TiledLayer
Render the TMX layer.
Properties
node Node
The node this component is attached to. A component is always attached to a node.
examples:
cc.log(comp.node);
uuid String readOnly
The uuid for editor.
examples:
cc.log(comp.uuid);
_enabled Boolean private
enabled Boolean
indicates whether this component is enabled or not.
examples:
comp.enabled = true;
cc.log(comp.enabled);
enabledInHierarchy Boolean readOnly
indicates whether this component is enabled and its node is also active in the hierarchy.
examples:
cc.log(comp.enabledInHierarchy);
_isOnLoadCalled Boolean readOnly
TODO
examples:
cc.log(_isOnLoadCalled);
__eventTargets Array private
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);
Methods
getLayerName ( ) String
Gets the layer name.
returns:
examples:
var layerName = tiledLayer.getLayerName();
cc.log(layerName);
SetLayerName
(
-
layerName
)
- layerName
Set the layer name.
name | type | description |
---|---|---|
layerName
|
String |
examples:
tiledLayer.setLayerName("New Layer");
getProperty
(
-
propertyName
)
- propertyName
Return the value for the specific property name.
name | type | description |
---|---|---|
propertyName
|
String |
returns:
examples:
var property = tiledLayer.getProperty("info");
cc.log(property);
getPositionAt
(
-
pos
-
[y
]
)
Vec2
- pos
- [y ]
removeTileAt
(
-
pos
-
[y
]
)
- pos
- [y ]
setTileGID
(
-
gid
-
posOrX
-
flagsOrY
-
[flags
]
)
- 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
- pos
- [y ]
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())
returns:
examples:
var tileGid = tiledLayer.getTileGIDAt(0, 0);
getTileAt
(
-
pos
-
[y
]
)
_ccsg.Sprite
- pos
- [y ]
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));
returns:
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
]
)
- 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:
examples:
var texture = tiledLayer.getTexture();
cc.log("Texture: " + texture);
setTexture
(
-
texture
)
- texture
Set the texture of cc.SpriteBatchNode.
name | type | description |
---|---|---|
texture
|
Texture2D |
examples:
tiledLayer.setTexture(texture);
getLayerSize ( ) Size
Gets layer size.
returns:
examples:
var size = tiledLayer.getLayerSize();
cc.log("layer size: " + size);
setLayerSize
(
-
layerSize
)
- 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:
examples:
var mapTileSize = tiledLayer.getMapTileSize();
cc.log("MapTile size: " + mapTileSize);
setMapTileSize
(
-
tileSize
)
- tileSize
Set the map tile size.
name | type | description |
---|---|---|
tileSize
|
Size |
examples:
tiledLayer.setMapTileSize(new cc.size(10, 10));
getTiles ( ) Array
setTiles
(
-
tiles
)
- 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:
examples:
var tileset = tiledLayer.getTileset();
setTileset
(
-
tileset
)
- 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:
examples:
var orientation = tiledLayer.getLayerOrientation();
cc.log("Layer Orientation: " + orientation);
setLayerOrientation
(
-
orientation
)
- 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:
examples:
var properties = tiledLayer.getProperties();
cc.log("Properties: " + properties);
setProperties
(
-
properties
)
- 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:
_initSgNode ( ) private
_removeSgNode ( ) private
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 node or its node first activated.
start ( )
Called before all scripts' update if the Component is enabled.
onEnable ( )
Called when this component becomes enabled and its node is active.
onDisable ( )
Called when this component becomes disabled or its node becomes inactive.
onDestroy ( )
Called when this component will be destroyed.
onFocusInEditor ( )
onLostFocusInEditor ( )
addComponent
(
-
typeOrTypename
)
Component
- typeOrTypename
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:
examples:
var sprite = node.addComponent(cc.Sprite);
var test = node.addComponent("Test");
getComponent
(
-
typeOrClassName
)
Component
- typeOrClassName
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.
returns:
examples:
// get sprite component.
var sprite = node.getComponent(cc.Sprite);
// get custom test calss.
var test = node.getComponent("Test");
getComponents
(
-
typeOrClassName
)
Component[]
- typeOrClassName
Returns all components of supplied Type in the node.
returns:
examples:
var sprites = node.getComponents(cc.Sprite);
var tests = node.getComponents("Test");
getComponentInChildren
(
-
typeOrClassName
)
Component
- typeOrClassName
getComponentsInChildren
(
-
typeOrClassName
)
Component[]
- typeOrClassName
Returns the components of supplied type in any of its children using depth first search.
returns:
examples:
var sprites = node.getComponentsInChildren(cc.Sprite);
var tests = node.getComponentsInChildren("Test");
_getLocalBounds
(
-
out_rect
)
- out_rect
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 ( )
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]
)
- callback
- [interval =0]
- [repeat =cc.macro.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.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]
)
- 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. |
examples:
var squashAction = cc.scaleTo(0.2, 1, 0.6);
this.seq = cc.scheduleOnce(squashAction);
unschedule
(
-
callback_fn
)
- callback_fn
Unschedules a custom callback function.
name | type | description |
---|---|---|
callback_fn
|
function |
A function wrapped as a selector |
examples:
this.unschedule(_callback);
unscheduleAllCallbacks ( )
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:
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
- exporting
_deserialize
(
-
data
-
ctx
)
private
- data
- ctx
Init this object from the custom serialized data.
name | type | description |
---|---|---|
data
|
Object |
the serialized json data |
ctx
|
_Deserializer |