egret.Bitmap 範例1
class Main extends eui.UILayer {
protected createChildren(): void {
super.createChildren();
egret.lifecycle.onPause = () => egret.ticker.pause();
egret.lifecycle.onResume = () => egret.ticker.resume();
egret.registerImplementation('eui.IAssetAdapter', new AssetAdapter());
egret.registerImplementation('eui.IThemeAdapter', new ThemeAdapter());
this.runGame();
}
private async loadResource() {
let loadingView = this.stage.addChild(new LoadingUI()) as LoadingUI;
await RES.loadConfig('resource/default.res.json', 'resource/');
await new Promise(resolve => new eui.Theme('resource/default.thm.json', this.stage).once(eui.UIEvent.COMPLETE, resolve, this));
await RES.loadGroup('preload', 0, loadingView);
this.stage.removeChild(loadingView);
}
private async runGame() {
await this.loadResource();
// --- Edwin 給你最乾淨的程式碼, 從這行以下開始寫喔 ---
// 背景設置
const bgRect = new eui.Rect;
bgRect.percentWidth = 100;
bgRect.percentHeight = 100;
bgRect.fillColor = 0x333333;
this.addChild(bgRect);
// 動態生成材質添加到舞台
const texture = new egret.RenderTexture;
const shape = new egret.Shape;
shape.graphics.lineStyle(1, 0); // 設置 1px 黑色筆刷
shape.graphics.beginFill(0xFFCC00); // 設置橘色填充
shape.graphics.drawCircle(50, 50, 50); // 繪製橘色圓
shape.graphics.moveTo(0, 0); // 設定筆刷起始位置
shape.graphics.lineTo(100, 100); // 筆刷繪製
shape.graphics.endFill(); // 結束填充
texture.drawToTexture(shape, new egret.Rectangle(0, 0, 100, 100)); // 將圖形繪製至材質上
this.addChild(new egret.Bitmap(texture));// 將材質賦予顯示容器 Bitmap 並加至舞台
// 直接取得資源庫材質添加在舞台上
const bmp = new egret.Bitmap(RES.getRes('egret_icon_png')); // Bitmap 參數為 egret.Texture
bmp.y = 100;
this.addChild(bmp);
// 一般而言 EUI 提供方便的顯示圖片方法, 請用 eui.Image
const img = new eui.Image('egret_icon_png'); // 設好資源索引名從資源庫直接取用圖片
img.y = 500;
this.addChild(img);
}
}
egret.Bitmap 範例2
class Main extends eui.UILayer {
protected createChildren(): void {
super.createChildren();
egret.lifecycle.onPause = () => egret.ticker.pause();
egret.lifecycle.onResume = () => egret.ticker.resume();
egret.registerImplementation('eui.IAssetAdapter', new AssetAdapter());
egret.registerImplementation('eui.IThemeAdapter', new ThemeAdapter());
this.runGame();
}
private async loadResource() {
let loadingView = this.stage.addChild(new LoadingUI()) as LoadingUI;
await RES.loadConfig('resource/default.res.json', 'resource/');
await new Promise(resolve => new eui.Theme('resource/default.thm.json', this.stage).once(eui.UIEvent.COMPLETE, resolve, this));
await RES.loadGroup('preload', 0, loadingView);
this.stage.removeChild(loadingView);
}
private async runGame() {
await this.loadResource();
// --- Edwin 給你最乾淨的程式碼, 從這行以下開始寫喔 ---
// 背景設置
const bgRect = new eui.Rect;
bgRect.percentWidth = 100;
bgRect.percentHeight = 100;
bgRect.fillColor = 0x333333;
this.addChild(bgRect);
// 以下方法為圖片加載機制,但是建議用範例 1 的方法直接 getRes 取用即可,
// 因為在 RES.loadGroup('preload', 0, loadingView); 已經把圖都讀取到內存了
// 建立 ImageLoader 對象
var loader:egret.ImageLoader = new egret.ImageLoader();
// 添加加載完成監聽
loader.addEventListener(egret.Event.COMPLETE, this.onLoadComplete, this);
var url:string = "resource/assets/egret_icon.png";
// 開始加載
loader.load(url);
}
private onLoadComplete(event:egret.Event){
var loader:egret.ImageLoader = <egret.ImageLoader>event.target;
// 獲取加載到的紋理對象
var bitmapData:egret.BitmapData = loader.data;
// 建立紋理對象
var texture = new egret.Texture();
texture.bitmapData = bitmapData;
// 顯示
this.addChild(new egret.Bitmap(texture));
}
}
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