core-egret.EventPhase

egret.EventPhase 使用範例


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 ---

        // 參考 https://claire-chang.com/2013/08/22/as3的事件傳遞機制/

        // 建立黑色方塊並綁定事件
        const r = new eui.Rect;
        r.width = 100;
        r.height = 100;
        this.addChild(r);
        const listener = (event: egret.Event) => {
            switch (event.eventPhase) {
                case egret.EventPhase.CAPTURING_PHASE:
                    egret.log("容器捕獲,eventPhase:" + event.eventPhase);
                    break;
                case egret.EventPhase.AT_TARGET:
                    egret.log("點擊方塊,eventPhase:" + event.eventPhase);
                    break;
                case egret.EventPhase.BUBBLING_PHASE:
                    egret.log("容器冒泡,eventPhase:" + event.eventPhase);
                    break;
            }
        }
        r.addEventListener(egret.TouchEvent.TOUCH_TAP, listener, this);
        this.addEventListener(egret.TouchEvent.TOUCH_TAP, listener, this); // 預設是冒泡模式
        this.addEventListener(egret.TouchEvent.TOUCH_TAP, listener, this, true); // 設成 true 是表示捕獲模式

    }

}

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