API Reference

Class List

pc.ScriptType

Extends: pc.EventHandler

Represents the type of a script. It is returned by pc.createScript. Also referred to as Script Type.

The type is to be extended using its JavaScript prototype. There is a list of methods that will be executed by the engine on instances of this type, such as:

initialize and postInitialize - are called if defined when script is about to run for the first time - postInitialize will run after all initialize methods are executed in the same tick or enabling chain of actions.

update and postUpdate - methods are called if defined for enabled (running state) scripts on each tick.

swap - This method will be called when a pc.ScriptType that already exists in the registry gets redefined. If the new pc.ScriptType has a swap method in its prototype, then it will be executed to perform hot-reload at runtime.

Summary

Static Properties

attributes

The interface to define attributes for Script Types.[read only]

scriptName

Name of a Script Type

[read only]

Static Methods

extend

Shorthand function to extend Script Type prototype with list of methods.

Properties

app

The pc.Application that the instance of this type belongs to.

enabled

True if the instance of this type is in running state.

entity

The pc.Entity that the instance of this type belongs to.

Methods

[initialize]

Called when script is about to run for the first time.

[postInitialize]

Called after all initialize methods are executed in the same tick or enabling chain of actions.

[postUpdate]

Called for enabled (running state) scripts on each tick, after update.

[swap]

Called when a ScriptType that already exists in the registry gets redefined.

[update]

Called for enabled (running state) scripts on each tick.

Events

attr:[name]

Fired when a specific script attribute has been changed.

attr

Fired when any script attribute has been changed.

destroy

Fired when a script instance is destroyed and removed from component.

disable

Fired when a script instance becomes disabled.

enable

Fired when a script instance becomes enabled.

error

Fired when a script instance had an exception.

state

Fired when a script instance changes state to enabled or disabled.

Inherited

Methods

fire

Fire an event, all additional arguments are passed on to the event listener.

hasEvent

Test if there are any handlers bound to an event name.

off

Detach an event handler from an event.

on

Attach an event handler to an event.

once

Attach an event handler to an event.

Details

Static Properties

attributes

The interface to define attributes for Script Types. Refer to pc.ScriptAttributes.

[read only]
scriptName

Name of a Script Type

[read only]

Static Methods

extend(methods)

Shorthand function to extend Script Type prototype with list of methods.

var PlayerController = pc.createScript('playerController');

PlayerController.extend({
    initialize: function () {
        // called once on initialize
    },
    update: function (dt) {
        // called each tick
    }
});

Parameters

methodsobject

Object with methods, where key - is name of method, and value - is function.

Constructor

ScriptType(args)

Parameters

argsobject

The input arguments object

args.apppc.Application

The pc.Application that is running the script

args.entitypc.Entity

The pc.Entity that the script is attached to

Properties

pc.Applicationapp

The pc.Application that the instance of this type belongs to.

booleanenabled

True if the instance of this type is in running state. False when script is not running, because the Entity or any of its parents are disabled or the Script Component is disabled or the Script Instance is disabled. When disabled no update methods will be called on each tick. initialize and postInitialize methods will run once when the script instance is in enabled state during app tick.

pc.Entityentity

The pc.Entity that the instance of this type belongs to.

Methods

[initialize]()

Called when script is about to run for the first time.

[postInitialize]()

Called after all initialize methods are executed in the same tick or enabling chain of actions.

[postUpdate](dt)

Called for enabled (running state) scripts on each tick, after update.

Parameters

dtnumber

The delta time in seconds since the last frame.

[swap]()

Called when a ScriptType that already exists in the registry gets redefined. If the new ScriptType has a swap method in its prototype, then it will be executed to perform hot-reload at runtime.

[update](dt)

Called for enabled (running state) scripts on each tick.

Parameters

dtnumber

The delta time in seconds since the last frame.

Events

attr:[name]

Fired when a specific script attribute has been changed.

PlayerController.prototype.initialize = function () {
    this.on('attr:speed', function (value, valueOld) {
        console.log('speed been changed from ' + valueOld + ' to ' + value);
    });
};

Parameters

valueobject

New value.

valueOldobject

Old value.

attr

Fired when any script attribute has been changed.

PlayerController.prototype.initialize = function () {
    this.on('attr', function (name, value, valueOld) {
        console.log(name + ' been changed from ' + valueOld + ' to ' + value);
    });
};

Parameters

namestring

Name of attribute.

valueobject

New value.

valueOldobject

Old value.

destroy

Fired when a script instance is destroyed and removed from component.

PlayerController.prototype.initialize = function () {
    this.on('destroy', function () {
        // no more part of an entity
        // good place to cleanup entity from destroyed script
    });
};

disable

Fired when a script instance becomes disabled.

PlayerController.prototype.initialize = function () {
    this.on('disable', function () {
        // Script Instance is now disabled
    });
};

enable

Fired when a script instance becomes enabled.

PlayerController.prototype.initialize = function () {
    this.on('enable', function () {
        // Script Instance is now enabled
    });
};

error

Fired when a script instance had an exception. The script instance will be automatically disabled.

PlayerController.prototype.initialize = function () {
    this.on('error', function (err, method) {
        // caught an exception
        console.log(err.stack);
    });
};

Parameters

errError

Native JavaScript Error object with details of error.

methodstring

The method of the script instance that the exception originated from.

state

Fired when a script instance changes state to enabled or disabled.

PlayerController.prototype.initialize = function () {
    this.on('state', function (enabled) {
        console.log('Script Instance is now ' + (enabled ? 'enabled' : 'disabled'));
    });
};

Parameters

enabledboolean

True if now enabled, False if disabled.

Inherited

Methods

fire(name, [arg1], [arg2], [arg3], [arg4], [arg5], [arg6], [arg7], [arg8])

Fire an event, all additional arguments are passed on to the event listener.

obj.fire('test', 'This is the message');

Parameters

nameobject

Name of event to fire.

arg1*

First argument that is passed to the event handler.

arg2*

Second argument that is passed to the event handler.

arg3*

Third argument that is passed to the event handler.

arg4*

Fourth argument that is passed to the event handler.

arg5*

Fifth argument that is passed to the event handler.

arg6*

Sixth argument that is passed to the event handler.

arg7*

Seventh argument that is passed to the event handler.

arg8*

Eighth argument that is passed to the event handler.

Returns

pc.EventHandler

Self for chaining.

hasEvent(name)

Test if there are any handlers bound to an event name.

obj.on('test', function () { }); // bind an event to 'test'
obj.hasEvent('test'); // returns true
obj.hasEvent('hello'); // returns false

Parameters

namestring

The name of the event to test.

Returns

boolean

True if the object has handlers bound to the specified event name.

off([name], [callback], [scope])

Detach an event handler from an event. If callback is not provided then all callbacks are unbound from the event, if scope is not provided then all events with the callback will be unbound.

var handler = function () {
};
obj.on('test', handler);

obj.off(); // Removes all events
obj.off('test'); // Removes all events called 'test'
obj.off('test', handler); // Removes all handler functions, called 'test'
obj.off('test', handler, this); // Removes all hander functions, called 'test' with scope this

Parameters

namestring

Name of the event to unbind.

callbackpc.callbacks.HandleEvent

Function to be unbound.

scopeobject

Scope that was used as the this when the event is fired.

Returns

pc.EventHandler

Self for chaining.

on(name, callback, [scope])

Attach an event handler to an event.

obj.on('test', function (a, b) {
    console.log(a + b);
});
obj.fire('test', 1, 2); // prints 3 to the console

Parameters

namestring

Name of the event to bind the callback to.

callbackpc.callbacks.HandleEvent

Function that is called when event is fired. Note the callback is limited to 8 arguments.

scopeobject

Object to use as 'this' when the event is fired, defaults to current this.

Returns

pc.EventHandler

Self for chaining.

once(name, callback, [scope])

Attach an event handler to an event. This handler will be removed after being fired once.

obj.once('test', function (a, b) {
    console.log(a + b);
});
obj.fire('test', 1, 2); // prints 3 to the console
obj.fire('test', 1, 2); // not going to get handled

Parameters

namestring

Name of the event to bind the callback to.

callbackpc.callbacks.HandleEvent

Function that is called when event is fired. Note the callback is limited to 8 arguments.

scopeobject

Object to use as 'this' when the event is fired, defaults to current this.

Returns

pc.EventHandler

Self for chaining.