Cocos Creator API

1.3.0

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

Sprite

: cc

Renders a sprite in the scene.

:

// Create a new node and add sprite components.
 var node = new cc.Node("New Sprite");
 var sprite = node.addComponent(cc.Sprite);
 node.parent = this.node;

spriteFrame SpriteFrame

The sprite frame of the sprite.

:

sprite.spriteFrame = newSpriteFrame;

type Sprite.SpriteType

The sprite render type.

:

sprite.type = cc.Sprite.Type.SIMPLE;

fillType Sprite.FillType

The fill type, This will only have any effect if the "type" is set to “cc.Sprite.Type.FILLED”.

:

sprite.fillType = cc.Sprite.FillType.HORIZONTAL;

fillCenter Vec2

The fill Center, This will only have any effect if the "type" is set to “cc.Sprite.Type.FILLED”.

:

sprite.fillCenter = new cc.Vec2(0, 0);

fillStart Number

The fill Start, This will only have any effect if the "type" is set to “cc.Sprite.Type.FILLED”.

:

// -1 To 1 between the numbers
sprite.fillStart = 0.5;

fillRange Number

The fill Range, This will only have any effect if the "type" is set to “cc.Sprite.Type.FILLED”.

:

// -1 To 1 between the numbers
sprite.fillRange = 1;

trim Boolean

specify the frame is trimmed or not.

:

sprite.trim = true;

srcBlendFactor BlendFactor

specify the source Blend Factor.

:

sprite.srcBlendFactor = cc.BlendFunc.BlendFactor.ONE;

dstBlendFactor BlendFactor

specify the destination Blend Factor.

:

sprite.dstBlendFactor = cc.BlendFunc.BlendFactor.ONE;

sizeMode Sprite.SizeMode

specify the size tracing mode.

:

sprite.sizeMode = cc.Sprite.SizeMode.CUSTOM;

_sgNode _ccsg.Node private

Reference to the instance of _ccsg.Node If it is possible to return null from your overloaded _createSgNode, then you should always check for null before using this property and reimplement __preload.

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

setInsetLeft
(
  • insetLeft
)

Change the left sprite's cap inset.

insetLeft Number

The values to use for the cap inset.

:

sprite.setInsetLeft(5);

getInsetLeft ( ) Number

Query the left sprite's cap inset.

:

: Number

The left sprite's cap inset.

:

var insetLeft = sprite.getInsetLeft();
cc.log("Inset Left:" + insetLeft);

setInsetTop
(
  • insetTop
)

Change the top sprite's cap inset.

insetTop Number

The values to use for the cap inset.

:

sprite.setInsetTop(5);

getInsetTop ( ) Number

Query the top sprite's cap inset.

:

: Number

The top sprite's cap inset.

:

var insetTop = sprite.getInsetTop();
cc.log("Inset Top:" + insetTop);

setInsetRight
(
  • insetRight
)

Change the right sprite's cap inset.

insetRight Number

The values to use for the cap inset.

:

sprite.setInsetRight(5);

getInsetRight ( ) Number

Query the right sprite's cap inset.

:

: Number

The right sprite's cap inset.

:

var insetRight = sprite.getInsetRight();
cc.log("Inset Right:" + insetRight);

setInsetBottom
(
  • bottomInset
)

Change the bottom sprite's cap inset.

bottomInset Number

The values to use for the cap inset.

:

sprite.setInsetBottom(5);

getInsetBottom ( ) Number

Query the bottom sprite's cap inset.

:

: Number

The bottom sprite's cap inset.

:

var insetBottom = sprite.getInsetBottom();
cc.log("Inset Bottom:" + insetBottom);

_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.

:

: _ccsg.Node

_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.

__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

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.

:

var timeCallback = function (dt) {
  cc.log("time: " + dt);
}
this.schedule(timeCallback, 1);

scheduleOnce
(
  • callback
  • [delay =0]
)

Schedules a callback function that runs only once, with a delay of 0 or larger.

callback function

A function wrapped as a selector

delay optional Number 0

The amount of time that the first tick will wait before execution.

:

var timeCallback = function (dt) {
  cc.log("time: " + dt);
}
this.scheduleOnce(timeCallback, 2);

unschedule
(
  • callback_fn
)

Unschedules a custom callback function.

callback_fn function

A function wrapped as a selector

:

this.unschedule(_callback);

unscheduleAllCallbacks ( )

unschedule all scheduled callback functions: custom callback functions, and the 'update' callback function.
Actions are not affected by this method.

:

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.

:

: Boolean

whether it is the first time the destroy being called

:

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.

_onPreDestroy ( ) private

Called before the object being destroyed.

_serialize
(
  • exporting
)
object private

The customized serialization for this object. (Editor Only)

exporting Boolean

:

: object

the serialized json data object

_deserialize
(
  • data
  • ctx
)
private

Init this object from the custom serialized data.

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