core-egret.sys.SystemTicker

egret.sys.SystemTicker 使用範例


class Main extends eui.UILayer {

    protected createChildren(): void {
        super.createChildren();

        // 不在生命週期管理 egret.sys.SystemTicker, 因此註解下面兩行程式
        // 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 ---

        // 本範例手動管理 egret.sys.SystemTicker
        // egret.ticker 型別即 egret.sys.SystemTicker

        // 建立動畫
        const rect = new eui.Rect;
        rect.width = rect.height = 100;
        this.addChild(rect);
        this.addEventListener(eui.UIEvent.ENTER_FRAME,()=>{
            if(rect.x > 100) rect.x = 0;
            rect.x += 2;
        },this);

        // 遊戲暫停按鈕
        const btn1 = new eui.Button();
        btn1.label = '遊戲暫停';
        btn1.y = 120;
        btn1.addEventListener(egret.TouchEvent.TOUCH_TAP,()=>egret.ticker.pause(),this);
        this.addChild(btn1);

        // 遊戲復原按鈕
        const btn2 = new eui.Button();
        btn2.label = '遊戲復原';
        btn2.x = 100;
        btn2.y = 120;
        btn2.addEventListener(egret.TouchEvent.TOUCH_TAP,()=>egret.ticker.resume(),this);
        this.addChild(btn2);

    }

}

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