egret.Matrix 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 ---
// 建立 image 物件
const image1 = new eui.Image('bg_jpg');
// 顯示於場景
this.addChild(image1);
// 建立 Matrix 物件
const matrix = new egret.Matrix;
// 平移(x = -image1.width / 2, y = -image1.height / 2)
matrix.translate(-image1.width / 2, -image1.height / 2);
// 讓陣圖旋轉 45 度(要轉換成徑度)
matrix.rotate(45 / 180 * Math.PI);
image1.matrix = matrix;
console.log(image1.rotation); // 45, matrix 會直接改變 x, y, rotation, scale 等參數
console.log(image1.x, image1.y); // 175.36248173426372 -627.9108216936542
// 補充, 若有 image2 物件, image2.matrix = image1.matrix 可以讓 image2 位移, 旋轉, 縮放狀態完全拷貝於 image1
}
}
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