egret.BitmapFillMode 範例
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 ---
// 取得舞台實例,最根層
const stage = egret.MainContext.instance.stage;
// 建立 Bitmap
const bmp = new egret.Bitmap(RES.getRes('egret_icon_png'));
// 設置重複填充模式
bmp.fillMode = egret.BitmapFillMode.REPEAT;
// 設置寬高為舞台寬高
bmp.width = stage.stageWidth;
bmp.height = stage.stageHeight;
// 加至場景 ( 補充 : Main 為 stage 的子 view )
this.addChild(bmp);
}
}
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