VideoPlayer Class

Extends Component

Module: cc

cc.VideoPlayer is a component for playing videos, you can use it for showing videos in your game.

Index

Properties
  • resourceType VideoPlayer.ResourceType The resource type of videoplayer, REMOTE for remote url and LOCAL for local file path.
  • remoteURL String The remote URL of video.
  • clip String The local video full path.
  • currentTime Number The current playback time of the now playing item in seconds, you could also change the start playback time.
  • volume Number The volume of the video.
  • mute Boolean Mutes the VideoPlayer.
  • keepAspectRatio Boolean Whether keep the aspect ration of the original video.
  • isFullscreen Boolean Whether play video in fullscreen mode.
  • videoPlayerEvent Component.EventHandler[] the video player's callback, it will be triggered when certain event occurs, like: playing, paused, stopped and completed.
  • __eventTargets Array Register all related EventTargets,...
  • node Node The node this component is attached to.
  • uuid String The uuid for editor.
  • _enabled Boolean
  • enabled Boolean indicates whether this component is enabled or not.
  • enabledInHierarchy Boolean indicates whether this component is enabled and its node is also active in the hierarchy.
  • _isOnLoadCalled Number Returns a value which used to indicate the onLoad get called or not.
  • _name String
  • _objFlags Number
  • name String The name of the object.
  • isValid Boolean Indicates whether the object is not yet destroyed.
Methods
  • play If a video is paused, call this method could resume playing.
  • resume If a video is paused, call this method to resume playing.
  • pause If a video is playing, call this method to pause playing.
  • stop If a video is playing, call this method to stop playing immediately.
  • getDuration Gets the duration of the video
  • isPlaying Determine whether video is playing or not.
  • destroy call the destroy method on this component or the associated node explicitly.
  • update This is a lifecycle method.
  • lateUpdate This is a lifecycle method.
  • __preload __preload is called before every onLoad.
  • 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 This is a lifecycle method.
  • onDisable This is a lifecycle method.
  • onDestroy This is a lifecycle method.
  • onFocusInEditor
  • onLostFocusInEditor
  • resetInEditor Called to initialize the component or node’s properties when adding the component the first time or when the Reset command is used.
  • addComponent Adds a component class to the node.
  • getComponent Returns the component of supplied type if the node has one attached, null if it doesn't....
  • getComponents Returns all components of supplied Type in the node.
  • getComponentInChildren Returns the component of supplied type in any of its children using depth first search.
  • getComponentsInChildren Returns the components of supplied type in self or any of its children using depth first search.
  • _getLocalBounds If the component's bounding box is different from the node's, you can implement this method to supply
  • onRestore for undo/redo operation.
  • schedule Schedules a custom selector....
  • scheduleOnce Schedules a callback function that runs only once, with a delay of 0 or larger.
  • unschedule Unschedules a custom callback function.
  • unscheduleAllCallbacks unschedule all scheduled callback functions: custom callback functions, and the 'update' callback function....
  • _destruct Clear all references in the instance.
  • _onPreDestroy Called before the object being destroyed.
  • _serialize The customized serialization for this object.
  • _deserialize Init this object from the custom serialized data.
Events
  • ready-to-play Note: This event is emitted from the node to which the component belongs.
  • meta-loaded Note: This event is emitted from the node to which the component belongs.
  • clicked Note: This event is emitted from the node to which the component belongs.
  • playing Note: This event is emitted from the node to which the component belongs.
  • paused Note: This event is emitted from the node to which the component belongs.
  • stopped Note: This event is emitted from the node to which the component belongs.
  • completed Note: This event is emitted from the node to which the component belongs.

Details

Properties

resourceType

The resource type of videoplayer, REMOTE for remote url and LOCAL for local file path.

meta description
Type VideoPlayer.ResourceType
Defined in cocos2d/videoplayer/CCVideoPlayer.js:116
remoteURL

The remote URL of video.

meta description
Type String
Defined in cocos2d/videoplayer/CCVideoPlayer.js:134
clip

The local video full path.

meta description
Type String
Defined in cocos2d/videoplayer/CCVideoPlayer.js:155
currentTime

The current playback time of the now playing item in seconds, you could also change the start playback time.

meta description
Type Number
Defined in cocos2d/videoplayer/CCVideoPlayer.js:172
volume

The volume of the video.

meta description
Type Number
Defined in cocos2d/videoplayer/CCVideoPlayer.js:194
mute

Mutes the VideoPlayer. Mute sets the volume=0, Un-Mute restore the original volume.

meta description
Type Boolean
Defined in cocos2d/videoplayer/CCVideoPlayer.js:217
keepAspectRatio

Whether keep the aspect ration of the original video.

meta description
Type Boolean
Defined in cocos2d/videoplayer/CCVideoPlayer.js:235
isFullscreen

Whether play video in fullscreen mode.

meta description
Type Boolean
Defined in cocos2d/videoplayer/CCVideoPlayer.js:249
videoPlayerEvent

the video player's callback, it will be triggered when certain event occurs, like: playing, paused, stopped and completed.

meta description
Type Component.EventHandler[]
Defined in cocos2d/videoplayer/CCVideoPlayer.js:263
__eventTargets

Register all related EventTargets, all event callbacks will be removed in _onPreDestroy

meta description
Type Array
Defined in cocos2d/core/components/CCComponent.js:61
node

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

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Type Node
Defined in cocos2d/core/components/CCComponent.js:75
Examples
cc.log(comp.node);
uuid

The uuid for editor.

meta description
Type String
Defined in cocos2d/core/components/CCComponent.js:106
Examples
cc.log(comp.uuid);
_enabled
meta description
Type Boolean
Defined in cocos2d/core/components/CCComponent.js:147
enabled

indicates whether this component is enabled or not.

meta description
Type Boolean
Defined in cocos2d/core/components/CCComponent.js:154
Examples
comp.enabled = true;
cc.log(comp.enabled);
enabledInHierarchy

indicates whether this component is enabled and its node is also active in the hierarchy.

meta description
Type Boolean
Defined in cocos2d/core/components/CCComponent.js:185
Examples
cc.log(comp.enabledInHierarchy);
_isOnLoadCalled

Returns a value which used to indicate the onLoad get called or not.

meta description
Type Number
Defined in cocos2d/core/components/CCComponent.js:201
Examples
cc.log(this._isOnLoadCalled > 0);
_name
meta description
Type String
Defined in cocos2d/core/platform/CCObject.js:76
_objFlags
meta description
Type Number
Defined in cocos2d/core/platform/CCObject.js:83
name

The name of the object.

meta description
Type String
Defined in cocos2d/core/platform/CCObject.js:243
Examples
obj.name = "New Obj";
isValid

Indicates whether the object is not yet destroyed. (It will not be available after being destroyed)
When an object's destroy is called, it is actually destroyed after the end of this frame. So isValid will return false from the next frame, while isValid in the current frame will still be true. If you want to determine whether the current frame has called destroy, use cc.isValid(obj, true), but this is often caused by a particular logical requirements, which is not normally required.

meta description
Type Boolean
Defined in cocos2d/core/platform/CCObject.js:261
Examples
var node = new cc.Node();
cc.log(node.isValid);    // true
node.destroy();
cc.log(node.isValid);    // true, still valid in this frame
// after a frame...
cc.log(node.isValid);    // false, destroyed in the end of last frame

Methods

play

If a video is paused, call this method could resume playing. If a video is stopped, call this method to play from scratch.

meta description
Defined in cocos2d/videoplayer/CCVideoPlayer.js:394
resume

If a video is paused, call this method to resume playing.

meta description
Defined in cocos2d/videoplayer/CCVideoPlayer.js:406
pause

If a video is playing, call this method to pause playing.

meta description
Defined in cocos2d/videoplayer/CCVideoPlayer.js:418
stop

If a video is playing, call this method to stop playing immediately.

meta description
Defined in cocos2d/videoplayer/CCVideoPlayer.js:429
getDuration

Gets the duration of the video

meta description
Returns Number
Defined in cocos2d/videoplayer/CCVideoPlayer.js:440
isPlaying

Determine whether video is playing or not.

meta description
Returns Boolean
Defined in cocos2d/videoplayer/CCVideoPlayer.js:453
destroy

if you don't need the VideoPlayer and it isn't in any running Scene, you should call the destroy method on this component or the associated node explicitly. Otherwise, the created DOM element won't be removed from web page.

meta description
Returns Boolean
Defined in cocos2d/videoplayer/CCVideoPlayer.js:466
Examples
videoplayer.node.parent = null;  // or  videoplayer.node.removeFromParent(false);
// when you don't need videoplayer anymore
videoplayer.node.destroy();
update

Update is called every frame, if the Component is enabled.
This is a lifecycle method. It may not be implemented in the super class. You can only call its super class method inside it. It should not be called manually elsewhere.

meta description
Defined in cocos2d/core/components/CCComponent.js:222
Parameters
  • dt Number the delta time in seconds it took to complete the last frame
lateUpdate

LateUpdate is called every frame, if the Component is enabled.
This is a lifecycle method. It may not be implemented in the super class. You can only call its super class method inside it. It should not be called manually elsewhere.

meta description
Defined in cocos2d/core/components/CCComponent.js:233
__preload

__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.

meta description
Defined in cocos2d/core/components/CCComponent.js:243
onLoad

When attaching to an active node or its node first activated. onLoad is always called before any start functions, this allows you to order initialization of scripts.
This is a lifecycle method. It may not be implemented in the super class. You can only call its super class method inside it. It should not be called manually elsewhere.

meta description
Defined in cocos2d/core/components/CCComponent.js:254
start

Called before all scripts' update if the Component is enabled the first time. Usually used to initialize some logic which need to be called after all components' onload methods called.
This is a lifecycle method. It may not be implemented in the super class. You can only call its super class method inside it. It should not be called manually elsewhere.

meta description
Defined in cocos2d/core/components/CCComponent.js:267
onEnable

Called when this component becomes enabled and its node is active.
This is a lifecycle method. It may not be implemented in the super class. You can only call its super class method inside it. It should not be called manually elsewhere.

meta description
Defined in cocos2d/core/components/CCComponent.js:280
onDisable

Called when this component becomes disabled or its node becomes inactive.
This is a lifecycle method. It may not be implemented in the super class. You can only call its super class method inside it. It should not be called manually elsewhere.

meta description
Defined in cocos2d/core/components/CCComponent.js:290
onDestroy

Called when this component will be destroyed.
This is a lifecycle method. It may not be implemented in the super class. You can only call its super class method inside it. It should not be called manually elsewhere.

meta description
Defined in cocos2d/core/components/CCComponent.js:300
onFocusInEditor
meta description
Defined in cocos2d/core/components/CCComponent.js:310
onLostFocusInEditor
meta description
Defined in cocos2d/core/components/CCComponent.js:315
resetInEditor

Called to initialize the component or node’s properties when adding the component the first time or when the Reset command is used. This function is only called in editor.

meta description
Defined in cocos2d/core/components/CCComponent.js:320
addComponent

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

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Returns Component
Defined in cocos2d/core/components/CCComponent.js:330
Parameters
  • typeOrClassName Function | String the constructor or the class name of the component to add
Examples
var sprite = node.addComponent(cc.Sprite);
var test = node.addComponent("Test");
getComponent

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.

meta description
Returns Component
Defined in cocos2d/core/components/CCComponent.js:348
Parameters
Examples
// get sprite component.
var sprite = node.getComponent(cc.Sprite);
// get custom test calss.
var test = node.getComponent("Test");
getComponents

Returns all components of supplied Type in the node.

meta description
Returns Component[]
Defined in cocos2d/core/components/CCComponent.js:372
Parameters
Examples
var sprites = node.getComponents(cc.Sprite);
var tests = node.getComponents("Test");
getComponentInChildren

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

meta description
Returns Component
Defined in cocos2d/core/components/CCComponent.js:390
Parameters
Examples
var sprite = node.getComponentInChildren(cc.Sprite);
var Test = node.getComponentInChildren("Test");
getComponentsInChildren

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

meta description
Returns Component[]
Defined in cocos2d/core/components/CCComponent.js:408
Parameters
Examples
var sprites = node.getComponentsInChildren(cc.Sprite);
var tests = node.getComponentsInChildren("Test");
_getLocalBounds

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.

meta description
Defined in cocos2d/core/components/CCComponent.js:428
Parameters
  • 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.

meta description
Defined in cocos2d/core/components/CCComponent.js:441
schedule

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

meta description
Defined in cocos2d/core/components/CCComponent.js:535
Parameters
  • callback function The callback function
  • interval Number Tick interval in seconds. 0 means tick every frame.
  • repeat Number The selector will be executed (repeat + 1) times, you can use cc.macro.REPEAT_FOREVER for tick infinitely.
  • delay Number The amount of time that the first tick will wait before execution.
Examples
var timeCallback = function (dt) {
  cc.log("time: " + dt);
}
this.schedule(timeCallback, 1);
scheduleOnce

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

meta description
Defined in cocos2d/core/components/CCComponent.js:572
Parameters
  • callback function A function wrapped as a selector
  • delay Number The amount of time that the first tick will wait before execution.
Examples
var timeCallback = function (dt) {
  cc.log("time: " + dt);
}
this.scheduleOnce(timeCallback, 2);
unschedule

Unschedules a custom callback function.

meta description
Defined in cocos2d/core/components/CCComponent.js:589
Parameters
  • 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.

meta description
Defined in cocos2d/core/components/CCComponent.js:605
Examples
this.unscheduleAllCallbacks();
_destruct

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, for example: _destruct: function () { for (var key in this) { if (this.hasOwnProperty(key)) { switch (typeof this[key]) { case 'string': this[key] = ''; break; case 'object': case 'function': this[key] = null; break; } } }

meta description
Defined in cocos2d/core/platform/CCObject.js:430
_onPreDestroy

Called before the object being destroyed.

meta description
Defined in cocos2d/core/platform/CCObject.js:463
_serialize

The customized serialization for this object. (Editor Only)

meta description
Returns object
Defined in cocos2d/core/platform/CCObject.js:488
Parameters
_deserialize

Init this object from the custom serialized data.

meta description
Defined in cocos2d/core/platform/CCObject.js:498
Parameters
  • data Object the serialized json data
  • ctx _Deserializer

Events

ready-to-play Event

Module: cc

Note: This event is emitted from the node to which the component belongs.

Index

Details

meta-loaded Event

Module: cc

Note: This event is emitted from the node to which the component belongs.

Index

Details

clicked Event

Module: cc

Note: This event is emitted from the node to which the component belongs.

Index

Details

playing Event

Module: cc

Note: This event is emitted from the node to which the component belongs.

Index

Details

paused Event

Module: cc

Note: This event is emitted from the node to which the component belongs.

Index

Details

stopped Event

Module: cc

Note: This event is emitted from the node to which the component belongs.

Index

Details

completed Event

Module: cc

Note: This event is emitted from the node to which the component belongs.

Index

Details

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