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

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

Static Methods

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

Properties

appThe pc.Application that the instance of this type belongs to.
enabledTrue if the instance of this type is in running state.
entityThe 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
attrFired when any script attribute has been changed
destroyFired when a script instance is destroyed and removed from component
disableFired when a script instance becomes disabled
enableFired when a script instance becomes enabled
errorFired when a script instance had an exception.
stateFired when a script instance changes state to enabled or disabled

Inherited

Methods

fireFire an event, all additional arguments are passed on to the event listener
hasEventTest if there are any handlers bound to an event name
offDetach an event handler from an event.
onAttach an event handler to an event
onceAttach an event handler to an event.

Details

Static Properties

attributesThe interface to define attributes for Script Types. Refer to pc.ScriptAttributes[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

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

Constructor

ScriptType(args)

Parameters

argsObjectThe input arguments object
args.apppc.ApplicationThe pc.Application that is running the script
args.entitypc.EntityThe 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]()

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

[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]()

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

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

valueObjectNew value
valueOldObjectOld 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

nameStringName of attribute
valueObjectNew value
valueOldObjectOld 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

errErrorNative JavaScript Error object with details of error
methodStringThe 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

enabledBooleanTrue 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

nameObjectName 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

nameStringThe 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

nameStringName of the event to unbind
callbackpc.callbacks.HandleEventFunction to be unbound.
scopeObjectScope 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

nameStringName of the event to bind the callback to
callbackpc.callbacks.HandleEventFunction that is called when event is fired. Note the callback is limited to 8 arguments.
scopeObjectObject 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

nameStringName of the event to bind the callback to
callbackpc.callbacks.HandleEventFunction that is called when event is fired. Note the callback is limited to 8 arguments.
scopeObjectObject to use as 'this' when the event is fired, defaults to current this

Returns

pc.EventHandler Self for chaining.