core-egret.BitmapFillMode

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);
    }

}

spacer

沒有留言:

張貼留言