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Understanding Cocos2D CCNode?

/** CCNode is the main element. Anything thats gets drawn or contains things that get drawn is a CCNode.
 The most popular CCNodes are: CCScene, CCLayer, CCSprite, CCMenu.
 
 The main features of a CCNode are:
 – They can contain other CCNode nodes (addChild, getChildByTag, removeChild, etc)
 – They can schedule periodic callback (schedule, unschedule, etc)
 – They can execute actions (runAction, stopAction, etc)
 
 Some CCNode nodes provide extra functionality for them or their children.
 
 Subclassing a CCNode usually means (one/all) of:
 – overriding init to initialize resources and schedule callbacks
 – create callbacks to handle the advancement of time
 – overriding draw to render the node
 
 Features of CCNode:
 – position
 – scale (x, y)
 – rotation (in degrees, clockwise)
 – CCCamera (an interface to gluLookAt )
 – CCGridBase (to do mesh transformations)
 – anchor point
 – size
 – visible
 – z-order
 – openGL z position
 
 Default values:
  – rotation: 0
  – position: (x=0,y=0)
  – scale: (x=1,y=1)
  – contentSize: (x=0,y=0)
  – anchorPoint: (x=0,y=0)
 
 Limitations:
 – A CCNode is a “void” object. It doesn’t have a texture
 
 Order in transformations with grid disabled
 -# The node will be translated (position)
 -# The node will be rotated (rotation)
 -# The node will be scaled (scale)
 -# The node will be moved according to the camera values (camera)
 
 Order in transformations with grid enabled
 -# The node will be translated (position)
 -# The node will be rotated (rotation)
 -# The node will be scaled (scale)
 -# The grid will capture the screen
 -# The node will be moved according to the camera values (camera)
 -# The grid will render the captured screen
 
 Camera:
 – Each node has a camera. By default it points to the center of the CCNode.
 */

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