egret.sys.globalFunction 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 ---
// 背景設置
const bgRect = new eui.Rect;
bgRect.percentWidth = 100;
bgRect.percentHeight = 100;
bgRect.fillColor = 0x333333;
this.addChild(bgRect);
// 將色塊加入場景,其實可以用 eui.Rect,但是這裡主要是讓大家知道如何操作 canvas 轉成 bitmapdata 的範例
const bmp = await this.createColorRectBitmap(100, 100, 0xFFCC00, 1);
this.addChild(bmp);
}
public createColorRectBitmap(width: number, height: number, color: number = 0xffffff, alpha: number = 1) {
return new Promise<egret.Bitmap>(resolve => {
// 建立 canvas, 如果對 canvas 熟悉,可以這邊進行自己的 canvas 繪製設計
let canvas: HTMLCanvasElement = egret.sys.createCanvas(width, height);
// 取得 2d 內容
let context: CanvasRenderingContext2D = canvas.getContext('2d');
// 設置填充顏色
context.fillStyle = `rgb(${color >> 16},${(color >> 8) & 0xff},${color & 0xff},${alpha})`;
// 繪製矩形
context.fillRect(0, 0, width, height);
// egret.BitmapData.create 範例, toDataURL().split(',')[1] 是取得 base64 image 後面字段
egret.BitmapData.create('base64', canvas.toDataURL().split(',')[1], (bmp_data) => {
// 設置材質
let texture = new egret.Texture();
texture.bitmapData = bmp_data;
// 包裝至顯示容器
let bmp = new egret.Bitmap(texture);
resolve(bmp);
})
});
}
}
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