Cocos Creator API

1.5.x

Cocos Creator is the game engine for the future.

Animation

Extends Component
Module: cc

The animation component is used to play back animations.

Animation provide several events to register:

  • play : Emit when begin playing animation
  • stop : Emit when stop playing animation
  • pause : Emit when pause animation
  • resume : Emit when resume animation
  • lastframe : If animation repeat count is larger than 1, emit when animation play to the last frame
  • finished : Emit when finish playing animation

Properties

defaultClip AnimationClip

Animation will play the default clip when start game.

currentClip AnimationClip

Current played clip.

_clips AnimationClip[] private

All the clips used in this animation.

playOnLoad Boolean

Whether the animation should auto play the default clip when start game.

__eventTargets Array private

Inherited from Component:

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

node Node

Inherited from Component:

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

examples:

cc.log(comp.node);

uuid String readOnly

Inherited from Component:

The uuid for editor.

examples:

cc.log(comp.uuid);

_enabled Boolean private

Inherited from Component:

enabled Boolean

Inherited from Component:

indicates whether this component is enabled or not.

examples:

comp.enabled = true;
cc.log(comp.enabled);

enabledInHierarchy Boolean readOnly

Inherited from Component:

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

examples:

cc.log(comp.enabledInHierarchy);

_isOnLoadCalled Number readOnly

Inherited from Component:

Returns a value which used to indicate the onLoad get called or not.

examples:

cc.log(this._isOnLoadCalled > 0);

_name String private

_objFlags Number private

name String

The name of the object.

examples:

obj.name = "New Obj";

isValid Boolean readOnly

Indicates whether the object is not yet destroyed.

examples:

cc.log(obj.isValid);

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Methods

getClips ( ) AnimationClip[]

Get all the clips used in this animation.

returns:

play
(
  • [name ]
  • [startTime ]
)
AnimationState

Plays an animation and stop other animations.

name type description
name optional String

The name of animation to play. If no name is supplied then the default animation will be played.

startTime optional Number

play an animation from startTime

returns:

type: AnimationState

The AnimationState of playing animation. In cases where the animation can't be played (ie, there is no default animation or no animation with the specified name), the function will return null.

examples:

var animCtrl = this.node.getComponent(cc.Animation);
animCtrl.play("linear");

playAdditive
(
  • [name ]
  • [startTime ]
)
AnimationState

Plays an additive animation, it will not stop other animations. If there are other animations playing, then will play several animations at the same time.

name type description
name optional String

The name of animation to play. If no name is supplied then the default animation will be played.

startTime optional Number

play an animation from startTime

returns:

type: AnimationState

The AnimationState of playing animation. In cases where the animation can't be played (ie, there is no default animation or no animation with the specified name), the function will return null.

examples:

// linear_1 and linear_2 at the same time playing.
var animCtrl = this.node.getComponent(cc.Animation);
animCtrl.playAdditive("linear_1");
animCtrl.playAdditive("linear_2");

stop
(
  • [name ]
)

Stops an animation named name. If no name is supplied then stops all playing animations that were started with this Animation.
Stopping an animation also Rewinds it to the Start.

name type description
name optional String

The animation to stop, if not supplied then stops all playing animations.

pause
(
  • [name ]
)

Pauses an animation named name. If no name is supplied then pauses all playing animations that were started with this Animation.

name type description
name optional String

The animation to pauses, if not supplied then pauses all playing animations.

resume
(
  • [name ]
)

Resumes an animation named name. If no name is supplied then resumes all paused animations that were started with this Animation.

name type description
name optional String

The animation to resumes, if not supplied then resumes all paused animations.

setCurrentTime
(
  • [time ]
  • [name ]
)

Make an animation named name go to the specified time. If no name is supplied then make all animations go to the specified time.

name type description
time optional Number

The time to go to

name optional String

Specified animation name, if not supplied then make all animations go to the time.

getAnimationState
(
  • name
)
AnimationState

Returns the animation state named name. If no animation with the specified name, the function will return null.

name type description
name String

returns:

addClip
(
  • clip
  • [newName ]
)
AnimationState

Adds a clip to the animation with name newName. If a clip with that name already exists it will be replaced with the new clip.

name type description
clip AnimationClip

the clip to add

newName optional String

returns:

type: AnimationState

The AnimationState which gives full control over the animation clip.

removeClip
(
  • clip
  • [force =false]
)

Remove clip from the animation list. This will remove the clip and any animation states based on it. If there are animation states depand on the clip are playing or clip is defaultClip, it will not delete the clip. But if force is true, then will always remove the clip and any animation states based on it. If clip is defaultClip, defaultClip will be reset to null

name type description
clip AnimationClip
force optional Boolean false

If force is true, then will always remove the clip and any animation states based on it.

sample
(
  • name
)

Samples animations at the current state.
This is useful when you explicitly want to set up some animation state, and sample it once.

name type description
name String

on
(
  • type
  • callback
  • [target ]
  • [useCapture =false]
)
Function

Register animation event callback. The event arguments will provide the AnimationState which emit the event. When play an animation, will auto register the event callback to the AnimationState, and unregister the event callback from the AnimationState when animation stopped.

name type description
type String

A string representing the event type to listen for.

callback Function

The callback that will be invoked when the event is dispatched. The callback is ignored if it is a duplicate (the callbacks are unique).

target optional Object

The target to invoke the callback, can be null

useCapture optional Boolean false

When set to true, the capture argument prevents callback from being invoked when the event's eventPhase attribute value is BUBBLING_PHASE. When false, callback will NOT be invoked when event's eventPhase attribute value is CAPTURING_PHASE. Either way, callback will be invoked when event's eventPhase attribute value is AT_TARGET.

returns:

type: Function

Just returns the incoming callback so you can save the anonymous function easier.

examples:

onPlay: function (event) {
    var state = event.detail;    // state instanceof cc.AnimationState
    var type = event.type;       // type === 'play';
}

// register event to all animation
animation.on('play', this.onPlay, this);

off
(
  • type
  • callback
  • [target ]
  • [useCapture =false]
)

Unregister animation event callback.

name type description
type String

A string representing the event type being removed.

callback Function

The callback to remove.

target optional Object

The target to invoke the callback, if it's not given, only callback without target will be removed

useCapture optional Boolean false

Specifies whether the callback being removed was registered as a capturing callback or not. If not specified, useCapture defaults to false. If a callback was registered twice, one with capture and one without, each must be removed separately. Removal of a capturing callback does not affect a non-capturing version of the same listener, and vice versa.

examples:

// unregister event to all animation
animation.off('play', this.onPlay, this);

update
(
  • dt
)
protected

Inherited from Component:

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

name type description
dt Number

the delta time in seconds it took to complete the last frame

lateUpdate ( ) protected

Inherited from Component:

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

__preload ( ) private

Inherited from Component:

__preload is called before every onLoad. It is used to initialize the builtin components internally, to avoid checking whether onLoad is called before every public method calls. This method should be removed if script priority is supported.

onLoad ( ) protected

Inherited from Component:

When attaching to an active node or its node first activated. onLoad is always called before any start functions, this allows you to order initialization of scripts.

start ( ) protected

Inherited from Component:

Called before all scripts' update if the Component is enabled the first time. Usually used to initialize some logic which need to be called after all components' onload methods called.

onEnable ( ) protected

Inherited from Component:

Called when this component becomes enabled and its node is active.

onDisable ( ) protected

Inherited from Component:

Called when this component becomes disabled or its node becomes inactive.

onDestroy ( ) protected

Inherited from Component:

Called when this component will be destroyed.

onFocusInEditor ( ) protected

Inherited from Component:

onLostFocusInEditor ( ) protected

Inherited from Component:

resetInEditor ( ) protected

Inherited from Component:

Called to initialize the component or node’s properties when adding the component the first time or when the Reset command is used. This function is only called in editor.

addComponent
(
  • typeOrClassName
)
Component

Inherited from Component:

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

name type description
typeOrClassName Function | String

the constructor or the class name of the component to add

returns:

type: Component

the newly added component

examples:

var sprite = node.addComponent(cc.Sprite);
var test = node.addComponent("Test");

getComponent
(
  • typeOrClassName
)
Component

Inherited from Component:

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

name type description
typeOrClassName Function | String

returns:

type: Component

examples:

// get sprite component.
var sprite = node.getComponent(cc.Sprite);
// get custom test calss.
var test = node.getComponent("Test");

getComponents
(
  • typeOrClassName
)
Component[]

Inherited from Component:

Returns all components of supplied Type in the node.

name type description
typeOrClassName Function | String

returns:

type: Component[]

examples:

var sprites = node.getComponents(cc.Sprite);
var tests = node.getComponents("Test");

getComponentInChildren
(
  • typeOrClassName
)
Component

Inherited from Component:

Returns the component of supplied type in any of its children using depth first search.

name type description
typeOrClassName Function | String

returns:

type: Component

examples:

var sprite = node.getComponentInChildren(cc.Sprite);
var Test = node.getComponentInChildren("Test");

getComponentsInChildren
(
  • typeOrClassName
)
Component[]

Inherited from Component:

Returns the components of supplied type in self or any of its children using depth first search.

name type description
typeOrClassName Function | String

returns:

type: Component[]

examples:

var sprites = node.getComponentsInChildren(cc.Sprite);
var tests = node.getComponentsInChildren("Test");

_getLocalBounds
(
  • out_rect
)

Inherited from Component:

If the component's bounding box is different from the node's, you can implement this method to supply a custom axis aligned bounding box (AABB), so the editor's scene view can perform hit test properly.

name type description
out_rect Rect

the Rect to receive the bounding box

onRestore ( )

Inherited from Component:

onRestore is called after the user clicks the Reset item in the Inspector's context menu or performs an undo operation on this component.

If the component contains the "internal state", short for "temporary member variables which not included
in its CCClass properties", then you may need to implement this function.

The editor will call the getset accessors of your component to record/restore the component's state
for undo/redo operation. However, in extreme cases, it may not works well. Then you should implement
this function to manually synchronize your component's "internal states" with its public properties.
Once you implement this function, all the getset accessors of your component will not be called when
the user performs an undo/redo operation. Which means that only the properties with default value
will be recorded or restored by editor.

Similarly, the editor may failed to reset your component correctly in extreme cases. Then if you need
to support the reset menu, you should manually synchronize your component's "internal states" with its
properties in this function. Once you implement this function, all the getset accessors of your component
will not be called during reset operation. Which means that only the properties with default value
will be reset by editor.

This function is only called in editor mode.

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

Inherited from Component:

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.macro.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.

examples:

var timeCallback = function (dt) {
  cc.log("time: " + dt);
}
this.schedule(timeCallback, 1);

scheduleOnce
(
  • callback
  • [delay =0]
)

Inherited from Component:

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.

examples:

var timeCallback = function (dt) {
  cc.log("time: " + dt);
}
this.scheduleOnce(timeCallback, 2);

unschedule
(
  • callback_fn
)

Inherited from Component:

Unschedules a custom callback function.

name type description
callback_fn function

A function wrapped as a selector

examples:

this.unschedule(_callback);

unscheduleAllCallbacks ( )

Inherited from Component:

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

examples:

this.unscheduleAllCallbacks();

targetOff
(
  • target
)

Inherited from EventTarget:

Removes all callbacks previously registered with the same target (passed as parameter). This is not for removing all listeners in the current event target, and this is not for removing all listeners the target parameter have registered. It's only for removing all listeners (callback and target couple) registered on the current event target by the target parameter.

name type description
target Object

The target to be searched for all related listeners

once
(
  • type
  • callback
  • [target ]
  • [useCapture =false]
)

Inherited from EventTarget:

Register an callback of a specific event type on the EventTarget, the callback will remove itself after the first time it is triggered.

name type description
type String

A string representing the event type to listen for.

callback Function

The callback that will be invoked when the event is dispatched. The callback is ignored if it is a duplicate (the callbacks are unique).

target optional Object

The target to invoke the callback, can be null

useCapture optional Boolean false

When set to true, the capture argument prevents callback from being invoked when the event's eventPhase attribute value is BUBBLING_PHASE. When false, callback will NOT be invoked when event's eventPhase attribute value is CAPTURING_PHASE. Either way, callback will be invoked when event's eventPhase attribute value is AT_TARGET.

examples:

node.once(cc.Node.EventType.TOUCH_END, function (event) {
    cc.log("this is callback");
}, node);

dispatchEvent
(
  • event
)

Inherited from EventTarget:

Dispatches an event into the event flow. The event target is the EventTarget object upon which the dispatchEvent() method is called.

name type description
event Event

The Event object that is dispatched into the event flow

emit
(
  • message
  • [detail ]
)

Inherited from EventTarget:

Send an event to this object directly, this method will not propagate the event to any other objects. The event will be created from the supplied message, you can get the "detail" argument from event.detail.

name type description
message String

the message to send

detail optional Any

whatever argument the message needs

destroy ( ) Boolean

Destroy this Object, and release all its own references to other objects.
Actual object destruction will delayed until before rendering.
After destroy, this CCObject is not usable any more. You can use cc.isValid(obj) to check whether the object is destroyed before accessing it.

returns:

type: Boolean

whether it is the first time the destroy being called

examples:

obj.destroy();

_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, for example: _destruct: function () { for (var key in this) { if (this.hasOwnProperty(key)) { switch (typeof this[key]) { case 'string': this[key] = ''; break; case 'object': case 'function': this[key] = null; break; } } }

_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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