Cocos Creator API

1.3.0

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

ScrollView

Layout container for a view hierarchy that can be scrolled by the user, allowing it to be larger than the physical display.

content Node

This is a reference to the UI element to be scrolled.

horizontal Boolean

Enable horizontal scroll.

vertical Boolean

Enable vertical scroll.

inertia Boolean

When inertia is set, the content will continue to move when touch ended.

brake Number

It determines how quickly the content stop moving. A value of 1 will stop the movement immediately. A value of 0 will never stop the movement until it reaches to the boundary of scrollview.

elastic Boolean

When elastic is set, the content will be bounce back when move out of boundary.

bounceDuration Number

The elapse time of bouncing back. A value of 0 will bounce back immediately.

horizontalScrollBar Scrollbar

The horizontal scrollbar reference.

verticalScrollBar Scrollbar

The vertical scrollbar reference.

scrollEvents Component.EventHandler[]

Scrollview events callback

cancelInnerEvents Boolean

If cancelInnerEvents is set to true, the scroll behavior will cancel touch events on inner content nodes It's set to true by default.

node Node

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

:

cc.log(comp.node);

uuid String readOnly

The uuid for editor.

:

cc.log(comp.uuid);

_enabled Boolean private

enabled Boolean

indicates whether this component is enabled or not.

:

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.

:

cc.log(comp.enabledInHierarchy);

_isOnLoadCalled Boolean readOnly

TODO

:

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.

:

obj.name = "New Obj";

isValid Boolean readOnly

Indicates whether the object is not yet destroyed.

:

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

scrollToBottom
(
  • [timeInSecond =0]
  • [attenuated =true]
)

Scroll the content to the bottom boundary of ScrollView.

timeInSecond optional Number 0

Scroll time in second, if you don't pass timeInSecond, the content will jump to the bottom boundary immediately.

attenuated optional Boolean true

Whether the scroll acceleration attenuated, default is true.

:

// Scroll to the bottom of the view.
scrollView.scrollToBottom(0.1);

scrollToTop
(
  • [timeInSecond =0]
  • [attenuated =true]
)

Scroll the content to the top boundary of ScrollView.

timeInSecond optional Number 0

Scroll time in second, if you don't pass timeInSecond, the content will jump to the top boundary immediately.

attenuated optional Boolean true

Whether the scroll acceleration attenuated, default is true.

:

// Scroll to the top of the view.
scrollView.scrollToTop(0.1);

scrollToLeft
(
  • [timeInSecond =0]
  • [attenuated =true]
)

Scroll the content to the left boundary of ScrollView.

timeInSecond optional Number 0

Scroll time in second, if you don't pass timeInSecond, the content will jump to the left boundary immediately.

attenuated optional Boolean true

Whether the scroll acceleration attenuated, default is true.

:

// Scroll to the left of the view.
scrollView.scrollToLeft(0.1);

scrollToRight
(
  • [timeInSecond =0]
  • [attenuated =true]
)

Scroll the content to the right boundary of ScrollView.

timeInSecond optional Number 0

Scroll time in second, if you don't pass timeInSecond, the content will jump to the right boundary immediately.

attenuated optional Boolean true

Whether the scroll acceleration attenuated, default is true.

:

// Scroll to the right of the view.
scrollView.scrollToRight(0.1);

scrollToTopLeft
(
  • [timeInSecond =0]
  • [attenuated =true]
)

Scroll the content to the top left boundary of ScrollView.

timeInSecond optional Number 0

Scroll time in second, if you don't pass timeInSecond, the content will jump to the top left boundary immediately.

attenuated optional Boolean true

Whether the scroll acceleration attenuated, default is true.

:

// Scroll to the upper left corner of the view.
scrollView.scrollToTopLeft(0.1);

scrollToTopRight
(
  • [timeInSecond =0]
  • [attenuated =true]
)

Scroll the content to the top right boundary of ScrollView.

timeInSecond optional Number 0

Scroll time in second, if you don't pass timeInSecond, the content will jump to the top right boundary immediately.

attenuated optional Boolean true

Whether the scroll acceleration attenuated, default is true.

:

// Scroll to the top right corner of the view.
scrollView.scrollToTopRight(0.1);

scrollToBottomLeft
(
  • [timeInSecond =0]
  • [attenuated =true]
)

Scroll the content to the bottom left boundary of ScrollView.

timeInSecond optional Number 0

Scroll time in second, if you don't pass timeInSecond, the content will jump to the bottom left boundary immediately.

attenuated optional Boolean true

Whether the scroll acceleration attenuated, default is true.

:

// Scroll to the lower left corner of the view.
scrollView.scrollToBottomLeft(0.1);

scrollToBottomRight
(
  • [timeInSecond =0]
  • [attenuated =true]
)

Scroll the content to the bottom right boundary of ScrollView.

timeInSecond optional Number 0

Scroll time in second, if you don't pass timeInSecond, the content will jump to the bottom right boundary immediately.

attenuated optional Boolean true

Whether the scroll acceleration attenuated, default is true.

:

// Scroll to the lower right corner of the view.
scrollView.scrollToBottomRight(0.1);

scrollToOffset
(
  • offset
  • [timeInSecond =0]
  • [attenuated =true]
)

Scroll with an offset related to the ScrollView's top left origin, if timeInSecond is omitted, then it will jump to the specific offset immediately.

offset Vec2

A Vec2, the value of which each axis between 0 and maxScrollOffset

timeInSecond optional Number 0

Scroll time in second, if you don't pass timeInSecond, the content will jump to the specific offset of ScrollView immediately.

attenuated optional Boolean true

Whether the scroll acceleration attenuated, default is true.

:

// Scroll to middle position in 0.1 second in x-axis
var maxScrollOffset = this.getMaxScrollOffset();
scrollView.scrollToOffset(cc.p(maxScrollOffset.x / 2, 0), 0.1);

getScrollOffset ( ) Vec2

Get the positive offset value corresponds to the content's top left boundary.

:

: Vec2

A Vec2 value indicate the current scroll offset.

getMaxScrollOffset ( ) Vec2

Get the maximize available scroll offset

:

: Vec2

A Vec2 value indicate the maximize scroll offset in x and y axis.

scrollToPercentHorizontal
(
  • percent
  • [timeInSecond =0]
  • [attenuated =true]
)

Scroll the content to the horizontal percent position of ScrollView.

percent Number

A value between 0 and 1.

timeInSecond optional Number 0

Scroll time in second, if you don't pass timeInSecond, the content will jump to the horizontal percent position of ScrollView immediately.

attenuated optional Boolean true

Whether the scroll acceleration attenuated, default is true.

:

// Scroll to middle position.
scrollView.scrollToBottomRight(0.5, 0.1);

scrollTo
(
  • anchor
  • [timeInSecond =0]
  • [attenuated =true]
)

Scroll the content to the percent position of ScrollView in any direction.

anchor Vec2

A point which will be clamp between cc.p(0,0) and cc.p(1,1).

timeInSecond optional Number 0

Scroll time in second, if you don't pass timeInSecond, the content will jump to the percent position of ScrollView immediately.

attenuated optional Boolean true

Whether the scroll acceleration attenuated, default is true.

:

// Vertical scroll to the bottom of the view.
scrollView.scrollTo(cc.p(0, 1), 0.1);

// Horizontal scroll to view right.
scrollView.scrollTo(cc.p(1, 0), 0.1);

scrollToPercentVertical
(
  • percent
  • [timeInSecond =0]
  • [attenuated =true]
)

Scroll the content to the vertical percent position of ScrollView.

percent Number

A value between 0 and 1.

timeInSecond optional Number 0

Scroll time in second, if you don't pass timeInSecond, the content will jump to the vertical percent position of ScrollView immediately.

attenuated optional Boolean true

Whether the scroll acceleration attenuated, default is true. // Scroll to middle position. scrollView.scrollToPercentVertical(0.5, 0.1);

stopAutoScroll ( )

Stop auto scroll immediately

setContentPosition
(
  • position
)

Modify the content position.

position Vec2

The position in content's parent space.

getContentPosition ( ) Position

Query the content's position in its parent space.

:

: Position

The content's position in its parent space.

update ( )

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

lateUpdate ( )

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

__preload ( ) private

__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 ( )

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

start ( )

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

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

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

typeOrTypename Function | String

the constructor or the class name of the component to add

:

: Component

the newly added component

:

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

getComponent
(
  • typeOrClassName
)
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.

typeOrClassName Function | String

:

:

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

getComponents
(
  • typeOrClassName
)
Component[]

Returns all components of supplied Type in the node.

typeOrClassName Function | String

:

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

getComponentInChildren
(
  • typeOrClassName
)
Component

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

typeOrClassName Function | String

:

:

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

getComponentsInChildren
(
  • typeOrClassName
)
Component[]

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

typeOrClassName Function | String

:

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

_getLocalBounds
(
  • 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.

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]
)

Schedules a custom selector.
If the selector is already scheduled, then the interval parameter will be updated without scheduling it again.

callback function