API Reference

Class List

pc.SpriteComponent

Extends: pc.Component

Enables an Entity to render a simple static sprite or sprite animations.

Summary

Properties

autoPlayClipThe name of the clip to play automatically when the component is enabled and the clip exists.
batchGroupIdAssign sprite to a specific batch group (see pc.BatchGroup).
clipsA dictionary that contains pc.SpriteAnimationClips.
colorThe color tint of the sprite.
currentClipThe current clip being played.
drawOrderThe draw order of the component.
flipXFlip the X axis when rendering a sprite.
flipYFlip the Y axis when rendering a sprite.
frameThe frame counter of the sprite.
heightThe height of the sprite when rendering using 9-Slicing.
layersAn array of layer IDs (pc.Layer#id) to which this sprite should belong.
opacityThe opacity of the sprite.
speedA global speed modifier used when playing sprite animation clips.
spriteThe current sprite.
spriteAssetThe id of the sprite asset to render.
typeThe type of the SpriteComponent.
widthThe width of the sprite when rendering using 9-Slicing.

Methods

addClipCreates and adds a new pc.SpriteAnimationClip to the component's clips.
clipGet an animation clip by name.
pausePauses the current animation clip.
playPlays a sprite animation clip by name.
removeClipRemoves a clip by name.
resumeResumes the current paused animation clip.
stopStops the current animation clip and resets it to the first frame.

Events

endFired when an animation clip stops playing because it reached its ending.
loopFired when an animation clip reached the end of its current loop.
pauseFired when an animation clip is paused.
playFired when an animation clip starts playing
resumeFired when an animation clip is resumed.
stopFired when an animation clip is stopped.

Inherited

Properties

enabledEnables or disables the component.
entityThe Entity that this Component is attached to
systemThe ComponentSystem used to create this Component

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

Constructor

SpriteComponent(system, entity)

Parameters

systempc.SpriteComponentSystemThe ComponentSystem that created this Component
entitypc.EntityThe Entity that this Component is attached to.

Properties

StringautoPlayClip

The name of the clip to play automatically when the component is enabled and the clip exists.

NumberbatchGroupId

Assign sprite to a specific batch group (see pc.BatchGroup). Default value is -1 (no group).

Objectclips

A dictionary that contains pc.SpriteAnimationClips.

pc.Colorcolor

The color tint of the sprite.

pc.SpriteAnimationClipcurrentClip

The current clip being played.

NumberdrawOrder

The draw order of the component. A higher value means that the component will be rendered on top of other components in the same layer.

BooleanflipX

Flip the X axis when rendering a sprite.

BooleanflipY

Flip the Y axis when rendering a sprite.

Numberframe

The frame counter of the sprite. Specifies which frame from the current sprite asset to render.

Numberheight

The height of the sprite when rendering using 9-Slicing. The width and height are only used when the render mode of the sprite asset is Sliced or Tiled.

Number[]layers

An array of layer IDs (pc.Layer#id) to which this sprite should belong.

Numberopacity

The opacity of the sprite.

Numberspeed

A global speed modifier used when playing sprite animation clips.

pc.Spritesprite

The current sprite.

NumberspriteAsset

The id of the sprite asset to render. Only works for pc.SPRITETYPE_SIMPLE types.

Stringtype

The type of the SpriteComponent. Can be one of the following:

  • pc.SPRITETYPE_SIMPLE: The component renders a single frame from a sprite asset.
  • pc.SPRITETYPE_ANIMATED: The component can play sprite animation clips.

Numberwidth

The width of the sprite when rendering using 9-Slicing. The width and height are only used when the render mode of the sprite asset is Sliced or Tiled.

Methods

addClip(data)

Creates and adds a new pc.SpriteAnimationClip to the component's clips.

Parameters

dataObjectData for the new animation clip.
data.nameStringThe name of the new animation clip.
data.fpsNumberFrames per second for the animation clip.
data.loopObjectWhether to loop the animation clip.
data.spriteAssetNumberThe id of the sprite asset that this clip will play.

Returns

pc.SpriteAnimationClip The new clip that was added.

clip(name)

Get an animation clip by name.

Parameters

nameStringThe name of the clip.

Returns

pc.SpriteAnimationClip The clip.

pause()

Pauses the current animation clip.

play(name)

Plays a sprite animation clip by name. If the animation clip is already playing then this will do nothing.

Parameters

nameStringThe name of the clip to play.

Returns

pc.SpriteAnimationClip The clip that started playing.

removeClip(name)

Removes a clip by name.

Parameters

nameStringThe name of the animation clip to remove.

resume()

Resumes the current paused animation clip.

stop()

Stops the current animation clip and resets it to the first frame.

Events

end

Fired when an animation clip stops playing because it reached its ending.

Parameters

clippc.SpriteAnimationClipThe clip that ended

loop

Fired when an animation clip reached the end of its current loop.

Parameters

clippc.SpriteAnimationClipThe clip

pause

Fired when an animation clip is paused.

Parameters

clippc.SpriteAnimationClipThe clip that was paused

play

Fired when an animation clip starts playing

Parameters

clippc.SpriteAnimationClipThe clip that started playing

resume

Fired when an animation clip is resumed.

Parameters

clippc.SpriteAnimationClipThe clip that was resumed

stop

Fired when an animation clip is stopped.

Parameters

clippc.SpriteAnimationClipThe clip that was stopped

Inherited

Properties

Booleanenabled

Enables or disables the component.

pc.Entityentity

The Entity that this Component is attached to

pc.ComponentSystemsystem

The ComponentSystem used to create this Component

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.