Sprite
Class
Extends _RendererUnderSG
Module: cc
Parent Module: cc
Renders a sprite in the scene.
Index
Properties
spriteFrame
SpriteFrame
The sprite frame of the sprite.
type
Sprite.Type
The sprite render type.
fillType
Sprite.FillType
The fill type, This will only have any effect if the "type" is set to “cc.Sprite.Type.FILLED”.
fillCenter
Vec2
The fill Center, This will only have any effect if the "type" is set to “cc.Sprite.Type.FILLED”.
fillStart
Number
The fill Start, This will only have any effect if the "type" is set to “cc.Sprite.Type.FILLED”.
fillRange
Number
The fill Range, This will only have any effect if the "type" is set to “cc.Sprite.Type.FILLED”.
trim
Boolean
specify the frame is trimmed or not.
srcBlendFactor
BlendFactor
specify the source Blend Factor.
dstBlendFactor
BlendFactor
specify the destination Blend Factor.
sizeMode
Sprite.SizeMode
specify the size tracing mode.
_sgNode
_ccsg.Node
Reference to the instance of _ccsg.Node
__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
setInsetLeft
Change the left sprite's cap inset.
getInsetLeft
Query the left sprite's cap inset.
setInsetTop
Change the top sprite's cap inset.
getInsetTop
Query the top sprite's cap inset.
setInsetRight
Change the right sprite's cap inset.
getInsetRight
Query the right sprite's cap inset.
setInsetBottom
Change the bottom sprite's cap inset.
getInsetBottom
Query the bottom sprite's cap inset.
_createSgNode
Create and returns your new scene graph node (SGNode) to add to scene graph.
_initSgNode
_removeSgNode
update
Update is called every frame, if the Component is enabled.
lateUpdate
LateUpdate is called every frame, if the Component is enabled.
__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
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
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....
destroy
Actual object destruction will delayed until before rendering.
_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.
Details
Properties
spriteFrame
The sprite frame of the sprite.
Examples
sprite.spriteFrame = newSpriteFrame;
type
The sprite render type.
Examples
sprite.type = cc.Sprite.Type.SIMPLE;
fillType
The fill type, This will only have any effect if the "type" is set to “cc.Sprite.Type.FILLED”.
Examples
sprite.fillType = cc.Sprite.FillType.HORIZONTAL;
fillCenter
The fill Center, This will only have any effect if the "type" is set to “cc.Sprite.Type.FILLED”.
Examples
sprite.fillCenter = new cc.Vec2(0, 0);
fillStart
The fill Start, This will only have any effect if the "type" is set to “cc.Sprite.Type.FILLED”.
Examples
sprite.fillStart = 0.5;
fillRange
The fill Range, This will only have any effect if the "type" is set to “cc.Sprite.Type.FILLED”.
Examples
sprite.fillRange = 1;
trim
specify the frame is trimmed or not.
Examples
sprite.trim = true;
srcBlendFactor
specify the source Blend Factor.
Examples
sprite.srcBlendFactor = cc.BlendFunc.BlendFactor.ONE;
dstBlendFactor
specify the destination Blend Factor.
Examples
sprite.dstBlendFactor = cc.BlendFunc.BlendFactor.ONE;
sizeMode
specify the size tracing mode.
Examples
sprite.sizeMode = cc.Sprite.SizeMode.CUSTOM;
_sgNode
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
.
__eventTargets
Register all related EventTargets,
all event callbacks will be removed in _onPreDestroy
node
The node this component is attached to. A component is always attached to a node.
Examples
cc.log(comp.node);
uuid
The uuid for editor.
Examples
cc.log(comp.uuid);
_enabled
enabled
indicates whether this component is enabled or not.
Examples
comp.enabled = true;
cc.log(comp.enabled);
enabledInHierarchy
indicates whether this component is enabled and its node is also active in the hierarchy.
Examples
cc.log(comp.enabledInHierarchy);
_isOnLoadCalled
Returns a value which used to indicate the onLoad get called or not.
Examples
cc.log(this._isOnLoadCalled > 0);
_name
_objFlags
name
The name of the object.
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.
Examples
var node = new cc.Node();
cc.log(node.isValid);
node.destroy();
cc.log(node.isValid);
cc.log(node.isValid);
Methods
setInsetLeft
Change the left sprite's cap inset.
Parameters
insetLeft
Number The values to use for the cap inset.
Examples
sprite.setInsetLeft(5);
getInsetLeft
Query the left sprite's cap inset.
Examples
var insetLeft = sprite.getInsetLeft();
cc.log("Inset Left:" + insetLeft);
setInsetTop
Change the top sprite's cap inset.
Parameters
insetTop
Number The values to use for the cap inset.
Examples
sprite.setInsetTop(5);
getInsetTop
Query the top sprite's cap inset.
Examples
var insetTop = sprite.getInsetTop();
cc.log("Inset Top:" + insetTop);
setInsetRight
Change the right sprite's cap inset.
Parameters
insetRight
Number The values to use for the cap inset.
Examples
sprite.setInsetRight(5);
getInsetRight
Query the right sprite's cap inset.
Examples
var insetRight = sprite.getInsetRight();
cc.log("Inset Right:" + insetRight);
setInsetBottom
Change the bottom sprite's cap inset.
Parameters
bottomInset
Number The values to use for the cap inset.
Examples
sprite.setInsetBottom(5);
getInsetBottom
Query the bottom sprite's cap inset.
Examples
var insetBottom = sprite.getInsetBottom();
cc.log("Inset Bottom:" + insetBottom);
_createSgNode
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.
_initSgNode
_removeSgNode
update
Update is called every frame, if the Component is enabled.
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.
__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.
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.
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.
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
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.
addComponent
Adds a component class to the node. You can also add component to node by passing in the name of the script.
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.
Parameters
Examples
var sprite = node.getComponent(cc.Sprite);
var test = node.getComponent("Test");
getComponents
Returns all components of supplied Type in the node.
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.
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.
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.
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.
schedule
Schedules a custom selector.
If the selector is already scheduled, then the interval parameter will be updated without scheduling it again.
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.
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.
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.
Examples
this.unscheduleAllCallbacks();
destroy
Destroy this Object, and release all its own references to other objects.
Actual object destruction will delayed until before rendering.
From the next frame, this object is not usable any more.
You can use cc.isValid(obj) to check whether the object is destroyed before accessing it.
Examples
obj.destroy();
_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;
}
}
}
_onPreDestroy
Called before the object being destroyed.
_serialize
The customized serialization for this object. (Editor Only)
Parameters
_deserialize
Init this object from the custom serialized data.
Parameters
data
Object the serialized json data
ctx
_Deserializer