commit a526219e574b1296015b42f4987451667a54126b
Author: YZ\249929363 <249929363@qq.com>
Date: Wed Jul 10 18:35:07 2024 +0800
大禹治水初次提交
diff --git a/assets/Scene.meta b/assets/Scene.meta
new file mode 100644
index 0000000..240fb44
--- /dev/null
+++ b/assets/Scene.meta
@@ -0,0 +1,13 @@
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+ "uuid": "29f52784-2fca-467b-92e7-8fd9ef8c57b7",
+ "importer": "folder",
+ "isBundle": false,
+ "bundleName": "",
+ "priority": 1,
+ "compressionType": {},
+ "optimizeHotUpdate": {},
+ "inlineSpriteFrames": {},
+ "isRemoteBundle": {},
+ "subMetas": {}
+}
\ No newline at end of file
diff --git a/assets/Scene/GameScene.fire b/assets/Scene/GameScene.fire
new file mode 100644
index 0000000..4f5d385
--- /dev/null
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diff --git a/assets/Scene/RankScene.fire.meta b/assets/Scene/RankScene.fire.meta
new file mode 100644
index 0000000..e8c4f8e
--- /dev/null
+++ b/assets/Scene/RankScene.fire.meta
@@ -0,0 +1,8 @@
+{
+ "ver": "1.3.2",
+ "uuid": "2d2f792f-a40c-49bb-a189-ed176a246e49",
+ "importer": "scene",
+ "asyncLoadAssets": false,
+ "autoReleaseAssets": true,
+ "subMetas": {}
+}
\ No newline at end of file
diff --git a/assets/Script.meta b/assets/Script.meta
new file mode 100644
index 0000000..4474a1c
--- /dev/null
+++ b/assets/Script.meta
@@ -0,0 +1,13 @@
+{
+ "ver": "1.1.3",
+ "uuid": "4734c20c-0db8-4eb2-92ea-e692f4d70934",
+ "importer": "folder",
+ "isBundle": false,
+ "bundleName": "",
+ "priority": 1,
+ "compressionType": {},
+ "optimizeHotUpdate": {},
+ "inlineSpriteFrames": {},
+ "isRemoteBundle": {},
+ "subMetas": {}
+}
\ No newline at end of file
diff --git a/assets/Script/Block.ts b/assets/Script/Block.ts
new file mode 100644
index 0000000..3165f04
--- /dev/null
+++ b/assets/Script/Block.ts
@@ -0,0 +1,51 @@
+// Learn TypeScript:
+// - https://docs.cocos.com/creator/manual/en/scripting/typescript.html
+// Learn Attribute:
+// - https://docs.cocos.com/creator/manual/en/scripting/reference/attributes.html
+// Learn life-cycle callbacks:
+// - https://docs.cocos.com/creator/manual/en/scripting/life-cycle-callbacks.html
+
+const {ccclass, property} = cc._decorator;
+
+export enum BlockType{
+ /*起点地块 */
+ Start = 0,
+ /*普通地块 */
+ Nomal = 1,
+ /*湿地 */
+ Nunja = 2,
+ /*山峰 */
+ Peak = 3,
+ /*息壤 */
+ Xi_Soil = 4,
+ /*息壤 */
+ Construct = 5,
+ /*终点地块 */
+ End = 5
+}
+
+@ccclass
+export default class NewClass extends cc.Component {
+ // LIFE-CYCLE CALLBACKS:
+
+ block_type:number;
+ finishi:boolean
+ onLoad () {
+ this.finishi = false;
+ }
+
+ start () {
+ }
+
+ initData(type){
+ this.block_type = type;
+ if(type == cc.Enum(BlockType).Start){
+ this.node.color = cc.color(245,70,70);
+ }
+ else if(type == cc.Enum(BlockType).End){
+ this.node.color = cc.color(20,255,0);
+ }
+ }
+
+ // update (dt) {}
+}
diff --git a/assets/Script/Block.ts.meta b/assets/Script/Block.ts.meta
new file mode 100644
index 0000000..3da6f57
--- /dev/null
+++ b/assets/Script/Block.ts.meta
@@ -0,0 +1,10 @@
+{
+ "ver": "1.1.0",
+ "uuid": "c58de376-bb53-4664-bf27-270be7bb53d1",
+ "importer": "typescript",
+ "isPlugin": false,
+ "loadPluginInWeb": true,
+ "loadPluginInNative": true,
+ "loadPluginInEditor": false,
+ "subMetas": {}
+}
\ No newline at end of file
diff --git a/assets/Script/ControlManager.ts b/assets/Script/ControlManager.ts
new file mode 100644
index 0000000..05b34cc
--- /dev/null
+++ b/assets/Script/ControlManager.ts
@@ -0,0 +1,83 @@
+// Learn TypeScript:
+// - https://docs.cocos.com/creator/manual/en/scripting/typescript.html
+// Learn Attribute:
+// - https://docs.cocos.com/creator/manual/en/scripting/reference/attributes.html
+// Learn life-cycle callbacks:
+// - https://docs.cocos.com/creator/manual/en/scripting/life-cycle-callbacks.html
+
+const {ccclass, property} = cc._decorator;
+
+@ccclass
+export default class NewClass extends cc.Component {
+
+ @property(cc.Node)
+ Map: cc.Node = null;
+ @property(cc.Prefab)
+ tip: cc.Prefab = null;
+ @property(cc.Prefab)
+ reinforce: cc.Prefab = null;
+ @property(cc.Prefab)
+ soil: cc.Prefab = null;
+
+
+ tipArray:any;
+ canTouch:boolean;
+ // LIFE-CYCLE CALLBACKS:
+
+ // onLoad () {}
+
+ start () {
+ this.tipArray = [];
+ this.canTouch = true;
+ }
+
+ setPosition(tip){
+ tip.setPosition(45,-35);
+ if(this.tipArray.length > 0){
+ let length = this.tipArray.length+1;
+ let posY = Math.ceil(length/5) - 1;
+ let posX = length - Math.floor(posY)*5 - 1;
+ tip.setPosition(45 + 65*posX,-35 -60*posY);
+ }
+ }
+
+ removeAllTip(){
+ if(!this.canTouch) return;
+ this.tipArray = [];
+ }
+
+ back_Click(){
+ if(!this.canTouch) return;
+ if(this.tipArray.length > 0){
+ let tip = this.tipArray[this.tipArray.length-1];
+ tip.active = false;
+ tip.removeFromParent(this.Map);
+ tip = null;
+ this.tipArray.pop();
+ }
+ }
+
+
+ btn_Click(target,data){
+ if(!this.canTouch) return;
+ let prefab = this.tip;
+ if(data == "reinforce" || data == "soil") prefab = this[data];
+ let tip = cc.instantiate(prefab);
+ if(data == "up") tip.angle = 180;
+ if(data == "left") tip.angle = -90;
+ if(data == "right") tip.angle = 90;
+ tip.parent = this.Map;
+ this.setPosition(tip);
+ this.tipArray.push(tip);
+ cc.fx.Notifications.emit(cc.fx.Message.control,data);
+ }
+
+
+ start_Click(){
+ if(!this.canTouch) return;
+ this.canTouch = false;
+ cc.fx.Notifications.emit(cc.fx.Message.startGame,null);
+ }
+
+ // update (dt) {}
+}
diff --git a/assets/Script/ControlManager.ts.meta b/assets/Script/ControlManager.ts.meta
new file mode 100644
index 0000000..4329dab
--- /dev/null
+++ b/assets/Script/ControlManager.ts.meta
@@ -0,0 +1,10 @@
+{
+ "ver": "1.1.0",
+ "uuid": "e35ab717-e554-40a0-8b4e-ea6805718c97",
+ "importer": "typescript",
+ "isPlugin": false,
+ "loadPluginInWeb": true,
+ "loadPluginInNative": true,
+ "loadPluginInEditor": false,
+ "subMetas": {}
+}
\ No newline at end of file
diff --git a/assets/Script/DynamicAtlasManager.js b/assets/Script/DynamicAtlasManager.js
new file mode 100644
index 0000000..a2a6000
--- /dev/null
+++ b/assets/Script/DynamicAtlasManager.js
@@ -0,0 +1,10 @@
+cc.Class({
+ extends: cc.Component,
+
+ properties: {
+ },
+
+ onLoad () {
+ cc.dynamicAtlasManager.enabled = false;
+ },
+});
diff --git a/assets/Script/DynamicAtlasManager.js.meta b/assets/Script/DynamicAtlasManager.js.meta
new file mode 100644
index 0000000..fd5b134
--- /dev/null
+++ b/assets/Script/DynamicAtlasManager.js.meta
@@ -0,0 +1,10 @@
+{
+ "ver": "1.1.0",
+ "uuid": "5c9b8159-89a3-4b32-b303-b3d4f7ac1c9f",
+ "importer": "javascript",
+ "isPlugin": false,
+ "loadPluginInWeb": true,
+ "loadPluginInNative": true,
+ "loadPluginInEditor": false,
+ "subMetas": {}
+}
\ No newline at end of file
diff --git a/assets/Script/GameManager.ts b/assets/Script/GameManager.ts
new file mode 100644
index 0000000..074704d
--- /dev/null
+++ b/assets/Script/GameManager.ts
@@ -0,0 +1,188 @@
+// 主游戏控制类
+const {ccclass, property} = cc._decorator;
+@ccclass
+export default class GameManager extends cc.Component {
+
+ @property(cc.Node)
+ Map: cc.Node = null;
+
+ @property(cc.Prefab)
+ Block: cc.Prefab = null;
+
+ countTime: number;
+ block_Array: any;
+
+
+ onLoad () {
+
+ }
+ start () {
+ this.fit();
+ this.init();
+ }
+ //初始化数据
+ init(){
+ this.initMap();
+
+ }
+
+ initMap(){
+ this.block_Array = [];
+ let map = cc.fx.GameConfig.LEVEL_INFO[0].map;
+ for(let i=0;i An interval action is an action that takes place within a certain period of time. These CCActionInterval actions have some interesting properties, like: For example, you can simulate a Ping Pong effect running the action normally and
+ ATTENTION: USE cc.director INSTEAD OF cc.Director.
+ cc.director also synchronizes timers with the refresh rate of the display.
+ 注意:用 cc.director 代替 cc.Director。
+ cc.director 也同步定时器与显示器的刷新速率。
+
+ 注意力
+
+ Please DO NOT remove this String, it is an important flag for bug tracking.
+ If you post a bug to forum, please attach this flag. */
+ export var ENGINE_VERSION: string;
+ /**
+ !#en
+ Creates the speed action which changes the speed of an action, making it take longer (speed > 1)
+ or less (speed < 1) time.
+ Useful to simulate 'slow motion' or 'fast forward' effect.
+ !#zh 修改目标动作的速率。
+ @param action action
+ @param speed speed
+
+ @example
+ ```js
+ // change the target action speed;
+ var action = cc.scaleTo(0.2, 1, 0.6);
+ var newAction = cc.speed(action, 0.5);
+ ```
+ */
+ export function speed(action: ActionInterval, speed: number): Action;
+ /**
+ !#en Create a follow action which makes its target follows another node.
+ !#zh 追踪目标节点的位置。
+ @param followedNode followedNode
+ @param rect rect
+
+ @example
+ ```js
+ // example
+ // creates the action with a set boundary
+ var followAction = cc.follow(targetNode, cc.rect(0, 0, screenWidth * 2 - 100, screenHeight));
+ node.runAction(followAction);
+
+ // creates the action with no boundary set
+ var followAction = cc.follow(targetNode);
+ node.runAction(followAction);
+ ```
+ */
+ export function follow(followedNode: Node, rect: Rect): Action;
+ /**
+ Points setter
+ @param points points
+ */
+ export function setPoints(points: any[]): void;
+ /**
+ !#en Creates an action with a Cardinal Spline array of points and tension.
+ !#zh 按基数样条曲线轨迹移动到目标位置。
+ @param duration duration
+ @param points array of control points
+ @param tension tension
+
+ @example
+ ```js
+ //create a cc.CardinalSplineTo
+ var action1 = cc.cardinalSplineTo(3, array, 0);
+ ```
+ */
+ export function cardinalSplineTo(duration: number, points: any[], tension: number): ActionInterval;
+ /**
+ update position of target
+ @param newPos newPos
+ */
+ export function updatePosition(newPos: Vec2): void;
+ /**
+ !#en Creates an action with a Cardinal Spline array of points and tension.
+ !#zh 按基数样条曲线轨迹移动指定的距离。
+ @param duration duration
+ @param points points
+ @param tension tension
+ */
+ export function cardinalSplineBy(duration: number, points: any[], tension: number): ActionInterval;
+ /**
+ !#en Creates an action with a Cardinal Spline array of points and tension.
+ !#zh 按 Catmull Rom 样条曲线轨迹移动到目标位置。
+ @param dt dt
+ @param points points
+
+ @example
+ ```js
+ var action1 = cc.catmullRomTo(3, array);
+ ```
+ */
+ export function catmullRomTo(dt: number, points: any[]): ActionInterval;
+ /**
+ !#en Creates an action with a Cardinal Spline array of points and tension.
+ !#zh 按 Catmull Rom 样条曲线轨迹移动指定的距离。
+ @param dt dt
+ @param points points
+
+ @example
+ ```js
+ var action1 = cc.catmullRomBy(3, array);
+ ```
+ */
+ export function catmullRomBy(dt: number, points: any[]): ActionInterval;
+ /**
+ !#en
+ Creates the action easing object with the rate parameter.
+ From slow to fast.
+ !#zh 创建 easeIn 缓动对象,由慢到快。
+ @param rate rate
+
+ @example
+ ```js
+ action.easing(cc.easeIn(3.0));
+ ```
+ */
+ export function easeIn(rate: number): any;
+ /**
+ !#en
+ Creates the action easing object with the rate parameter.
+ From fast to slow.
+ !#zh 创建 easeOut 缓动对象,由快到慢。
+ @param rate rate
+
+ @example
+ ```js
+ action.easing(cc.easeOut(3.0));
+ ```
+ */
+ export function easeOut(rate: number): any;
+ /**
+ !#en
+ Creates the action easing object with the rate parameter.
+ Slow to fast then to slow.
+ !#zh 创建 easeInOut 缓动对象,慢到快,然后慢。
+ @param rate rate
+
+ @example
+ ```js
+ action.easing(cc.easeInOut(3.0));
+ ```
+ */
+ export function easeInOut(rate: number): any;
+ /**
+ !#en
+ Creates the action easing object with the rate parameter.
+ Reference easeInExpo:
+ http://www.zhihu.com/question/21981571/answer/19925418
+ !#zh
+ 创建 easeExponentialIn 缓动对象。
+ EaseExponentialIn 是按指数函数缓动进入的动作。
+ 参考 easeInExpo:http://www.zhihu.com/question/21981571/answer/19925418
+
+ @example
+ ```js
+ action.easing(cc.easeExponentialIn());
+ ```
+ */
+ export function easeExponentialIn(): any;
+ /**
+ !#en
+ Creates the action easing object.
+ Reference easeOutExpo:
+ http://www.zhihu.com/question/21981571/answer/19925418
+ !#zh
+ 创建 easeExponentialOut 缓动对象。
+ EaseExponentialOut 是按指数函数缓动退出的动作。
+ 参考 easeOutExpo:http://www.zhihu.com/question/21981571/answer/19925418
+
+ @example
+ ```js
+ action.easing(cc.easeExponentialOut());
+ ```
+ */
+ export function easeExponentialOut(): any;
+ /**
+ !#en
+ Creates an EaseExponentialInOut action easing object.
+ Reference easeInOutExpo:
+ http://www.zhihu.com/question/21981571/answer/19925418
+ !#zh
+ 创建 easeExponentialInOut 缓动对象。
+ EaseExponentialInOut 是按指数函数缓动进入并退出的动作。
+ 参考 easeInOutExpo:http://www.zhihu.com/question/21981571/answer/19925418
+
+ @example
+ ```js
+ action.easing(cc.easeExponentialInOut());
+ ```
+ */
+ export function easeExponentialInOut(): any;
+ /**
+ !#en
+ Creates an EaseSineIn action.
+ Reference easeInSine:
+ http://www.zhihu.com/question/21981571/answer/19925418
+ !#zh
+ 创建 EaseSineIn 缓动对象。
+ EaseSineIn 是按正弦函数缓动进入的动作。
+ 参考 easeInSine:http://www.zhihu.com/question/21981571/answer/19925418
+
+ @example
+ ```js
+ action.easing(cc.easeSineIn());
+ ```
+ */
+ export function easeSineIn(): any;
+ /**
+ !#en
+ Creates an EaseSineOut action easing object.
+ Reference easeOutSine:
+ http://www.zhihu.com/question/21981571/answer/19925418
+ !#zh
+ 创建 EaseSineOut 缓动对象。
+ EaseSineIn 是按正弦函数缓动退出的动作。
+ 参考 easeOutSine:http://www.zhihu.com/question/21981571/answer/19925418
+
+ @example
+ ```js
+ action.easing(cc.easeSineOut());
+ ```
+ */
+ export function easeSineOut(): any;
+ /**
+ !#en
+ Creates the action easing object.
+ Reference easeInOutSine:
+ http://www.zhihu.com/question/21981571/answer/19925418
+ !#zh
+ 创建 easeSineInOut 缓动对象。
+ EaseSineIn 是按正弦函数缓动进入并退出的动作。
+ 参考 easeInOutSine:http://www.zhihu.com/question/21981571/answer/19925418
+
+ @example
+ ```js
+ action.easing(cc.easeSineInOut());
+ ```
+ */
+ export function easeSineInOut(): any;
+ /**
+ !#en
+ Creates the action easing object with the period in radians (default is 0.3).
+ Reference easeInElastic:
+ http://www.zhihu.com/question/21981571/answer/19925418
+ !#zh
+ 创建 easeElasticIn 缓动对象。
+ EaseElasticIn 是按弹性曲线缓动进入的动作。
+ 参数 easeInElastic:http://www.zhihu.com/question/21981571/answer/19925418
+ @param period period
+
+ @example
+ ```js
+ // example
+ action.easing(cc.easeElasticIn(3.0));
+ ```
+ */
+ export function easeElasticIn(period: number): any;
+ /**
+ !#en
+ Creates the action easing object with the period in radians (default is 0.3).
+ Reference easeOutElastic:
+ http://www.zhihu.com/question/21981571/answer/19925418
+ !#zh
+ 创建 easeElasticOut 缓动对象。
+ EaseElasticOut 是按弹性曲线缓动退出的动作。
+ 参考 easeOutElastic:http://www.zhihu.com/question/21981571/answer/19925418
+ @param period period
+
+ @example
+ ```js
+ // example
+ action.easing(cc.easeElasticOut(3.0));
+ ```
+ */
+ export function easeElasticOut(period: number): any;
+ /**
+ !#en
+ Creates the action easing object with the period in radians (default is 0.3).
+ Reference easeInOutElastic:
+ http://www.zhihu.com/question/21981571/answer/19925418
+ !#zh
+ 创建 easeElasticInOut 缓动对象。
+ EaseElasticInOut 是按弹性曲线缓动进入并退出的动作。
+ 参考 easeInOutElastic:http://www.zhihu.com/question/21981571/answer/19925418
+ @param period period
+
+ @example
+ ```js
+ // example
+ action.easing(cc.easeElasticInOut(3.0));
+ ```
+ */
+ export function easeElasticInOut(period: number): any;
+ /**
+ !#en
+ Creates the action easing object.
+ Eased bounce effect at the beginning.
+ !#zh
+ 创建 easeBounceIn 缓动对象。
+ EaseBounceIn 是按弹跳动作缓动进入的动作。
+
+ @example
+ ```js
+ // example
+ action.easing(cc.easeBounceIn());
+ ```
+ */
+ export function easeBounceIn(): any;
+ /**
+ !#en
+ Creates the action easing object.
+ Eased bounce effect at the ending.
+ !#zh
+ 创建 easeBounceOut 缓动对象。
+ EaseBounceOut 是按弹跳动作缓动退出的动作。
+
+ @example
+ ```js
+ // example
+ action.easing(cc.easeBounceOut());
+ ```
+ */
+ export function easeBounceOut(): any;
+ /**
+ !#en
+ Creates the action easing object.
+ Eased bounce effect at the begining and ending.
+ !#zh
+ 创建 easeBounceInOut 缓动对象。
+ EaseBounceInOut 是按弹跳动作缓动进入并退出的动作。
+
+ @example
+ ```js
+ // example
+ action.easing(cc.easeBounceInOut());
+ ```
+ */
+ export function easeBounceInOut(): any;
+ /**
+ !#en
+ Creates the action easing object.
+ In the opposite direction to move slowly, and then accelerated to the right direction.
+ !#zh
+ 创建 easeBackIn 缓动对象。
+ easeBackIn 是在相反的方向缓慢移动,然后加速到正确的方向。
+
+ @example
+ ```js
+ // example
+ action.easing(cc.easeBackIn());
+ ```
+ */
+ export function easeBackIn(): any;
+ /**
+ !#en
+ Creates the action easing object.
+ Fast moving more than the finish, and then slowly back to the finish.
+ !#zh
+ 创建 easeBackOut 缓动对象。
+ easeBackOut 快速移动超出目标,然后慢慢回到目标点。
+
+ @example
+ ```js
+ // example
+ action.easing(cc.easeBackOut());
+ ```
+ */
+ export function easeBackOut(): any;
+ /**
+ !#en
+ Creates the action easing object.
+ Begining of cc.EaseBackIn. Ending of cc.EaseBackOut.
+ !#zh
+ 创建 easeBackInOut 缓动对象。
+
+ @example
+ ```js
+ // example
+ action.easing(cc.easeBackInOut());
+ ```
+ */
+ export function easeBackInOut(): any;
+ /**
+ !#en
+ Creates the action easing object.
+ Into the 4 reference point.
+ To calculate the motion curve.
+ !#zh
+ 创建 easeBezierAction 缓动对象。
+ EaseBezierAction 是按贝塞尔曲线缓动的动作。
+ @param p0 The first bezier parameter
+ @param p1 The second bezier parameter
+ @param p2 The third bezier parameter
+ @param p3 The fourth bezier parameter
+
+ @example
+ ```js
+ // example
+ action.easing(cc.easeBezierAction(0.5, 0.5, 1.0, 1.0));
+ ```
+ */
+ export function easeBezierAction(p0: number, p1: number, p2: number, p3: number): any;
+ /**
+ !#en
+ Creates the action easing object.
+ Reference easeInQuad:
+ http://www.zhihu.com/question/21981571/answer/19925418
+ !#zh
+ 创建 easeQuadraticActionIn 缓动对象。
+ EaseQuadraticIn是按二次函数缓动进入的动作。
+ 参考 easeInQuad:http://www.zhihu.com/question/21981571/answer/19925418
+
+ @example
+ ```js
+ //example
+ action.easing(cc.easeQuadraticActionIn());
+ ```
+ */
+ export function easeQuadraticActionIn(): any;
+ /**
+ !#en
+ Creates the action easing object.
+ Reference easeOutQuad:
+ http://www.zhihu.com/question/21981571/answer/19925418
+ !#zh
+ 创建 easeQuadraticActionOut 缓动对象。
+ EaseQuadraticOut 是按二次函数缓动退出的动作。
+ 参考 easeOutQuad:http://www.zhihu.com/question/21981571/answer/19925418
+
+ @example
+ ```js
+ //example
+ action.easing(cc.easeQuadraticActionOut());
+ ```
+ */
+ export function easeQuadraticActionOut(): any;
+ /**
+ !#en
+ Creates the action easing object.
+ Reference easeInOutQuad:
+ http://www.zhihu.com/question/21981571/answer/19925418
+ !#zh
+ 创建 easeQuadraticActionInOut 缓动对象。
+ EaseQuadraticInOut 是按二次函数缓动进入并退出的动作。
+ 参考 easeInOutQuad:http://www.zhihu.com/question/21981571/answer/19925418
+
+ @example
+ ```js
+ //example
+ action.easing(cc.easeQuadraticActionInOut());
+ ```
+ */
+ export function easeQuadraticActionInOut(): any;
+ /**
+ !#en
+ Creates the action easing object.
+ Reference easeIntQuart:
+ http://www.zhihu.com/question/21981571/answer/19925418
+ !#zh
+ 创建 easeQuarticActionIn 缓动对象。
+ EaseQuarticIn 是按四次函数缓动进入的动作。
+ 参考 easeIntQuart:http://www.zhihu.com/question/21981571/answer/19925418
+
+ @example
+ ```js
+ //example
+ action.easing(cc.easeQuarticActionIn());
+ ```
+ */
+ export function easeQuarticActionIn(): any;
+ /**
+ !#en
+ Creates the action easing object.
+ Reference easeOutQuart:
+ http://www.zhihu.com/question/21981571/answer/19925418
+ !#zh
+ 创建 easeQuarticActionOut 缓动对象。
+ EaseQuarticOut 是按四次函数缓动退出的动作。
+ 参考 easeOutQuart:http://www.zhihu.com/question/21981571/answer/19925418
+
+ @example
+ ```js
+ //example
+ action.easing(cc.QuarticActionOut());
+ ```
+ */
+ export function easeQuarticActionOut(): any;
+ /**
+ !#en
+ Creates the action easing object.
+ Reference easeInOutQuart:
+ http://www.zhihu.com/question/21981571/answer/19925418
+ !#zh
+ 创建 easeQuarticActionInOut 缓动对象。
+ EaseQuarticInOut 是按四次函数缓动进入并退出的动作。
+ 参考 easeInOutQuart:http://www.zhihu.com/question/21981571/answer/19925418
+ */
+ export function easeQuarticActionInOut(): any;
+ /**
+ !#en
+ Creates the action easing object.
+ Reference easeInQuint:
+ http://www.zhihu.com/question/21981571/answer/19925418
+ !#zh
+ 创建 easeQuinticActionIn 缓动对象。
+ EaseQuinticIn 是按五次函数缓动进的动作。
+ 参考 easeInQuint:http://www.zhihu.com/question/21981571/answer/19925418
+
+ @example
+ ```js
+ //example
+ action.easing(cc.easeQuinticActionIn());
+ ```
+ */
+ export function easeQuinticActionIn(): any;
+ /**
+ !#en
+ Creates the action easing object.
+ Reference easeOutQuint:
+ http://www.zhihu.com/question/21981571/answer/19925418
+ !#zh
+ 创建 easeQuinticActionOut 缓动对象。
+ EaseQuinticOut 是按五次函数缓动退出的动作
+ 参考 easeOutQuint:http://www.zhihu.com/question/21981571/answer/19925418
+
+ @example
+ ```js
+ //example
+ action.easing(cc.easeQuadraticActionOut());
+ ```
+ */
+ export function easeQuinticActionOut(): any;
+ /**
+ !#en
+ Creates the action easing object.
+ Reference easeInOutQuint:
+ http://www.zhihu.com/question/21981571/answer/19925418
+ !#zh
+ 创建 easeQuinticActionInOut 缓动对象。
+ EaseQuinticInOut是按五次函数缓动进入并退出的动作。
+ 参考 easeInOutQuint:http://www.zhihu.com/question/21981571/answer/19925418
+
+ @example
+ ```js
+ //example
+ action.easing(cc.easeQuinticActionInOut());
+ ```
+ */
+ export function easeQuinticActionInOut(): any;
+ /**
+ !#en
+ Creates the action easing object.
+ Reference easeInCirc:
+ http://www.zhihu.com/question/21981571/answer/19925418
+ !#zh
+ 创建 easeCircleActionIn 缓动对象。
+ EaseCircleIn是按圆形曲线缓动进入的动作。
+ 参考 easeInCirc:http://www.zhihu.com/question/21981571/answer/19925418
+
+ @example
+ ```js
+ //example
+ action.easing(cc.easeCircleActionIn());
+ ```
+ */
+ export function easeCircleActionIn(): any;
+ /**
+ !#en
+ Creates the action easing object.
+ Reference easeOutCirc:
+ http://www.zhihu.com/question/21981571/answer/19925418
+ !#zh
+ 创建 easeCircleActionOut 缓动对象。
+ EaseCircleOut是按圆形曲线缓动退出的动作。
+ 参考 easeOutCirc:http://www.zhihu.com/question/21981571/answer/19925418
+
+ @example
+ ```js
+ //example
+ actioneasing(cc.easeCircleActionOut());
+ ```
+ */
+ export function easeCircleActionOut(): any;
+ /**
+ !#en
+ Creates the action easing object.
+ Reference easeInOutCirc:
+ http://www.zhihu.com/question/21981571/answer/19925418
+ !#zh
+ 创建 easeCircleActionInOut 缓动对象。
+ EaseCircleInOut 是按圆形曲线缓动进入并退出的动作。
+ 参考 easeInOutCirc:http://www.zhihu.com/question/21981571/answer/19925418
+
+ @example
+ ```js
+ //example
+ action.easing(cc.easeCircleActionInOut());
+ ```
+ */
+ export function easeCircleActionInOut(): any;
+ /**
+ !#en
+ Creates the action easing object.
+ Reference easeInCubic:
+ http://www.zhihu.com/question/21981571/answer/19925418
+ !#zh
+ 创建 easeCubicActionIn 缓动对象。
+ EaseCubicIn 是按三次函数缓动进入的动作。
+ 参考 easeInCubic:http://www.zhihu.com/question/21981571/answer/19925418
+
+ @example
+ ```js
+ //example
+ action.easing(cc.easeCubicActionIn());
+ ```
+ */
+ export function easeCubicActionIn(): any;
+ /**
+ !#en
+ Creates the action easing object.
+ Reference easeOutCubic:
+ http://www.zhihu.com/question/21981571/answer/19925418
+ !#zh
+ 创建 easeCubicActionOut 缓动对象。
+ EaseCubicOut 是按三次函数缓动退出的动作。
+ 参考 easeOutCubic:http://www.zhihu.com/question/21981571/answer/19925418
+
+ @example
+ ```js
+ //example
+ action.easing(cc.easeCubicActionOut());
+ ```
+ */
+ export function easeCubicActionOut(): any;
+ /**
+ !#en
+ Creates the action easing object.
+ Reference easeInOutCubic:
+ http://www.zhihu.com/question/21981571/answer/19925418
+ !#zh
+ 创建 easeCubicActionInOut 缓动对象。
+ EaseCubicInOut是按三次函数缓动进入并退出的动作。
+ 参考 easeInOutCubic:http://www.zhihu.com/question/21981571/answer/19925418
+ */
+ export function easeCubicActionInOut(): any;
+ /**
+ !#en Show the Node.
+ !#zh 立即显示。
+
+ @example
+ ```js
+ // example
+ var showAction = cc.show();
+ ```
+ */
+ export function show(): ActionInstant;
+ /**
+ !#en Hide the node.
+ !#zh 立即隐藏。
+
+ @example
+ ```js
+ // example
+ var hideAction = cc.hide();
+ ```
+ */
+ export function hide(): ActionInstant;
+ /**
+ !#en Toggles the visibility of a node.
+ !#zh 显隐状态切换。
+
+ @example
+ ```js
+ // example
+ var toggleVisibilityAction = cc.toggleVisibility();
+ ```
+ */
+ export function toggleVisibility(): ActionInstant;
+ /**
+ !#en Create a RemoveSelf object with a flag indicate whether the target should be cleaned up while removing.
+ !#zh 从父节点移除自身。
+ @param isNeedCleanUp isNeedCleanUp
+
+ @example
+ ```js
+ // example
+ var removeSelfAction = cc.removeSelf();
+ ```
+ */
+ export function removeSelf(isNeedCleanUp ?: boolean): ActionInstant;
+ /**
+ !#en Destroy self
+ !#zh 创建一个销毁自身的动作。
+
+ @example
+ ```js
+ var destroySelfAction = cc.destroySelf();
+ ```
+ */
+ export function destroySelf(): ActionInstant;
+ /**
+ !#en Create a FlipX action to flip or unflip the target.
+ !#zh X轴翻转。
+ @param flip Indicate whether the target should be flipped or not
+
+ @example
+ ```js
+ var flipXAction = cc.flipX(true);
+ ```
+ */
+ export function flipX(flip: boolean): ActionInstant;
+ /**
+ !#en Create a FlipY action to flip or unflip the target.
+ !#zh Y轴翻转。
+ @param flip flip
+
+ @example
+ ```js
+ var flipYAction = cc.flipY(true);
+ ```
+ */
+ export function flipY(flip: boolean): ActionInstant;
+ /**
+ !#en Creates a Place action with a position.
+ !#zh 放置在目标位置。
+ @param pos pos
+ @param y y
+
+ @example
+ ```js
+ // example
+ var placeAction = cc.place(cc.v2(200, 200));
+ var placeAction = cc.place(200, 200);
+ ```
+ */
+ export function place(pos: Vec2|number, y?: number): ActionInstant;
+ /**
+ !#en Creates the action with the callback.
+ !#zh 执行回调函数。
+ @param selector selector
+ @param selectorTarget selectorTarget
+ @param data data for function, it accepts all data types.
+
+ @example
+ ```js
+ // example
+ // CallFunc without data
+ var finish = cc.callFunc(this.removeSprite, this);
+
+ // CallFunc with data
+ var finish = cc.callFunc(this.removeFromParentAndCleanup, this._grossini, true);
+ ```
+ */
+ export function callFunc(selector: Function, selectorTarget?: any, data?: any): ActionInstant;
+ /**
+ !#en
+ Helper constructor to create an array of sequenceable actions
+ The created action will run actions sequentially, one after another.
+ !#zh 顺序执行动作,创建的动作将按顺序依次运行。
+ @param actionOrActionArray actionOrActionArray
+ @param tempArray tempArray
+
+ @example
+ ```js
+ // example
+ // create sequence with actions
+ var seq = cc.sequence(act1, act2);
+
+ // create sequence with array
+ var seq = cc.sequence(actArray);
+ ```
+ */
+ export function sequence(actionOrActionArray: FiniteTimeAction|FiniteTimeAction[], ...tempArray: FiniteTimeAction[]): ActionInterval;
+ /**
+ !#en Creates a Repeat action. Times is an unsigned integer between 1 and pow(2,30)
+ !#zh 重复动作,可以按一定次数重复一个动,如果想永远重复一个动作请使用 repeatForever 动作来完成。
+ @param action action
+ @param times times
+
+ @example
+ ```js
+ // example
+ var rep = cc.repeat(cc.sequence(jump2, jump1), 5);
+ ```
+ */
+ export function repeat(action: FiniteTimeAction, times: number): ActionInterval;
+ /**
+ !#en Create a acton which repeat forever, as it runs forever, it can't be added into cc.sequence and cc.spawn.
+ !#zh 永远地重复一个动作,有限次数内重复一个动作请使用 repeat 动作,由于这个动作不会停止,所以不能被添加到 cc.sequence 或 cc.spawn 中。
+ @param action action
+
+ @example
+ ```js
+ // example
+ var repeat = cc.repeatForever(cc.rotateBy(1.0, 360));
+ ```
+ */
+ export function repeatForever(action: FiniteTimeAction): ActionInterval;
+ /**
+ !#en Create a spawn action which runs several actions in parallel.
+ !#zh 同步执行动作,同步执行一组动作。
+ @param actionOrActionArray actionOrActionArray
+ @param tempArray tempArray
+
+ @example
+ ```js
+ // example
+ var action = cc.spawn(cc.jumpBy(2, cc.v2(300, 0), 50, 4), cc.rotateBy(2, 720));
+ todo: It should be the direct use new
+ ```
+ */
+ export function spawn(actionOrActionArray: FiniteTimeAction|FiniteTimeAction[], ...tempArray: FiniteTimeAction[]): FiniteTimeAction;
+ /**
+ !#en
+ Rotates a Node object to a certain angle by modifying its angle property.
+ The direction will be decided by the shortest angle.
+ !#zh 旋转到目标角度,通过逐帧修改它的 angle 属性,旋转方向将由最短的角度决定。
+ @param duration duration in seconds
+ @param dstAngle dstAngle in degrees.
+
+ @example
+ ```js
+ // example
+ var rotateTo = cc.rotateTo(2, 61.0);
+ ```
+ */
+ export function rotateTo(duration: number, dstAngle: number): ActionInterval;
+ /**
+ !#en
+ Rotates a Node object clockwise a number of degrees by modifying its angle property.
+ Relative to its properties to modify.
+ !#zh 旋转指定的角度。
+ @param duration duration in seconds
+ @param deltaAngle deltaAngle in degrees
+
+ @example
+ ```js
+ // example
+ var actionBy = cc.rotateBy(2, 360);
+ ```
+ */
+ export function rotateBy(duration: number, deltaAngle: number): ActionInterval;
+ /**
+ !#en
+ Moves a Node object x,y pixels by modifying its position property.
+ x and y are relative to the position of the object.
+ Several MoveBy actions can be concurrently called, and the resulting
+ movement will be the sum of individual movements.
+ !#zh 移动指定的距离。
+ @param duration duration in seconds
+ @param deltaPos deltaPos
+ @param deltaY deltaY
+
+ @example
+ ```js
+ // example
+ var actionTo = cc.moveBy(2, cc.v2(windowSize.width - 40, windowSize.height - 40));
+ ```
+ */
+ export function moveBy(duration: number, deltaPos: Vec2|number, deltaY?: number): ActionInterval;
+ /**
+ !#en
+ Moves a Node object to the position x,y. x and y are absolute coordinates by modifying its position property.
+ Several MoveTo actions can be concurrently called, and the resulting
+ movement will be the sum of individual movements.
+ !#zh 移动到目标位置。
+ @param duration duration in seconds
+ @param position position
+ @param y y
+
+ @example
+ ```js
+ // example
+ var actionBy = cc.moveTo(2, cc.v2(80, 80));
+ ```
+ */
+ export function moveTo(duration: number, position: Vec2|number, y?: number): ActionInterval;
+ /**
+ !#en
+ Create a action which skews a Node object to given angles by modifying its skewX and skewY properties.
+ Changes to the specified value.
+ !#zh 偏斜到目标角度。
+ @param t time in seconds
+ @param sx sx
+ @param sy sy
+
+ @example
+ ```js
+ // example
+ var actionTo = cc.skewTo(2, 37.2, -37.2);
+ ```
+ */
+ export function skewTo(t: number, sx: number, sy: number): ActionInterval;
+ /**
+ !#en
+ Skews a Node object by skewX and skewY degrees.
+ Relative to its property modification.
+ !#zh 偏斜指定的角度。
+ @param t time in seconds
+ @param sx sx skew in degrees for X axis
+ @param sy sy skew in degrees for Y axis
+
+ @example
+ ```js
+ // example
+ var actionBy = cc.skewBy(2, 0, -90);
+ ```
+ */
+ export function skewBy(t: number, sx: number, sy: number): ActionInterval;
+ /**
+ !#en
+ Moves a Node object simulating a parabolic jump movement by modifying it's position property.
+ Relative to its movement.
+ !#zh 用跳跃的方式移动指定的距离。
+ @param duration duration
+ @param position position
+ @param y y
+ @param height height
+ @param jumps jumps
+
+ @example
+ ```js
+ // example
+ var actionBy = cc.jumpBy(2, cc.v2(300, 0), 50, 4);
+ var actionBy = cc.jumpBy(2, 300, 0, 50, 4);
+ ```
+ */
+ export function jumpBy(duration: number, position: Vec2|number, y?: number, height?: number, jumps?: number): ActionInterval;
+ /**
+ !#en
+ Moves a Node object to a parabolic position simulating a jump movement by modifying its position property.
+ Jump to the specified location.
+ !#zh 用跳跃的方式移动到目标位置。
+ @param duration duration
+ @param position position
+ @param y y
+ @param height height
+ @param jumps jumps
+
+ @example
+ ```js
+ // example
+ var actionTo = cc.jumpTo(2, cc.v2(300, 300), 50, 4);
+ var actionTo = cc.jumpTo(2, 300, 300, 50, 4);
+ ```
+ */
+ export function jumpTo(duration: number, position: Vec2|number, y?: number, height?: number, jumps?: number): ActionInterval;
+ /**
+ !#en
+ An action that moves the target with a cubic Bezier curve by a certain distance.
+ Relative to its movement.
+ !#zh 按贝赛尔曲线轨迹移动指定的距离。
+ @param t time in seconds
+ @param c Array of points
+
+ @example
+ ```js
+ // example
+ var bezier = [cc.v2(0, windowSize.height / 2), cc.v2(300, -windowSize.height / 2), cc.v2(300, 100)];
+ var bezierForward = cc.bezierBy(3, bezier);
+ ```
+ */
+ export function bezierBy(t: number, c: Vec2[]): ActionInterval;
+ /**
+ !#en An action that moves the target with a cubic Bezier curve to a destination point.
+ !#zh 按贝赛尔曲线轨迹移动到目标位置。
+ @param t t
+ @param c Array of points
+
+ @example
+ ```js
+ // example
+ var bezier = [cc.v2(0, windowSize.height / 2), cc.v2(300, -windowSize.height / 2), cc.v2(300, 100)];
+ var bezierTo = cc.bezierTo(2, bezier);
+ ```
+ */
+ export function bezierTo(t: number, c: Vec2[]): ActionInterval;
+ /**
+ !#en Scales a Node object to a zoom factor by modifying it's scale property.
+ !#zh 将节点大小缩放到指定的倍数。
+ @param duration duration
+ @param sx scale parameter in X
+ @param sy scale parameter in Y, if Null equal to sx
+
+ @example
+ ```js
+ // example
+ // It scales to 0.5 in both X and Y.
+ var actionTo = cc.scaleTo(2, 0.5);
+
+ // It scales to 0.5 in x and 2 in Y
+ var actionTo = cc.scaleTo(2, 0.5, 2);
+ ```
+ */
+ export function scaleTo(duration: number, sx: number, sy?: number): ActionInterval;
+ /**
+ !#en
+ Scales a Node object a zoom factor by modifying it's scale property.
+ Relative to its changes.
+ !#zh 按指定的倍数缩放节点大小。
+ @param duration duration in seconds
+ @param sx sx scale parameter in X
+ @param sy sy scale parameter in Y, if Null equal to sx
+
+ @example
+ ```js
+ // example without sy, it scales by 2 both in X and Y
+ var actionBy = cc.scaleBy(2, 2);
+
+ //example with sy, it scales by 0.25 in X and 4.5 in Y
+ var actionBy2 = cc.scaleBy(2, 0.25, 4.5);
+ ```
+ */
+ export function scaleBy(duration: number, sx: number, sy?: number|void): ActionInterval;
+ /**
+ !#en Blinks a Node object by modifying it's visible property.
+ !#zh 闪烁(基于透明度)。
+ @param duration duration in seconds
+ @param blinks blinks in times
+
+ @example
+ ```js
+ // example
+ var action = cc.blink(2, 10);
+ ```
+ */
+ export function blink(duration: number, blinks: number): ActionInterval;
+ /**
+ !#en
+ Fades an object that implements the cc.RGBAProtocol protocol.
+ It modifies the opacity from the current value to a custom one.
+ !#zh 修改透明度到指定值。
+ @param duration duration
+ @param opacity 0-255, 0 is transparent
+
+ @example
+ ```js
+ // example
+ var action = cc.fadeTo(1.0, 0);
+ ```
+ */
+ export function fadeTo(duration: number, opacity: number): ActionInterval;
+ /**
+ !#en Fades In an object that implements the cc.RGBAProtocol protocol. It modifies the opacity from 0 to 255.
+ !#zh 渐显效果。
+ @param duration duration in seconds
+
+ @example
+ ```js
+ //example
+ var action = cc.fadeIn(1.0);
+ ```
+ */
+ export function fadeIn(duration: number): ActionInterval;
+ /**
+ !#en Fades Out an object that implements the cc.RGBAProtocol protocol. It modifies the opacity from 255 to 0.
+ !#zh 渐隐效果。
+ @param d duration in seconds
+
+ @example
+ ```js
+ // example
+ var action = cc.fadeOut(1.0);
+ ```
+ */
+ export function fadeOut(d: number): ActionInterval;
+ /**
+ !#en Tints a Node that implements the cc.NodeRGB protocol from current tint to a custom one.
+ !#zh 修改颜色到指定值。
+ @param duration duration
+ @param red 0-255
+ @param green 0-255
+ @param blue 0-255
+
+ @example
+ ```js
+ // example
+ var action = cc.tintTo(2, 255, 0, 255);
+ ```
+ */
+ export function tintTo(duration: number, red: number, green: number, blue: number): ActionInterval;
+ /**
+ !#en
+ Tints a Node that implements the cc.NodeRGB protocol from current tint to a custom one.
+ Relative to their own color change.
+ !#zh 按照指定的增量修改颜色。
+ @param duration duration in seconds
+ @param deltaRed deltaRed
+ @param deltaGreen deltaGreen
+ @param deltaBlue deltaBlue
+
+ @example
+ ```js
+ // example
+ var action = cc.tintBy(2, -127, -255, -127);
+ ```
+ */
+ export function tintBy(duration: number, deltaRed: number, deltaGreen: number, deltaBlue: number): ActionInterval;
+ /**
+ !#en Delays the action a certain amount of seconds.
+ !#zh 延迟指定的时间量。
+ @param d duration in seconds
+
+ @example
+ ```js
+ // example
+ var delay = cc.delayTime(1);
+ ```
+ */
+ export function delayTime(d: number): ActionInterval;
+ /**
+ !#en Executes an action in reverse order, from time=duration to time=0.
+ !#zh 反转目标动作的时间轴。
+ @param action action
+
+ @example
+ ```js
+ // example
+ var reverse = cc.reverseTime(this);
+ ```
+ */
+ export function reverseTime(action: FiniteTimeAction): ActionInterval;
+ /**
+ !#en Create an action with the specified action and forced target.
+ !#zh 用已有动作和一个新的目标节点创建动作。
+ @param target target
+ @param action action
+ */
+ export function targetedAction(target: Node, action: FiniteTimeAction): ActionInterval;
+ /**
+
+ @param target the target to animate
+ */
+ export function tween
+ - In Cocos Creator, error is red.
+ - In Chrome, error have a red icon along with red message text.
+ !#zh
+ 输出错误消息到 Cocos Creator 编辑器的 Console 或运行时页面端的 Console 中。
+ - 在 Cocos Creator 中,错误信息显示是红色的。
+ - 在 Chrome 中,错误信息有红色的图标以及红色的消息文本。
+ @param msg A JavaScript string containing zero or more substitution strings.
+ @param subst JavaScript objects with which to replace substitution strings within msg. This gives you additional control over the format of the output.
+ */
+ export function error(msg: any, ...subst: any[]): void;
+ /**
+ !#en
+ Outputs a warning message to the Cocos Creator Console (editor) or Web Console (runtime).
+ - In Cocos Creator, warning is yellow.
+ - In Chrome, warning have a yellow warning icon with the message text.
+ !#zh
+ 输出警告消息到 Cocos Creator 编辑器的 Console 或运行时 Web 端的 Console 中。
+ - 在 Cocos Creator 中,警告信息显示是黄色的。
+ - 在 Chrome 中,警告信息有着黄色的图标以及黄色的消息文本。
+ @param msg A JavaScript string containing zero or more substitution strings.
+ @param subst JavaScript objects with which to replace substitution strings within msg. This gives you additional control over the format of the output.
+ */
+ export function warn(msg: any, ...subst: any[]): void;
+ /**
+ !#en Outputs a message to the Cocos Creator Console (editor) or Web Console (runtime).
+ !#zh 输出一条消息到 Cocos Creator 编辑器的 Console 或运行时 Web 端的 Console 中。
+ @param msg A JavaScript string containing zero or more substitution strings.
+ @param subst JavaScript objects with which to replace substitution strings within msg. This gives you additional control over the format of the output.
+ */
+ export function log(msg: string|any, ...subst: any[]): void;
+ /** !#en Director
+ !#zh 导演类。 */
+ export var director: Director;
+ /** !#en This is a Game instance.
+ !#zh 这是一个 Game 类的实例,包含游戏主体信息并负责驱动游戏的游戏对象。。 */
+ export var game: Game;
+ /**
+ !#en
+ Rotates a Node object to a certain angle by modifying its quternion property.
+ The direction will be decided by the shortest angle.
+ !#zh 旋转到目标角度,通过逐帧修改它的 quternion 属性,旋转方向将由最短的角度决定。
+ @param duration duration in seconds
+ @param dstAngleX dstAngleX in degrees.
+ @param dstAngleY dstAngleY in degrees.
+ @param dstAngleZ dstAngleZ in degrees.
+
+ @example
+ ```js
+ // example
+ var rotate3DTo = cc.rotate3DTo(2, cc.v3(0, 180, 0));
+ ```
+ */
+ export function rotate3DTo(duration: number, dstAngleX: number|Vec3|Quat, dstAngleY?: number, dstAngleZ?: number): ActionInterval;
+ /**
+ !#en
+ Rotates a Node object counter clockwise a number of degrees by modifying its quaternion property.
+ Relative to its properties to modify.
+ !#zh 旋转指定的 3D 角度。
+ @param duration duration in seconds
+ @param deltaAngleX deltaAngleX in degrees
+ @param deltaAngleY deltaAngleY in degrees
+ @param deltaAngleZ deltaAngleZ in degrees
+
+ @example
+ ```js
+ // example
+ var actionBy = cc.rotate3DBy(2, cc.v3(0, 360, 0));
+ ```
+ */
+ export function rotate3DBy(duration: number, deltaAngleX: number|Vec3, deltaAngleY?: number, deltaAngleZ?: number): ActionInterval;
+ export var assetManager: AssetManager;
+ /** !#en
+ cc.resources is a bundle and controls all asset under assets/resources
+
+ !#zh
+ cc.resources 是一个 bundle,用于管理所有在 assets/resources 下的资源 */
+ export var resources: AssetManager.Bundle;
+ /** !#en The System event singleton for global usage
+ !#zh 系统事件单例,方便全局使用 */
+ export var systemEvent: SystemEvent;
+ /**
+ !#en Defines a CCClass using the given specification, please see [Class](/docs/editors_and_tools/creator-chapters/scripting/class.html) for details.
+ !#zh 定义一个 CCClass,传入参数必须是一个包含类型参数的字面量对象,具体用法请查阅[类型定义](/docs/creator/scripting/class.html)。
+ @param options options
+
+ @example
+ ```js
+ // define base class
+ var Node = cc.Class();
+
+ // define sub class
+ var Sprite = cc.Class({
+ name: 'Sprite',
+ extends: Node,
+
+ ctor: function () {
+ this.url = "";
+ this.id = 0;
+ },
+
+ statics: {
+ // define static members
+ count: 0,
+ getBounds: function (spriteList) {
+ // compute bounds...
+ }
+ },
+
+ properties {
+ width: {
+ default: 128,
+ type: cc.Integer,
+ tooltip: 'The width of sprite'
+ },
+ height: 128,
+ size: {
+ get: function () {
+ return cc.v2(this.width, this.height);
+ }
+ }
+ },
+
+ load: function () {
+ // load this.url...
+ };
+ });
+
+ // instantiate
+
+ var obj = new Sprite();
+ obj.url = 'sprite.png';
+ obj.load();
+ ```
+ */
+ export function Class(options?: {name?: string; extends?: Function; ctor?: Function; __ctor__?: Function; properties?: any; statics?: any; mixins?: Function[]; editor?: {executeInEditMode?: boolean; requireComponent?: Function; menu?: string; executionOrder?: number; disallowMultiple?: boolean; playOnFocus?: boolean; inspector?: string; icon?: string; help?: string; }; update?: Function; lateUpdate?: Function; onLoad?: Function; start?: Function; onEnable?: Function; onDisable?: Function; onDestroy?: Function; onFocusInEditor?: Function; onLostFocusInEditor?: Function; resetInEditor?: Function; onRestore?: Function; _getLocalBounds?: Function; }): Function;
+ /**
+ !#en
+ Define an enum type.
+ If a enum item has a value of -1, it will be given an Integer number according to it's order in the list.
+ Otherwise it will use the value specified by user who writes the enum definition.
+
+ !#zh
+ 定义一个枚举类型。
+ 用户可以把枚举值设为任意的整数,如果设为 -1,系统将会分配为上一个枚举值 + 1。
+ @param obj a JavaScript literal object containing enum names and values, or a TypeScript enum type
+
+ @example
+ ```js
+ // JavaScript:
+
+ var WrapMode = cc.Enum({
+ Repeat: -1,
+ Clamp: -1
+ });
+
+ // Texture.WrapMode.Repeat == 0
+ // Texture.WrapMode.Clamp == 1
+ // Texture.WrapMode[0] == "Repeat"
+ // Texture.WrapMode[1] == "Clamp"
+
+ var FlagType = cc.Enum({
+ Flag1: 1,
+ Flag2: 2,
+ Flag3: 4,
+ Flag4: 8,
+ });
+
+ var AtlasSizeList = cc.Enum({
+ 128: 128,
+ 256: 256,
+ 512: 512,
+ 1024: 1024,
+ });
+
+ // TypeScript:
+
+ // If used in TypeScript, just define a TypeScript enum:
+ enum Direction {
+ Up,
+ Down,
+ Left,
+ Right
+ }
+
+ // If you need to inspect the enum in Properties panel, you can call cc.Enum:
+ const {ccclass, property} = cc._decorator;
+
+ @ccclass
+ class NewScript extends cc.Component {
+ @property({
+ type: cc.Enum(Direction) // call cc.Enum
+ })
+ direction: Direction = Direction.Up;
+ }
+
+ ```
+ */
+ export function Enum
+ 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.
+
+ !#zh
+ 检查该对象是否不为 null 并且尚未销毁。
+ 当一个对象的 `destroy` 调用以后,会在这一帧结束后才真正销毁。因此从下一帧开始 `isValid` 就会返回 false,而当前帧内 `isValid` 仍然会是 true。如果希望判断当前帧是否调用过 `destroy`,请使用 `cc.isValid(obj, true)`,不过这往往是特殊的业务需求引起的,通常情况下不需要这样。
+ @param value value
+ @param strictMode If true, Object called destroy() in this frame will also treated as invalid.
+
+ @example
+ ```js
+ var node = new cc.Node();
+ cc.log(cc.isValid(node)); // true
+ node.destroy();
+ cc.log(cc.isValid(node)); // true, still valid in this frame
+ // after a frame...
+ cc.log(cc.isValid(node)); // false, destroyed in the end of last frame
+ ```
+ */
+ export function isValid(value: any, strictMode?: boolean): boolean;
+ /** !#en cc.view is the shared view object.
+ !#zh cc.view 是全局的视图对象。 */
+ export var view: View;
+ /** !#en cc.winSize is the alias object for the size of the current game window.
+ !#zh cc.winSize 为当前的游戏窗口的大小。 */
+ export var winSize: Size;
+ /** Specify that the input value must be integer in Inspector.
+ Also used to indicates that the elements in array should be type integer. */
+ export var Integer: string;
+ /** Indicates that the elements in array should be type double. */
+ export var Float: string;
+ /** Indicates that the elements in array should be type boolean. */
+ export var Boolean: string;
+ /** Indicates that the elements in array should be type string. */
+ export var String: string;
+ /**
+ !#en Deserialize json to cc.Asset
+ !#zh 将 JSON 反序列化为对象实例。
+ @param data the serialized cc.Asset json string or json object.
+ @param details additional loading result
+ @param options options
+ */
+ export function deserialize(data: string|any, details?: Details, options?: any): any;
+ /**
+ !#en Clones the object `original` and returns the clone, or instantiate a node from the Prefab.
+ !#zh 克隆指定的任意类型的对象,或者从 Prefab 实例化出新节点。
+
+ (Instantiate 时,function 和 dom 等非可序列化对象会直接保留原有引用,Asset 会直接进行浅拷贝,可序列化类型会进行深拷贝。)
+ @param original An existing object that you want to make a copy of.
+
+ @example
+ ```js
+ // instantiate node from prefab
+ var scene = cc.director.getScene();
+ var node = cc.instantiate(prefabAsset);
+ node.parent = scene;
+ // clone node
+ var scene = cc.director.getScene();
+ var node = cc.instantiate(targetNode);
+ node.parent = scene;
+ ```
+ */
+ export function instantiate(original: Prefab): Node;
+ export function instantiate
+ Please use cc.p or cc.v2 instead, it will soon replace cc.Size.
+ !#zh
+ 创建一个 cc.Size 对象的帮助函数。
+ 注意:可以使用 cc.p 或者是 cc.v2 代替,它们将很快取代 cc.Size。
+ @param w width or a size object
+ @param h height
+
+ @example
+ ```js
+ var size1 = cc.size();
+ var size2 = cc.size(100,100);
+ var size3 = cc.size(size2);
+ var size4 = cc.size({width: 100, height: 100});
+
+ ```
+ */
+ export function size(w: number|Size, h?: number): Size;
+ export var EPSILON: number;
+ /**
+ Clamps a value between a minimum float and maximum float value.
+ @param val val
+ @param min min
+ @param max max
+ */
+ export function clamp(val: number, min: number, max: number): number;
+ /**
+ Clamps a value between 0 and 1.
+ @param val val
+ */
+ export function clamp01(val: number): number;
+ /**
+
+ @param from from
+ @param to to
+ @param ratio the interpolation coefficient
+ */
+ export function lerp(from: number, to: number, ratio: number): number;
+ export function random(): void;
+ /**
+ Returns a floating-point random number between min (inclusive) and max (exclusive).
+ @param min min
+ @param max max
+ */
+ export function randomRange(min: number, max: number): number;
+ /**
+ Returns a random integer between min (inclusive) and max (exclusive).
+ @param min min
+ @param max max
+ */
+ export function randomRangeInt(min: number, max: number): number;
+ /**
+ Linear congruential generator using Hull-Dobell Theorem.
+ @param seed the random seed
+ */
+ export function pseudoRandom(seed: number): number;
+ /**
+ Returns a floating-point pseudo-random number between min (inclusive) and max (exclusive).
+ @param seed seed
+ @param min min
+ @param max max
+ */
+ export function pseudoRandomRange(seed: number, min: number, max: number): number;
+ /**
+ Returns a pseudo-random integer between min (inclusive) and max (exclusive).
+ @param seed seed
+ @param min min
+ @param max max
+ */
+ export function pseudoRandomRangeInt(seed: number, min: number, max: number): number;
+ /**
+ Returns the next power of two for the value
+ @param val val
+ */
+ export function nextPow2(val: number): number;
+ /**
+ Returns float remainder for t / length
+ @param t time start at 0
+ @param length time of one cycle
+ */
+ export function repeat(t: number, length: number): number;
+ /**
+ Returns time wrapped in ping-pong mode
+ @param t time start at 0
+ @param length time of one cycle
+ */
+ export function repeat(t: number, length: number): number;
+ /**
+ Returns ratio of a value within a given range
+ @param from start value
+ @param to end value
+ @param value given value
+ */
+ export function repeat(from: number, to: number, value: number): number;
+ /**
+ Returns -1, 0, +1 depending on sign of x.
+ @param v v
+ */
+ export function sign(v: number): void;
+ /**
+ !#en The convenience method to create a new {{#crossLink "Vec2"}}cc.Vec2{{/crossLink}}.
+ !#zh 通过该简便的函数进行创建 {{#crossLink "Vec2"}}cc.Vec2{{/crossLink}} 对象。
+ @param x x
+ @param y y
+
+ @example
+ ```js
+ var v1 = cc.v2();
+ var v2 = cc.v2(0, 0);
+ var v3 = cc.v2(v2);
+ var v4 = cc.v2({x: 100, y: 100});
+ ```
+ */
+ export function v2(x?: number|any, y?: number): Vec2;
+ /**
+ !#en
+ The convenience method to create a new Rect.
+ see {{#crossLink "Rect/Rect:method"}}cc.Rect{{/crossLink}}
+ !#zh
+ 该方法用来快速创建一个新的矩形。{{#crossLink "Rect/Rect:method"}}cc.Rect{{/crossLink}}
+ @param x x
+ @param y y
+ @param w w
+ @param h h
+
+ @example
+ ```js
+ var a = new cc.Rect(0 , 0, 10, 0);
+ ```
+ */
+ export function rect(x?: number, y?: number, w?: number, h?: number): Rect;
+ /**
+ !#en The convenience method to create a new {{#crossLink "Vec3"}}cc.Vec3{{/crossLink}}.
+ !#zh 通过该简便的函数进行创建 {{#crossLink "Vec3"}}cc.Vec3{{/crossLink}} 对象。
+ @param x x
+ @param y y
+ @param z z
+
+ @example
+ ```js
+ var v1 = cc.v3();
+ var v2 = cc.v3(0, 0, 0);
+ var v3 = cc.v3(v2);
+ var v4 = cc.v3({x: 100, y: 100, z: 0});
+ ```
+ */
+ export function v3(x?: number|any, y?: number, z?: number): Vec3;
+ /**
+ Finds a node by hierarchy path, the path is case-sensitive.
+ It will traverse the hierarchy by splitting the path using '/' character.
+ This function will still returns the node even if it is inactive.
+ It is recommended to not use this function every frame instead cache the result at startup.
+ @param path path
+ @param referenceNode referenceNode
+ */
+ export function find(path: string, referenceNode?: Node): Node;
+ export var dynamicAtlasManager: DynamicAtlasManager;
+ /** !#en The matrix storage */
+ export var matrix: any[];
+ /**
+ !#en Get an element
+ @param i i
+ @param j j
+ */
+ export function get(i: number, j: number): number;
+ /**
+ !#en Set an element
+ @param i i
+ @param j j
+ @param value value
+ */
+ export function set(i: number, j: number, value: boolean): void;
+ /**
+ !#en Sets all elements to zero
+ */
+ export function reset(): void;
+ /** !#en Base class cc.Action for action classes.
+ !#zh Action 类是所有动作类型的基类。 */
+ export class Action {
+ /**
+ !#en
+ to copy object with deep copy.
+ returns a clone of action.
+ !#zh 返回一个克隆的动作。
+ */
+ clone(): Action;
+ /**
+ !#en
+ return true if the action has finished.
+ !#zh 如果动作已完成就返回 true。
+ */
+ isDone(): boolean;
+ /**
+ !#en get the target.
+ !#zh 获取当前目标节点。
+ */
+ getTarget(): Node;
+ /**
+ !#en The action will modify the target properties.
+ !#zh 设置目标节点。
+ @param target target
+ */
+ setTarget(target: Node): void;
+ /**
+ !#en get the original target.
+ !#zh 获取原始目标节点。
+ */
+ getOriginalTarget(): Node;
+ /**
+ !#en get tag number.
+ !#zh 获取用于识别动作的标签。
+ */
+ getTag(): number;
+ /**
+ !#en set tag number.
+ !#zh 设置标签,用于识别动作。
+ @param tag tag
+ */
+ setTag(tag: number): void;
+ /** !#en Default Action tag.
+ !#zh 默认动作标签。 */
+ static TAG_INVALID: number;
+ }
+ /** !#en
+ Base class actions that do have a finite time duration.
+ Possible actions:
+ - An action with a duration of 0 seconds.
+ - An action with a duration of 35.5 seconds.
+
+ Infinite time actions are valid
+ !#zh 有限时间动作,这种动作拥有时长 duration 属性。 */
+ export class FiniteTimeAction extends Action {
+ /**
+ !#en get duration of the action. (seconds).
+ !#zh 获取动作以秒为单位的持续时间。
+ */
+ getDuration(): number;
+ /**
+ !#en set duration of the action. (seconds).
+ !#zh 设置动作以秒为单位的持续时间。
+ @param duration duration
+ */
+ setDuration(duration: number): void;
+ /**
+ !#en
+ Returns a reversed action.
+ For example:
+ - The action will be x coordinates of 0 move to 100.
+ - The reversed action will be x of 100 move to 0.
+ - Will be rewritten
+ !#zh 返回一个新的动作,执行与原动作完全相反的动作。
+ */
+ reverse(): void;
+ /**
+ !#en
+ to copy object with deep copy.
+ returns a clone of action.
+ !#zh 返回一个克隆的动作。
+ */
+ clone(): FiniteTimeAction;
+ }
+ /** !#en Instant actions are immediate actions. They don't have a duration like the ActionInterval actions.
+ !#zh 即时动作,这种动作立即就会执行,继承自 FiniteTimeAction。 */
+ export class ActionInstant extends FiniteTimeAction {
+ }
+ /** !#en
+
+ It has an start time, and a finish time. The finish time is the parameter
+ duration plus the start time.
+ - They can run normally (default)
+ - They can run reversed with the reverse method
+ - They can run with the time altered with the Accelerate, AccelDeccel and Speed actions.
+ then running it again in Reverse mode.
+ To repeat the an action for a limited number of times use the Repeat action.
+ !#zh 永远地重复一个动作,有限次数内重复一个动作请使用 Repeat 动作。
+ */
+ repeatForever(): ActionInterval;
+ }
+ /** !#en
+ cc.ActionManager is a class that can manage actions.
+ Normally you won't need to use this class directly. 99% of the cases you will use the CCNode interface,
+ which uses this class's singleton object.
+ But there are some cases where you might need to use this class.
+ Examples:
+ - When you want to run an action where the target is different from a CCNode.
+ - When you want to pause / resume the actions
+ !#zh
+ cc.ActionManager 是可以管理动作的单例类。
+ 通常你并不需要直接使用这个类,99%的情况您将使用 CCNode 的接口。
+ 但也有一些情况下,您可能需要使用这个类。
+ 例如:
+ - 当你想要运行一个动作,但目标不是 CCNode 类型时。
+ - 当你想要暂停/恢复动作时。
*/
+ export class ActionManager {
+ /**
+ !#en
+ Adds an action with a target.
+ If the target is already present, then the action will be added to the existing target.
+ If the target is not present, a new instance of this target will be created either paused or not, and the action will be added to the newly created target.
+ When the target is paused, the queued actions won't be 'ticked'.
+ !#zh
+ 增加一个动作,同时还需要提供动作的目标对象,目标对象是否暂停作为参数。
+ 如果目标已存在,动作将会被直接添加到现有的节点中。
+ 如果目标不存在,将为这一目标创建一个新的实例,并将动作添加进去。
+ 当目标状态的 paused 为 true,动作将不会被执行
+ @param action action
+ @param target target
+ @param paused paused
+ */
+ addAction(action: Action, target: Node, paused: boolean): void;
+ /**
+ !#en Removes all actions from all the targets.
+ !#zh 移除所有对象的所有动作。
+ */
+ removeAllActions(): void;
+ /**
+ !#en
+ Removes all actions from a certain target.
+ All the actions that belongs to the target will be removed.
+ !#zh
+ 移除指定对象上的所有动作。
+ 属于该目标的所有的动作将被删除。
+ @param target target
+ @param forceDelete forceDelete
+ */
+ removeAllActionsFromTarget(target: Node, forceDelete: boolean): void;
+ /**
+ !#en Removes an action given an action reference.
+ !#zh 移除指定的动作。
+ @param action action
+ */
+ removeAction(action: Action): void;
+ /**
+ !#en Removes an action given its tag and the target.
+ !#zh 删除指定对象下特定标签的一个动作,将删除首个匹配到的动作。
+ @param tag tag
+ @param target target
+ */
+ removeActionByTag(tag: number, target?: Node): void;
+ /**
+ !#en Gets an action given its tag an a target.
+ !#zh 通过目标对象和标签获取一个动作。
+ @param tag tag
+ @param target target
+ */
+ getActionByTag(tag: number, target: Node): Action;
+ /**
+ !#en
+ Returns the numbers of actions that are running in a certain target.
+ Composable actions are counted as 1 action.
+ Example:
+ - If you are running 1 Sequence of 7 actions, it will return 1.
+ - If you are running 7 Sequences of 2 actions, it will return 7.
+ !#zh
+ 返回指定对象下所有正在运行的动作数量。
+ 组合动作被算作一个动作。
+ 例如:
+ - 如果您正在运行 7 个动作组成的序列动作(Sequence),这个函数将返回 1。
+ - 如果你正在运行 2 个序列动作(Sequence)和 5 个普通动作,这个函数将返回 7。
+ @param target target
+ */
+ getNumberOfRunningActionsInTarget(target: Node): number;
+ /**
+ !#en Pauses the target: all running actions and newly added actions will be paused.
+ !#zh 暂停指定对象:所有正在运行的动作和新添加的动作都将会暂停。
+ @param target target
+ */
+ pauseTarget(target: Node): void;
+ /**
+ !#en Resumes the target. All queued actions will be resumed.
+ !#zh 让指定目标恢复运行。在执行序列中所有被暂停的动作将重新恢复运行。
+ @param target target
+ */
+ resumeTarget(target: Node): void;
+ /**
+ !#en Pauses all running actions, returning a list of targets whose actions were paused.
+ !#zh 暂停所有正在运行的动作,返回一个包含了那些动作被暂停了的目标对象的列表。
+ */
+ pauseAllRunningActions(): any[];
+ /**
+ !#en Resume a set of targets (convenience function to reverse a pauseAllRunningActions or pauseTargets call).
+ !#zh 让一组指定对象恢复运行(用来逆转 pauseAllRunningActions 效果的便捷函数)。
+ @param targetsToResume targetsToResume
+ */
+ resumeTargets(targetsToResume: any[]): void;
+ /**
+ !#en Pause a set of targets.
+ !#zh 暂停一组指定对象。
+ @param targetsToPause targetsToPause
+ */
+ pauseTargets(targetsToPause: any[]): void;
+ /**
+ !#en
+ purges the shared action manager. It releases the retained instance.
+ because it uses this, so it can not be static.
+ !#zh
+ 清除共用的动作管理器。它释放了持有的实例。
+ 因为它使用 this,因此它不能是静态的。
+ */
+ purgeSharedManager(): void;
+ /**
+ !#en The ActionManager update。
+ !#zh ActionManager 主循环。
+ @param dt delta time in seconds
+ */
+ update(dt: number): void;
+ }
+ /** !#en
+ Tween provide a simple and flexible way to create action. Tween's api is more flexible than `cc.Action`:
+ - Support creating an action sequence in chained api.
+ - Support animate any objects' any properties, not limited to node's properties. By contrast, `cc.Action` needs to create a new action class to support new node property.
+ - Support working with `cc.Action`.
+ - Support easing and progress function.
+ !#zh
+ Tween 提供了一个简单灵活的方法来创建 action。相对于 Cocos 传统的 `cc.Action`,`cc.Tween` 在创建动画上要灵活非常多:
+ - 支持以链式结构的方式创建一个动画序列。
+ - 支持对任意对象的任意属性进行缓动,不再局限于节点上的属性,而 `cc.Action` 添加一个属性的支持时还需要添加一个新的 action 类型。
+ - 支持与 `cc.Action` 混用。
+ - 支持设置 {{#crossLink "Easing"}}{{/crossLink}} 或者 progress 函数。 */
+ export class Tween
+ 主要用来播放音频,播放的时候会返回一个 audioID,之后都可以通过这个 audioID 来操作这个音频对象。
+ 不使用的时候,请使用 `cc.audioEngine.uncache(filePath);` 进行资源释放
+ 注意:
+ 在 Android 系统浏览器上,不同浏览器,不同版本的效果不尽相同。
+ 比如说:大多数浏览器都需要用户物理交互才可以开始播放音效,有一些不支持 WebAudio,有一些不支持多音轨播放。总之如果对音乐依赖比较强,请做尽可能多的测试。 */
+ export class audioEngine {
+ /**
+ !#en Play audio.
+ !#zh 播放音频
+ @param clip The audio clip to play.
+ @param loop Whether the music loop or not.
+ @param volume Volume size.
+
+ @example
+ ```js
+ cc.resources.load(path, cc.AudioClip, null, function (err, clip) {
+ var audioID = cc.audioEngine.play(clip, false, 0.5);
+ });
+ ```
+ */
+ static play(clip: AudioClip, loop: boolean, volume: number): number;
+ /**
+ !#en Set audio loop.
+ !#zh 设置音频是否循环。
+ @param audioID audio id.
+ @param loop Whether cycle.
+
+ @example
+ ```js
+ cc.audioEngine.setLoop(id, true);
+ ```
+ */
+ static setLoop(audioID: number, loop: boolean): void;
+ /**
+ !#en Get audio cycle state.
+ !#zh 获取音频的循环状态。
+ @param audioID audio id.
+
+ @example
+ ```js
+ cc.audioEngine.isLoop(id);
+ ```
+ */
+ static isLoop(audioID: number): boolean;
+ /**
+ !#en Set the volume of audio.
+ !#zh 设置音量(0.0 ~ 1.0)。
+ @param audioID audio id.
+ @param volume Volume must be in 0.0~1.0 .
+
+ @example
+ ```js
+ cc.audioEngine.setVolume(id, 0.5);
+ ```
+ */
+ static setVolume(audioID: number, volume: number): void;
+ /**
+ !#en The volume of the music max value is 1.0,the min value is 0.0 .
+ !#zh 获取音量(0.0 ~ 1.0)。
+ @param audioID audio id.
+
+ @example
+ ```js
+ var volume = cc.audioEngine.getVolume(id);
+ ```
+ */
+ static getVolume(audioID: number): number;
+ /**
+ !#en Set current time
+ !#zh 设置当前的音频时间。
+ @param audioID audio id.
+ @param sec current time.
+
+ @example
+ ```js
+ cc.audioEngine.setCurrentTime(id, 2);
+ ```
+ */
+ static setCurrentTime(audioID: number, sec: number): boolean;
+ /**
+ !#en Get current time
+ !#zh 获取当前的音频播放时间。
+ @param audioID audio id.
+
+ @example
+ ```js
+ var time = cc.audioEngine.getCurrentTime(id);
+ ```
+ */
+ static getCurrentTime(audioID: number): number;
+ /**
+ !#en Get audio duration
+ !#zh 获取音频总时长。
+ @param audioID audio id.
+
+ @example
+ ```js
+ var time = cc.audioEngine.getDuration(id);
+ ```
+ */
+ static getDuration(audioID: number): number;
+ /**
+ !#en Get audio state
+ !#zh 获取音频状态。
+ @param audioID audio id.
+
+ @example
+ ```js
+ var state = cc.audioEngine.getState(id);
+ ```
+ */
+ static getState(audioID: number): audioEngine.AudioState;
+ /**
+ !#en Set Audio finish callback
+ !#zh 设置一个音频结束后的回调
+ @param audioID audio id.
+ @param callback loaded callback.
+
+ @example
+ ```js
+ cc.audioEngine.setFinishCallback(id, function () {});
+ ```
+ */
+ static setFinishCallback(audioID: number, callback: Function): void;
+ /**
+ !#en Pause playing audio.
+ !#zh 暂停正在播放音频。
+ @param audioID The return value of function play.
+
+ @example
+ ```js
+ cc.audioEngine.pause(audioID);
+ ```
+ */
+ static pause(audioID: number): void;
+ /**
+ !#en Pause all playing audio
+ !#zh 暂停现在正在播放的所有音频。
+
+ @example
+ ```js
+ cc.audioEngine.pauseAll();
+ ```
+ */
+ static pauseAll(): void;
+ /**
+ !#en Resume playing audio.
+ !#zh 恢复播放指定的音频。
+ @param audioID The return value of function play.
+
+ @example
+ ```js
+ cc.audioEngine.resume(audioID);
+ ```
+ */
+ static resume(audioID: number): void;
+ /**
+ !#en Resume all playing audio.
+ !#zh 恢复播放所有之前暂停的所有音频。
+
+ @example
+ ```js
+ cc.audioEngine.resumeAll();
+ ```
+ */
+ static resumeAll(): void;
+ /**
+ !#en Stop playing audio.
+ !#zh 停止播放指定音频。
+ @param audioID The return value of function play.
+
+ @example
+ ```js
+ cc.audioEngine.stop(audioID);
+ ```
+ */
+ static stop(audioID: number): void;
+ /**
+ !#en Stop all playing audio.
+ !#zh 停止正在播放的所有音频。
+
+ @example
+ ```js
+ cc.audioEngine.stopAll();
+ ```
+ */
+ static stopAll(): void;
+ /**
+ !#en Set up an audio can generate a few examples.
+ !#zh 设置一个音频可以设置几个实例
+ @param num a number of instances to be created from within an audio
+
+ @example
+ ```js
+ cc.audioEngine.setMaxAudioInstance(20);
+ ```
+ */
+ static setMaxAudioInstance(num: number): void;
+ /**
+ !#en Getting audio can produce several examples.
+ !#zh 获取一个音频可以设置几个实例
+
+ @example
+ ```js
+ cc.audioEngine.getMaxAudioInstance();
+ ```
+ */
+ static getMaxAudioInstance(): number;
+ /**
+ !#en Unload the preloaded audio from internal buffer.
+ !#zh 卸载预加载的音频。
+ @param clip clip
+
+ @example
+ ```js
+ cc.audioEngine.uncache(filePath);
+ ```
+ */
+ static uncache(clip: AudioClip): void;
+ /**
+ !#en Unload all audio from internal buffer.
+ !#zh 卸载所有音频。
+
+ @example
+ ```js
+ cc.audioEngine.uncacheAll();
+ ```
+ */
+ static uncacheAll(): void;
+ /**
+ !#en Play background music
+ !#zh 播放背景音乐
+ @param clip The audio clip to play.
+ @param loop Whether the music loop or not.
+
+ @example
+ ```js
+ cc.resources.load(path, cc.AudioClip, null, function (err, clip) {
+ var audioID = cc.audioEngine.playMusic(clip, false);
+ });
+ ```
+ */
+ static playMusic(clip: AudioClip, loop: boolean): number;
+ /**
+ !#en Stop background music.
+ !#zh 停止播放背景音乐。
+
+ @example
+ ```js
+ cc.audioEngine.stopMusic();
+ ```
+ */
+ static stopMusic(): void;
+ /**
+ !#en Pause the background music.
+ !#zh 暂停播放背景音乐。
+
+ @example
+ ```js
+ cc.audioEngine.pauseMusic();
+ ```
+ */
+ static pauseMusic(): void;
+ /**
+ !#en Resume playing background music.
+ !#zh 恢复播放背景音乐。
+
+ @example
+ ```js
+ cc.audioEngine.resumeMusic();
+ ```
+ */
+ static resumeMusic(): void;
+ /**
+ !#en Get the volume(0.0 ~ 1.0).
+ !#zh 获取音量(0.0 ~ 1.0)。
+
+ @example
+ ```js
+ var volume = cc.audioEngine.getMusicVolume();
+ ```
+ */
+ static getMusicVolume(): number;
+ /**
+ !#en Set the background music volume.
+ !#zh 设置背景音乐音量(0.0 ~ 1.0)。
+ @param volume Volume must be in 0.0~1.0.
+
+ @example
+ ```js
+ cc.audioEngine.setMusicVolume(0.5);
+ ```
+ */
+ static setMusicVolume(volume: number): void;
+ /**
+ !#en Background music playing state
+ !#zh 背景音乐是否正在播放
+
+ @example
+ ```js
+ cc.audioEngine.isMusicPlaying();
+ ```
+ */
+ static isMusicPlaying(): boolean;
+ /**
+ !#en Play effect audio.
+ !#zh 播放音效
+ @param clip The audio clip to play.
+ @param loop Whether the music loop or not.
+
+ @example
+ ```js
+ cc.resources.load(path, cc.AudioClip, null, function (err, clip) {
+ var audioID = cc.audioEngine.playEffect(clip, false);
+ });
+ ```
+ */
+ static playEffect(clip: AudioClip, loop: boolean): number;
+ /**
+ !#en Set the volume of effect audio.
+ !#zh 设置音效音量(0.0 ~ 1.0)。
+ @param volume Volume must be in 0.0~1.0.
+
+ @example
+ ```js
+ cc.audioEngine.setEffectsVolume(0.5);
+ ```
+ */
+ static setEffectsVolume(volume: number): void;
+ /**
+ !#en The volume of the effect audio max value is 1.0,the min value is 0.0 .
+ !#zh 获取音效音量(0.0 ~ 1.0)。
+
+ @example
+ ```js
+ var volume = cc.audioEngine.getEffectsVolume();
+ ```
+ */
+ static getEffectsVolume(): number;
+ /**
+ !#en Pause effect audio.
+ !#zh 暂停播放音效。
+ @param audioID audio id.
+
+ @example
+ ```js
+ cc.audioEngine.pauseEffect(audioID);
+ ```
+ */
+ static pauseEffect(audioID: number): void;
+ /**
+ !#en Stop playing all the sound effects.
+ !#zh 暂停播放所有音效。
+
+ @example
+ ```js
+ cc.audioEngine.pauseAllEffects();
+ ```
+ */
+ static pauseAllEffects(): void;
+ /**
+ !#en Resume effect audio.
+ !#zh 恢复播放音效音频。
+ @param audioID The return value of function play.
+
+ @example
+ ```js
+ cc.audioEngine.resumeEffect(audioID);
+ ```
+ */
+ static resumeEffect(audioID: number): void;
+ /**
+ !#en Resume all effect audio.
+ !#zh 恢复播放所有之前暂停的音效。
+
+ @example
+ ```js
+ cc.audioEngine.resumeAllEffects();
+ ```
+ */
+ static resumeAllEffects(): void;
+ /**
+ !#en Stop playing the effect audio.
+ !#zh 停止播放音效。
+ @param audioID audio id.
+
+ @example
+ ```js
+ cc.audioEngine.stopEffect(id);
+ ```
+ */
+ static stopEffect(audioID: number): void;
+ /**
+ !#en Stop playing all the effects.
+ !#zh 停止播放所有音效。
+
+ @example
+ ```js
+ cc.audioEngine.stopAllEffects();
+ ```
+ */
+ static stopAllEffects(): void;
+ }
+ /** !#en Class for animation data handling.
+ !#zh 动画剪辑,用于存储动画数据。 */
+ export class AnimationClip extends Asset {
+ /** !#en Duration of this animation.
+ !#zh 动画的持续时间。 */
+ duration: number;
+ /** !#en FrameRate of this animation.
+ !#zh 动画的帧速率。 */
+ sample: number;
+ /** !#en Speed of this animation.
+ !#zh 动画的播放速度。 */
+ speed: number;
+ /** !#en WrapMode of this animation.
+ !#zh 动画的循环模式。 */
+ wrapMode: WrapMode;
+ /** !#en Curve data.
+ !#zh 曲线数据。 */
+ curveData: any;
+ /** !#en Event data.
+ !#zh 事件数据。 */
+ events: {frame: number, func: string, params: string[]}[];
+ /**
+ !#en Crate clip with a set of sprite frames
+ !#zh 使用一组序列帧图片来创建动画剪辑
+ @param spriteFrames spriteFrames
+ @param sample sample
+
+ @example
+ ```js
+ var clip = cc.AnimationClip.createWithSpriteFrames(spriteFrames, 10);
+ ```
+ */
+ static createWithSpriteFrames(spriteFrames: SpriteFrame[], sample: number): AnimationClip;
+ }
+ /** !#en
+ The AnimationState gives full control over animation playback process.
+ In most cases the Animation Component is sufficient and easier to use. Use the AnimationState if you need full control.
+ !#zh
+ AnimationState 完全控制动画播放过程。
+ 大多数情况下 动画组件 是足够和易于使用的。如果您需要更多的动画控制接口,请使用 AnimationState。 */
+ export class AnimationState extends Playable {
+ /**
+
+ @param clip clip
+ @param name name
+ */
+ constructor(clip: AnimationClip, name?: string);
+ /** !#en The curves list.
+ !#zh 曲线列表。 */
+ curves: any[];
+ /** !#en The start delay which represents the number of seconds from an animation's start time to the start of
+ the active interval.
+ !#zh 延迟多少秒播放。 */
+ delay: number;
+ /** !#en The animation's iteration count property.
+
+ A real number greater than or equal to zero (including positive infinity) representing the number of times
+ to repeat the animation node.
+
+ Values less than zero and NaN values are treated as the value 1.0 for the purpose of timing model
+ calculations.
+
+ !#zh 迭代次数,指动画播放多少次后结束, normalize time。 如 2.5(2次半) */
+ repeatCount: number;
+ /** !#en The iteration duration of this animation in seconds. (length)
+ !#zh 单次动画的持续时间,秒。 */
+ duration: number;
+ /** !#en The animation's playback speed. 1 is normal playback speed.
+ !#zh 播放速率。 */
+ speed: number;
+ /** !#en
+ Wrapping mode of the playing animation.
+ Notice : dynamic change wrapMode will reset time and repeatCount property
+ !#zh
+ 动画循环方式。
+ 需要注意的是,动态修改 wrapMode 时,会重置 time 以及 repeatCount */
+ wrapMode: WrapMode;
+ /** !#en The current time of this animation in seconds.
+ !#zh 动画当前的时间,秒。 */
+ time: number;
+ /** !#en The clip that is being played by this animation state.
+ !#zh 此动画状态正在播放的剪辑。 */
+ clip: AnimationClip;
+ /** !#en The name of the playing animation.
+ !#zh 动画的名字 */
+ name: string;
+ }
+ /** !#en
+ This class provide easing methods for {{#crossLink "tween"}}{{/crossLink}} class.
+ Demonstratio: https://easings.net/
+ !#zh
+ 缓动函数类,为 {{#crossLink "Tween"}}{{/crossLink}} 提供缓动效果函数。
+ 函数效果演示: https://easings.net/ */
+ export class Easing {
+ /**
+ !#en Easing in with quadratic formula. From slow to fast.
+ !#zh 平方曲线缓入函数。运动由慢到快。
+ @param t The current time as a percentage of the total time.
+ */
+ quadIn(t: number): number;
+ /**
+ !#en Easing out with quadratic formula. From fast to slow.
+ !#zh 平方曲线缓出函数。运动由快到慢。
+ @param t The current time as a percentage of the total time.
+ */
+ quadOut(t: number): number;
+ /**
+ !#en Easing in and out with quadratic formula. From slow to fast, then back to slow.
+ !#zh 平方曲线缓入缓出函数。运动由慢到快再到慢。
+ @param t The current time as a percentage of the total time.
+ */
+ quadInOut(t: number): number;
+ /**
+ !#en Easing in with cubic formula. From slow to fast.
+ !#zh 立方曲线缓入函数。运动由慢到快。
+ @param t The current time as a percentage of the total time.
+ */
+ cubicIn(t: number): number;
+ /**
+ !#en Easing out with cubic formula. From slow to fast.
+ !#zh 立方曲线缓出函数。运动由快到慢。
+ @param t The current time as a percentage of the total time.
+ */
+ cubicOut(t: number): number;
+ /**
+ !#en Easing in and out with cubic formula. From slow to fast, then back to slow.
+ !#zh 立方曲线缓入缓出函数。运动由慢到快再到慢。
+ @param t The current time as a percentage of the total time.
+ */
+ cubicInOut(t: number): number;
+ /**
+ !#en Easing in with quartic formula. From slow to fast.
+ !#zh 四次方曲线缓入函数。运动由慢到快。
+ @param t The current time as a percentage of the total time.
+ */
+ quartIn(t: number): number;
+ /**
+ !#en Easing out with quartic formula. From fast to slow.
+ !#zh 四次方曲线缓出函数。运动由快到慢。
+ @param t The current time as a percentage of the total time.
+ */
+ quartOut(t: number): number;
+ /**
+ !#en Easing in and out with quartic formula. From slow to fast, then back to slow.
+ !#zh 四次方曲线缓入缓出函数。运动由慢到快再到慢。
+ @param t The current time as a percentage of the total time.
+ */
+ quartInOut(t: number): number;
+ /**
+ !#en Easing in with quintic formula. From slow to fast.
+ !#zh 五次方曲线缓入函数。运动由慢到快。
+ @param t The current time as a percentage of the total time.
+ */
+ quintIn(t: number): number;
+ /**
+ !#en Easing out with quintic formula. From fast to slow.
+ !#zh 五次方曲线缓出函数。运动由快到慢。
+ @param t The current time as a percentage of the total time.
+ */
+ quintOut(t: number): number;
+ /**
+ !#en Easing in and out with quintic formula. From slow to fast, then back to slow.
+ !#zh 五次方曲线缓入缓出函数。运动由慢到快再到慢。
+ @param t The current time as a percentage of the total time.
+ */
+ quintInOut(t: number): number;
+ /**
+ !#en Easing in and out with sine formula. From slow to fast.
+ !#zh 正弦曲线缓入函数。运动由慢到快。
+ @param t The current time as a percentage of the total time.
+ */
+ sineIn(t: number): number;
+ /**
+ !#en Easing in and out with sine formula. From fast to slow.
+ !#zh 正弦曲线缓出函数。运动由快到慢。
+ @param t The current time as a percentage of the total time.
+ */
+ sineOut(t: number): number;
+ /**
+ !#en Easing in and out with sine formula. From slow to fast, then back to slow.
+ !#zh 正弦曲线缓入缓出函数。运动由慢到快再到慢。
+ @param t The current time as a percentage of the total time.
+ */
+ sineInOut(t: number): number;
+ /**
+ !#en Easing in and out with exponential formula. From slow to fast.
+ !#zh 指数曲线缓入函数。运动由慢到快。
+ @param t The current time as a percentage of the total time.
+ */
+ expoIn(t: number): number;
+ /**
+ !#en Easing in and out with exponential formula. From fast to slow.
+ !#zh 指数曲线缓出函数。运动由快到慢。
+ @param t The current time as a percentage of the total time.
+ */
+ expoOut(t: number): number;
+ /**
+ !#en Easing in and out with exponential formula. From slow to fast.
+ !#zh 指数曲线缓入和缓出函数。运动由慢到很快再到慢。
+ @param t The current time as a percentage of the total time, then back to slow.
+ */
+ expoInOut(t: number): number;
+ /**
+ !#en Easing in and out with circular formula. From slow to fast.
+ !#zh 循环公式缓入函数。运动由慢到快。
+ @param t The current time as a percentage of the total time.
+ */
+ circIn(t: number): number;
+ /**
+ !#en Easing in and out with circular formula. From fast to slow.
+ !#zh 循环公式缓出函数。运动由快到慢。
+ @param t The current time as a percentage of the total time.
+ */
+ circOut(t: number): number;
+ /**
+ !#en Easing in and out with circular formula. From slow to fast.
+ !#zh 指数曲线缓入缓出函数。运动由慢到很快再到慢。
+ @param t The current time as a percentage of the total time, then back to slow.
+ */
+ circInOut(t: number): number;
+ /**
+ !#en Easing in action with a spring oscillating effect.
+ !#zh 弹簧回震效果的缓入函数。
+ @param t The current time as a percentage of the total time.
+ */
+ elasticIn(t: number): number;
+ /**
+ !#en Easing out action with a spring oscillating effect.
+ !#zh 弹簧回震效果的缓出函数。
+ @param t The current time as a percentage of the total time.
+ */
+ elasticOut(t: number): number;
+ /**
+ !#en Easing in and out action with a spring oscillating effect.
+ !#zh 弹簧回震效果的缓入缓出函数。
+ @param t The current time as a percentage of the total time.
+ */
+ elasticInOut(t: number): number;
+ /**
+ !#en Easing in action with "back up" behavior.
+ !#zh 回退效果的缓入函数。
+ @param t The current time as a percentage of the total time.
+ */
+ backIn(t: number): number;
+ /**
+ !#en Easing out action with "back up" behavior.
+ !#zh 回退效果的缓出函数。
+ @param t The current time as a percentage of the total time.
+ */
+ backOut(t: number): number;
+ /**
+ !#en Easing in and out action with "back up" behavior.
+ !#zh 回退效果的缓入缓出函数。
+ @param t The current time as a percentage of the total time.
+ */
+ backInOut(t: number): number;
+ /**
+ !#en Easing in action with bouncing effect.
+ !#zh 弹跳效果的缓入函数。
+ @param t The current time as a percentage of the total time.
+ */
+ bounceIn(t: number): number;
+ /**
+ !#en Easing out action with bouncing effect.
+ !#zh 弹跳效果的缓出函数。
+ @param t The current time as a percentage of the total time.
+ */
+ bounceOut(t: number): number;
+ /**
+ !#en Easing in and out action with bouncing effect.
+ !#zh 弹跳效果的缓入缓出函数。
+ @param t The current time as a percentage of the total time.
+ */
+ bounceInOut(t: number): number;
+ /**
+ !#en Target will run action with smooth effect.
+ !#zh 平滑效果函数。
+ @param t The current time as a percentage of the total time.
+ */
+ smooth(t: number): number;
+ /**
+ !#en Target will run action with fade effect.
+ !#zh 渐褪效果函数。
+ @param t The current time as a percentage of the total time.
+ */
+ fade(t: number): number;
+ }
+ /** !#en Specifies how time is treated when it is outside of the keyframe range of an Animation.
+ !#zh 动画使用的循环模式。 */
+ export enum WrapMode {
+ Default = 0,
+ Normal = 0,
+ Reverse = 0,
+ Loop = 0,
+ LoopReverse = 0,
+ PingPong = 0,
+ PingPongReverse = 0,
+ }
+ /** undefined */
+ export class Playable {
+ /** !#en Is playing or paused in play mode?
+ !#zh 当前是否正在播放。 */
+ isPlaying: boolean;
+ /** !#en Is currently paused? This can be true even if in edit mode(isPlaying == false).
+ !#zh 当前是否正在暂停 */
+ isPaused: boolean;
+ /**
+ !#en Play this animation.
+ !#zh 播放动画。
+ */
+ play(): void;
+ /**
+ !#en Stop this animation.
+ !#zh 停止动画播放。
+ */
+ stop(): void;
+ /**
+ !#en Pause this animation.
+ !#zh 暂停动画。
+ */
+ pause(): void;
+ /**
+ !#en Resume this animation.
+ !#zh 重新播放动画。
+ */
+ resume(): void;
+ /**
+ !#en Perform a single frame step.
+ !#zh 执行一帧动画。
+ */
+ step(): void;
+ }
+ /** !#en An object to boot the game.
+ !#zh 包含游戏主体信息并负责驱动游戏的游戏对象。 */
+ export class debug {
+ /**
+ !#en Gets error message with the error id and possible parameters.
+ !#zh 通过 error id 和必要的参数来获取错误信息。
+ @param errorId errorId
+ @param param param
+ */
+ static getError(errorId: number, param?: any): string;
+ /**
+ !#en Returns whether or not to display the FPS informations.
+ !#zh 是否显示 FPS 信息。
+ */
+ static isDisplayStats(): boolean;
+ /**
+ !#en Sets whether display the FPS on the bottom-left corner.
+ !#zh 设置是否在左下角显示 FPS。
+ @param displayStats displayStats
+ */
+ static setDisplayStats(displayStats: boolean): void;
+ }
+ /** !#en
+
+ cc.director is a singleton object which manage your game's logic flow.
+ Since the cc.director is a singleton, you don't need to call any constructor or create functions,
+ the standard way to use it is by calling:
+ - cc.director.methodName();
+
+ It creates and handle the main Window and manages how and when to execute the Scenes.
+
+ The cc.director is also responsible for:
+ - initializing the OpenGL context
+ - setting the OpenGL pixel format (default on is RGB565)
+ - setting the OpenGL buffer depth (default on is 0-bit)
+ - setting the color for clear screen (default one is BLACK)
+ - setting the projection (default one is 3D)
+ - setting the orientation (default one is Portrait)
+
+
+ The cc.director also sets the default OpenGL context:
+ - GL_TEXTURE_2D is enabled
+ - GL_VERTEX_ARRAY is enabled
+ - GL_COLOR_ARRAY is enabled
+ - GL_TEXTURE_COORD_ARRAY is enabled
+
+ Features and Limitations:
+ - Scheduled timers & drawing are synchronizes with the refresh rate of the display
+ - Only supports animation intervals of 1/60 1/30 & 1/15
+
+ cc.director 一个管理你的游戏的逻辑流程的单例对象。
+ 由于 cc.director 是一个单例,你不需要调用任何构造函数或创建函数,
+ 使用它的标准方法是通过调用:
+ - cc.director.methodName();
+
+ 它创建和处理主窗口并且管理什么时候执行场景。
+
+ cc.director 还负责:
+ - 初始化 OpenGL 环境。
+ - 设置OpenGL像素格式。(默认是 RGB565)
+ - 设置OpenGL缓冲区深度 (默认是 0-bit)
+ - 设置空白场景的颜色 (默认是 黑色)
+ - 设置投影 (默认是 3D)
+ - 设置方向 (默认是 Portrait)
+
+ cc.director 设置了 OpenGL 默认环境
+ - GL_TEXTURE_2D 启用。
+ - GL_VERTEX_ARRAY 启用。
+ - GL_COLOR_ARRAY 启用。
+ - GL_TEXTURE_COORD_ARRAY 启用。
+
+ 特点和局限性:
+ - 将计时器 & 渲染与显示器的刷新频率同步。
+ - 只支持动画的间隔 1/60 1/30 & 1/15。
+
+ Useful to convert (multi) touches coordinates to the current layout (portrait or landscape)
+ Implementation can be found in CCDirectorWebGL.
+ !#zh 将触摸点的屏幕坐标转换为 WebGL View 下的坐标。
+ @param uiPoint uiPoint
+ */
+ convertToGL(uiPoint: Vec2): Vec2;
+ /**
+ !#en
+ Converts an OpenGL coordinate to a view coordinate
+ Useful to convert node points to window points for calls such as glScissor
+ Implementation can be found in CCDirectorWebGL.
+ !#zh 将触摸点的 WebGL View 坐标转换为屏幕坐标。
+ @param glPoint glPoint
+ */
+ convertToUI(glPoint: Vec2): Vec2;
+ /**
+ End the life of director in the next frame
+ */
+ end(): void;
+ /**
+ !#en
+ Returns the size of the WebGL view in points.
+ It takes into account any possible rotation (device orientation) of the window.
+ !#zh 获取视图的大小,以点为单位。
+ */
+ getWinSize(): Size;
+ /**
+ !#en
+ Returns the size of the OpenGL view in pixels.
+ It takes into account any possible rotation (device orientation) of the window.
+ On Mac winSize and winSizeInPixels return the same value.
+ (The pixel here refers to the resource resolution. If you want to get the physics resolution of device, you need to use cc.view.getFrameSize())
+ !#zh
+ 获取视图大小,以像素为单位(这里的像素指的是资源分辨率。
+ 如果要获取屏幕物理分辨率,需要用 cc.view.getFrameSize())
+ */
+ getWinSizeInPixels(): Size;
+ /**
+ !#en Pause the director's ticker, only involve the game logic execution.
+ It won't pause the rendering process nor the event manager.
+ If you want to pause the entier game including rendering, audio and event,
+ please use {{#crossLink "Game.pause"}}cc.game.pause{{/crossLink}}
+ !#zh 暂停正在运行的场景,该暂停只会停止游戏逻辑执行,但是不会停止渲染和 UI 响应。
+ 如果想要更彻底得暂停游戏,包含渲染,音频和事件,请使用 {{#crossLink "Game.pause"}}cc.game.pause{{/crossLink}}。
+ */
+ pause(): void;
+ /**
+ !#en
+ Run a scene. Replaces the running scene with a new one or enter the first scene.
+ The new scene will be launched immediately.
+ !#zh 立刻切换指定场景。
+ @param scene The need run scene.
+ @param onBeforeLoadScene The function invoked at the scene before loading.
+ @param onLaunched The function invoked at the scene after launch.
+ */
+ runSceneImmediate(scene: Scene|SceneAsset, onBeforeLoadScene?: Function, onLaunched?: Function): void;
+ /**
+ !#en
+ Run a scene. Replaces the running scene with a new one or enter the first scene.
+ The new scene will be launched at the end of the current frame.
+ !#zh 运行指定场景。
+ @param scene The need run scene.
+ @param onBeforeLoadScene The function invoked at the scene before loading.
+ @param onLaunched The function invoked at the scene after launch.
+ */
+ runScene(scene: Scene|SceneAsset, onBeforeLoadScene?: Function, onLaunched?: Function): void;
+ /**
+ !#en Loads the scene by its name.
+ !#zh 通过场景名称进行加载场景。
+ @param sceneName The name of the scene to load.
+ @param onLaunched callback, will be called after scene launched.
+ */
+ loadScene(sceneName: string, onLaunched?: Function): boolean;
+ /**
+ !#en
+ Preloads the scene to reduces loading time. You can call this method at any time you want.
+ After calling this method, you still need to launch the scene by `cc.director.loadScene`.
+ It will be totally fine to call `cc.director.loadScene` at any time even if the preloading is not
+ yet finished, the scene will be launched after loaded automatically.
+ !#zh 预加载场景,你可以在任何时候调用这个方法。
+ 调用完后,你仍然需要通过 `cc.director.loadScene` 来启动场景,因为这个方法不会执行场景加载操作。
+ 就算预加载还没完成,你也可以直接调用 `cc.director.loadScene`,加载完成后场景就会启动。
+ @param sceneName The name of the scene to preload.
+ @param onProgress callback, will be called when the load progression change.
+ @param onLoaded callback, will be called after scene loaded.
+ */
+ preloadScene(sceneName: string, onProgress?: (completedCount: number, totalCount: number, item: any) => void, onLoaded?: (error: Error) => void): void;
+ /**
+ !#en Resume game logic execution after pause, if the current scene is not paused, nothing will happen.
+ !#zh 恢复暂停场景的游戏逻辑,如果当前场景没有暂停将没任何事情发生。
+ */
+ resume(): void;
+ /**
+ !#en
+ Enables or disables WebGL depth test.
+ Implementation can be found in CCDirectorCanvas.js/CCDirectorWebGL.js
+ !#zh 启用/禁用深度测试(在 Canvas 渲染模式下不会生效)。
+ @param on on
+ */
+ setDepthTest(on: boolean): void;
+ /**
+ !#en
+ Set color for clear screen.
+ (Implementation can be found in CCDirectorCanvas.js/CCDirectorWebGL.js)
+ !#zh
+ 设置场景的默认擦除颜色。
+ 支持全透明,但不支持透明度为中间值。要支持全透明需手工开启 cc.macro.ENABLE_TRANSPARENT_CANVAS。
+ @param clearColor clearColor
+ */
+ setClearColor(clearColor: Color): void;
+ /**
+ !#en Returns current logic Scene.
+ !#zh 获取当前逻辑场景。
+
+ @example
+ ```js
+ // This will help you to get the Canvas node in scene
+ cc.director.getScene().getChildByName('Canvas');
+ ```
+ */
+ getScene(): Scene;
+ /**
+ !#en Returns the FPS value. Please use {{#crossLink "Game.setFrameRate"}}cc.game.setFrameRate{{/crossLink}} to control animation interval.
+ !#zh 获取单位帧执行时间。请使用 {{#crossLink "Game.setFrameRate"}}cc.game.setFrameRate{{/crossLink}} 来控制游戏帧率。
+ */
+ getAnimationInterval(): number;
+ /**
+ Sets animation interval, this doesn't control the main loop.
+ To control the game's frame rate overall, please use {{#crossLink "Game.setFrameRate"}}cc.game.setFrameRate{{/crossLink}}
+ @param value The animation interval desired.
+ */
+ setAnimationInterval(value: number): void;
+ /**
+ !#en Returns the delta time since last frame.
+ !#zh 获取上一帧的增量时间。
+ */
+ getDeltaTime(): number;
+ /**
+ !#en Returns the total passed time since game start, unit: ms
+ !#zh 获取从游戏开始到现在总共经过的时间,单位为 ms
+ */
+ getTotalTime(): number;
+ /**
+ !#en Returns how many frames were called since the director started.
+ !#zh 获取 director 启动以来游戏运行的总帧数。
+ */
+ getTotalFrames(): number;
+ /**
+ !#en Returns whether or not the Director is paused.
+ !#zh 是否处于暂停状态。
+ */
+ isPaused(): boolean;
+ /**
+ !#en Returns the cc.Scheduler associated with this director.
+ !#zh 获取和 director 相关联的 cc.Scheduler。
+ */
+ getScheduler(): Scheduler;
+ /**
+ !#en Sets the cc.Scheduler associated with this director.
+ !#zh 设置和 director 相关联的 cc.Scheduler。
+ @param scheduler scheduler
+ */
+ setScheduler(scheduler: Scheduler): void;
+ /**
+ !#en Returns the cc.ActionManager associated with this director.
+ !#zh 获取和 director 相关联的 cc.ActionManager(动作管理器)。
+ */
+ getActionManager(): ActionManager;
+ /**
+ !#en Sets the cc.ActionManager associated with this director.
+ !#zh 设置和 director 相关联的 cc.ActionManager(动作管理器)。
+ @param actionManager actionManager
+ */
+ setActionManager(actionManager: ActionManager): void;
+ /**
+ !#en Returns the cc.CollisionManager associated with this director.
+ !#zh 获取和 director 相关联的 cc.CollisionManager (碰撞管理器)。
+ */
+ getCollisionManager(): CollisionManager;
+ /**
+ !#en Returns the cc.PhysicsManager associated with this director.
+ !#zh 返回与 director 相关联的 cc.PhysicsManager (物理管理器)。
+ */
+ getPhysicsManager(): PhysicsManager;
+ /**
+ !#en Returns the cc.Physics3DManager associated with this director.
+ !#zh 返回与 director 相关联的 cc.Physics3DManager (物理管理器)。
+ */
+ getPhysics3DManager(): Physics3DManager;
+ /** !#en The event projection changed of cc.Director. This event will not get triggered since v2.0
+ !#zh cc.Director 投影变化的事件。从 v2.0 开始这个事件不会再被触发 */
+ static EVENT_PROJECTION_CHANGED: string;
+ /** !#en The event which will be triggered before loading a new scene.
+ !#zh 加载新场景之前所触发的事件。 */
+ static EVENT_BEFORE_SCENE_LOADING: string;
+ /** !#en The event which will be triggered before launching a new scene.
+ !#zh 运行新场景之前所触发的事件。 */
+ static EVENT_BEFORE_SCENE_LAUNCH: string;
+ /** !#en The event which will be triggered after launching a new scene.
+ !#zh 运行新场景之后所触发的事件。 */
+ static EVENT_AFTER_SCENE_LAUNCH: string;
+ /** !#en The event which will be triggered at the beginning of every frame.
+ !#zh 每个帧的开始时所触发的事件。 */
+ static EVENT_BEFORE_UPDATE: string;
+ /** !#en The event which will be triggered after engine and components update logic.
+ !#zh 将在引擎和组件 “update” 逻辑之后所触发的事件。 */
+ static EVENT_AFTER_UPDATE: string;
+ /** !#en The event is deprecated since v2.0, please use cc.Director.EVENT_BEFORE_DRAW instead
+ !#zh 这个事件从 v2.0 开始被废弃,请直接使用 cc.Director.EVENT_BEFORE_DRAW */
+ static EVENT_BEFORE_VISIT: string;
+ /** !#en The event is deprecated since v2.0, please use cc.Director.EVENT_BEFORE_DRAW instead
+ !#zh 这个事件从 v2.0 开始被废弃,请直接使用 cc.Director.EVENT_BEFORE_DRAW */
+ static EVENT_AFTER_VISIT: string;
+ /** !#en The event which will be triggered before the rendering process.
+ !#zh 渲染过程之前所触发的事件。 */
+ static EVENT_BEFORE_DRAW: string;
+ /** !#en The event which will be triggered after the rendering process.
+ !#zh 渲染过程之后所触发的事件。 */
+ static EVENT_AFTER_DRAW: string;
+ /** Constant for 2D projection (orthogonal projection) */
+ static PROJECTION_2D: number;
+ /** Constant for 3D projection with a fovy=60, znear=0.5f and zfar=1500. */
+ static PROJECTION_3D: number;
+ /** Constant for custom projection, if cc.Director's projection set to it, it calls "updateProjection" on the projection delegate. */
+ static PROJECTION_CUSTOM: number;
+ /** Constant for default projection of cc.Director, default projection is 2D projection */
+ static PROJECTION_DEFAULT: number;
+ }
+ /** !#en An object to boot the game.
+ !#zh 包含游戏主体信息并负责驱动游戏的游戏对象。 */
+ export class Game extends EventTarget {
+ /** !#en 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.
+ !#zh 游戏进入后台时触发的事件。
+ 请注意,在 WEB 平台,这个事件不一定会 100% 触发,这完全取决于浏览器的回调行为。
+ 在原生平台,它对应的是应用被切换到后台事件,下拉菜单和上拉状态栏等不一定会触发这个事件,这取决于系统行为。 */
+ EVENT_HIDE: string;
+ /** !#en 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.
+ !#zh 游戏进入前台运行时触发的事件。
+ 请注意,在 WEB 平台,这个事件不一定会 100% 触发,这完全取决于浏览器的回调行为。
+ 在原生平台,它对应的是应用被切换到前台事件。 */
+ EVENT_SHOW: string;
+ /** !#en Event triggered when game restart
+ !#zh 调用restart后,触发事件。 */
+ EVENT_RESTART: string;
+ /** Event triggered after game inited, at this point all engine objects and game scripts are loaded */
+ EVENT_GAME_INITED: string;
+ /** Event triggered after engine inited, at this point you will be able to use all engine classes.
+ It was defined as EVENT_RENDERER_INITED in cocos creator v1.x and renamed in v2.0 */
+ EVENT_ENGINE_INITED: string;
+ /** Web Canvas 2d API as renderer backend */
+ RENDER_TYPE_CANVAS: number;
+ /** WebGL API as renderer backend */
+ RENDER_TYPE_WEBGL: number;
+ /** OpenGL API as renderer backend */
+ RENDER_TYPE_OPENGL: number;
+ /** !#en The outer frame of the game canvas, parent of game container.
+ !#zh 游戏画布的外框,container 的父容器。 */
+ frame: any;
+ /** !#en The container of game canvas.
+ !#zh 游戏画布的容器。 */
+ container: HTMLDivElement;
+ /** !#en The canvas of the game.
+ !#zh 游戏的画布。 */
+ canvas: HTMLCanvasElement;
+ /** !#en The renderer backend of the game.
+ !#zh 游戏的渲染器类型。 */
+ renderType: number;
+ /** !#en
+ 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
+
+ Please DO NOT modify this object directly, it won't have any effect.
+ !#zh
+ 当前的游戏配置,包括:
+ 1. debugMode(debug 模式,但是在浏览器中这个选项会被忽略)
+ "debugMode" 各种设置选项的意义。
+ 0 - 没有消息被打印出来。
+ 1 - cc.error,cc.assert,cc.warn,cc.log 将打印在 console 中。
+ 2 - cc.error,cc.assert,cc.warn 将打印在 console 中。
+ 3 - cc.error,cc.assert 将打印在 console 中。
+ 4 - cc.error,cc.assert,cc.warn,cc.log 将打印在 canvas 中(仅适用于 web 端)。
+ 5 - cc.error,cc.assert,cc.warn 将打印在 canvas 中(仅适用于 web 端)。
+ 6 - cc.error,cc.assert 将打印在 canvas 中(仅适用于 web 端)。
+ 2. showFPS(显示 FPS)
+ 当 showFPS 为 true 的时候界面的左下角将显示 fps 的信息,否则被隐藏。
+ 3. exposeClassName
+ 暴露类名让 Chrome DevTools 可以识别,如果开启会稍稍降低类的创建过程的性能,但对对象构造没有影响。
+ 4. frameRate (帧率)
+ “frameRate” 设置想要的帧率你的游戏,但真正的FPS取决于你的游戏实现和运行环境。
+ 5. id
+ "gameCanvas" Web 页面上的 Canvas Element ID,仅适用于 web 端。
+ 6. renderMode(渲染模式)
+ “renderMode” 设置渲染器类型,仅适用于 web 端:
+ 0 - 通过引擎自动选择。
+ 1 - 强制使用 canvas 渲染。
+ 2 - 强制使用 WebGL 渲染,但是在部分 Android 浏览器中这个选项会被忽略。
+
+ 注意:请不要直接修改这个对象,它不会有任何效果。 */
+ config: any;
+ /**
+ !#en Callback when the scripts of engine have been load.
+ !#zh 当引擎完成启动后的回调函数。
+ */
+ onStart(): void;
+ /**
+ !#en Set frame rate of game.
+ !#zh 设置游戏帧率。
+ @param frameRate frameRate
+ */
+ setFrameRate(frameRate: number): void;
+ /**
+ !#en Get frame rate set for the game, it doesn't represent the real frame rate.
+ !#zh 获取设置的游戏帧率(不等同于实际帧率)。
+ */
+ getFrameRate(): number;
+ /**
+ !#en Run the game frame by frame.
+ !#zh 执行一帧游戏循环。
+ */
+ step(): void;
+ /**
+ !#en 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.
+ !#zh 暂停游戏主循环。包含:游戏逻辑,渲染,事件处理,背景音乐和所有音效。这点和只暂停游戏逻辑的 cc.director.pause 不同。
+ */
+ pause(): void;
+ /**
+ !#en Resume the game from pause. This will resume:
+ game logic execution, rendering process, event manager, background music and all audio effects.
+ !#zh 恢复游戏主循环。包含:游戏逻辑,渲染,事件处理,背景音乐和所有音效。
+ */
+ resume(): void;
+ /**
+ !#en Check whether the game is paused.
+ !#zh 判断游戏是否暂停。
+ */
+ isPaused(): boolean;
+ /**
+ !#en Restart game.
+ !#zh 重新开始游戏
+ */
+ restart(): void;
+ /**
+ !#en End game, it will close the game window
+ !#zh 退出游戏
+ */
+ end(): void;
+ /**
+ !#en
+ Register an callback of a specific event type on the game object.
+ This type of event should be triggered via `emit`.
+ !#zh
+ 注册 game 的特定事件类型回调。这种类型的事件应该被 `emit` 触发。
+ @param type A string representing the event type to listen for.
+ @param callback The callback that will be invoked when the event is dispatched.
+ The callback is ignored if it is a duplicate (the callbacks are unique).
+ @param target The target (this object) to invoke the callback, can be null
+ */
+ on
+ The target node must be placed in the root level of hierarchy, otherwise this API won't have any effect.
+ !#zh
+ 声明常驻根节点,该节点不会被在场景切换中被销毁。
+ 目标节点必须位于为层级的根节点,否则无效。
+ @param node The node to be made persistent
+ */
+ addPersistRootNode(node: Node): void;
+ /**
+ !#en Remove a persistent root node.
+ !#zh 取消常驻根节点。
+ @param node The node to be removed from persistent node list
+ */
+ removePersistRootNode(node: Node): void;
+ /**
+ !#en Check whether the node is a persistent root node.
+ !#zh 检查节点是否是常驻根节点。
+ @param node The node to be checked
+ */
+ isPersistRootNode(node: Node): boolean;
+ }
+ /** !#en
+ Class of all entities in Cocos Creator scenes.
+ For events supported by Node, please refer to {{#crossLink "Node.EventType"}}{{/crossLink}}
+ !#zh
+ Cocos Creator 场景中的所有节点类。
+ 支持的节点事件,请参阅 {{#crossLink "Node.EventType"}}{{/crossLink}}。 */
+ export class Node extends _BaseNode {
+ /** !#en
+ Group index of node.
+ Which Group this node belongs to will resolve that this node's collision components can collide with which other collision componentns.
+ !#zh
+ 节点的分组索引。
+ 节点的分组将关系到节点的碰撞组件可以与哪些碰撞组件相碰撞。
*/
+ groupIndex: number;
+ /** !#en
+ Group of node.
+ Which Group this node belongs to will resolve that this node's collision components can collide with which other collision componentns.
+ !#zh
+ 节点的分组。
+ 节点的分组将关系到节点的碰撞组件可以与哪些碰撞组件相碰撞。
*/
+ group: string;
+ /** !#en The position (x, y) of the node in its parent's coordinates.
+ !#zh 节点在父节点坐标系中的位置(x, y)。 */
+ position: Vec3;
+ /** !#en x axis position of node.
+ !#zh 节点 X 轴坐标。 */
+ x: number;
+ /** !#en y axis position of node.
+ !#zh 节点 Y 轴坐标。 */
+ y: number;
+ /** !#en z axis position of node.
+ !#zh 节点 Z 轴坐标。 */
+ z: number;
+ /** !#en Rotation of node.
+ !#zh 该节点旋转角度。 */
+ rotation: number;
+ /** !#en
+ Angle of node, the positive value is anti-clockwise direction.
+ !#zh
+ 该节点的旋转角度,正值为逆时针方向。 */
+ angle: number;
+ /** !#en The rotation as Euler angles in degrees, used in 3D node.
+ !#zh 该节点的欧拉角度,用于 3D 节点。 */
+ eulerAngles: Vec3;
+ /** !#en Rotation on x axis.
+ !#zh 该节点 X 轴旋转角度。 */
+ rotationX: number;
+ /** !#en Rotation on y axis.
+ !#zh 该节点 Y 轴旋转角度。 */
+ rotationY: number;
+ /** !#en The local scale relative to the parent.
+ !#zh 节点相对父节点的缩放。 */
+ scale: number;
+ /** !#en Scale on x axis.
+ !#zh 节点 X 轴缩放。 */
+ scaleX: number;
+ /** !#en Scale on y axis.
+ !#zh 节点 Y 轴缩放。 */
+ scaleY: number;
+ /** !#en Scale on z axis.
+ !#zh 节点 Z 轴缩放。 */
+ scaleZ: number;
+ /** !#en Skew x
+ !#zh 该节点 X 轴倾斜角度。 */
+ skewX: number;
+ /** !#en Skew y
+ !#zh 该节点 Y 轴倾斜角度。 */
+ skewY: number;
+ /** !#en Opacity of node, default value is 255.
+ !#zh 节点透明度,默认值为 255。 */
+ opacity: number;
+ /** !#en Color of node, default value is white: (255, 255, 255).
+ !#zh 节点颜色。默认为白色,数值为:(255,255,255)。 */
+ color: Color;
+ /** !#en Anchor point's position on x axis.
+ !#zh 节点 X 轴锚点位置。 */
+ anchorX: number;
+ /** !#en Anchor point's position on y axis.
+ !#zh 节点 Y 轴锚点位置。 */
+ anchorY: number;
+ /** !#en Width of node.
+ !#zh 节点宽度。 */
+ width: number;
+ /** !#en Height of node.
+ !#zh 节点高度。 */
+ height: number;
+ /** !#en zIndex is the 'key' used to sort the node relative to its siblings.
+ The value of zIndex should be in the range between cc.macro.MIN_ZINDEX and cc.macro.MAX_ZINDEX.
+ The Node's parent will sort all its children based on the zIndex value and the arrival order.
+ Nodes with greater zIndex will be sorted after nodes with smaller zIndex.
+ If two nodes have the same zIndex, then the node that was added first to the children's array will be in front of the other node in the array.
+ Node's order in children list will affect its rendering order. Parent is always rendering before all children.
+ !#zh zIndex 是用来对节点进行排序的关键属性,它决定一个节点在兄弟节点之间的位置。
+ zIndex 的取值应该介于 cc.macro.MIN_ZINDEX 和 cc.macro.MAX_ZINDEX 之间
+ 父节点主要根据节点的 zIndex 和添加次序来排序,拥有更高 zIndex 的节点将被排在后面,如果两个节点的 zIndex 一致,先添加的节点会稳定排在另一个节点之前。
+ 节点在 children 中的顺序决定了其渲染顺序。父节点永远在所有子节点之前被渲染 */
+ zIndex: number;
+ /** !#en
+ Switch 2D/3D node. The 2D nodes will run faster.
+ !#zh
+ 切换 2D/3D 节点,2D 节点会有更高的运行效率 */
+ is3DNode: boolean;
+ /** !#en Returns a normalized vector representing the up direction (Y axis) of the node in world space.
+ !#zh 获取节点正上方(y 轴)面对的方向,返回值为世界坐标系下的归一化向量 */
+ up: Vec3;
+ /** !#en Returns a normalized vector representing the right direction (X axis) of the node in world space.
+ !#zh 获取节点正右方(x 轴)面对的方向,返回值为世界坐标系下的归一化向量 */
+ right: Vec3;
+ /** !#en Returns a normalized vector representing the forward direction (Z axis) of the node in world space.
+ !#zh 获取节点正前方(z 轴)面对的方向,返回值为世界坐标系下的归一化向量 */
+ forward: Vec3;
+ /**
+
+ @param name name
+ */
+ constructor(name?: string);
+ /**
+ !#en
+ Register a callback of a specific event type on Node.
+ Use this method to register touch or mouse event permit propagation based on scene graph,
+ These kinds of event are triggered with dispatchEvent, the dispatch process has three steps:
+ 1. Capturing phase: dispatch in capture targets (`_getCapturingTargets`), e.g. parents in node tree, from root to the real target
+ 2. At target phase: dispatch to the listeners of the real target
+ 3. Bubbling phase: dispatch in bubble targets (`_getBubblingTargets`), e.g. parents in node tree, from the real target to root
+ In any moment of the dispatching process, it can be stopped via `event.stopPropagation()` or `event.stopPropagationImmidiate()`.
+ It's the recommended way to register touch/mouse event for Node,
+ please do not use cc.eventManager directly for Node.
+ You can also register custom event and use `emit` to trigger custom event on Node.
+ For such events, there won't be capturing and bubbling phase, your event will be dispatched directly to its listeners registered on the same node.
+ You can also pass event callback parameters with `emit` by passing parameters after `type`.
+ !#zh
+ 在节点上注册指定类型的回调函数,也可以设置 target 用于绑定响应函数的 this 对象。
+ 鼠标或触摸事件会被系统调用 dispatchEvent 方法触发,触发的过程包含三个阶段:
+ 1. 捕获阶段:派发事件给捕获目标(通过 `_getCapturingTargets` 获取),比如,节点树中注册了捕获阶段的父节点,从根节点开始派发直到目标节点。
+ 2. 目标阶段:派发给目标节点的监听器。
+ 3. 冒泡阶段:派发事件给冒泡目标(通过 `_getBubblingTargets` 获取),比如,节点树中注册了冒泡阶段的父节点,从目标节点开始派发直到根节点。
+ 同时您可以将事件派发到父节点或者通过调用 stopPropagation 拦截它。
+ 推荐使用这种方式来监听节点上的触摸或鼠标事件,请不要在节点上直接使用 cc.eventManager。
+ 你也可以注册自定义事件到节点上,并通过 emit 方法触发此类事件,对于这类事件,不会发生捕获冒泡阶段,只会直接派发给注册在该节点上的监听器
+ 你可以通过在 emit 方法调用时在 type 之后传递额外的参数作为事件回调的参数列表
+ @param type A string representing the event type to listen for.
See {{#crossLink "Node/EventTyupe/POSITION_CHANGED"}}Node Events{{/crossLink}} for all builtin events.
+ @param callback The callback that will be invoked when the event is dispatched. The callback is ignored if it is a duplicate (the callbacks are unique).
+ @param target The target (this object) to invoke the callback, can be null
+ @param useCapture When set to true, the listener will be triggered at capturing phase which is ahead of the final target emit, otherwise it will be triggered during bubbling phase.
+
+ @example
+ ```js
+ this.node.on(cc.Node.EventType.TOUCH_START, this.memberFunction, this); // if "this" is component and the "memberFunction" declared in CCClass.
+ node.on(cc.Node.EventType.TOUCH_START, callback, this);
+ node.on(cc.Node.EventType.TOUCH_MOVE, callback, this);
+ node.on(cc.Node.EventType.TOUCH_END, callback, this);
+ node.on(cc.Node.EventType.TOUCH_CANCEL, callback, this);
+ node.on(cc.Node.EventType.ANCHOR_CHANGED, callback);
+ node.on(cc.Node.EventType.COLOR_CHANGED, callback);
+ ```
+ */
+ on
+ The node becomes the action's target. Refer to cc.Action's getTarget()
+ Calling runAction while the node is not active won't have any effect.
+ Note:You shouldn't modify the action after runAction, that won't take any effect.
+ if you want to modify, when you define action plus.
+ !#zh
+ 执行并返回该执行的动作。该节点将会变成动作的目标。
+ 调用 runAction 时,节点自身处于不激活状态将不会有任何效果。
+ 注意:你不应该修改 runAction 后的动作,将无法发挥作用,如果想进行修改,请在定义 action 时加入。
+ @param action action
+
+ @example
+ ```js
+ var action = cc.scaleTo(0.2, 1, 0.6);
+ node.runAction(action);
+ node.runAction(action).repeatForever(); // fail
+ node.runAction(action.repeatForever()); // right
+ ```
+ */
+ runAction(action: Action): Action;
+ /**
+ !#en Pause all actions running on the current node. Equals to `cc.director.getActionManager().pauseTarget(node)`.
+ !#zh 暂停本节点上所有正在运行的动作。和 `cc.director.getActionManager().pauseTarget(node);` 等价。
+
+ @example
+ ```js
+ node.pauseAllActions();
+ ```
+ */
+ pauseAllActions(): void;
+ /**
+ !#en Resume all paused actions on the current node. Equals to `cc.director.getActionManager().resumeTarget(node)`.
+ !#zh 恢复运行本节点上所有暂停的动作。和 `cc.director.getActionManager().resumeTarget(node);` 等价。
+
+ @example
+ ```js
+ node.resumeAllActions();
+ ```
+ */
+ resumeAllActions(): void;
+ /**
+ !#en Stops and removes all actions from the running action list .
+ !#zh 停止并且移除所有正在运行的动作列表。
+
+ @example
+ ```js
+ node.stopAllActions();
+ ```
+ */
+ stopAllActions(): void;
+ /**
+ !#en Stops and removes an action from the running action list.
+ !#zh 停止并移除指定的动作。
+ @param action An action object to be removed.
+
+ @example
+ ```js
+ var action = cc.scaleTo(0.2, 1, 0.6);
+ node.stopAction(action);
+ ```
+ */
+ stopAction(action: Action): void;
+ /**
+ !#en Removes an action from the running action list by its tag.
+ !#zh 停止并且移除指定标签的动作。
+ @param tag A tag that indicates the action to be removed.
+
+ @example
+ ```js
+ node.stopActionByTag(1);
+ ```
+ */
+ stopActionByTag(tag: number): void;
+ /**
+ !#en Returns an action from the running action list by its tag.
+ !#zh 通过标签获取指定动作。
+ @param tag tag
+
+ @example
+ ```js
+ var action = node.getActionByTag(1);
+ ```
+ */
+ getActionByTag(tag: number): Action;
+ /**
+ !#en
+ Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays).
+ Composable actions are counted as 1 action. Example:
+ If you are running 1 Sequence of 7 actions, it will return 1.
+ If you are running 7 Sequences of 2 actions, it will return 7.
+ The scheduled method will be called every 'interval' seconds.
+ If paused is YES, then it won't be called until it is resumed.
+ If 'interval' is 0, it will be called every frame, but if so, it recommended to use 'scheduleUpdateForTarget:' instead.
+ If the callback function is already scheduled, then only the interval parameter will be updated without re-scheduling it again.
+ repeat let the action be repeated repeat + 1 times, use cc.macro.REPEAT_FOREVER to let the action run continuously
+ delay is the amount of time the action will wait before it'll start
+
cc.TMXObjectGroupInfo contains the information about the object group like: + - group name + - group size + - group opacity at creation time (it can be modified at runtime) + - Whether the group is visible + + This information is obtained from the TMX file.
*/ + export class TMXObjectGroupInfo { + /** Properties of the ObjectGroup info. */ + properties: any[]; + } + /**cc.TMXTilesetInfo contains the information about the tilesets like:
+ - Tileset name
+ - Tileset spacing
+ - Tileset margin
+ - size of the tiles
+ - Image used for the tiles
+ - Image size
+
+ This information is obtained from the TMX file.
cc.TMXMapInfo contains the information about the map like:
+ - Map orientation (hexagonal, isometric or orthogonal)
+ - Tile size
+ - Map size
And it also contains:
+ - Layers (an array of TMXLayerInfo objects)
+ - Tilesets (an array of TMXTilesetInfo objects)
+ - ObjectGroups (an array of TMXObjectGroupInfo objects)
This information is obtained from the TMX file.
*/ + export class TMXMapInfo { + /** Properties of the map info. */ + properties: any[]; + /** Map orientation. */ + orientation: number; + /** Parent element. */ + parentElement: any; + /** Parent GID. */ + parentGID: number; + /** Layer attributes. */ + layerAttrs: any; + /** Is reading storing characters stream. */ + storingCharacters: boolean; + /** Current string stored from characters stream. */ + currentString: string; + /** Width of the map */ + mapWidth: number; + /** Height of the map */ + mapHeight: number; + /** Width of a tile */ + tileWidth: number; + /** Height of a tile */ + tileHeight: number; + static ATTRIB_NONE: number; + static ATTRIB_BASE64: number; + static ATTRIB_GZIP: number; + static ATTRIB_ZLIB: number; + } + /** !#en Render the TMX layer. + !#zh 渲染 TMX layer。 */ + export class TiledLayer extends Component { + /** + !#en enable or disable culling + !#zh 开启或关闭裁剪。 + @param value value + */ + enableCulling(value: any): void; + /** + !#en Adds user's node into layer. + !#zh 添加用户节点。 + @param node node + */ + addUserNode(node: Node): boolean; + /** + !#en Removes user's node. + !#zh 移除用户节点。 + @param node node + */ + removeUserNode(node: Node): boolean; + /** + !#en Destroy user's node. + !#zh 销毁用户节点。 + @param node node + */ + destroyUserNode(node: Node): void; + /** + !#en Gets the layer name. + !#zh 获取层的名称。 + + @example + ```js + let layerName = tiledLayer.getLayerName(); + cc.log(layerName); + ``` + */ + getLayerName(): string; + /** + !#en Set the layer name. + !#zh 设置层的名称 + @param layerName layerName + + @example + ```js + tiledLayer.setLayerName("New Layer"); + ``` + */ + SetLayerName(layerName: string): void; + /** + !#en Return the value for the specific property name. + !#zh 获取指定属性名的值。 + @param propertyName propertyName + + @example + ```js + let property = tiledLayer.getProperty("info"); + cc.log(property); + ``` + */ + getProperty(propertyName: string): any; + /** + !#en Returns the position in pixels of a given tile coordinate. + !#zh 获取指定 tile 的像素坐标。 + @param pos position or x + @param y y + + @example + ```js + let pos = tiledLayer.getPositionAt(cc.v2(0, 0)); + cc.log("Pos: " + pos); + let pos = tiledLayer.getPositionAt(0, 0); + cc.log("Pos: " + pos); + ``` + */ + getPositionAt(pos: Vec2|number, y?: number): Vec2; + /** + !#en + Sets the tiles gid (gid = tile global id) at a given tiles rect. + !#zh + 设置给定区域的 tile 的 gid (gid = tile 全局 id), + @param gids an array contains gid + @param beginCol begin col number + @param beginRow begin row number + @param totalCols count of column + + @example + ```js + tiledLayer.setTilesGIDAt([1, 1, 1, 1], 10, 10, 2) + ``` + */ + setTilesGIDAt(gids: any[], beginCol: number, beginRow: number, totalCols: number): void; + /** + !#en + Sets the tile gid (gid = tile global id) at a given tile coordinate.
+ If enabled, the texture coordinates will be calculated by using this formula:
+ - texCoord.left = (rect.x*2+1) / (texture.wide*2);
+ - texCoord.right = texCoord.left + (rect.width*2-2)/(texture.wide*2);
+
+ The same for bottom and top.
+
+ This formula prevents artifacts by using 99% of the texture.
+ The "correct" way to prevent artifacts is by expand the texture's border with the same color by 1 pixel
+
+ Affected component:
+ - cc.TMXLayer
+
+ Enabled by default. To disabled set it to 0.
+ To modify it, in Web engine please refer to CCMacro.js, in JSB please refer to CCConfig.h
+
+ If enabled, actions that alter the position property (eg: CCMoveBy, CCJumpBy, CCBezierBy, etc..) will be stacked.
+ If you run 2 or more 'position' actions at the same time on a node, then end position will be the sum of all the positions.
+ If disabled, only the last run action will take effect.
+
+ Gets current target of the event
+ note: It only be available when the event listener is associated with node.
+ It returns 0 when the listener is associated with fixed priority.
+
cc.game.containerStrategy class is the root strategy class of container's scale strategy, + it controls the behavior of how to scale the cc.game.container and cc.game.canvas object
*/ + export class ContainerStrategy { + /** + !#en + Manipulation before appling the strategy + !#zh 在应用策略之前的操作 + @param view The target view + */ + preApply(view: View): void; + /** + !#en + Function to apply this strategy + !#zh 策略应用方法 + @param view view + @param designedResolution designedResolution + */ + apply(view: View, designedResolution: Size): void; + /** + !#en + Manipulation after applying the strategy + !#zh 策略调用之后的操作 + @param view The target view + */ + postApply(view: View): void; + } + /**cc.ContentStrategy class is the root strategy class of content's scale strategy, + it controls the behavior of how to scale the scene and setup the viewport for the game
*/ + export class ContentStrategy { + /** + !#en + Manipulation before applying the strategy + !#zh 策略应用前的操作 + @param view The target view + */ + preApply(view: View): void; + /** + !#en Function to apply this strategy + The return value is {scale: [scaleX, scaleY], viewport: {cc.Rect}}, + The target view can then apply these value to itself, it's preferred not to modify directly its private variables + !#zh 调用策略方法 + @param view view + @param designedResolution designedResolution + */ + apply(view: View, designedResolution: Size): any; + /** + !#en + Manipulation after applying the strategy + !#zh 策略调用之后的操作 + @param view The target view + */ + postApply(view: View): void; + } + /** undefined */ + export class EqualToFrame extends ContainerStrategy { + } + /** undefined */ + export class ProportionalToFrame extends ContainerStrategy { + } + /** undefined */ + export class EqualToWindow extends EqualToFrame { + } + /** undefined */ + export class ProportionalToWindow extends ProportionalToFrame { + } + /** undefined */ + export class OriginalContainer extends ContainerStrategy { + } + /**cc.ResolutionPolicy class is the root strategy class of scale strategy, + its main task is to maintain the compatibility with Cocos2d-x
*/ + export class ResolutionPolicy { + /** + + @param containerStg The container strategy + @param contentStg The content strategy + */ + constructor(containerStg: ContainerStrategy, contentStg: ContentStrategy); + /** + !#en Manipulation before applying the resolution policy + !#zh 策略应用前的操作 + @param view The target view + */ + preApply(view: View): void; + /** + !#en Function to apply this resolution policy + The return value is {scale: [scaleX, scaleY], viewport: {cc.Rect}}, + The target view can then apply these value to itself, it's preferred not to modify directly its private variables + !#zh 调用策略方法 + @param view The target view + @param designedResolution The user defined design resolution + */ + apply(view: View, designedResolution: Size): any; + /** + !#en Manipulation after appyling the strategy + !#zh 策略应用之后的操作 + @param view The target view + */ + postApply(view: View): void; + /** + !#en + Setup the container's scale strategy + !#zh 设置容器的适配策略 + @param containerStg containerStg + */ + setContainerStrategy(containerStg: ContainerStrategy): void; + /** + !#en + Setup the content's scale strategy + !#zh 设置内容的适配策略 + @param contentStg contentStg + */ + setContentStrategy(contentStg: ContentStrategy): void; + /** The entire application is visible in the specified area without trying to preserve the original aspect ratio.