Life cycle callback
Cocos Creator provides the life cycle callback function for component script. As long as the user defines a specific callback function,Creator will execute the script in a specific period, users do not need to manually call them.
Currently, the major life-cycle callback functions provided for users are:
- onLoad
- start
- update
- lateUpdate
- onDestroy
- onEnable
- onDisable
onLoad
In the initialization phase of the component script, we provide the onLoad
callback function. onLoad
callback will be triggered when the component is first activated, such as when the scene is loaded, or when the node is activated. The onLoad
phase guarantees you can get other nodes from the scene and the resource data associated with the node. onLoad is always called before any start functions, this allows you to order initialization of scripts. Normally, we will do some operation associated with initialization in the onLoad
phase. For example:
cc.Class({
extends: cc.Component,
properties: {
bulletSprite: cc.SpriteFrame,
gun: cc.Node,
},
onLoad: function () {
this._bulletRect = this.bulletSprite.getRect();
this.gun = cc.find('hand/weapon', this.node);
},
});
start
The start
callback function will be triggered before the first activation of the component, which is before executing update
for the first time. start
is usually used to initialize some intermediate state data which may have changed during update and frequently enables and disables.
cc.Class({
extends: cc.Component,
start: function () {
this._timer = 0.0;
},
update: function (dt) {
this._timer += dt;
if ( this._timer >= 10.0 ) {
console.log('I am done!');
this.enabled = false;
}
},
});
update
One of the key points for game development is to update an object's behavior, status and orientation before rendering every frame. These update operations are normally put in the update
callback.
cc.Class({
extends: cc.Component,
update: function (dt) {
this.node.setPosition( 0.0, 40.0 * dt );
}
});
lateUpdate
update
will execute before all the animations' update, but if we want to perform some extra operations after the animation update or want to perform other operations after update
of all the components are done, then we'll need the lateUpdate
callback.
cc.Class({
extends: cc.Component,
lateUpdate: function (dt) {
this.node.rotation = 20;
}
});
onEnable
When the enabled
property of the component turns from false
to true
, or the active
property of the node turns from false
to true
, it will trigger onEnable
callback. If the node is created for the first time, and enabled
is true
, then it will be called after onLoad
but before start
.
onDisable
When the enabled
property of the component turns from true
to false
, or the active
property of the node turns from true
to false
, it will trigger onEnable
callback, it will activate the onDisable
callback.
onDestroy
When the component or node calls destroy()
, it will call the onDestroy
callback. Then they will be collected when this frame is done.
Continue on to read about Create and destroy nodes.