1.场景加载、资源加载(assetbundle暂无)
d=cc.director
d.loadScene(String,function)
d.preloadScene(String,function)
d.pause()
d.isPaused()return Boolean
d.resume()
d.runScene(Scene)
d.getScene()return Scene
cc.game.addPersistRootNode(Node)
cc.game.removePersistRootNode(Node)
2.获取结点
ex. cc.find
this.node.
cc.find("childNode/...",this);
node=cc.instantiate(Prefab)
cc.isValid(obj)//为空或者销毁返回false
var n=this.node;
n.position,n.x,n.y
n.anchorX,n.anchorY
n.angle
n.scale,n.scaleX,n.scaleY
n.width,n.height
n.color,n.opacity
n.name,n.uuid
n.children,n.parent
n.active,n.activeInHierarchy
n._persistNode//Boolean
n.zIndex//渲染顺序,越大越在上面
n.setPosition(x,y)
var pos=n.getPosition()
n.setScale(x,y)
var sca=n.getScale()
n.addChild(childNode,zIndex,nameString)
n.getChildByUuid(String)
n.getChildByName(String)
n.removeChild(childNode,false)
n.removeAllChildren(false)
n.isChildOf(Node)
n.getComponent(String|类)
n.getComponents(String|类)
n.getComponentInChildren(String|类)
n.getComponentsInChildren(String|类)
n.addComponent(String|类)
component.destroy()
n.destroyAllChildren()
n.clear()
n.destroy()
n.walk(prefunc,postfunc)//遍历
3.Action
cc.tween(this.node)
.to(time,{prop:value,prop:value},{easing:"sineOutIn"})
.by(time,{prop:value,prop:value})
.then(cc.tween())
.bezierTo(...)
.call(function)
.repeat(number,cc.tween().by(...))
.repeatForever()
.parallel(cc.tween.to(),cc.tween.to())
.delay(duration)
.start()
cc.tween(this.node).to(...).stop()
4.计时器
this.schedule(function,interval,repeat,delay)
this.scheduleOnce(function,delay)
this.unschedule(function)
this.unscheduleAllCallbacks();
5.事件监听
node.on(eventType|string,function,this)
node.off(eventType|string,function,this)
cc.systemEvent.on(eventType|string,function,this)
cc.systemEvent.off(eventType|string,function,this)
e.getLocation()
e.getLocationX()
e.getLocationY()
6.分辨率(暂无)
cc.view
7.音频
audio=cc.audioEngine;
audioID=audio.playMusic(clip,true)
audio.stopMusic()
audio.pauseMusic()
audio.resumeMusic()
audio.getMusicVolume()
audio.setMusicVolume(0-1)
audio.isMusicPlaying()
audioID=audio.playEffect(clip,false)
audio.setEffectsVolume(0-1)
audio.getEffectsVolume()
audio.pauseEffect(audioID)
audio.pauseAllEffects()
audio.resumeAllEffects()
audio.stopEffect(audioID)
audio.stopAllEffects()
audio.isLoop(audioID)
audio.setLoop(audioID,true)
audio.getDuration(audioID)
audio.getCurrentTime(audioID)
audio.setCurrentTime(audioID,number)
audio.uncache(filepath)//卸载文件
audio.uncacheAll()
8.数学
r是弧度
Math.abs(v)
Math.sin(r)
Math.cos(r)
Math.tan(r)
r=Math.asin(v)
r=Math.acos(v)
r=Math.atan(v)
r=Math.atan2(y,x)
Math.floor(v)//取下
Math.round(v)//四舍五入
Math.random()//0-1包含0,不包含1
Math.max(a,b,c,...)
Math.min(a,b,c,...)
坐标转换
var vec=n.convertToNodeSpaceAR(Vec2)
var vec=n.convertToWorldSpaceAR(Vec2)
Vec2:
v.mag()
v.subSelf(v)
v.mulSelf(n)
v.divSelf(n)
v.scaleSelf(v)//分量相乘
v.negSelf()//取反
v.addSelf(v)
n=v.dot(v)
n=v.cross(v)
v.normalizeSelf()
v.angle(v)
v=v.lerp(vTarget,ratio)//线性插值
boolean=v.equals(v)
v=Vec2.random()//生成单位随机向量
9.动画
anim.play(string)
animClips=anim.getClips()
anim.stop(string)
anim.pause(string)
anim.setCurrentTime(number,string)
anim.addClip(clip,string)
anim.removeClip(clip,false//是否强制)
10.对象池
this.pool=new NodePool();
this.pool.put(Node);
var node=this.pool.get();
var num=this.pool.size();
this.pool.clear();