Cocos Creator API

1.3.0

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

TiledLayer

: cc

Render the TMX layer.

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

getLayerName ( ) String

Gets the layer name.

:

: String

:

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

SetLayerName
(
  • layerName
)

Set the layer name.

layerName String

:

tiledLayer.setLayerName("New Layer");

getProperty
(
  • propertyName
)
Any

Return the value for the specific property name.

propertyName String

:

: Any

:

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

getPositionAt
(
  • pos
  • [y ]
)
Vec2

Returns the position in pixels of a given tile coordinate.

pos Vec2 | Number

position or x

y optional Number

:

: Vec2

:

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.

pos Vec2 | Number

position or x

y optional Number

:

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.

gid Number
posOrX Vec2 | Number

position or x

flagsOrY Number

flags or y

flags optional Number

:

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())

pos Vec2 | Number

or x

y optional Number

:

: Number

:

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));
pos Vec2 | Number

or x

y optional Number

:

: _ccsg.Sprite

:

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.

:

tiledLayer.releaseMap();

setContentSize
(
  • size
  • [height ]
)

Sets the untransformed size of the _ccsg.TMXLayer.

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.

:

tiledLayer.setContentSize(100, 100);

getTexture ( ) Texture2D

Return texture of cc.SpriteBatchNode.

:

:

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

setTexture
(
  • texture
)

Set the texture of cc.SpriteBatchNode.

texture Texture2D

:

tiledLayer.setTexture(texture);

setTileOpacity
(
  • opacity
)

Set the opacity of all tiles

opacity Number

:

tiledLayer.setTileOpacity(128);

getLayerSize ( ) Size

Gets layer size.

:

: Size

:

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

setLayerSize
(
  • layerSize
)

Set layer size.

layerSize Size

:

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

getMapTileSize ( ) Size

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

:

: Size

:

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

setMapTileSize
(
  • tileSize
)

Set the map tile size.

tileSize Size

:

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

getTiles ( ) Array

Pointer to the map of tiles.

:

: Array

:

var tiles = tiledLayer.getTiles();

setTiles
(
  • tiles
)

Pointer to the map of tiles.

tiles Array

:

tiledLayer.setTiles(tiles);

getTileSet ( ) TMXTilesetInfo

Tile set information for the layer.

:

: TMXTilesetInfo

:

var tileset = tiledLayer.getTileSet();

setTileSet
(
  • tileset
)

Tile set information for the layer.

tileset TMXTilesetInfo

:

tiledLayer.setTileSet(tileset);

getLayerOrientation ( ) Number

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

:

: Number

:

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

setLayerOrientation
(
  • orientation
)

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

orientation TiledMap.Orientation

:

tiledLayer.setLayerOrientation(TiledMap.Orientation.ORTHO);

getProperties ( ) Array

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

:

: Array

:

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

setProperties
(
  • properties
)

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

properties Array

:

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.

:

: _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);