cocos2d-iphone  2.1
Improved Cocos2D API Reference (iOS version) for www.kobold2d.com developers
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CCSpriteBatchNode Class Reference

#import <CCSpriteBatchNode.h>

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

List of all members.

Public Member Functions

(id) - initWithTexture:capacity:
(id) - initWithFile:capacity:
(void) - increaseAtlasCapacity
(void) - removeChildAtIndex:cleanup:
(void) - removeChild:cleanup:
(void) - insertChild:inAtlasAtIndex:
(void) - appendChild:
(void) - removeSpriteFromAtlas:
(NSUInteger) - rebuildIndexInOrder:atlasIndex:
(NSUInteger) - atlasIndexForChild:atZ:
(void) - reorderBatch:
(void) - insertQuadFromSprite:quadIndex:
(void) - updateQuadFromSprite:quadIndex:
(id) - addSpriteWithoutQuad:z:tag:

Static Public Member Functions

(id) + batchNodeWithTexture:
(id) + batchNodeWithTexture:capacity:
(id) + batchNodeWithFile:
(id) + batchNodeWithFile:capacity:

Protected Attributes

CCTextureAtlas_textureAtlas
ccBlendFunc _blendFunc
CCArray_descendants

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) batchNodeWithFile: (NSString *)  fileImage

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) batchNodeWithFile: (NSString *)  fileImage
capacity: (NSUInteger)  capacity 

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.

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) batchNodeWithTexture: (CCTexture2D *)  tex
capacity: (NSUInteger)  capacity 

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) initWithFile: (NSString *)  fileImage
capacity: (NSUInteger)  capacity 

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) initWithTexture: (CCTexture2D *)  tex
capacity: (NSUInteger)  capacity 

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) insertQuadFromSprite: (CCSprite *)  sprite
quadIndex: (NSUInteger)  index 

Inserts a quad at a certain index into the texture atlas. The CCSprite won't be added into the children array. This method should be called only when you are dealing with very big AtlasSrite and when most of the CCSprite won't be updated. For example: a tile map (CCTMXMap) or a label with lots of characters (CCLabelBMFont)

- (void) removeChild: (CCSprite *)  sprite
cleanup: (BOOL)  doCleanup 

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) removeChildAtIndex: (NSUInteger)  index
cleanup: (BOOL)  doCleanup 

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
- (void) updateQuadFromSprite: (CCSprite *)  sprite
quadIndex: (NSUInteger)  index 

Updates a quad at a certain index into the texture atlas. The CCSprite won't be added into the children array. This method should be called only when you are dealing with very big AtlasSrite and when most of the CCSprite won't be updated. For example: a tile map (CCTMXMap) or a label with lots of characters (CCLabelBMFont)


Property Documentation

- (ccBlendFunc) blendFunc [read, write, assign]

conforms to CCTextureProtocol protocol

- (CCArray*) descendants [read, assign]

descendants (children, grandchildren, etc)

- (CCTextureAtlas*) textureAtlas [read, write, retain]

returns the TextureAtlas that is used


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