RigidBody Class

Extends Component

Module: cc

Index

Properties
  • enabledContactListener Boolean Should enabled contact listener? When a collision is trigger, the collision callback will only be called when enabled contact listener.
  • bullet Boolean 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.
  • type RigidBodyType Rigidbody type : Static, Kinematic, Dynamic or Animated.
  • allowSleep Boolean Set this flag to false if this body should never fall asleep. Note that this increases CPU usage.
  • gravityScale Number Scale the gravity applied to this body.
  • linearDamping Number 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.
  • angularDamping Number 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.
  • linearVelocity Vec2 The linear velocity of the body's origin in world co-ordinates.
  • angularVelocity Number The angular velocity of the body.
  • fixedRotation Boolean Should this body be prevented from rotating?
  • awake Boolean Is this body initially awake or sleeping?
  • active Boolean 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.
  • __eventTargets Array Register all related EventTargets, all event callbacks will be removed in _onPreDestroy
  • node Node The node this component is attached to. A component is always attached to a node.
  • 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
  • onBeginContact Collision callback. Called when two collider begin to touch.
  • onEndContact Collision callback. Called when two collider cease to touch.
  • 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.
  • onPostSolve Collision callback. This is called after a contact is updated. You can get the impulses from the contact in this callback.
  • getLocalPoint Gets a local point relative to the body's origin given a world point.
  • getWorldPoint Get the world coordinates of a point given the local coordinates.
  • getWorldVector Get the world coordinates of a vector given the local coordinates.
  • getLocalVector Gets a local vector relative to the body's origin given a world vector.
  • getWorldPosition Get the world body origin position.
  • getWorldRotation Get the world body rotation angle.
  • getLocalCenter Get the local position of the center of mass.
  • getWorldCenter Get the world position of the center of mass.
  • getLinearVelocityFromWorldPoint Get the world linear velocity of a world point attached to this body.
  • getMass Get total mass of the body.
  • getInertia Get the rotational inertia of the body about the local origin.
  • getJointList Get all the joints connect to the rigidbody.
  • 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.
  • applyForceToCenter Apply a force to the center of mass.
  • applyTorque Apply a torque. This affects the angular velocity.
  • 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.
  • applyAngularImpulse Apply an angular impulse.
  • 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.
  • 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.
  • 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. 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.
  • 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.
  • 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 a custom axis aligned bounding box (AABB), so the editor's scene view can perform hit test properly.
  • 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.
  • 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.
    Actions are not affected by this method.
  • 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.
  • _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)
  • _deserialize Init 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
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
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
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
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
  • worldPoint Vec2 a point in world coordinates.
  • out Vec2 optional, the receiving point
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
  • localPoint Vec2 a point in local coordinates.
  • out Vec2 optional, the receiving point
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
  • localVector Vec2 a vector in world coordinates.
  • out Vec2 optional, the receiving vector
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
  • worldVector Vec2 a vector in world coordinates.
  • out Vec2 optional, the receiving vector
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
  • out Vec2 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
  • worldPoint Vec2 a point in world coordinates.
  • out Vec2 optional, the receiving point
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
  • force Vec2 the world force vector.
  • point Vec2 the world position.
  • wake Boolean 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
  • force Vec2 the world force vector.
  • wake Boolean also wake up the body.
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
  • torque Number about the z-axis (out of the screen), usually in N-m.
  • wake Boolean 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
  • impulse Vec2 the world impulse vector, usually in N-seconds or kg-m/s.
  • point Vec2 the world position
  • wake Boolean 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
  • impulse Number the angular impulse in units of kgmm/s
  • wake Boolean also wake up the body
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
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
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
  • 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 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
  • 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.

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_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 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
  • 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.

meta description
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:578
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.

meta description
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:595
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 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.

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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)

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Returns object
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCObject.js:437
Parameters
_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
  • data Object the serialized json data
  • ctx _Deserializer

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