Kobold2D
1.1
Kobold2D API Reference (iOS version) for Kobold2D developers
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#include <CCNodeExtensions.h>
Public Member Functions | |
BOOL | containsPoint: (CGPoint point) |
BOOL | containsTouch: (UITouch *touch) |
BOOL | intersectsNode: (CCNode *other) |
void | transferToNode: (CCNode *targetNode) |
Static Public Member Functions | |
id | nodeWithScene () |
Properties | |
CGPoint | boundingBoxCenter |
extends CCNode
BOOL CCNode(KoboldExtensions)::containsPoint: | ( | CGPoint | point | ) | [virtual] |
Returns true if the point is contained in (is on) the node. Respects rotation and scaling of the node.
BOOL CCNode(KoboldExtensions)::containsTouch: | ( | UITouch * | touch | ) | [virtual] |
Returns true if the UITouch is contained in (is on) the node. Respects rotation and scaling of the node.
BOOL CCNode(KoboldExtensions)::intersectsNode: | ( | CCNode * | other | ) | [virtual] |
Returns true if the node's boundingBox intersects with the boundingBox of another node.
id CCNode(KoboldExtensions)::nodeWithScene | ( | ) | [static, virtual] |
Calls the node's "node" method to initialize it, then adds it to a CCScene object and returns that CCScene. Useful as a convenience method for creating a CCLayer instance wrapped in a scene, so that you can write:
[[CCDirector sharedDirector] replaceScene:[MyGameLayer nodeWithScene]];
void CCNode(KoboldExtensions)::transferToNode: | ( | CCNode * | targetNode | ) | [virtual] |
This transfers the node (self) from its current parent node to a different node (new parent). This can be used to transfer a node from one scene to a new scene, for example. The node must already have a parent (ie it must have been added with addChild).
CGPoint CCNode(KoboldExtensions)::boundingBoxCenter [read, assign] |
Returns the center position of the node's bounding box.