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矢量绘图:
1. 为矢量绘图绘制外边 - graphics.lineStype()
private createGameScene():void { console.log("Runtime start."); var myShape:egret.Shape = new egret.Shape(); myShape.graphics.lineStyle(10, 0x00ff00, 1); myShape.graphics.beginFill(0xff0000, 1); myShape.graphics.drawRect(0,0,100,200); myShape.graphics.endFill(); this.addChild(myShape); console.log("Runtime end."); }
2. 清空一个显示对象的绘图 - graphics.clear()
3. 绘制圆形 - graphics.drawCircle(0, 0, 50)
4. 画直线:
private createGameScene():void { var myShape:egret.Shape = new egret.Shape(); myShape.graphics.lineStyle(5, 0x00ff00, 1); myShape.graphics.moveTo(50, 10); //将画笔移动到起点位置 myShape.graphics.lineTo(100, 20); //从起点位置划线到终点 myShape.graphics.endFill(); this.addChild(myShape); }
5. 贝塞尔曲线:
private createGameScene():void { var myShape:egret.Shape = new egret.Shape(); myShape.graphics.lineStyle(5, 0x00ff00, 1); myShape.graphics.moveTo(50, 200); //将画笔移动到起点位置 myShape.graphics.curveTo(150, 50, 250, 200); //指定起始移动方向的交汇点坐标,与终点坐标后进行画线 myShape.graphics.endFill(); this.addChild(myShape); }
6. 绘制圆弧:
private createGameScene():void { var myShape:egret.Shape = new egret.Shape(); myShape.graphics.lineStyle(5, 0x00ff00, 1); myShape.graphics.beginFill(0x1122cc);
//圆心坐标、半径、起始弧度、终止弧度,填充的区域是圆弧+圆弧两端点的连接所包含的区域 myShape.graphics.drawArc(200,200,100,Math.PI/3, Math.PI); myShape.graphics.endFill(); this.addChild(myShape); }
7. 值得注意的是:graphic 可以用来绘制多个图形,不用一个 graphic 对应一个图形。
遮罩
1. 矩形遮罩:
private createGameScene():void { var shp: egret.Shape = new egret.Shape(); shp.graphics.beginFill(0xff0000); shp.graphics.drawRect(0,0,100,100); shp.graphics.endFill(); this.addChild(shp); var shp2: egret.Shape = new egret.Shape(); shp2.graphics.beginFill(0x00ff00); shp2.graphics.drawCircle(0,0,20); shp2.graphics.endFill(); this.addChild(shp2); shp2.x = 20; shp2.y = 20; var rect: egret.Rectangle = new egret.Rectangle(20,20,30,50); //参数指定的区域是遮罩不遮挡的区域 shp.mask = rect; }
2. 对象遮罩:可以用一个对象当成另一个对象的遮罩
square.mask = circle; //像这样直接指定即可
碰撞检测
private createGameScene():void { var infoTest = new egret.TextField(); infoTest.y = 200; infoTest.text = "碰撞结果"; this.addChild(infoTest); //显示一个文本以展示测试结果 var shp:egret.Shape = new egret.Shape(); shp.graphics.beginFill(0xff0000); shp.graphics.drawRect(0, 0, 120, 120); shp.graphics.endFill(); this.addChild(shp); console.log(shp.width); //shp 的 width 与 height 与显示对线的内容相关,这里是 120 console.log(shp.height); var testPoint = new egret.Shape(); testPoint.graphics.beginFill(0x000000); testPoint.graphics.drawRect(100, 100, 5, 5); //标记一个黑色的边界点 testPoint.graphics.endFill(); this.addChild(testPoint); var isHit:boolean = shp.hitTestPoint(110, 110); //结论:是否碰撞与 shp.graphics 相关,而与 shp.width/height 无关 infoTest.text = "碰撞结果" + isHit; //就算已经 addchild,可以直接修改文本, 结果是 true shp.graphics.clear(); //如果不clear, 重新 drawRect 不会生效 shp.graphics.beginFill(0xff0000); shp.graphics.drawRect(0, 0, 100, 100); shp.graphics.endFill(); var isHit:boolean = shp.hitTestPoint(110, 110); infoTest.text = "碰撞结果" + isHit; //结果是 false }
值得注意的是,精确坐标的碰撞检测是非常消耗性能的,尽量少用。
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原文地址:http://www.cnblogs.com/Daniel-Liang/p/5929334.html