Cocos Creator API

1.5.x

Cocos Creator is the game engine for the future.

Button

Extends Component
Module: cc

Button has 4 Transition types When Button state changed: If Transition type is Button.Transition.NONE, Button will do nothing If Transition type is Button.Transition.COLOR, Button will change target's color If Transition type is Button.Transition.SPRITE, Button will change target Sprite's sprite If Transition type is Button.Transition.SCALE, Button will change target node's scale

Button will trigger 5 events: Button.EVENT_TOUCH_DOWN Button.EVENT_TOUCH_UP Button.EVENT_HOVER_IN Button.EVENT_HOVER_MOVE Button.EVENT_HOVER_OUT

examples:

// Add an event to the button.
button.node.on(cc.Node.EventType.TOUCH_START, function (event) {
     cc.log("This is a callback after the trigger event");
});

// You could also add a click event
//Note: In this way, you can't get the touch event info, so use it wisely.
button.node.on('click', function (event) {
   //The event is a custom event, you could get the Button component via event.detail
})

Properties

interactable Boolean

Whether the Button is disabled. If true, the Button will trigger event and do transition.

enableAutoGrayEffect Boolean

When this flag is true, Button target sprite will turn gray when interactable is false.

transition Button.Transition

Transition type

normalColor Color

Normal state color.

pressedColor Color

Pressed state color

hoverColor Color

Hover state color

disabledColor Color

Disabled state color

duration Number

Color and Scale transition duration

zoomScale Number

When user press the button, the button will zoom to a scale. The final scale of the button equals (button original scale * zoomScale)

normalSprite SpriteFrame

Normal state sprite

pressedSprite SpriteFrame

Pressed state sprite

hoverSprite SpriteFrame

Hover state sprite

disabledSprite SpriteFrame

Disabled state sprite

target Node

Transition target. When Button state changed: If Transition type is Button.Transition.NONE, Button will do nothing If Transition type is Button.Transition.COLOR, Button will change target's color If Transition type is Button.Transition.SPRITE, Button will change target Sprite's sprite

clickEvents Component.EventHandler[]

If Button is clicked, it will trigger event's handler

__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);

There are no properties that match your current filter settings. You can change your filter settings in the index section on this page. index

Methods

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();

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

There are no methods that match your current filter settings. You can change your filter settings in the index section on this page. index

Events

click

Note: This event is emitted from the node to which the component belongs.

Event Payload:

There are no events that match your current filter settings. You can change your filter settings in the index section on this page. index