Class SKLightNode

    • Constructor Detail

      • SKLightNode

        protected SKLightNode​(org.moe.natj.general.Pointer peer)
    • Method Detail

      • accessInstanceVariablesDirectly

        public static boolean accessInstanceVariablesDirectly()
      • allocWithZone

        public static java.lang.Object allocWithZone​(org.moe.natj.general.ptr.VoidPtr zone)
      • automaticallyNotifiesObserversForKey

        public static boolean automaticallyNotifiesObserversForKey​(java.lang.String key)
      • cancelPreviousPerformRequestsWithTarget

        public static void cancelPreviousPerformRequestsWithTarget​(java.lang.Object aTarget)
      • cancelPreviousPerformRequestsWithTargetSelectorObject

        public static void cancelPreviousPerformRequestsWithTargetSelectorObject​(java.lang.Object aTarget,
                                                                                 org.moe.natj.objc.SEL aSelector,
                                                                                 java.lang.Object anArgument)
      • classFallbacksForKeyedArchiver

        public static NSArray<java.lang.String> classFallbacksForKeyedArchiver()
      • classForKeyedUnarchiver

        public static org.moe.natj.objc.Class classForKeyedUnarchiver()
      • clearTextInputContextIdentifier

        public static void clearTextInputContextIdentifier​(java.lang.String identifier)
      • debugDescription_static

        public static java.lang.String debugDescription_static()
      • description_static

        public static java.lang.String description_static()
      • hash_static

        public static long hash_static()
      • instanceMethodSignatureForSelector

        public static NSMethodSignature instanceMethodSignatureForSelector​(org.moe.natj.objc.SEL aSelector)
      • instancesRespondToSelector

        public static boolean instancesRespondToSelector​(org.moe.natj.objc.SEL aSelector)
      • isSubclassOfClass

        public static boolean isSubclassOfClass​(org.moe.natj.objc.Class aClass)
      • keyPathsForValuesAffectingValueForKey

        public static NSSet<java.lang.String> keyPathsForValuesAffectingValueForKey​(java.lang.String key)
      • new_objc

        public static java.lang.Object new_objc()
      • nodeWithFileNamed

        public static SKLightNode nodeWithFileNamed​(java.lang.String filename)
      • resolveClassMethod

        public static boolean resolveClassMethod​(org.moe.natj.objc.SEL sel)
      • resolveInstanceMethod

        public static boolean resolveInstanceMethod​(org.moe.natj.objc.SEL sel)
      • setVersion_static

        public static void setVersion_static​(long aVersion)
      • superclass_static

        public static org.moe.natj.objc.Class superclass_static()
      • version_static

        public static long version_static()
      • ambientColor

        public UIColor ambientColor()
        Ambient color of the light source, defaults to black. If you had only a single light in the scene with an ambient color of opaque white and a light color of black, it would appear as if the scene was rendered without lighting. The alpha component of the color is ignored. The color is not affected by falloff or surface normals.
        See Also:
        lightColor()
      • categoryBitMask

        public int categoryBitMask()
        The category of the light, which determines the group(s) a light belongs to. Any node that has its corresponding light and shadow bitmasks set to an overlapping value will be lit, shadow casting or shadowed by this light.
        See Also:
        SKSpriteNode.lightingBitMask, SKSpriteNode.shadowCastBitMask, SKSpriteNode.shadowedBitMask
      • falloff

        public double falloff()
        Falloff in intensity of the light over distance, defaults to 1. The falloff does not affect the ambient color nor the shadow color.
        See Also:
        lightColor()
      • isEnabled

        public boolean isEnabled()
        Enables or disables lighting contribution from this light node. Set to YES; sprites using this light will be lit with the ambient color and the light color, with a falloff in intensity according to the falloff property. Set to NO; this light does not contribute any lighting. If no lights are active on a sprite it will be drawn normally, as if not lit. The default value is YES.
        See Also:
        lightColor(), falloff(), categoryBitMask()
      • setEnabled

        public void setEnabled​(boolean value)
        Enables or disables lighting contribution from this light node. Set to YES; sprites using this light will be lit with the ambient color and the light color, with a falloff in intensity according to the falloff property. Set to NO; this light does not contribute any lighting. If no lights are active on a sprite it will be drawn normally, as if not lit. The default value is YES.
        See Also:
        lightColor(), falloff(), categoryBitMask()
      • lightColor

        public UIColor lightColor()
        Diffuse and Specular color of the light source, defaults to opaque white. The alpha component of the color is ignored. If using shaders bind a uniform to this property to use scene based custom lighting.
        See Also:
        SKUniform, falloff()
      • setAmbientColor

        public void setAmbientColor​(UIColor value)
        Ambient color of the light source, defaults to black. If you had only a single light in the scene with an ambient color of opaque white and a light color of black, it would appear as if the scene was rendered without lighting. The alpha component of the color is ignored. The color is not affected by falloff or surface normals.
        See Also:
        lightColor()
      • setCategoryBitMask

        public void setCategoryBitMask​(int value)
        The category of the light, which determines the group(s) a light belongs to. Any node that has its corresponding light and shadow bitmasks set to an overlapping value will be lit, shadow casting or shadowed by this light.
        See Also:
        SKSpriteNode.lightingBitMask, SKSpriteNode.shadowCastBitMask, SKSpriteNode.shadowedBitMask
      • setFalloff

        public void setFalloff​(double value)
        Falloff in intensity of the light over distance, defaults to 1. The falloff does not affect the ambient color nor the shadow color.
        See Also:
        lightColor()
      • setLightColor

        public void setLightColor​(UIColor value)
        Diffuse and Specular color of the light source, defaults to opaque white. The alpha component of the color is ignored. If using shaders bind a uniform to this property to use scene based custom lighting.
        See Also:
        SKUniform, falloff()
      • setShadowColor

        public void setShadowColor​(UIColor value)
        Color of the shadow casted on occluded objects, defaults to half opacity black. The alpha component of the color is used for blending with the regions that are in shadow.
        See Also:
        SKSpriteNode.shadowCastBitMask, SKSpriteNode.shadowedBitMask
      • shadowColor

        public UIColor shadowColor()
        Color of the shadow casted on occluded objects, defaults to half opacity black. The alpha component of the color is used for blending with the regions that are in shadow.
        See Also:
        SKSpriteNode.shadowCastBitMask, SKSpriteNode.shadowedBitMask
      • nodeWithFileNamedSecurelyWithClassesAndError

        public static SKLightNode nodeWithFileNamedSecurelyWithClassesAndError​(java.lang.String filename,
                                                                               NSSet<? extends org.moe.natj.objc.Class> classes,
                                                                               org.moe.natj.general.ptr.Ptr<NSError> error)
      • supportsSecureCoding

        public static boolean supportsSecureCoding()
      • _supportsSecureCoding

        public boolean _supportsSecureCoding()
        Description copied from interface: NSSecureCoding
        This property must return YES on all classes that allow secure coding. Subclasses of classes that adopt NSSecureCoding and override initWithCoder: must also override this method and return YES. The Secure Coding Guide should be consulted when writing methods that decode data.
        Specified by:
        _supportsSecureCoding in interface NSSecureCoding
        Overrides:
        _supportsSecureCoding in class SKNode