cocos2d-iphone  1.0.1
Improved Cocos2D API Reference (iOS version) for Kobold2D developers
CCSpriteBatchNode Interface Reference

#include <CCSpriteBatchNode.h>

+ Inheritance diagram for CCSpriteBatchNode:
+ Collaboration diagram for CCSpriteBatchNode:

List of all members.

Public Member Functions

id initWithTexture:capacity: (CCTexture2D *tex,[capacity] NSUInteger capacity)
id initWithFile:capacity: (NSString *fileImage,[capacity] NSUInteger capacity)
void increaseAtlasCapacity ()
void removeChildAtIndex:cleanup: (NSUInteger index,[cleanup] BOOL doCleanup)
void removeChild:cleanup: (CCSprite *sprite,[cleanup] BOOL doCleanup)
void insertChild:inAtlasAtIndex: (CCSprite *child,[inAtlasAtIndex] NSUInteger index)
void removeSpriteFromAtlas: (CCSprite *sprite)
NSUInteger rebuildIndexInOrder:atlasIndex: (CCSprite *parent,[atlasIndex] NSUInteger index)
NSUInteger atlasIndexForChild:atZ: (CCSprite *sprite,[atZ] NSInteger z)

Static Public Member Functions

id batchNodeWithTexture: (CCTexture2D *tex)
id batchNodeWithTexture:capacity: (CCTexture2D *tex,[capacity] NSUInteger capacity)
id batchNodeWithFile: (NSString *fileImage)
id batchNodeWithFile:capacity: (NSString *fileImage,[capacity] NSUInteger capacity)

Protected Attributes

CCTextureAtlastextureAtlas_
ccBlendFunc blendFunc_
CCArraydescendants_

Properties

CCTextureAtlastextureAtlas
ccBlendFunc blendFunc
CCArraydescendants

Detailed Description

CCSpriteBatchNode is like a batch node: if it contains children, it will draw them in 1 single OpenGL call (often known as "batch draw").

A CCSpriteBatchNode can reference one and only one texture (one image file, one texture atlas). Only the CCSprites that are contained in that texture can be added to the CCSpriteBatchNode. All CCSprites added to a CCSpriteBatchNode 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.
Since:
v0.7.1

Member Function Documentation

id CCSpriteBatchNode::batchNodeWithFile: ( NSString *  fileImage) [static, virtual]

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.

id CCSpriteBatchNode::batchNodeWithFile:capacity: ( NSString *  fileImage,
[capacity] NSUInteger  capacity 
) [static, virtual]

creates a CCSpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and 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.

id CCSpriteBatchNode::batchNodeWithTexture: ( CCTexture2D tex) [static, virtual]

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.

id CCSpriteBatchNode::batchNodeWithTexture:capacity: ( CCTexture2D tex,
[capacity] NSUInteger  capacity 
) [static, virtual]

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

id CCSpriteBatchNode::initWithFile:capacity: ( NSString *  fileImage,
[capacity] NSUInteger  capacity 
) [virtual]

initializes a CCSpriteBatchNode 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.

id CCSpriteBatchNode::initWithTexture:capacity: ( CCTexture2D tex,
[capacity] NSUInteger  capacity 
) [virtual]

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.

void CCSpriteBatchNode::removeChild:cleanup: ( CCSprite sprite,
[cleanup] BOOL  doCleanup 
) [virtual]

removes a child given a reference. It will also cleanup the running actions depending on the cleanup parameter.

Warning:
Removing a child from a CCSpriteBatchNode is very slow
void CCSpriteBatchNode::removeChildAtIndex:cleanup: ( NSUInteger  index,
[cleanup] BOOL  doCleanup 
) [virtual]

removes a child given a certain index. It will also cleanup the running actions depending on the cleanup parameter.

Warning:
Removing a child from a CCSpriteBatchNode is very slow

Property Documentation

ccBlendFunc CCSpriteBatchNode::blendFunc [read, write, assign]

conforms to CCTextureProtocol protocol

CCArray* CCSpriteBatchNode::descendants [read, assign]

descendants (children, gran children, etc)

CCTextureAtlas* CCSpriteBatchNode::textureAtlas [read, write, retain]

returns the TextureAtlas that is used


The documentation for this interface was generated from the following file: