Joint Class
Extends Component
Defined in: https://github.com/cocos-creator/engine/blob/79b9133d6e0e44b4b8f033ba86231ae21522f2dc/cocos2d/core/physics/joint/CCJoint.js:32
Module: cc
Parent Module: cc
Base class for joints to connect rigidbody.
Index
Properties
anchor Vec2 The anchor of the rigidbody.
connectedAnchor Vec2 The anchor of the connected rigidbody.
connectedBody RigidBody The rigidbody to which the other end of the joint is attached.
collideConnected Boolean Should the two rigid bodies connected with this joint collide with each other?
__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
apply Apply current changes to joint, this will regenerate inner box2d joint.
getWorldAnchor Get the anchor point on rigidbody in world coordinates.
getWorldConnectedAnchor Get the anchor point on connected rigidbody in world coordinates.
getReactionForce Gets the reaction force of the joint.
getReactionTorque Gets the reaction torque of the joint.
update This is a lifecycle method.
lateUpdate This is a lifecycle method.
__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 This is a lifecycle method.
onDisable This is a lifecycle method.
onDestroy This is a lifecycle method.
onFocusInEditor
onLostFocusInEditor
resetInEditor Called to initialize the component or node’s properties when adding the component the first time or when the Reset command is used.
addComponent Adds a component class to the node.
getComponent Returns the component of supplied type if the node has one attached, null if it doesn't....
getComponents Returns all components of supplied Type in the node.
getComponentInChildren Returns the component of supplied type in any of its children using depth first search.
getComponentsInChildren Returns the components of supplied type in self or any of its children using depth first search.
_getLocalBounds If the component's bounding box is different from the node's, you can implement this method to supply
onRestore for undo/redo operation.
schedule Schedules a custom selector....
scheduleOnce Schedules a callback function that runs only once, with a delay of 0 or larger.
unschedule Unschedules a custom callback function.
unscheduleAllCallbacks unschedule all scheduled callback functions: custom callback functions, and the 'update' callback function....
destroy Actual object destruction will delayed until before rendering.
_destruct Clear all references in the instance.
_onPreDestroy Called before the object being destroyed.
_serialize The customized serialization for this object.
_deserialize Init this object from the custom serialized data.
Details
Properties
anchor
The anchor of the rigidbody.
connectedAnchor
The anchor of the connected rigidbody.
connectedBody
The rigidbody to which the other end of the joint is attached.
collideConnected
Should the two rigid bodies connected with this joint collide with each other?
__eventTargets
Register all related EventTargets,
all event callbacks will be removed in _onPreDestroy
node
The node this component is attached to. A component is always attached to a node.
Examples
cc.log(comp.node);
uuid
The uuid for editor.
Examples
cc.log(comp.uuid);
_enabled
enabled
indicates whether this component is enabled or not.
Examples
comp.enabled = true;
cc.log(comp.enabled);
enabledInHierarchy
indicates whether this component is enabled and its node is also active in the hierarchy.
Examples
cc.log(comp.enabledInHierarchy);
_isOnLoadCalled
Returns a value which used to indicate the onLoad get called or not.
Examples
cc.log(this._isOnLoadCalled > 0);
_name
_objFlags
name
The name of the object.
Examples
obj.name = "New Obj";
isValid
Indicates whether the object is not yet destroyed. (It will not be available after being destroyed)
When an object's destroy is called, it is actually destroyed after the end of this frame.
So isValid will return false from the next frame, while isValid in the current frame will still be true.
If you want to determine whether the current frame has called destroy, use cc.isValid(obj, true),
but this is often caused by a particular logical requirements, which is not normally required.
Examples
var node = new cc.Node();
cc.log(node.isValid);
node.destroy();
cc.log(node.isValid);
cc.log(node.isValid);
Methods
apply
Apply current changes to joint, this will regenerate inner box2d joint.
getWorldAnchor
Get the anchor point on rigidbody in world coordinates.
getWorldConnectedAnchor
Get the anchor point on connected rigidbody in world coordinates.
getReactionForce
Gets the reaction force of the joint.
Parameters
timeStep Number The time to calculate the reaction force for.
getReactionTorque
Gets the reaction torque of the joint.
Parameters
timeStep Number The time to calculate the reaction torque for.
update
Update is called every frame, if the Component is enabled.
This is a lifecycle method. It may not be implemented in the super class. You can only call its super class method inside it. It should not be called manually elsewhere.
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.
This is a lifecycle method. It may not be implemented in the super class. You can only call its super class method inside it. It should not be called manually elsewhere.
__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.
This is a lifecycle method. It may not be implemented in the super class. You can only call its super class method inside it. It should not be called manually elsewhere.
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.
This is a lifecycle method. It may not be implemented in the super class. You can only call its super class method inside it. It should not be called manually elsewhere.
onEnable
Called when this component becomes enabled and its node is active.
This is a lifecycle method. It may not be implemented in the super class. You can only call its super class method inside it. It should not be called manually elsewhere.
onDisable
Called when this component becomes disabled or its node becomes inactive.
This is a lifecycle method. It may not be implemented in the super class. You can only call its super class method inside it. It should not be called manually elsewhere.
onDestroy
Called when this component will be destroyed.
This is a lifecycle method. It may not be implemented in the super class. You can only call its super class method inside it. It should not be called manually elsewhere.
onFocusInEditor
onLostFocusInEditor
resetInEditor
Called to initialize the component or node’s properties when adding the component the first time or when the Reset command is used. This function is only called in editor.
addComponent
Adds a component class to the node. You can also add component to node by passing in the name of the script.
Parameters
typeOrClassName Function | String the constructor or the class name of the component to add
Examples
var sprite = node.addComponent(cc.Sprite);
var test = node.addComponent("Test");
getComponent
Returns the component of supplied type if the node has one attached, null if it doesn't.
You can also get component in the node by passing in the name of the script.
Parameters
Examples
var sprite = node.getComponent(cc.Sprite);
var test = node.getComponent("Test");
getComponents
Returns all components of supplied Type in the node.
Parameters
Examples
var sprites = node.getComponents(cc.Sprite);
var tests = node.getComponents("Test");
getComponentInChildren
Returns the component of supplied type in any of its children using depth first search.
Parameters
Examples
var sprite = node.getComponentInChildren(cc.Sprite);
var Test = node.getComponentInChildren("Test");
getComponentsInChildren
Returns the components of supplied type in self or any of its children using depth first search.
Parameters
Examples
var sprites = node.getComponentsInChildren(cc.Sprite);
var tests = node.getComponentsInChildren("Test");
_getLocalBounds
If the component's bounding box is different from the node's, you can implement this method to supply
a custom axis aligned bounding box (AABB), so the editor's scene view can perform hit test properly.
Parameters
out_rect Rect the Rect to receive the bounding box
onRestore
onRestore is called after the user clicks the Reset item in the Inspector's context menu or performs
an undo operation on this component.
If the component contains the "internal state", short for "temporary member variables which not included
in its CCClass properties", then you may need to implement this function.
The editor will call the getset accessors of your component to record/restore the component's state
for undo/redo operation. However, in extreme cases, it may not works well. Then you should implement
this function to manually synchronize your component's "internal states" with its public properties.
Once you implement this function, all the getset accessors of your component will not be called when
the user performs an undo/redo operation. Which means that only the properties with default value
will be recorded or restored by editor.
Similarly, the editor may failed to reset your component correctly in extreme cases. Then if you need
to support the reset menu, you should manually synchronize your component's "internal states" with its
properties in this function. Once you implement this function, all the getset accessors of your component
will not be called during reset operation. Which means that only the properties with default value
will be reset by editor.
This function is only called in editor mode.
schedule
Schedules a custom selector.
If the selector is already scheduled, then the interval parameter will be updated without scheduling it again.
Parameters
callback function The callback function
interval Number Tick interval in seconds. 0 means tick every frame.
repeat Number The selector will be executed (repeat + 1) times, you can use cc.macro.REPEAT_FOREVER for tick infinitely.
delay Number The amount of time that the first tick will wait before execution.
Examples
var timeCallback = function (dt) {
cc.log("time: " + dt);
}
this.schedule(timeCallback, 1);
scheduleOnce
Schedules a callback function that runs only once, with a delay of 0 or larger.
Parameters
callback function A function wrapped as a selector
delay Number The amount of time that the first tick will wait before execution.
Examples
var timeCallback = function (dt) {
cc.log("time: " + dt);
}
this.scheduleOnce(timeCallback, 2);
unschedule
Unschedules a custom callback function.
Parameters
callback_fn function A function wrapped as a selector
Examples
this.unschedule(_callback);
unscheduleAllCallbacks
unschedule all scheduled callback functions: custom callback functions, and the 'update' callback function.
Actions are not affected by this method.
Examples
this.unscheduleAllCallbacks();
destroy
Destroy this Object, and release all its own references to other objects.
Actual object destruction will delayed until before rendering.
From the next frame, this object is not usable any more.
You can use cc.isValid(obj) to check whether the object is destroyed before accessing it.
Examples
obj.destroy();
_destruct
Clear all references in the instance.
NOTE: this method will not clear the getter or setter functions which defined in the instance of CCObject.
You can override the _destruct method if you need, for example:
_destruct: function () {
for (var key in this) {
if (this.hasOwnProperty(key)) {
switch (typeof this[key]) {
case 'string':
this[key] = '';
break;
case 'object':
case 'function':
this[key] = null;
break;
}
}
}
_onPreDestroy
Called before the object being destroyed.
_serialize
The customized serialization for this object. (Editor Only)
Parameters
_deserialize
Init this object from the custom serialized data.
Parameters
data Object the serialized json data
ctx _Deserializer