Cocos Creator API

1.3.0

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

Director

: cc

ATTENTION: USE cc.director INSTEAD OF cc.Director.
cc.director is a singleton object which manage your game's logic flow.
Since the cc.director is a singleton, you don't need to call any constructor or create functions,
the standard way to use it is by calling:
- cc.director.methodName();

It creates and handle the main Window and manages how and when to execute the Scenes.

The cc.director is also responsible for:
- initializing the OpenGL context
- setting the OpenGL pixel format (default on is RGB565)
- setting the OpenGL buffer depth (default on is 0-bit)
- setting the color for clear screen (default one is BLACK)
- setting the projection (default one is 3D)
- setting the orientation (default one is Portrait)


The cc.director also sets the default OpenGL context:
- GL_TEXTURE_2D is enabled
- GL_VERTEX_ARRAY is enabled
- GL_COLOR_ARRAY is enabled
- GL_TEXTURE_COORD_ARRAY is enabled

cc.director also synchronizes timers with the refresh rate of the display.
Features and Limitations:
- Scheduled timers & drawing are synchronizes with the refresh rate of the display
- Only supports animation intervals of 1/60 1/30 & 1/15

convertToUI
(
  • glPoint
)
Vec2

Converts an OpenGL coordinate to a view coordinate
Useful to convert node points to window points for calls such as glScissor
Implementation can be found in CCDirectorWebGL.

glPoint Vec2

:

: Vec2

getWinSize ( ) Size

Returns the size of the WebGL view in points.
It takes into account any possible rotation (device orientation) of the window.

:

: Size

getWinSizeInPixels ( ) Size

Returns the size of the OpenGL view in pixels.
It takes into account any possible rotation (device orientation) of the window.
On Mac winSize and winSizeInPixels return the same value.

:

: Size

getVisibleSize ( ) Size

Returns the visible size of the running scene.

:

: Size

getVisibleOrigin ( ) Vec2

Returns the visible origin of the running scene.

:

: Vec2

pause ( )

Pause the director's ticker, only involve the game logic execution. It won't pause the rendering process nor the event manager. If you want to pause the entier game including rendering, audio and event, please use Game.pause

runSceneImmediate
(
  • scene
  • [onBeforeLoadScene ]
  • [onLaunched ]
)

Run a scene. Replaces the running scene with a new one or enter the first scene.
The new scene will be launched immediately.

scene Scene

The need run scene.

onBeforeLoadScene optional Function

The function invoked at the scene before loading.

onLaunched optional Function

The function invoked at the scene after launch.

runScene
(
  • scene
  • [onBeforeLoadScene ]
  • [onLaunched ]
)

Run a scene. Replaces the running scene with a new one or enter the first scene. The new scene will be launched at the end of the current frame.

scene Scene

The need run scene.

onBeforeLoadScene optional Function

The function invoked at the scene before loading.

onLaunched optional Function

The function invoked at the scene after launch.

loadScene
(
  • sceneName
  • [onLaunched ]
)
Boolean

Loads the scene by its name.

sceneName String

The name of the scene to load.

onLaunched optional Function

callback, will be called after scene launched.

:

: Boolean

if error, return false

preloadScene
(
  • sceneName
  • [onLoaded ]
)

Preloads the scene to reduces loading time. You can call this method at any time you want. After calling this method, you still need to launch the scene by cc.director.loadScene. It will be totally fine to call cc.director.loadScene at any time even if the preloading is not yet finished, the scene will be launched after loaded automatically.

sceneName String

The name of the scene to preload.

onLoaded optional Function

callback, will be called after scene loaded.

  • error Error

    null or the error object.

_loadSceneByUuid
(
  • uuid
  • [onLaunched ]
  • [onUnloaded ]
)
private

Loads the scene by its uuid.

uuid String

the uuid of the scene asset to load

onLaunched optional Function
onUnloaded optional Function

resume ( )

Resume game logic execution after pause, if the current scene is not paused, nothing will happen.

setDepthTest
(
  • on
)

Enables or disables WebGL depth test.
Implementation can be found in CCDirectorCanvas.js/CCDirectorWebGL.js

on Boolean

setClearColor
(
  • clearColor
)

set color for clear screen.
Implementation can be found in CCDirectorCanvas.js/CCDirectorWebGL.js

clearColor Color

setProjection
(
  • projection
)

Sets an OpenGL projection.
Implementation can be found in CCDirectorCanvas.js/CCDirectorWebGL.js.

projection Number

setViewport ( )

Update the view port.
Implementation can be found in CCDirectorCanvas.js/CCDirectorWebGL.js.

getProjection ( ) Number

Sets an OpenGL projection.
Implementation can be found in CCDirectorCanvas.js/CCDirectorWebGL.js.

:

: Number

setAlphaBlending
(
  • on
)

Enables/disables OpenGL alpha blending.
Implementation can be found in CCDirectorCanvas.js/CCDirectorWebGL.js.

on Boolean

isSendCleanupToScene ( ) Boolean

Returns whether or not the replaced scene will receive the cleanup message.
If the new scene is pushed, then the old scene won't receive the "cleanup" message.
If the new scene replaces the old one, the it will receive the "cleanup" message.

:

getRunningScene ( ) Scene private

Returns current render Scene, normally you will never need to use this API. In most case, you probably want to use getScene instead.

:

: Scene

getScene ( ) Scene

Returns current logic Scene.

:

: Scene

:

// This will help you to get the Canvas node in scene
 cc.director.getScene().getChildByName('Canvas');

getAnimationInterval ( ) Number

Returns the FPS value.

:

: Number

isDisplayStats ( ) Boolean

Returns whether or not to display the FPS informations.

:

setDisplayStats
(
  • displayStats
)

Sets whether display the FPS on the bottom-left corner.

displayStats Boolean

getSecondsPerFrame ( ) Number

Returns seconds per frame.

:

: Number

isNextDeltaTimeZero ( ) Boolean

Returns whether next delta time equals to zero.

:

isPaused ( ) Boolean

Returns whether or not the Director is paused.

:

getTotalFrames ( ) Number

Returns how many frames were called since the director started.

:

: Number

getScheduler ( ) Scheduler

Returns the cc.Scheduler associated with this director.

:

setScheduler
(
  • scheduler
)

Sets the cc.Scheduler associated with this director.

scheduler Scheduler

getActionManager ( ) ActionManager

Returns the cc.ActionManager associated with this director.

setActionManager
(
  • actionManager
)

Sets the cc.ActionManager associated with this director.

actionManager ActionManager

getCollisionManager ( ) CollisionManager

Returns the cc.CollisionManager associated with this director.

getDeltaTime ( ) Number

Returns the delta time since last frame.

:

: Number

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

cc.Director.EVENT_PROJECTION_CHANGED

The event projection changed of cc.Director.

Event Payload:

:

cc.director.on(cc.Director.EVENT_PROJECTION_CHANGED, function(event) {
     cc.log("Projection changed.");
  });

cc.Director.EVENT_BEFORE_SCENE_LOADING

The event which will be triggered before loading a new scene.

Event Payload:

  • event Event
    • detail Vec2
      The loading scene name

cc.Director.EVENT_AFTER_SCENE_LAUNCH

The event which will be triggered after launching a new scene.

Event Payload:

  • event Event
    • detail Vec2
      New scene which is launched

cc.Director.EVENT_BEFORE_UPDATE

The event which will be triggered at the beginning of every frame.

Event Payload:

cc.Director.EVENT_COMPONENT_UPDATE

The event which will be triggered after components update.

Event Payload:

  • event Event
    • detail Vec2
      The delta time from last frame

cc.Director.EVENT_COMPONENT_LATE_UPDATE

The event which will be triggered after components late update.

Event Payload:

  • event Event
    • detail Vec2
      The delta time from last frame

cc.Director.EVENT_AFTER_UPDATE

The event which will be triggered after engine and components update logic.

Event Payload:

cc.Director.EVENT_BEFORE_VISIT

The event which will be triggered before visiting the rendering scene graph.

Event Payload:

cc.Director.EVENT_AFTER_VISIT

The event which will be triggered after visiting the rendering scene graph, the render queue is ready but not rendered at this point.

Event Payload:

cc.Director.EVENT_AFTER_DRAW

The event which will be triggered after the rendering process.

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