Game Class

Extends EventTarget

Module: cc

cc.game is the singleton object for game related functions.

Index

Properties
  • EVENT_HIDE String Event triggered when game hide to background. Please note that this event is not 100% guaranteed to be fired on Web platform, on native platforms, it corresponds to enter background event, os status bar or notification center may not trigger this event.
  • EVENT_SHOW String Event triggered when game back to foreground Please note that this event is not 100% guaranteed to be fired on Web platform, on native platforms, it corresponds to enter foreground event.
  • EVENT_GAME_INITED String Event triggered after game inited, at this point all engine objects and game scripts are loaded
  • EVENT_RENDERER_INITED String Event triggered after renderer inited, at this point you will be able to use the render context
  • CONFIG_KEY Object Key of config
  • frame Object The outer frame of the game canvas, parent of cc.container.
  • container HTMLDivElement The container of game canvas, equals to cc.container.
  • canvas HTMLCanvasElement The canvas of the game, equals to cc._canvas.
  • config Object The current game configuration, including:
    1. debugMode
      "debugMode" possible values :
      0 - No message will be printed.
      1 - cc.error, cc.assert, cc.warn, cc.log will print in console.
      2 - cc.error, cc.assert, cc.warn will print in console.
      3 - cc.error, cc.assert will print in console.
      4 - cc.error, cc.assert, cc.warn, cc.log will print on canvas, available only on web.
      5 - cc.error, cc.assert, cc.warn will print on canvas, available only on web.
      6 - cc.error, cc.assert will print on canvas, available only on web.
    2. showFPS
      Left bottom corner fps information will show when "showFPS" equals true, otherwise it will be hide.
    3. exposeClassName
      Expose class name to chrome debug tools, the class intantiate performance is a little bit slower when exposed.
    4. frameRate
      "frameRate" set the wanted frame rate for your game, but the real fps depends on your game implementation and the running environment.
    5. id
      "gameCanvas" sets the id of your canvas element on the web page, it's useful only on web.
    6. renderMode
      "renderMode" sets the renderer type, only useful on web :
      0 - Automatically chosen by engine
      1 - Forced to use canvas renderer
      2 - Forced to use WebGL renderer, but this will be ignored on mobile browsers
    7. scenes
      "scenes" include available scenes in the current bundle.

      Please DO NOT modify this object directly, it won't have any effect.
Methods
  • onStart Callback when the scripts of engine have been load.
  • setFrameRate Set frameRate of game.
  • step Run the game frame by frame.
  • pause Pause the game main loop. This will pause: game logic execution, rendering process, event manager, background music and all audio effects. This is different with cc.director.pause which only pause the game logic execution.
  • resume Resume the game from pause. This will resume: game logic execution, rendering process, event manager, background music and all audio effects.
  • isPaused Check whether the game is paused.
  • restart Restart game.
  • end End game, it will close the game window
  • prepare Prepare game.
  • run Run game with configuration object and onStart function.
  • addPersistRootNode Add a persistent root node to the game, the persistent node won't be destroyed during scene transition.
    The target node must be placed in the root level of hierarchy, otherwise this API won't have any effect.
  • removePersistRootNode Remove a persistent root node.
  • isPersistRootNode Check whether the node is a persistent root node.
  • on Register an callback of a specific event type on the EventTarget.
  • off Removes the listeners previously registered with the same type, callback, target and or useCapture, if only type is passed as parameter, all listeners registered with that type will be removed.
  • targetOff Removes all callbacks previously registered with the same target (passed as parameter). This is not for removing all listeners in the current event target, and this is not for removing all listeners the target parameter have registered. It's only for removing all listeners (callback and target couple) registered on the current event target by the target parameter.
  • once Register an callback of a specific event type on the EventTarget, the callback will remove itself after the first time it is triggered.
  • dispatchEvent Dispatches an event into the event flow. The event target is the EventTarget object upon which the dispatchEvent() method is called.
  • emit Send an event to this object directly, this method will not propagate the event to any other objects. The event will be created from the supplied message, you can get the "detail" argument from event.detail.

Details

Properties

EVENT_HIDE

Event triggered when game hide to background. Please note that this event is not 100% guaranteed to be fired on Web platform, on native platforms, it corresponds to enter background event, os status bar or notification center may not trigger this event.

meta description
Type String
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/CCGame.js:46
Examples
cc.game.on(cc.game.EVENT_HIDE, function () {
    cc.audioEngine.pauseMusic();
    cc.audioEngine.pauseAllEffects();
});
EVENT_SHOW

Event triggered when game back to foreground Please note that this event is not 100% guaranteed to be fired on Web platform, on native platforms, it corresponds to enter foreground event.

meta description
Type String
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/CCGame.js:63
EVENT_GAME_INITED

Event triggered after game inited, at this point all engine objects and game scripts are loaded

meta description
Type String
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/CCGame.js:75
EVENT_RENDERER_INITED

Event triggered after renderer inited, at this point you will be able to use the render context

meta description
Type String
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/CCGame.js:82
CONFIG_KEY

Key of config

meta description
Type Object
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/CCGame.js:96
frame

The outer frame of the game canvas, parent of cc.container.

meta description
Type Object
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/CCGame.js:134
container

The container of game canvas, equals to cc.container.

meta description
Type HTMLDivElement
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/CCGame.js:141
canvas

The canvas of the game, equals to cc._canvas.

meta description
Type HTMLCanvasElement
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/CCGame.js:148
config

The current game configuration, including:

  1. debugMode
    "debugMode" possible values :
    0 - No message will be printed.
    1 - cc.error, cc.assert, cc.warn, cc.log will print in console.
    2 - cc.error, cc.assert, cc.warn will print in console.
    3 - cc.error, cc.assert will print in console.
    4 - cc.error, cc.assert, cc.warn, cc.log will print on canvas, available only on web.
    5 - cc.error, cc.assert, cc.warn will print on canvas, available only on web.
    6 - cc.error, cc.assert will print on canvas, available only on web.
  2. showFPS
    Left bottom corner fps information will show when "showFPS" equals true, otherwise it will be hide.
  3. exposeClassName
    Expose class name to chrome debug tools, the class intantiate performance is a little bit slower when exposed.
  4. frameRate
    "frameRate" set the wanted frame rate for your game, but the real fps depends on your game implementation and the running environment.
  5. id
    "gameCanvas" sets the id of your canvas element on the web page, it's useful only on web.
  6. renderMode
    "renderMode" sets the renderer type, only useful on web :
    0 - Automatically chosen by engine
    1 - Forced to use canvas renderer
    2 - Forced to use WebGL renderer, but this will be ignored on mobile browsers
  7. scenes
    "scenes" include available scenes in the current bundle.

    Please DO NOT modify this object directly, it won't have any effect.
meta description
Type Object
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/CCGame.js:156

Methods

onStart

Callback when the scripts of engine have been load.

meta description
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/CCGame.js:218
setFrameRate

Set frameRate of game.

meta description
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/CCGame.js:229
Parameters
step

Run the game frame by frame.

meta description
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/CCGame.js:246
pause

Pause the game main loop. This will pause: game logic execution, rendering process, event manager, background music and all audio effects. This is different with cc.director.pause which only pause the game logic execution.

meta description
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/CCGame.js:255
resume

Resume the game from pause. This will resume: game logic execution, rendering process, event manager, background music and all audio effects.

meta description
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/CCGame.js:275
isPaused

Check whether the game is paused.

meta description
Returns Boolean
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/CCGame.js:292
restart

Restart game.

meta description
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/CCGame.js:302
end

End game, it will close the game window

meta description
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/CCGame.js:329
prepare

Prepare game.

meta description
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/CCGame.js:339
Parameters
run

Run game with configuration object and onStart function.

meta description
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/CCGame.js:439
Parameters
  • config Object | Function Pass configuration object or onStart function
  • onStart Function function to be executed after game initialized
addPersistRootNode

Add a persistent root node to the game, the persistent node won't be destroyed during scene transition.
The target node must be placed in the root level of hierarchy, otherwise this API won't have any effect.

meta description
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/CCGame.js:463
Parameters
  • node Node The node to be made persistent
removePersistRootNode

Remove a persistent root node.

meta description
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/CCGame.js:499
Parameters
  • node Node The node to be removed from persistent node list
isPersistRootNode

Check whether the node is a persistent root node.

meta description
Returns Boolean
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/CCGame.js:515
Parameters
  • node Node The node to be checked
on

Register an callback of a specific event type on the EventTarget.

meta description
Returns Function
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/event/event-target.js:217
Parameters
  • type String A string representing the event type to listen for.
  • callback Function The callback that will be invoked when the event is dispatched.
                           The callback is ignored if it is a duplicate (the callbacks are unique).
    
  • target Object The target (this object) to invoke the callback, can be null
  • useCapture Boolean When set to true, the capture argument prevents callback
                           from being invoked when the event's eventPhase attribute value is BUBBLING_PHASE.
                           When false, callback will NOT be invoked when event's eventPhase attribute value is CAPTURING_PHASE.
                           Either way, callback will be invoked when event's eventPhase attribute value is AT_TARGET.
    
Examples
node.on(cc.Node.EventType.TOUCH_END, function (event) {
    cc.log("this is callback");
}, node);
off

Removes the listeners previously registered with the same type, callback, target and or useCapture, if only type is passed as parameter, all listeners registered with that type will be removed.

meta description
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/event/event-target.js:274
Parameters
  • type String A string representing the event type being removed.
  • callback Function The callback to remove.
  • target Object The target (this object) to invoke the callback, if it's not given, only callback without target will be removed
  • useCapture Boolean Specifies whether the callback being removed was registered as a capturing callback or not.
                           If not specified, useCapture defaults to false. If a callback was registered twice,
                           one with capture and one without, each must be removed separately. Removal of a capturing callback
                           does not affect a non-capturing version of the same listener, and vice versa.
    
Examples
// register touchEnd eventListener
var touchEnd = node.on(cc.Node.EventType.TOUCH_END, function (event) {
    cc.log("this is callback");
}, node);
// remove touch end event listener
node.off(cc.Node.EventType.TOUCH_END, touchEnd, node);
// remove all touch end event listeners
node.off(cc.Node.EventType.TOUCH_END);
targetOff

Removes all callbacks previously registered with the same target (passed as parameter). This is not for removing all listeners in the current event target, and this is not for removing all listeners the target parameter have registered. It's only for removing all listeners (callback and target couple) registered on the current event target by the target parameter.

meta description
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/event/event-target.js:329
Parameters
  • target Object The target to be searched for all related listeners
once

Register an callback of a specific event type on the EventTarget, the callback will remove itself after the first time it is triggered.

meta description
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/event/event-target.js:351
Parameters
  • type String A string representing the event type to listen for.
  • callback Function The callback that will be invoked when the event is dispatched.
                           The callback is ignored if it is a duplicate (the callbacks are unique).
    
  • target Object The target (this object) to invoke the callback, can be null
  • useCapture Boolean When set to true, the capture argument prevents callback
                           from being invoked when the event's eventPhase attribute value is BUBBLING_PHASE.
                           When false, callback will NOT be invoked when event's eventPhase attribute value is CAPTURING_PHASE.
                           Either way, callback will be invoked when event's eventPhase attribute value is AT_TARGET.
    
Examples
node.once(cc.Node.EventType.TOUCH_END, function (event) {
    cc.log("this is callback");
}, node);
dispatchEvent

Dispatches an event into the event flow. The event target is the EventTarget object upon which the dispatchEvent() method is called.

meta description
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/event/event-target.js:396
Parameters
  • event Event The Event object that is dispatched into the event flow
emit

Send an event to this object directly, this method will not propagate the event to any other objects. The event will be created from the supplied message, you can get the "detail" argument from event.detail.

meta description
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/event/event-target.js:410
Parameters
  • message String the message to send
  • detail Any whatever argument the message needs

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