VideoPlayer
Class
Extends _RendererUnderSG
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._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
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 videoisPlaying
Determine whether video is playing or not.destroy
call the destroy method on this component or the associated node explicitly._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 supplyonRestore
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/core/components/CCVideoPlayer.js:111 |
remoteURL
The remote URL of video.
meta | description |
---|---|
Type | String |
Defined in | cocos2d/core/components/CCVideoPlayer.js:129 |
clip
The local video full path.
meta | description |
---|---|
Type | String |
Defined in | cocos2d/core/components/CCVideoPlayer.js:150 |
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/core/components/CCVideoPlayer.js:172 |
volume
The volume of the video.
meta | description |
---|---|
Type | Number |
Defined in | cocos2d/core/components/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/core/components/CCVideoPlayer.js:217 |
keepAspectRatio
Whether keep the aspect ration of the original video.
meta | description |
---|---|
Type | Boolean |
Defined in | cocos2d/core/components/CCVideoPlayer.js:235 |
isFullscreen
Whether play video in fullscreen mode.
meta | description |
---|---|
Type | Boolean |
Defined in | cocos2d/core/components/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/core/components/CCVideoPlayer.js:263 |
_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
.
meta | description |
---|---|
Type | _ccsg.Node |
Defined in | cocos2d/core/components/CCRendererUnderSG.js:42 |
__eventTargets
Register all related EventTargets, all event callbacks will be removed in _onPreDestroy
meta | description |
---|---|
Type | Array |
Defined in | cocos2d/core/components/CCComponent.js:62 |
node
The node this component is attached to. A component is always attached to a node.
meta | description |
---|---|
Type | Node |
Defined in | cocos2d/core/components/CCComponent.js:76 |
Examples
cc.log(comp.node);
uuid
The uuid for editor.
meta | description |
---|---|
Type | String |
Defined in | cocos2d/core/components/CCComponent.js:112 |
Examples
cc.log(comp.uuid);
_enabled
meta | description |
---|---|
Type | Boolean |
Defined in | cocos2d/core/components/CCComponent.js:160 |
enabled
indicates whether this component is enabled or not.
meta | description |
---|---|
Type | Boolean |
Defined in | cocos2d/core/components/CCComponent.js:167 |
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:198 |
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:214 |
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'sdestroy
is called, it is actually destroyed after the end of this frame. SoisValid
will return false from the next frame, whileisValid
in the current frame will still be true. If you want to determine whether the current frame has calleddestroy
, usecc.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/core/components/CCVideoPlayer.js:381 |
resume
If a video is paused, call this method to resume playing.
meta | description |
---|---|
Defined in | cocos2d/core/components/CCVideoPlayer.js:393 |
pause
If a video is playing, call this method to pause playing.
meta | description |
---|---|
Defined in | cocos2d/core/components/CCVideoPlayer.js:405 |
stop
If a video is playing, call this method to stop playing immediately.
meta | description |
---|---|
Defined in | cocos2d/core/components/CCVideoPlayer.js:416 |
getDuration
Gets the duration of the video
meta | description |
---|---|
Returns | Number |
Defined in | cocos2d/core/components/CCVideoPlayer.js:427 |
isPlaying
Determine whether video is playing or not.
meta | description |
---|---|
Returns | Boolean |
Defined in | cocos2d/core/components/CCVideoPlayer.js:440 |
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/core/components/CCVideoPlayer.js:453 |
Examples
videoplayer.node.parent = null; // or videoplayer.node.removeFromParent(false);
// when you don't need videoplayer anymore
videoplayer.node.destroy();
_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.
meta | description |
---|---|
Returns | _ccsg.Node |
Defined in | cocos2d/core/components/CCSGComponent.js:66 |
_initSgNode
meta | description |
---|---|
Defined in | cocos2d/core/components/CCSGComponent.js:76 |
_removeSgNode
meta | description |
---|---|
Defined in | cocos2d/core/components/CCSGComponent.js:82 |
update
Update is called every frame, if the Component is enabled.
meta | description |
---|---|
Defined in | cocos2d/core/components/CCComponent.js:235 |
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.
meta | description |
---|---|
Defined in | cocos2d/core/components/CCComponent.js:244 |
__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:252 |
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.
meta | description |
---|---|
Defined in | cocos2d/core/components/CCComponent.js:263 |
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.
meta | description |
---|---|
Defined in | cocos2d/core/components/CCComponent.js:274 |
onEnable
Called when this component becomes enabled and its node is active.
meta | description |
---|---|
Defined in | cocos2d/core/components/CCComponent.js:285 |
onDisable
Called when this component becomes disabled or its node becomes inactive.
meta | description |
---|---|
Defined in | cocos2d/core/components/CCComponent.js:293 |
onDestroy
Called when this component will be destroyed.
meta | description |
---|---|
Defined in | cocos2d/core/components/CCComponent.js:301 |
onFocusInEditor
meta | description |
---|---|
Defined in | cocos2d/core/components/CCComponent.js:309 |
onLostFocusInEditor
meta | description |
---|---|
Defined in | cocos2d/core/components/CCComponent.js:314 |
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:319 |
addComponent
Adds a component class to the node. You can also add component to node by passing in the name of the script.
meta | description |
---|---|
Returns | Component |
Defined in | cocos2d/core/components/CCComponent.js:329 |
Parameters
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:347 |
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:371 |
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:389 |
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:407 |
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:427 |
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:440 |
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:542 |
Parameters
callback
function The callback functioninterval
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:579 |
Parameters
callback
function A function wrapped as a selectordelay
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:596 |
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:612 |
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:428 |
_onPreDestroy
Called before the object being destroyed.
meta | description |
---|---|
Defined in | cocos2d/core/platform/CCObject.js:461 |
_serialize
The customized serialization for this object. (Editor Only)
meta | description |
---|---|
Returns | object |
Defined in | cocos2d/core/platform/CCObject.js:486 |
Parameters
exporting
Boolean
_deserialize
Init this object from the custom serialized data.
meta | description |
---|---|
Defined in | cocos2d/core/platform/CCObject.js:496 |
Parameters
data
Object the serialized json datactx
_Deserializer
Events
ready-to-play
Event
Note: This event is emitted from the node to which the component belongs.
Index
Details
meta-loaded
Event
Note: This event is emitted from the node to which the component belongs.
Index
Details
clicked
Event
Note: This event is emitted from the node to which the component belongs.
Index
Details
playing
Event
Note: This event is emitted from the node to which the component belongs.
Index
Details
paused
Event
Note: This event is emitted from the node to which the component belongs.
Index
Details
stopped
Event
Note: This event is emitted from the node to which the component belongs.
Index
Details
completed
Event
Note: This event is emitted from the node to which the component belongs.