Cocos Creator API

0.7.1

Cocos Creator is a highly customizable game development tool that utilizes the power of cocos2d-x.

Component

Module: cc

Base class for everything attached to Node(Entity).

NOTE: Not allowed to use construction parameters for Component's subclasses, because Component is created by the engine.

Properties

node Node

The node this component is attached to. A component is always attached to a node.

uuid String readOnly

The uuid for editor

_enabled Boolean private

enabled Boolean

indicates whether this component is enabled or not.

enabledInHierarchy Boolean readOnly

indicates whether this component is enabled and its entity is also active in the hierarchy.

_isOnLoadCalled Boolean readOnly

__eventTargets Array private

Register all related EventTargets, all event callbacks will be removed in _onPreDestroy

_requireComponent Function private readOnly static

Automatically add required component as a dependency.

_executeInEditMode Boolean private readOnly static

Makes a component execute in edit mode. By default, all components are only executed in play mode, which means they will not have their callback functions executed while the Editor is in edit mode.

_playOnFocus Boolean private readOnly static

This property is only available if _executeInEditMode is true. If specified, the editor's scene view will keep updating this node in 60 fps when it is selected, otherwise, it will update only if necessary.

_disallowMultiple Function private readOnly static

If specified to a type, prevents Component of the same type (or subtype) to be added more than once to a Node.

_inspector String private readOnly static

Specifying the url of the custom html to draw the component in inspector.

_icon String private readOnly static

Specifying the url of the icon to display in inspector.

_name String private

_objFlags Number private

name String

The name of the object.

isValid Boolean readOnly

Indicates whether the object is not yet destroyed

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Methods

update ( )

Update is called every frame, if the Component is enabled.

lateUpdate ( )

LateUpdate is called every frame, if the Component is enabled.

onLoad ( )

When attaching to an active entity or its entity first activated

start ( )

Called before all scripts' update if the Component is enabled

onEnable ( )

Called when this component becomes enabled and its entity becomes active

onDisable ( )

Called when this component becomes disabled or its entity becomes inactive

onDestroy ( )

Called when this component will be destroyed.

onFocusInEditMode ( )

onLostFocusInEditMode ( )

addComponent
(
  • typeOrName
)
Component

Adds a component class to the entity. You can also add component to entity by passing in the name of the script.

name type description
typeOrName Function | String

the constructor or the class name of the component to add

returns:

type: Component

the newly added component

getComponent
(
  • typeOrName
)
Component

Returns the component of supplied type if the entity has one attached, null if it doesn't. You can also get component in the entity by passing in the name of the script.

name type description
typeOrName Function | String

returns:

type: Component

schedule
(
  • callback
  • [interval =0]
  • [repeat =cc.REPEAT_FOREVER]
  • [delay =0]
)

Schedules a custom selector.
If the selector is already scheduled, then the interval parameter will be updated without scheduling it again.

name type description
callback function

The callback function

interval optional Number 0

Tick interval in seconds. 0 means tick every frame. If interval = 0, it's recommended to use scheduleUpdate() instead.

repeat optional Number cc.REPEAT_FOREVER

The selector will be executed (repeat + 1) times, you can use kCCRepeatForever for tick infinitely.

delay optional Number 0

The amount of time that the first tick will wait before execution.

scheduleOnce
(
  • callback
  • [delay =0]
)

Schedules a callback function that runs only once, with a delay of 0 or larger

name type description
callback function

A function wrapped as a selector

delay optional Number 0

The amount of time that the first tick will wait before execution.

unschedule
(
  • callback_fn
)

Unschedules a custom callback function.

name type description
callback_fn function

A function wrapped as a selector

unscheduleAllCallbacks ( )

unschedule all scheduled callback functions: custom callback functions, and the 'update' callback function.
Actions are not affected by this method.

destroy ( ) Boolean

Destroy this Object, and release all its own references to other objects.

After destroy, this CCObject is not usable any more. You can use cc.isValid(obj) (or obj.isValid if obj is non-nil) to check whether the object is destroyed before accessing it.

returns:

type: Boolean

whether it is the first time the destroy being called

realDestroyInEditor ( )

In fact, Object's "destroy" will not trigger the destruct operation in Firebal Editor. The destruct operation will be executed by Undo system later.

_destruct ( ) private

Clear all references in the instance.

NOTE: this method will not clear the getter or setter functions which defined in the INSTANCE of CCObject. You can override the _destruct method if you need.

_onPreDestroy ( ) private

Called before the object being destroyed.

_serialize
(
  • exporting
)
object private

The customized serialization for this object. (Editor Only)

name type description
exporting Boolean

returns:

type: object

the serialized json data object

_deserialize
(
  • data
  • ctx
)
private

Init this object from the custom serialized data.

name type description
data Object

the serialized json data

ctx _Deserializer

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