The Script class is a base class that you must extend to receive various lifecycle updates from the engine.

You can create a Script using either createScript or by extending the class directly.

import { Script } from 'playcanvas';
class Rotator extends Script {
update() {
this.entity.rotate(0, 0.1, 0);
}
}

The following methods are called if they exist on the Script instance:

  • initialize
  • postInitialize
  • update
  • postUpdate
  • swap

initialize and postInitialize - are called (if defined) when a 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 - are called (if defined) for enabled (running state) scripts on each tick.

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

Hierarchy (view full)

Constructors

Properties

__attributes: any
__attributesRaw: any
__destroyed: any
__executionOrder: number

The order in the script component that the methods of this script instance will run relative to other script instances in the component.

__scriptType: any
_enabled: any
_enabledOld: any
_initialized: any
_postInitialized: any
app: AppBase

The AppBase that the instance of this type belongs to.

entity: Entity

The Entity that the instance of this type belongs to.

__name: string = null

Name of a Script.

Accessors

  • get enabled(): boolean
  • Returns boolean

  • set enabled(value): void
  • 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 ScriptComponent 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.

    Parameters

    • value: boolean

    Returns void

Methods

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

    Parameters

    • name: string

      Name of event to fire.

    • Optional arg1: any

      First argument that is passed to the event handler.

    • Optional arg2: any

      Second argument that is passed to the event handler.

    • Optional arg3: any

      Third argument that is passed to the event handler.

    • Optional arg4: any

      Fourth argument that is passed to the event handler.

    • Optional arg5: any

      Fifth argument that is passed to the event handler.

    • Optional arg6: any

      Sixth argument that is passed to the event handler.

    • Optional arg7: any

      Seventh argument that is passed to the event handler.

    • Optional arg8: any

      Eighth argument that is passed to the event handler.

    Returns EventHandler

    Self for chaining.

    Example

    obj.fire('test', 'This is the message');
    
  • Test if there are any handlers bound to an event name.

    Parameters

    • name: string

      The name of the event to test.

    Returns boolean

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

    Example

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

    Parameters

    • Optional name: string

      Name of the event to unbind.

    • Optional callback: HandleEventCallback

      Function to be unbound.

    • Optional scope: object

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

    Returns EventHandler

    Self for chaining.

    Example

    const 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 handler functions, called 'test' with scope this
  • Attach an event handler to an event.

    Parameters

    • name: string

      Name of the event to bind the callback to.

    • callback: HandleEventCallback

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

    • Optional scope: object = ...

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

    Returns EventHandle

    Can be used for removing event in the future.

    Example

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

    Example

    const evt = obj.on('test', function (a, b) {
    console.log(a + b);
    });
    // some time later
    evt.off();
  • Attach an event handler to an event. This handler will be removed after being fired once.

    Parameters

    • name: string

      Name of the event to bind the callback to.

    • callback: HandleEventCallback

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

    • Optional scope: object = ...

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

    Returns EventHandle

    • can be used for removing event in the future.

    Example

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

    Parameters

    • methods: object

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

    Returns void

    Example

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

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

Events

EVENT_ATTR: string = 'attr'

Fired when script attributes have changed. This event is available in two forms. They are as follows:

  1. attr - Fired for any attribute change. The handler is passed the name of the attribute that changed, the value of the attribute before the change and the value of the attribute after the change.
  2. attr:[name] - Fired for a specific attribute change. The handler is passed the value of the attribute before the change and the value of the attribute after the change.

Example

PlayerController.prototype.initialize = function () {
this.on('attr', (name, newValue, oldValue) => {
console.log(`Attribute '${name}' changed from '${oldValue}' to '${newValue}'`);
});
};

Example

PlayerController.prototype.initialize = function () {
this.on('attr:speed', (newValue, oldValue) => {
console.log(`Attribute 'speed' changed from '${oldValue}' to '${newValue}'`);
});
};
EVENT_DESTROY: string = 'destroy'

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

Example

PlayerController.prototype.initialize = function () {
this.on('destroy', () => {
// no longer part of the entity
// this is a good place to clean up allocated resources used by the script
});
};
EVENT_DISABLE: string = 'disable'

Fired when a script instance becomes disabled.

Example

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

Fired when a script instance becomes enabled.

Example

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

Fired when a script instance had an exception. The script instance will be automatically disabled. The handler is passed an Error object containing the details of the exception and the name of the method that threw the exception.

Example

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

Fired when a script instance changes state to enabled or disabled. The handler is passed a boolean parameter that states whether the script instance is now enabled or disabled.

Example

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