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CCNode
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CCNode is the base class for all nodes. It s an abstract class that has no visual representation and defines all properties and methods common to all nodes.
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Working with Nodes
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The CCNode class implements all the methods to add, get, and remove child nodes. Here are some of the ways you can work with child nodes. To create a new node:
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CCNode* childNode = [CCNode node];
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To add the new node as child:
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[myNode addChild:childNode z:0 tag:123];
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To retrieve the child node:
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CCNode* retrievedNode = [myNode getChildByTag:123];
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CHAPTER 3: Essentials
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To remove the child node by tag; cleanup will also stop any running actions:
[myNode removeChildByTag:123 cleanup:YES];
To remove the node if you have a pointer to it:
[myNode removeChild:retrievedNode];
To remove every child of the node:
[myNode removeAllChildrenWithCleanup:YES];
To remove myNode from its parent:
[myNode removeFromParentAndCleanup:YES];
The z parameter in addChild determines the draw order of the node. The node with the lowest z value is drawn first; the one with the highest z value is drawn last. If multiple nodes have the same z value, they are simply drawn in the order they were added. Of course this only applies to nodes that have a visual representation, like sprites. The tag parameter lets you can identify and obtain specific nodes at a later time using the getChildByTag method. NOTE: If several nodes end up with the same tag number, getChildByTag will return the first node with that tag number. The remaining nodes will be inaccessible. Make sure you use unique tag numbers for your nodes. Note that actions can have tags, too. Node and action tags do not conflict, however, so an action and a node can have the same tag number without any problem.
Working with Actions
Nodes can also run actions. I ll cover actions more in a bit. For now, just know that actions can move, rotate, and scale nodes and do other things with nodes over time. Here s an action declaration:
CCAction* action = [CCBlink actionWithDuration:10 blinks:20]; action.tag = 234;
Running the action makes the node blink:
[myNode runAction:action];
If you need to access the action at a later time, you get it by its tag:
CCAction* retrievedAction = [myNode getActionByTag:234];
You can stop the action by tag:
[myNode stopActionByTag:234];
CHAPTER 3: Essentials
Or you can stop it by pointer:
[myNode stopAction:action];
Or you can stop all actions running on this node:
[myNode stopAllActions];
Scheduled Messages
Nodes can schedule messages, which is Objective-C lingo for calling a method. In many cases, you ll want a particular update method to be running on a node in order to do some processing, like checking for collisions. The simplest way to schedule the particular update method to be called every frame is like this:
-(void) scheduleUpdates { [self scheduleUpdate]; } -(void) update:(ccTime)delta { // this method is called every frame }
Dead simple, isn t it Notice that the update method has a fixed signature, meaning it s always defined exactly this way. The delta parameter is the elapsed time since the method was last called. This is the preferred way to schedule updates that should take place every frame, but there are reasons to use other update methods that give you more flexibility. If you want a different method to be run, or if you don t want the method to be called every frame but every tenth of a second, you should use this method:
-(void) scheduleUpdates { [self schedule:@selector(updateTenTimesPerSecond:) interval:0.1f]; } -(void) updateTenTimesPerSecond:(ccTime)delta { // this method is called according to its interval, ten times per second }
Note that if interval is 0, you should use the scheduleUpdate method instead. However, the above code is the preferred choice if you ever need to unschedule a particular selector at a later time. The scheduleUpdate method won t let you do this. The update method s signature is still the same; it receives a delta time as its only parameter. But this time it can be named any way you want, and it is called only every tenth of a second. This may be useful to check for win conditions if they are so complex you don t want to run them every frame. Or if you want something to happen after 10 minutes, you could schedule a selector with an interval of 600.
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