- Return the GLProgram (shader) currently used for this node
-- return The GLProgram (shader) currently used for this node -- @function [parent=#Node] getGLProgram -- @param self -- @return GLProgram#GLProgram ret (return value: cc.GLProgram) -------------------------------- -- Returns the world affine transform matrix. The matrix is in Pixels. -- @function [parent=#Node] getNodeToWorldTransform -- @param self -- @return mat4_table#mat4_table ret (return value: mat4_table) -------------------------------- -- returns the position (X,Y,Z) in its parent's coordinate system -- @function [parent=#Node] getPosition3D -- @param self -- @return vec3_table#vec3_table ret (return value: vec3_table) -------------------------------- -- Removes a child from the container. It will also cleanup all running actions depending on the cleanup parameter.
-- param child The child node which will be removed.
-- param cleanup true if all running actions and callbacks on the child node will be cleanup, false otherwise. -- @function [parent=#Node] removeChild -- @param self -- @param #cc.Node child -- @param #bool cleanup -------------------------------- -- Converts a Vec2 to world space coordinates. The result is in Points. -- @function [parent=#Node] convertToWorldSpace -- @param self -- @param #vec2_table nodePoint -- @return vec2_table#vec2_table ret (return value: vec2_table) -------------------------------- -- Returns the Scene that contains the Node.
-- It returns `nullptr` if the node doesn't belong to any Scene.
-- This function recursively calls parent->getScene() until parent is a Scene object. The results are not cached. It is that the user caches the results in case this functions is being used inside a loop. -- @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) -------------------------------- -- Changes the X skew angle of the node in degrees.
-- The difference between `setRotationalSkew()` and `setSkew()` is that the first one simulate Flash's skew functionality
-- while the second one uses the real skew function.
-- This angle describes the shear distortion in the X direction.
-- Thus, it is the angle between the Y coordinate and the left edge of the shape
-- The default skewX angle is 0. Positive values distort the node in a CW direction.
-- param skewX The X skew angle of the node in degrees.
-- warning The physics body doesn't support this. -- @function [parent=#Node] setSkewX -- @param self -- @param #float skewX -------------------------------- -- -- @function [parent=#Node] setGLProgramState -- @param self -- @param #cc.GLProgramState glProgramState -------------------------------- -- -- @function [parent=#Node] setOnEnterCallback -- @param self -- @param #function callback -------------------------------- -- -- @function [parent=#Node] getOpacity -- @param self -- @return unsigned char#unsigned char ret (return value: unsigned char) -------------------------------- -- Sets the position (x,y) using values between 0 and 1.
-- The positions in pixels is calculated like the following:
-- code pseudo code
-- void setNormalizedPosition(Vec2 pos) {
-- Size s = getParent()->getContentSize();
-- _position = pos * s;
-- }
-- endcode -- @function [parent=#Node] setNormalizedPosition -- @param self -- @param #vec2_table position -------------------------------- -- -- @function [parent=#Node] setonExitTransitionDidStartCallback -- @param self -- @param #function callback -------------------------------- -- convenience methods which take a Touch instead of Vec2 -- @function [parent=#Node] convertTouchToNodeSpace -- @param self -- @param #cc.Touch touch -- @return vec2_table#vec2_table ret (return value: vec2_table) -------------------------------- -- @overload self, bool -- @overload self -- @function [parent=#Node] removeAllChildrenWithCleanup -- @param self -- @param #bool cleanup -------------------------------- -- -- @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) -------------------------------- -- Sets the parent node
-- param parent A pointer to the parent node -- @function [parent=#Node] setParent -- @param self -- @param #cc.Node parent -------------------------------- -- Returns a string that is used to identify the node.
-- return A string that identifies the node.
-- since v3.2 -- @function [parent=#Node] getName -- @param self -- @return string#string ret (return value: string) -------------------------------- -- returns the rotation (X,Y,Z) in degrees. -- @function [parent=#Node] getRotation3D -- @param self -- @return vec3_table#vec3_table ret (return value: vec3_table) -------------------------------- -- Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates.
-- The matrix is in Pixels. -- @function [parent=#Node] getNodeToParentTransform -- @param self -- @return mat4_table#mat4_table ret (return value: mat4_table) -------------------------------- -- converts a Touch (world coordinates) into a local coordinate. This method is AR (Anchor Relative). -- @function [parent=#Node] convertTouchToNodeSpaceAR -- @param self -- @param #cc.Touch touch -- @return vec2_table#vec2_table ret (return value: vec2_table) -------------------------------- -- Converts a Vec2 to node (local) space coordinates. The result is in Points. -- @function [parent=#Node] convertToNodeSpace -- @param self -- @param #vec2_table worldPoint -- @return vec2_table#vec2_table ret (return value: vec2_table) -------------------------------- -- Resumes all scheduled selectors, actions and event listeners.
-- This method is called internally by onEnter -- @function [parent=#Node] resume -- @param self -------------------------------- -- get the PhysicsBody the sprite have -- @function [parent=#Node] getPhysicsBody -- @param self -- @return PhysicsBody#PhysicsBody ret (return value: cc.PhysicsBody) -------------------------------- -- @overload self, float, float -- @overload self, vec2_table -- @function [parent=#Node] setPosition -- @param self -- @param #float x -- @param #float y -------------------------------- -- Removes an action from the running action list by its tag.
-- param tag A tag that indicates the action to be removed. -- @function [parent=#Node] stopActionByTag -- @param self -- @param #int tag -------------------------------- -- Reorders a child according to a new z value.
-- param child An already added child node. It MUST be already added.
-- param localZOrder Z order for drawing priority. Please refer to setLocalZOrder(int) -- @function [parent=#Node] reorderChild -- @param self -- @param #cc.Node child -- @param #int localZOrder -------------------------------- -- Sets whether the anchor point will be (0,0) when you position this node.
-- This is an internal method, only used by Layer and Scene. Don't call it outside framework.
-- The default value is false, while in Layer and Scene are true
-- param ignore true if anchor point will be (0,0) when you position this node
-- todo This method should be renamed as setIgnoreAnchorPointForPosition(bool) or something with "set" -- @function [parent=#Node] ignoreAnchorPointForPosition -- @param self -- @param #bool ignore -------------------------------- -- Changes the Y skew angle of the node in degrees.
-- The difference between `setRotationalSkew()` and `setSkew()` is that the first one simulate Flash's skew functionality
-- while the second one uses the real skew function.
-- This angle describes the shear distortion in the Y direction.
-- Thus, it is the angle between the X coordinate and the bottom edge of the shape
-- The default skewY angle is 0. Positive values distort the node in a CCW direction.
-- param skewY The Y skew angle of the node in degrees.
-- warning The physics body doesn't support this. -- @function [parent=#Node] setSkewY -- @param self -- @param #float skewY -------------------------------- -- Sets the 'z' coordinate in the position. It is the OpenGL Z vertex value.
-- The OpenGL depth buffer and depth testing are disabled by default. You need to turn them on
-- in order to use this property correctly.
-- `setPositionZ()` also sets the `setGlobalZValue()` with the positionZ as value.
-- see `setGlobalZValue()`
-- param vertexZ OpenGL Z vertex of this node. -- @function [parent=#Node] setPositionZ -- @param self -- @param #float positionZ -------------------------------- -- Sets the rotation (X,Y,Z) in degrees.
-- Useful for 3d rotations
-- warning The physics body doesn't support this. -- @function [parent=#Node] setRotation3D -- @param self -- @param #vec3_table rotation -------------------------------- -- Gets/Sets x or y coordinate individually for position.
-- These methods are used in Lua and Javascript Bindings -- @function [parent=#Node] setPositionX -- @param self -- @param #float x -------------------------------- -- Sets the Transformation matrix manually. -- @function [parent=#Node] setNodeToParentTransform -- @param self -- @param #mat4_table transform -------------------------------- -- Returns the anchor point in percent.
-- see `setAnchorPoint(const Vec2&)`
-- return The anchor point of node. -- @function [parent=#Node] getAnchorPoint -- @param self -- @return vec2_table#vec2_table ret (return value: vec2_table) -------------------------------- -- Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays).
-- Composable actions are counted as 1 action. Example:
-- If you are running 1 Sequence of 7 actions, it will return 1.
-- If you are running 7 Sequences of 2 actions, it will return 7.
-- todo Rename to getNumberOfRunningActions()
-- return The number of actions that are running plus the ones that are schedule to run -- @function [parent=#Node] getNumberOfRunningActions -- @param self -- @return long#long ret (return value: long) -------------------------------- -- Calls children's updateTransform() method recursively.
-- This method is moved from Sprite, so it's no longer specific to Sprite.
-- As the result, you apply SpriteBatchNode's optimization on your customed Node.
-- e.g., `batchNode->addChild(myCustomNode)`, while you can only addChild(sprite) before. -- @function [parent=#Node] updateTransform -- @param self -------------------------------- -- Sets the shader program for this node
-- Since v2.0, each rendering node must set its shader program.
-- It should be set in initialize phase.
-- code
-- node->setGLrProgram(GLProgramCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
-- endcode
-- param shaderProgram The shader program -- @function [parent=#Node] setGLProgram -- @param self -- @param #cc.GLProgram glprogram -------------------------------- -- Determines if the node is visible
-- see `setVisible(bool)`
-- return true if the node is visible, false if the node is hidden. -- @function [parent=#Node] isVisible -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- Returns the amount of children
-- return The amount of children. -- @function [parent=#Node] getChildrenCount -- @param self -- @return long#long ret (return value: long) -------------------------------- -- Converts a Vec2 to node (local) space coordinates. The result is in Points.
-- treating the returned/received node point as anchor relative. -- @function [parent=#Node] convertToNodeSpaceAR -- @param self -- @param #vec2_table worldPoint -- @return vec2_table#vec2_table ret (return value: vec2_table) -------------------------------- -- adds a component -- @function [parent=#Node] addComponent -- @param self -- @param #cc.Component component -- @return bool#bool ret (return value: bool) -------------------------------- -- Executes an action, and returns the action that is executed.
-- This node becomes the action's target. Refer to Action::getTarget()
-- warning Actions don't retain their target.
-- return An Action pointer -- @function [parent=#Node] runAction -- @param self -- @param #cc.Action action -- @return Action#Action ret (return value: cc.Action) -------------------------------- -- -- @function [parent=#Node] isOpacityModifyRGB -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- Returns the rotation of the node in degrees.
-- see `setRotation(float)`
-- return The rotation of the node in degrees. -- @function [parent=#Node] getRotation -- @param self -- @return float#float ret (return value: float) -------------------------------- -- Returns the anchorPoint in absolute pixels.
-- warning You can only read it. If you wish to modify it, use anchorPoint instead.
-- see `getAnchorPoint()`
-- return The anchor point in absolute pixels. -- @function [parent=#Node] getAnchorPointInPoints -- @param self -- @return vec2_table#vec2_table ret (return value: vec2_table) -------------------------------- -- @overload self -- @overload self, cc.Renderer, mat4_table, unsigned int -- @function [parent=#Node] visit -- @param self -- @param #cc.Renderer renderer -- @param #mat4_table parentTransform -- @param #unsigned int parentFlags -------------------------------- -- Removes a child from the container by tag value. It will also cleanup all running actions depending on the cleanup parameter
-- param name A string that identifies a child node
-- param cleanup true if all running actions and callbacks on the child node will be cleanup, false otherwise. -- @function [parent=#Node] removeChildByName -- @param self -- @param #string name -- @param #bool cleanup -------------------------------- -- -- @function [parent=#Node] getGLProgramState -- @param self -- @return GLProgramState#GLProgramState ret (return value: cc.GLProgramState) -------------------------------- -- Sets a Scheduler object that is used to schedule all "updates" and timers.
-- warning If you set a new Scheduler, then previously created timers/update are going to be removed.
-- param scheduler A Shdeduler object that is used to schedule all "update" and timers. -- @function [parent=#Node] setScheduler -- @param self -- @param #cc.Scheduler scheduler -------------------------------- -- Stops and removes all actions from the running action list . -- @function [parent=#Node] stopAllActions -- @param self -------------------------------- -- Returns the X skew angle of the node in degrees.
-- see `setSkewX(float)`
-- return The X skew angle of the node in degrees. -- @function [parent=#Node] getSkewX -- @param self -- @return float#float ret (return value: float) -------------------------------- -- Returns the Y skew angle of the node in degrees.
-- see `setSkewY(float)`
-- return The Y skew angle of the node in degrees. -- @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) -------------------------------- -- Gets an action from the running action list by its tag.
-- see `setTag(int)`, `getTag()`.
-- return The action object with the given tag. -- @function [parent=#Node] getActionByTag -- @param self -- @param #int tag -- @return Action#Action ret (return value: cc.Action) -------------------------------- -- Changes the name that is used to identify the node easily.
-- param name A string that identifies the node.
-- since v3.2 -- @function [parent=#Node] setName -- @param self -- @param #string name -------------------------------- -- @overload self, cc.AffineTransform -- @overload self, mat4_table -- @function [parent=#Node] setAdditionalTransform -- @param self -- @param #mat4_table additionalTransform -------------------------------- -- -- @function [parent=#Node] getDisplayedOpacity -- @param self -- @return unsigned char#unsigned char ret (return value: unsigned char) -------------------------------- -- Gets the local Z order of this node.
-- see `setLocalZOrder(int)`
-- return The local (relative to its siblings) Z order. -- @function [parent=#Node] getLocalZOrder -- @param self -- @return int#int ret (return value: int) -------------------------------- -- @overload self -- @overload self -- @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) -------------------------------- -- Returns the arrival order, indicates which children is added previously.
-- see `setOrderOfArrival(unsigned int)`
-- return The arrival order. -- @function [parent=#Node] getOrderOfArrival -- @param self -- @return int#int ret (return value: int) -------------------------------- -- Sets the ActionManager object that is used by all actions.
-- warning If you set a new ActionManager, then previously created actions will be removed.
-- param actionManager A ActionManager object that is used by all actions. -- @function [parent=#Node] setActionManager -- @param self -- @param #cc.ActionManager actionManager -------------------------------- -- -- @function [parent=#Node] setColor -- @param self -- @param #color3b_table color -------------------------------- -- Returns whether or not the node is "running".
-- If the node is running it will accept event callbacks like onEnter(), onExit(), update()
-- return Whether or not the node is running. -- @function [parent=#Node] isRunning -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- @overload self -- @overload self -- @function [parent=#Node] getParent -- @param self -- @return Node#Node ret (retunr value: cc.Node) -------------------------------- -- Gets position Z coordinate of this node.
-- see setPositionZ(float)
-- return the position Z coordinate of this 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) -------------------------------- -- Removes a child from the container by tag value. It will also cleanup all running actions depending on the cleanup parameter
-- param tag An interger number that identifies a child node
-- param cleanup true if all running actions and callbacks on the child node will be cleanup, false otherwise.
-- Please use `removeChildByName` instead. -- @function [parent=#Node] removeChildByTag -- @param self -- @param #int tag -- @param #bool cleanup -------------------------------- -- -- @function [parent=#Node] setPositionY -- @param self -- @param #float y -------------------------------- -- -- @function [parent=#Node] getNodeToWorldAffineTransform -- @param self -- @return AffineTransform#AffineTransform ret (return value: cc.AffineTransform) -------------------------------- -- -- @function [parent=#Node] updateDisplayedColor -- @param self -- @param #color3b_table parentColor -------------------------------- -- Sets whether the node is visible
-- The default value is true, a node is default to visible
-- param visible true if the node is visible, false if the node is hidden. -- @function [parent=#Node] setVisible -- @param self -- @param #bool visible -------------------------------- -- Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates.
-- The matrix is in Pixels. -- @function [parent=#Node] getParentToNodeTransform -- @param self -- @return mat4_table#mat4_table ret (return value: mat4_table) -------------------------------- -- Defines the oder in which the nodes are renderer.
-- Nodes that have a Global Z Order lower, are renderer first.
-- In case two or more nodes have the same Global Z Order, the oder is not guaranteed.
-- The only exception if the Nodes have a Global Z Order == 0. In that case, the Scene Graph order is used.
-- By default, all nodes have a Global Z Order = 0. That means that by default, the Scene Graph order is used to render the nodes.
-- Global Z Order is useful when you need to render nodes in an order different than the Scene Graph order.
-- Limitations: Global Z Order can't be used used by Nodes that have SpriteBatchNode as one of their acenstors.
-- And if ClippingNode is one of the ancestors, then "global Z order" will be relative to the ClippingNode.
-- see `setLocalZOrder()`
-- see `setVertexZ()`
-- since v3.0 -- @function [parent=#Node] setGlobalZOrder -- @param self -- @param #float globalZOrder -------------------------------- -- @overload self, float, float -- @overload self, float -- @function [parent=#Node] setScale -- @param self -- @param #float scaleX -- @param #float scaleY -------------------------------- -- Gets a child from the container with its tag
-- param tag An identifier to find the child node.
-- return a Node object whose tag equals to the input parameter
-- Please use `getChildByName()` instead -- @function [parent=#Node] getChildByTag -- @param self -- @param #int tag -- @return Node#Node ret (return value: cc.Node) -------------------------------- -- Sets the arrival order when this node has a same ZOrder with other children.
-- A node which called addChild subsequently will take a larger arrival order,
-- If two children have the same Z order, the child with larger arrival order will be drawn later.
-- warning This method is used internally for localZOrder sorting, don't change this manually
-- param orderOfArrival The arrival order. -- @function [parent=#Node] setOrderOfArrival -- @param self -- @param #int orderOfArrival -------------------------------- -- Returns the scale factor on Z axis of this node
-- see `setScaleZ(float)`
-- return The scale factor on Z axis. -- @function [parent=#Node] getScaleZ -- @param self -- @return float#float ret (return value: float) -------------------------------- -- Returns the scale factor on Y axis of this node
-- see `setScaleY(float)`
-- return The scale factor on Y axis. -- @function [parent=#Node] getScaleY -- @param self -- @return float#float ret (return value: float) -------------------------------- -- Returns the scale factor on X axis of this node
-- see setScaleX(float)
-- return The scale factor on X axis. -- @function [parent=#Node] getScaleX -- @param self -- @return float#float ret (return value: float) -------------------------------- -- LocalZOrder is the 'key' used to sort the node relative to its siblings.
-- The Node's parent will sort all its children based ont the LocalZOrder value.
-- If two nodes have the same LocalZOrder, then the node that was added first to the children's array will be in front of the other node in the array.
-- Also, the Scene Graph is traversed using the "In-Order" tree traversal algorithm ( http:en.wikipedia.org/wiki/Tree_traversal#In-order )
-- And Nodes that have LocalZOder values < 0 are the "left" subtree
-- While Nodes with LocalZOder >=0 are the "right" subtree.
-- see `setGlobalZOrder`
-- see `setVertexZ` -- @function [parent=#Node] setLocalZOrder -- @param self -- @param #int localZOrder -------------------------------- -- -- @function [parent=#Node] getWorldToNodeAffineTransform -- @param self -- @return AffineTransform#AffineTransform ret (return value: cc.AffineTransform) -------------------------------- -- -- @function [parent=#Node] setCascadeColorEnabled -- @param self -- @param #bool cascadeColorEnabled -------------------------------- -- -- @function [parent=#Node] setOpacity -- @param self -- @param #unsigned char opacity -------------------------------- -- Stops all running actions and schedulers -- @function [parent=#Node] cleanup -- @param self -------------------------------- -- / @{/ @name component functions
-- gets a component by its name -- @function [parent=#Node] getComponent -- @param self -- @param #string name -- @return Component#Component ret (return value: cc.Component) -------------------------------- -- Returns the untransformed size of the node.
-- see `setContentSize(const Size&)`
-- return The untransformed size of the node. -- @function [parent=#Node] getContentSize -- @param self -- @return size_table#size_table ret (return value: size_table) -------------------------------- -- Removes all actions from the running action list by its tag.
-- param tag A tag that indicates the action to be removed. -- @function [parent=#Node] stopAllActionsByTag -- @param self -- @param #int tag -------------------------------- -- -- @function [parent=#Node] getColor -- @param self -- @return color3b_table#color3b_table ret (return value: color3b_table) -------------------------------- -- Returns an AABB (axis-aligned bounding-box) in its parent's coordinate system.
-- return An AABB (axis-aligned bounding-box) in its parent's coordinate system -- @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 dispatcher -------------------------------- -- Returns the Node's Global Z Order.
-- see `setGlobalZOrder(int)`
-- return The node's global Z order -- @function [parent=#Node] getGlobalZOrder -- @param self -- @return float#float ret (return value: float) -------------------------------- -- @overload self -- @overload self, cc.Renderer, mat4_table, unsigned int -- @function [parent=#Node] draw -- @param self -- @param #cc.Renderer renderer -- @param #mat4_table transform -- @param #unsigned int flags -------------------------------- -- Returns a user assigned Object
-- Similar to UserData, but instead of holding a void* it holds an object.
-- The UserObject will be retained once in this method,
-- and the previous UserObject (if existed) will be released.
-- The UserObject will be released in Node's destructor.
-- param userObject A user assigned Object -- @function [parent=#Node] setUserObject -- @param self -- @param #cc.Ref userObject -------------------------------- -- @overload self, bool -- @overload self -- @function [parent=#Node] removeFromParentAndCleanup -- @param self -- @param #bool cleanup -------------------------------- -- Sets the position (X, Y, and Z) in its parent's coordinate system -- @function [parent=#Node] setPosition3D -- @param self -- @param #vec3_table position -------------------------------- -- -- @function [parent=#Node] update -- @param self -- @param #float delta -------------------------------- -- 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 -- @function [parent=#Node] sortAllChildren -- @param self -------------------------------- -- Returns the inverse world affine transform matrix. The matrix is in Pixels. -- @function [parent=#Node] getWorldToNodeTransform -- @param self -- @return mat4_table#mat4_table ret (return value: mat4_table) -------------------------------- -- Gets the scale factor of the node, when X and Y have the same scale factor.
-- warning Assert when `_scaleX != _scaleY`
-- see setScale(float)
-- return The scale factor of the node. -- @function [parent=#Node] getScale -- @param self -- @return float#float ret (return value: float) -------------------------------- -- returns the normalized position -- @function [parent=#Node] getNormalizedPosition -- @param self -- @return vec2_table#vec2_table ret (return value: vec2_table) -------------------------------- -- Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew.
-- see `setRotationSkewX(float)`
-- return The X rotation in degrees. -- @function [parent=#Node] getRotationSkewX -- @param self -- @return float#float ret (return value: float) -------------------------------- -- Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.
-- see `setRotationSkewY(float)`
-- return The Y rotation in degrees. -- @function [parent=#Node] getRotationSkewY -- @param self -- @return float#float ret (return value: float) -------------------------------- -- Changes the tag that is used to identify the node easily.
-- Please refer to getTag for the sample code.
-- param tag A integer that identifies the node.
-- Please use `setName()` instead. -- @function [parent=#Node] setTag -- @param self -- @param #int tag -------------------------------- -- -- @function [parent=#Node] isCascadeColorEnabled -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- Stops and removes an action from the running action list.
-- param action The action object to be removed. -- @function [parent=#Node] stopAction -- @param self -- @param #cc.Action action -------------------------------- -- @overload self -- @overload self -- @function [parent=#Node] getActionManager -- @param self -- @return ActionManager#ActionManager ret (retunr value: cc.ActionManager) -------------------------------- -- Allocates and initializes a node.
-- return A initialized node which is marked as "autorelease". -- @function [parent=#Node] create -- @param self -- @return Node#Node ret (return value: cc.Node) return nil