RigidBody Class
Extends Component
Module: cc
Index
Properties
enabledContactListenerBooleanShould enabled contact listener? When a collision is trigger, the collision callback will only be called when enabled contact listener.bulletBooleanIs this a fast moving body that should be prevented from tunneling through other moving bodies? Note :- All bodies are prevented from tunneling through kinematic and static bodies. This setting is only considered on dynamic bodies.
- You should use this flag sparingly since it increases processing time.
typeRigidBodyTypeRigidbody type : Static, Kinematic, Dynamic or Animated.allowSleepBooleanSet this flag to false if this body should never fall asleep. Note that this increases CPU usage.gravityScaleNumberScale the gravity applied to this body.linearDampingNumberLinear damping is use to reduce the linear velocity. The damping parameter can be larger than 1, but the damping effect becomes sensitive to the time step when the damping parameter is large.angularDampingNumberAngular damping is use to reduce the angular velocity. The damping parameter can be larger than 1 but the damping effect becomes sensitive to the time step when the damping parameter is large.linearVelocityVec2The linear velocity of the body's origin in world co-ordinates.angularVelocityNumberThe angular velocity of the body.fixedRotationBooleanShould this body be prevented from rotating?awakeBooleanIs this body initially awake or sleeping?activeBooleanSet the active state of the body. An inactive body is not simulated and cannot be collided with or woken up. If body is active, all fixtures will be added to the broad-phase. If body is inactive, all fixtures will be removed from the broad-phase and all contacts will be destroyed. Fixtures on an inactive body are implicitly inactive and will not participate in collisions, ray-casts, or queries. Joints connected to an inactive body are implicitly inactive.__eventTargetsArrayRegister all related EventTargets, all event callbacks will be removed in _onPreDestroynodeNodeThe node this component is attached to. A component is always attached to a node.uuidStringThe uuid for editor._enabledBooleanenabledBooleanindicates whether this component is enabled or not.enabledInHierarchyBooleanindicates whether this component is enabled and its node is also active in the hierarchy._isOnLoadCalledNumberReturns a value which used to indicate the onLoad get called or not._nameString_objFlagsNumbernameStringThe name of the object.isValidBooleanIndicates whether the object is not yet destroyed.
Methods
onBeginContactCollision callback. Called when two collider begin to touch.onEndContactCollision callback. Called when two collider cease to touch.onPreSolveCollision callback. This is called when a contact is updated. This allows you to inspect a contact before it goes to the solver(e.g. disable contact). Note: this is called only for awake bodies. Note: this is called even when the number of contact points is zero. Note: this is not called for sensors.onPostSolveCollision callback. This is called after a contact is updated. You can get the impulses from the contact in this callback.getLocalPointGets a local point relative to the body's origin given a world point.getWorldPointGet the world coordinates of a point given the local coordinates.getWorldVectorGet the world coordinates of a vector given the local coordinates.getLocalVectorGets a local vector relative to the body's origin given a world vector.getWorldPositionGet the world body origin position.getWorldRotationGet the world body rotation angle.getLocalCenterGet the local position of the center of mass.getWorldCenterGet the world position of the center of mass.getLinearVelocityFromWorldPointGet the world linear velocity of a world point attached to this body.getMassGet total mass of the body.getInertiaGet the rotational inertia of the body about the local origin.getJointListGet all the joints connect to the rigidbody.applyForceApply a force at a world point. If the force is not applied at the center of mass, it will generate a torque and affect the angular velocity.applyForceToCenterApply a force to the center of mass.applyTorqueApply a torque. This affects the angular velocity.applyLinearImpulseApply a impulse at a world point, This immediately modifies the velocity. If the impulse is not applied at the center of mass, it will generate a torque and affect the angular velocity.applyAngularImpulseApply an angular impulse.syncPositionSynchronize node's world position to box2d rigidbody's position. If enableAnimated is true and rigidbody's type is Animated type, will set linear velocity instead of directly set rigidbody's position.syncRotationSynchronize node's world angle to box2d rigidbody's angle. If enableAnimated is true and rigidbody's type is Animated type, will set angular velocity instead of directly set rigidbody's angle.updateUpdate is called every frame, if the Component is enabled.lateUpdateLateUpdate is called every frame, if the Component is enabled.__preload__preloadis 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.onLoadWhen 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.startCalled 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'onloadmethods called.onEnableCalled when this component becomes enabled and its node is active.onDisableCalled when this component becomes disabled or its node becomes inactive.onDestroyCalled when this component will be destroyed.onFocusInEditoronLostFocusInEditorresetInEditorCalled 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.addComponentAdds a component class to the node. You can also add component to node by passing in the name of the script.getComponentReturns 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.getComponentsReturns all components of supplied Type in the node.getComponentInChildrenReturns the component of supplied type in any of its children using depth first search.getComponentsInChildrenReturns the components of supplied type in self or any of its children using depth first search._getLocalBoundsIf 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.onRestoreonRestore 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.
scheduleSchedules a custom selector.
If the selector is already scheduled, then the interval parameter will be updated without scheduling it again.scheduleOnceSchedules a callback function that runs only once, with a delay of 0 or larger.unscheduleUnschedules a custom callback function.unscheduleAllCallbacksunschedule all scheduled callback functions: custom callback functions, and the 'update' callback function.
Actions are not affected by this method.destroyDestroy this Object, and release all its own references to other objects.
Actual object destruction will delayed until before rendering.
After destroy, this CCObject is not usable any more. You can use cc.isValid(obj) to check whether the object is destroyed before accessing it._destructClear 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; } } }
_onPreDestroyCalled before the object being destroyed._serializeThe customized serialization for this object. (Editor Only)_deserializeInit this object from the custom serialized data.
Details
Properties
enabledContactListener
Should enabled contact listener? When a collision is trigger, the collision callback will only be called when enabled contact listener.
| meta | description |
|---|---|
| Type | Boolean |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/CCRigidBody.js:75 |
bullet
Is this a fast moving body that should be prevented from tunneling through other moving bodies? Note :
- All bodies are prevented from tunneling through kinematic and static bodies. This setting is only considered on dynamic bodies.
- You should use this flag sparingly since it increases processing time.
| meta | description |
|---|---|
| Type | Boolean |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/CCRigidBody.js:149 |
type
Rigidbody type : Static, Kinematic, Dynamic or Animated.
| meta | description |
|---|---|
| Type | RigidBodyType |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/CCRigidBody.js:169 |
allowSleep
Set this flag to false if this body should never fall asleep. Note that this increases CPU usage.
| meta | description |
|---|---|
| Type | Boolean |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/CCRigidBody.js:197 |
gravityScale
Scale the gravity applied to this body.
| meta | description |
|---|---|
| Type | Number |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/CCRigidBody.js:224 |
linearDamping
Linear damping is use to reduce the linear velocity. The damping parameter can be larger than 1, but the damping effect becomes sensitive to the time step when the damping parameter is large.
| meta | description |
|---|---|
| Type | Number |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/CCRigidBody.js:245 |
angularDamping
Angular damping is use to reduce the angular velocity. The damping parameter can be larger than 1 but the damping effect becomes sensitive to the time step when the damping parameter is large.
| meta | description |
|---|---|
| Type | Number |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/CCRigidBody.js:268 |
linearVelocity
The linear velocity of the body's origin in world co-ordinates.
| meta | description |
|---|---|
| Type | Vec2 |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/CCRigidBody.js:291 |
angularVelocity
The angular velocity of the body.
| meta | description |
|---|---|
| Type | Number |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/CCRigidBody.js:322 |
fixedRotation
Should this body be prevented from rotating?
| meta | description |
|---|---|
| Type | Boolean |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/CCRigidBody.js:346 |
awake
Is this body initially awake or sleeping?
| meta | description |
|---|---|
| Type | Boolean |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/CCRigidBody.js:367 |
active
Set the active state of the body. An inactive body is not simulated and cannot be collided with or woken up. If body is active, all fixtures will be added to the broad-phase. If body is inactive, all fixtures will be removed from the broad-phase and all contacts will be destroyed. Fixtures on an inactive body are implicitly inactive and will not participate in collisions, ray-casts, or queries. Joints connected to an inactive body are implicitly inactive.
| meta | description |
|---|---|
| Type | Boolean |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/CCRigidBody.js:387 |
__eventTargets
Register all related EventTargets, all event callbacks will be removed in _onPreDestroy
| meta | description |
|---|---|
| Type | Array |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:61 |
node
The node this component is attached to. A component is always attached to a node.
| meta | description |
|---|---|
| Type | Node |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:75 |
Examples
cc.log(comp.node);
uuid
The uuid for editor.
| meta | description |
|---|---|
| Type | String |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:111 |
Examples
cc.log(comp.uuid);
_enabled
| meta | description |
|---|---|
| Type | Boolean |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:159 |
enabled
indicates whether this component is enabled or not.
| meta | description |
|---|---|
| Type | Boolean |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:166 |
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 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:197 |
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 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:213 |
Examples
cc.log(this._isOnLoadCalled > 0);
_name
| meta | description |
|---|---|
| Type | String |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCObject.js:50 |
_objFlags
| meta | description |
|---|---|
| Type | Number |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCObject.js:57 |
name
The name of the object.
| meta | description |
|---|---|
| Type | String |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCObject.js:208 |
Examples
obj.name = "New Obj";
isValid
Indicates whether the object is not yet destroyed.
| meta | description |
|---|---|
| Type | Boolean |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCObject.js:225 |
Examples
cc.log(obj.isValid);
Methods
onBeginContact
Collision callback. Called when two collider begin to touch.
| meta | description |
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/CCRigidBody.js:90 |
Parameters
contactPhysicsContact contact informationselfColliderPhysicsCollider the collider belong to this rigidbodyotherColliderPhysicsCollider the collider belong to another rigidbody
onEndContact
Collision callback. Called when two collider cease to touch.
| meta | description |
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/CCRigidBody.js:102 |
Parameters
contactPhysicsContact contact informationselfColliderPhysicsCollider the collider belong to this rigidbodyotherColliderPhysicsCollider the collider belong to another rigidbody
onPreSolve
Collision callback. This is called when a contact is updated. This allows you to inspect a contact before it goes to the solver(e.g. disable contact). Note: this is called only for awake bodies. Note: this is called even when the number of contact points is zero. Note: this is not called for sensors.
| meta | description |
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/CCRigidBody.js:114 |
Parameters
contactPhysicsContact contact informationselfColliderPhysicsCollider the collider belong to this rigidbodyotherColliderPhysicsCollider the collider belong to another rigidbody
onPostSolve
Collision callback. This is called after a contact is updated. You can get the impulses from the contact in this callback.
| meta | description |
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/CCRigidBody.js:134 |
Parameters
contactPhysicsContact contact informationselfColliderPhysicsCollider the collider belong to this rigidbodyotherColliderPhysicsCollider the collider belong to another rigidbody
getLocalPoint
Gets a local point relative to the body's origin given a world point.
| meta | description |
|---|---|
| Returns | Vec2 |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/CCRigidBody.js:420 |
Parameters
getWorldPoint
Get the world coordinates of a point given the local coordinates.
| meta | description |
|---|---|
| Returns | Vec2 |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/CCRigidBody.js:441 |
Parameters
getWorldVector
Get the world coordinates of a vector given the local coordinates.
| meta | description |
|---|---|
| Returns | Vec2 |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/CCRigidBody.js:462 |
Parameters
getLocalVector
Gets a local vector relative to the body's origin given a world vector.
| meta | description |
|---|---|
| Returns | Vec2 |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/CCRigidBody.js:483 |
Parameters
getWorldPosition
Get the world body origin position.
| meta | description |
|---|---|
| Returns | Vec2 |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/CCRigidBody.js:504 |
Parameters
outVec2 optional, the receiving point
getWorldRotation
Get the world body rotation angle.
| meta | description |
|---|---|
| Returns | Number |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/CCRigidBody.js:523 |
getLocalCenter
Get the local position of the center of mass.
| meta | description |
|---|---|
| Returns | Vec2 |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/CCRigidBody.js:538 |
getWorldCenter
Get the world position of the center of mass.
| meta | description |
|---|---|
| Returns | Vec2 |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/CCRigidBody.js:556 |
getLinearVelocityFromWorldPoint
Get the world linear velocity of a world point attached to this body.
| meta | description |
|---|---|
| Returns | Vec2 |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/CCRigidBody.js:574 |
Parameters
getMass
Get total mass of the body.
| meta | description |
|---|---|
| Returns | Number |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/CCRigidBody.js:595 |
getInertia
Get the rotational inertia of the body about the local origin.
| meta | description |
|---|---|
| Returns | Number |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/CCRigidBody.js:607 |
getJointList
Get all the joints connect to the rigidbody.
| meta | description |
|---|---|
| Returns | [Joint] |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/CCRigidBody.js:619 |
applyForce
Apply a force at a world point. If the force is not applied at the center of mass, it will generate a torque and affect the angular velocity.
| meta | description |
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/CCRigidBody.js:663 |
Parameters
forceVec2 the world force vector.pointVec2 the world position.wakeBoolean also wake up the body.
applyForceToCenter
Apply a force to the center of mass.
| meta | description |
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/CCRigidBody.js:683 |
Parameters
applyTorque
Apply a torque. This affects the angular velocity.
| meta | description |
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/CCRigidBody.js:699 |
Parameters
torqueNumber about the z-axis (out of the screen), usually in N-m.wakeBoolean also wake up the body
applyLinearImpulse
Apply a impulse at a world point, This immediately modifies the velocity. If the impulse is not applied at the center of mass, it will generate a torque and affect the angular velocity.
| meta | description |
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/CCRigidBody.js:714 |
Parameters
impulseVec2 the world impulse vector, usually in N-seconds or kg-m/s.pointVec2 the world positionwakeBoolean alse wake up the body
applyAngularImpulse
Apply an angular impulse.
| meta | description |
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/CCRigidBody.js:735 |
Parameters
syncPosition
Synchronize node's world position to box2d rigidbody's position. If enableAnimated is true and rigidbody's type is Animated type, will set linear velocity instead of directly set rigidbody's position.
| meta | description |
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/CCRigidBody.js:750 |
Parameters
enableAnimatedBoolean
syncRotation
Synchronize node's world angle to box2d rigidbody's angle. If enableAnimated is true and rigidbody's type is Animated type, will set angular velocity instead of directly set rigidbody's angle.
| meta | description |
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/CCRigidBody.js:795 |
Parameters
enableAnimatedBoolean
update
Update is called every frame, if the Component is enabled.
| meta | description |
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:234 |
Parameters
dtNumber 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 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:243 |
__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 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:251 |
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 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:262 |
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 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:273 |
onEnable
Called when this component becomes enabled and its node is active.
| meta | description |
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:284 |
onDisable
Called when this component becomes disabled or its node becomes inactive.
| meta | description |
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:292 |
onDestroy
Called when this component will be destroyed.
| meta | description |
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:300 |
onFocusInEditor
| meta | description |
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:308 |
onLostFocusInEditor
| meta | description |
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:313 |
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 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:318 |
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 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:328 |
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 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:346 |
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 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:370 |
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 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:388 |
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 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:406 |
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 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:426 |
Parameters
out_rectRect 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 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:439 |
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 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:541 |
Parameters
callbackfunction The callback functionintervalNumber Tick interval in seconds. 0 means tick every frame.repeatNumber The selector will be executed (repeat + 1) times, you can use cc.macro.REPEAT_FOREVER for tick infinitely.delayNumber 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 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:578 |
Parameters
callbackfunction A function wrapped as a selectordelayNumber 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 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:595 |
Parameters
callback_fnfunction 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 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:611 |
Examples
this.unscheduleAllCallbacks();
destroy
Destroy this Object, and release all its own references to other objects.
Actual object destruction will delayed until before rendering.
After destroy, this CCObject is not usable any more.
You can use cc.isValid(obj) to check whether the object is destroyed before accessing it.
| meta | description |
|---|---|
| Returns | Boolean |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCObject.js:246 |
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; } } }
| meta | description |
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCObject.js:379 |
_onPreDestroy
Called before the object being destroyed.
| meta | description |
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCObject.js:412 |
_serialize
The customized serialization for this object. (Editor Only)
| meta | description |
|---|---|
| Returns | object |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCObject.js:437 |
Parameters
exportingBoolean
_deserialize
Init this object from the custom serialized data.
| meta | description |
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCObject.js:447 |
Parameters
dataObject the serialized json datactx_Deserializer