TiledLayer
Class
Extends _SGComponent
Module: cc
Render the TMX layer.
Index
Properties
__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
getLayerName
Gets the layer name.
SetLayerName
Set the layer name.
getProperty
Return the value for the specific property name.
getPositionAt
Returns the position in pixels of a given tile coordinate.
removeTileAt
Removes a tile at given tile coordinate.
setTileGID
The Tile GID can be obtained by using the method "tileGIDAt" or by using the TMX editor .
getTileGIDAt
Returns the tile gid at a given tile coordinate.
getTileAt
Returns the tile (_ccsg.Sprite) at a given a tile coordinate.
releaseMap
Dealloc the map that contains the tile position from memory.
setContentSize
Sets the untransformed size of the _ccsg.TMXLayer.
getTexture
Return texture of cc.SpriteBatchNode.
setTexture
Set the texture of cc.SpriteBatchNode.
setTileOpacity
Set the opacity of all tiles
getLayerSize
Gets layer size.
setLayerSize
Set layer size.
getMapTileSize
Size of the map's tile (could be different from the tile's size).
setMapTileSize
Set the map tile size.
getTiles
Pointer to the map of tiles.
setTiles
Pointer to the map of tiles.
getTileSet
Tile set information for the layer.
setTileSet
Tile set information for the layer.
getLayerOrientation
Layer orientation, which is the same as the map orientation.
setLayerOrientation
Layer orientation, which is the same as the map orientation.
getProperties
properties from the layer.
setProperties
properties from the layer.
_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
__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
getLayerName
Gets the layer name.
Examples
var layerName = tiledLayer.getLayerName();
cc.log(layerName);
SetLayerName
Set the layer name.
Parameters
Examples
tiledLayer.setLayerName("New Layer");
getProperty
Return the value for the specific property name.
Parameters
Examples
var property = tiledLayer.getProperty("info");
cc.log(property);
getPositionAt
Returns the position in pixels of a given tile coordinate.
Parameters
Examples
var pos = tiledLayer.getPositionAt(cc.v2(0, 0));
cc.log("Pos: " + pos);
var pos = tiledLayer.getPositionAt(0, 0);
cc.log("Pos: " + pos);
removeTileAt
Removes a tile at given tile coordinate.
Parameters
Examples
tiledLayer.removeTileAt(cc.v2(0, 0));
tiledLayer.removeTileAt(0, 0);
setTileGID
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.
Parameters
Examples
tiledLayer.setTileGID(1001, 10, 10, 1)
getTileGIDAt
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())
Parameters
Examples
var tileGid = tiledLayer.getTileGIDAt(0, 0);
getTileAt
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));
Parameters
Examples
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.
Examples
tiledLayer.releaseMap();
setContentSize
Sets the untransformed size of the _ccsg.TMXLayer.
Parameters
size
Size | Number The untransformed size of the _ccsg.TMXLayer or The untransformed size's width of the TMXLayer.
height
Number The untransformed size's height of the _ccsg.TMXLayer.
Examples
tiledLayer.setContentSize(100, 100);
getTexture
Return texture of cc.SpriteBatchNode.
Examples
var texture = tiledLayer.getTexture();
cc.log("Texture: " + texture);
setTexture
Set the texture of cc.SpriteBatchNode.
Parameters
Examples
tiledLayer.setTexture(texture);
setTileOpacity
Set the opacity of all tiles
Parameters
Examples
tiledLayer.setTileOpacity(128);
getLayerSize
Gets layer size.
Examples
var size = tiledLayer.getLayerSize();
cc.log("layer size: " + size);
setLayerSize
Set layer size.
Parameters
Examples
tiledLayer.setLayerSize(new cc.size(5, 5));
getMapTileSize
Size of the map's tile (could be different from the tile's size).
Examples
var mapTileSize = tiledLayer.getMapTileSize();
cc.log("MapTile size: " + mapTileSize);
setMapTileSize
Set the map tile size.
Parameters
Examples
tiledLayer.setMapTileSize(new cc.size(10, 10));
getTiles
Pointer to the map of tiles.
Examples
var tiles = tiledLayer.getTiles();
setTiles
Pointer to the map of tiles.
Parameters
Examples
tiledLayer.setTiles(tiles);
getTileSet
Tile set information for the layer.
Examples
var tileset = tiledLayer.getTileSet();
setTileSet
Tile set information for the layer.
Parameters
Examples
tiledLayer.setTileSet(tileset);
getLayerOrientation
Layer orientation, which is the same as the map orientation.
Examples
var orientation = tiledLayer.getLayerOrientation();
cc.log("Layer Orientation: " + orientation);
setLayerOrientation
Layer orientation, which is the same as the map orientation.
Parameters
Examples
tiledLayer.setLayerOrientation(TiledMap.Orientation.ORTHO);
getProperties
properties from the layer. They can be added using Tiled.
Examples
var properties = tiledLayer.getProperties();
cc.log("Properties: " + properties);
setProperties
properties from the layer. They can be added using Tiled.
Parameters
Examples
tiledLayer.setLayerOrientation(properties);
_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