iOS8 Framework |
- Creating Actions That Move Nodes
- Creating Actions That Rotate Nodes
- Creating Actions That Change a Node’s Animation Speed
- Creating Actions That Change a Node’s Scale
- Creating Actions to Show or Hide a Node
- Creating Actions That Change a Node’s Transparency
- Creating Actions That Change a Sprite Node’s Content
- Creating Actions to Alter the Properties of Field Nodes
- Playing Sounds
- Removing Nodes from the Scene
- Creating Actions That Perform Actions on a Node’s Child
- Creating Actions That Combine or Repeat Other Actions
- Creating an Action to Introduce a Delay into a Sequence
- Creating Actions to Perform Inverse Kinematic Calculations
- Creating Custom Actions
- Reversing an Action
- Inspecting an Action’s Animation Properties
Constraint
- Creating Position Constraints
- Creating Orientation Constraints
- Creating Distance Constraints
- Determining the Coordinate System That a Constraint Is Applied In
- Enabling a Constraint
Keyframe Sequence
- Creating New Sequences
- Changing the Sequence
- Retrieving Interesting Info About the Sequence
- Changing How the Sequence Is Interpolated
- Sampling the Sequence
Physics Body
- Creating Volume-Based Physics Bodies
- Creating Edge-Based Physics Bodies
- Defining How Forces Affect a Physics Body
- Defining a Body’s Physical Properties
- Working with Collisions and Contacts
- Applying Forces and Impulses to a Physics Body
- Inspecting the Physics Body’s Position and Velocity
- Reading the Physics Body’s Node
- Determining Which Joints Are Connected to a Physics Body
- Interacting with Physics Fields
- Pinning a Physics Body to the Node’s Parent
Physics Contact
- Inspecting the Contact Properties
Physics Joint
- Inspecting Joint Properties
- Measuring Force Effects Against the Anchor Point
Physics Joint Fixed
- Creating a Fixed Joint
Physics Joint Limit
- Creating a Limit Joint
- Determining the Maximum Length of the Joint
Physics Joint Pin
- Creating a Pin Joint
- Determining the Characteristics of the Pin Joint
Physics Joint Sliding
- Creating a Sliding Joint
- Configuring the Limits of the Sliding Joint
Physics Joint Spring
- Creating a New Spring Joint
- Configuring the Spring Properties
Physics World
- Configuring the Physics World Simulation
- Joining Physics Bodies Together
- Detecting Collisions in the Physics World
- Searching for Bodies in the World
- Working with Physics Fields
Range
- Creating a Range Object
- Inspecting a Range Object’s Limits
Reach Constraints
- Working with Reach Constraints
Region
- Creating and Initializing Region Objects
- Interacting with a Region
Shader
- Creating and Initializing New Shader Objects
- Using Uniform Data in a Shader
- Working with Shader Source Code
Texture
- Creating New Textures from Images
- Creating Textures from Raw Pixel Data
- Creating Normal Map Textures
- Creating Noise Textures
- Inspecting a Texture’s Properties
- Preloading the Texture Data
Mutable Texture
- Creating an Empty Mutable Texture
- Modifying a Mutable Texture’s Contents
Texture Atlas
- Creating a Texture Atlas
- Creating a Texture from a Texture Atlas
- Preloading Texture Atlas Data
- Inspecting the Texture Atlas
Transition
- Creating Transition Objects
- Configuring Whether Scenes Are Paused During the Transition
Uniform
- Creating and Initializing Uniform Objects
- Reading Information About a Uniform
- Reading and Writing a Uniform’s Value
Node (Responder)
- Creating a New Node
- Inspecting the Node’s Position
- Setting a Node’s Scaling and Rotation
- Inspecting a Node’s Visibility
- Determining Whether a Node Supports User Interaction
- Working with Node Trees
- Naming Nodes
- Running Actions
- Adding Physics to a Node
- Converting to and from the Node’s Coordinate System
- Determining If a Point Lies in a Node
- Performing Node Intersections
- Storing Custom Node Data
- Constraining a Node’s Behavior Relative to Other Nodes
3D Node (Responder)
- Creating a 3D Node
- Configuring the 3D Node
- Animating the 3D Node’s Content in Scene Kit
- Projecting and Hit Testing
Crop Node (Responder)
- Setting the Mask Filter
Effect Node (Responder)
- Enabling Filter Effects
- Configuring the Filter
- Blending the Results to the Framebuffer
- Applying a Custom Shader
- Caching the Filter Results
Scene (Effect Node Responder)
- Initializing a Scene
- Determining What Portion of the Scene Is Visible in the View
- Setting the Background Color of a Scene
- Converting Between View and Scene Coordinates
- Presenting a Scene
- Executing the Animation Loop
- Working with Physics in the Scene
Emitter Node (Responder)
- Determining When Particles Are Created
- Defining Which Node Emits Particles
- Determining a Particle Lifetime
- Determining a Particle’s Initial Position
- Determining a Particle’s Velocity and Acceleration
- Determining a Particle’s Rotation
- Determining a Particle’s Scale Factor
- Setting a Particle’s Texture and Size
- Configuring Particle Color
- Determining How the Particle Texture Is Blended with the Particle Color
- Blending Particles with the Framebuffer
- Adding an Action to Particles
- Applying Physics Fields to the Particles
- Using a Custom Shader to Render the Particles
Field Node (Responder)
- Creating Field Nodes
- Determining Which Physics Bodies Are Affected by the Field
- Configuring the Strength of the Field
- Configuring Other Field Properties
Label Node (Responder)
- Creating a New Label Node
- Configuring the Label Message
- Configuring the Label Font
- Configuring the Label’s Position
- Performing Color Blending
- Blending the Label into the Framebuffer
Light Node (Responder)
- Determining Whether a Light Node Is Active
- Configuring the Lighting Properties
Shape Node (Responder)
- Creating a Shape Path
- Inspecting the Shape Node’s Path
- Setting the Fill Properties
- Setting the Stroke Properties
- Blending the Shape with the Framebuffer
- Reading the Shape Node’s Properties
Sprite Node (Responder)
- Initializing a New Sprite
- Inspecting Physical Properties
- Inspecting the Sprite’s Texture
- Inspecting Color Properties
- Blending the Sprite with the Framebuffer
- Adding Lighting to a Sprite
- Adding a Custom Shader
Video Node (Responder)
- Creating a Video Node
- Setting the Video Node’s Visual Properties
- Controlling Video Playback
View
- Presenting Scenes
- Configuring How a Scene Is Rendered
- Pausing the Scene’s Simulation
- Displaying Debugging Information
- Converting Between View and Scene Coordinates
- Obtaining Textures from Scene Content
Physics Contact Delegate (Protocol)
- Responding to Contact Events
Scene Delegate (Protocol)
- Handling Animation Events
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