Cocos Creator API

1.0.0

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

TiledLayer

Module: cc

Render the TMX layer.

Properties

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 Boolean readOnly

Inherited from Component:

TODO

examples:

cc.log(_isOnLoadCalled);

__eventTargets Array private

Inherited from Component:

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

_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

getLayerName ( ) String

Gets the layer name.

returns:

type: String

examples:

var layerName = tiledLayer.getLayerName();
cc.log(layerName);

SetLayerName
(
  • layerName
)

Set the layer name.

name type description
layerName String

examples:

tiledLayer.setLayerName("New Layer");

getProperty
(
  • propertyName
)

Return the value for the specific property name.

name type description
propertyName String

returns:

type:

examples:

var property = tiledLayer.getProperty("info");
cc.log(property);

getPositionAt
(
  • pos
  • [y ]
)
Vec2

Returns the position in pixels of a given tile coordinate.

name type description
pos Vec2 | Number

position or x

y optional Number

returns:

type: Vec2

examples:

var pos = tiledLayer.getPositionAt(cc.v2(0, 0));
cc.log("Pos: " + pos);
var pos = tiledLayer.getPositionAt(0, 0);
cc.log("Pos: " + pos);

removeTileAt
(
  • pos
  • [y ]
)

Removes a tile at given tile coordinate.

name type description
pos Vec2 | Number

position or x

y optional Number

examples:

tiledLayer.removeTileAt(cc.v2(0, 0));
tiledLayer.removeTileAt(0, 0);

setTileGID
(
  • gid
  • posOrX
  • flagsOrY
  • [flags ]
)

Sets the tile gid (gid = tile global id) at a given tile coordinate.
The Tile GID can be obtained by using the method "tileGIDAt" or by using the TMX editor . Tileset Mgr +1.
If a tile is already placed at that position, then it will be removed.

name type description
gid Number
posOrX Vec2 | Number

position or x

flagsOrY Number

flags or y

flags optional Number

examples:

tiledLayer.setTileGID(1001, 10, 10, 1)

getTileGIDAt
(
  • pos
  • [y ]
)
Number

Returns the tile gid at a given tile coordinate.
if it returns 0, it means that the tile is empty.
This method requires the the tile map has not been previously released (eg. don't call layer.releaseMap())

name type description
pos Vec2 | Number

or x

y optional Number

returns:

type: Number

examples:

var tileGid = tiledLayer.getTileGIDAt(0, 0);

getTileAt
(
  • pos
  • [y ]
)
_ccsg.Sprite

Returns the tile (_ccsg.Sprite) at a given a tile coordinate.
The returned _ccsg.Sprite will be already added to the _ccsg.TMXLayer. Don't add it again.
The _ccsg.Sprite can be treated like any other _ccsg.Sprite: rotated, scaled, translated, opacity, color, etc.
You can remove either by calling:

  • layer.removeChild(sprite, cleanup);
  • or layer.removeTileAt(ccp(x,y));
name type description
pos Vec2 | Number

or x

y optional Number

returns:

type: _ccsg.Sprite

examples:

var title = tiledLayer.getTileAt(100, 100);
cc.log(title);

releaseMap ( )

Dealloc the map that contains the tile position from memory.
Unless you want to know at runtime the tiles positions, you can safely call this method.
If you are going to call layer.getTileGIDAt() then, don't release the map.

examples:

tiledLayer.releaseMap();

setContentSize
(
  • size
  • [height ]
)

Sets the untransformed size of the _ccsg.TMXLayer.

name type description
size Size | Number

The untransformed size of the _ccsg.TMXLayer or The untransformed size's width of the TMXLayer.

height optional Number

The untransformed size's height of the _ccsg.TMXLayer.

examples:

tiledLayer.setContentSize(100, 100);

getTexture ( ) Texture2D

Return texture of cc.SpriteBatchNode.

returns:

type: Texture2D

examples:

var texture = tiledLayer.getTexture();
cc.log("Texture: " + texture);

setTexture
(
  • texture
)

Set the texture of cc.SpriteBatchNode.

name type description
texture Texture2D

examples:

tiledLayer.setTexture(texture);

getLayerSize ( ) Size

Gets layer size.

returns:

type: Size

examples:

var size = tiledLayer.getLayerSize();
cc.log("layer size: " + size);

setLayerSize
(
  • layerSize
)

Set layer size.

name type description
layerSize Size

examples:

tiledLayer.setLayerSize(new cc.size(5, 5));

getMapTileSize ( ) Size

Size of the map's tile (could be different from the tile's size).

returns:

type: Size

examples:

var mapTileSize = tiledLayer.getMapTileSize();
cc.log("MapTile size: " + mapTileSize);

setMapTileSize
(
  • tileSize
)

Set the map tile size.

name type description
tileSize Size

examples:

tiledLayer.setMapTileSize(new cc.size(10, 10));

getTiles ( ) Array

Pointer to the map of tiles.

returns:

type: Array

examples:

var tiles = tiledLayer.getTiles();

setTiles
(
  • tiles
)

Pointer to the map of tiles.

name type description
tiles Array

examples:

tiledLayer.setTiles(tiles);

getTileset ( ) TMXTilesetInfo

Tile set information for the layer.

returns:

type: TMXTilesetInfo

examples:

var tileset = tiledLayer.getTileset();

setTileset
(
  • tileset
)

Tile set information for the layer.

name type description
tileset TMXTilesetInfo

examples:

tiledLayer.getTileset(tileset);

getLayerOrientation ( ) Number

Layer orientation, which is the same as the map orientation.

returns:

type: Number

examples:

var orientation = tiledLayer.getLayerOrientation();
cc.log("Layer Orientation: " + orientation);

setLayerOrientation
(
  • orientation
)

Layer orientation, which is the same as the map orientation.

name type description
orientation TiledMap.Orientation

examples:

tiledLayer.setLayerOrientation(TiledMap.Orientation.ORTHO);

getProperties ( ) Array

properties from the layer. They can be added using Tiled.

returns:

type: Array

examples:

var properties = tiledLayer.getProperties();
cc.log("Properties: " + properties);

setProperties
(
  • properties
)

properties from the layer. They can be added using Tiled.

name type description
properties Array

examples:

tiledLayer.setLayerOrientation(properties);

_createSgNode ( ) _ccsg.Node private

Create and returns your new scene graph node (SGNode) to add to scene graph. You should call the setContentSize of the SGNode if its size should be the same with the node's.

returns:

type: _ccsg.Node

_initSgNode ( ) private

_removeSgNode ( ) private

update ( )

Inherited from Component:

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

lateUpdate ( )

Inherited from Component:

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

onLoad ( )

Inherited from Component:

When attaching to an active node or its node first activated.

start ( )

Inherited from Component:

Called before all scripts' update if the Component is enabled.

onEnable ( )

Inherited from Component:

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

onDisable ( )

Inherited from Component:

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

onDestroy ( )

Inherited from Component:

Called when this component will be destroyed.

onFocusInEditor ( )

Inherited from Component:

onLostFocusInEditor ( )

Inherited from Component:

addComponent
(
  • typeOrTypename
)
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
typeOrTypename 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 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 squashAction = cc.scaleTo(0.2, 1, 0.6);
this.seq = cc.sequence(squashAction);

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 squashAction = cc.scaleTo(0.2, 1, 0.6);
this.seq = cc.scheduleOnce(squashAction);

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.

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

examples:

obj.destroy();

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.

examples:

cc.log(obj.realDestroyInEditor());

_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

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