Class cocos.batch.BatchNode

         object --+    
                  |    
cocosnode.CocosNode --+
                      |
                     BatchNode

Methods

  __init__(self)
  add(self, child, z=0, name=None)
Adds a child to the container
  visit(self)
This function visits it's children in a recursive way.
  draw(self)
This is the function you will have to override if you want your subclassed to draw something on screen.
Inherited from cocosnode.CocosNode: __contains__, are_actions_running, do, get, get_ancestor, get_children, on_enter, on_exit, pause, pause_scheduler, remove, remove_action, resume, resume_scheduler, schedule, schedule_interval, stop, transform, unschedule, walk Inherited from object: __delattr__, __getattribute__, __hash__, __new__, __reduce__, __reduce_ex__, __repr__, __setattr__, __str__

Properties

Inherited from object: __class__

Instance Variables

Inherited from cocosnode.CocosNode: actions, camera, children, children_anchor_x, children_anchor_y, children_names, grid, is_running, rotation, scale, scheduled_calls, scheduled_interval_calls, skip_frame, to_remove, transform_anchor_x, transform_anchor_y, visible, x, y

Class Variables

Inherited from cocosnode.CocosNode: anchor, anchor_x, anchor_y, children_anchor, parent, position, transform_anchor

Method Details

__init__

(Constructor) __init__(self)
Overrides:
cocosnode.CocosNode.__init__

add

add(self, child, z=0, name=None)
Adds a child to the container
Overrides:
cocosnode.CocosNode.add

visit

visit(self)

This function visits it's children in a recursive way.

It will first visit the children that that have a z-order value less than 0.

Then it will call the draw method to draw itself.

And finally it will visit the rest of the children (the ones with a z-value bigger or equal than 0)

Before visiting any children it will call the transform method to apply any possible transformation.

Overrides:
cocosnode.CocosNode.visit

draw

draw(self)

This is the function you will have to override if you want your subclassed to draw something on screen.

You must respect the position, scale, rotation and anchor attributes. If you want OpenGL to do the scaling for you, you can:

def draw(self):
    glPushMatrix()
    self.transform()
    # ... draw ..
    glPopMatrix()
Overrides:
cocosnode.CocosNode.draw