核心显示类:
类 | 描述 |
---|---|
DisplayObject | 显示对象基类,所有显示对象均继承自此类 |
Bitmap | 位图,用来显示图片 |
Shape | 用来显示矢量图,可以使用其中的方法绘制矢量图形 |
TextField | 文本类 |
BitmapText | 位图文本类 |
DisplayObjectContainer | 显示对象容器接口,所有显示对象容器均实现此接口 |
Sprite:DisplayObjectContainer | 带有矢量绘制功能的显示容器 |
Stage:DisplayObjectContainer | 舞台类 |
根节点:
Egret 的教程说 “每个Egret应用有且只有一个stage对象”,直接看 Egret 的 Player 播放器代码:
p.init = function (container, options) {
var option = this.readOption(container, options);
var stage = new egret.Stage();
stage.$screen = this;
stage.$scaleMode = option.scaleMode;
stage.$orientation = option.orientation;
stage.$maxTouches = option.maxTouches;
stage.frameRate = option.frameRate;
stage.textureScaleFactor = option.textureScaleFactor;
var buffer = new egret.sys.RenderBuffer(undefined, undefined, true);
var canvas = buffer.surface;
this.attachCanvas(container, canvas);
var webTouch = new web.WebTouchHandler(stage, canvas);
var player = new egret.sys.Player(buffer, stage, option.entryClassName);
var webHide = new egret.web.WebHideHandler(stage);
var webInput = new web.HTMLInput();
player.showPaintRect(option.showPaintRect);
if (option.showFPS || option.showLog) {
player.displayFPS(option.showFPS, option.showLog, option.logFilter, option.fpsStyles);
}
this.playerOption = option;
this.container = container;
this.canvas = canvas;
this.stage = stage;
this.player = player;
this.webTouchHandler = webTouch;
this.webInput = webInput;
this.webHide = webHide;
egret.web.$cacheTextAdapter(webInput, stage, container, canvas);
this.updateScreenSize();
this.updateMaxTouches();
player.start();
p.initialize = function () {
var rootClass;
if (this.entryClassName) {
rootClass = egret.getDefinitionByName(this.entryClassName);
}
if (rootClass) {
var rootContainer = new rootClass();
this.root = rootContainer;
if (rootContainer instanceof egret.DisplayObject) {
this.stage.addChild(rootContainer);
}
else {
DEBUG && egret.$error(1002, this.entryClassName);
}
}
else {
DEBUG && egret.$error(1001, this.entryClassName);
}
可以清楚地看到,egret 将 Main 这个 DisplayObjectContainer 作为了播放器的 rootContainer,并在初始化时就为 Main.stage 创建了舞台对象。
显示对象的基本概念:
- 坐标:x, y
- 缩放比例:scaleX, scaleY
- 透明通道:alpha
- 旋转操作:rotation
- 设置锚点:anchorOffsetX, anchorOffsetY
- 斜切:skewX, skewY
显示容器:
可以包含多个 DisplayObject。
private createGameScene():void
{
console.log(this.stage.stageWidth);
console.log(this.stage.stageHeight); console.log("Runtime start."); var testCGrid = new MyGrid();
testCGrid.drawGrid();
this.addChild(testCGrid); var testContainer = new MyContainer();
testContainer.drawGrid();
this.addChild(testContainer); console.log("Runtime end.");
}
} class MyGrid extends egret.Shape
{
public constructor()
{
super();
this.drawGrid();
} public drawGrid()
{
this.graphics.beginFill(0x0000ff);
this.graphics.drawRect(0,0,50,50);
this.graphics.endFill();
this.graphics.beginFill(0x0000ff);
this.graphics.drawRect(50,50,50,50);
this.graphics.endFill();
this.graphics.beginFill(0xff0000);
this.graphics.drawRect(50,0,50,50);
this.graphics.endFill();
this.graphics.beginFill(0xff0000);
this.graphics.drawRect(0,50,50,50);
this.graphics.endFill();
}
} class MyContainer extends egret.DisplayObjectContainer
{
public constructor()
{
super();
this.drawGrid();
} public drawGrid() {
var myGrid = new egret.Shape();
myGrid.graphics.beginFill(0x00ff00);
myGrid.graphics.drawRect(200,200,50,50);
myGrid.graphics.endFill();
myGrid.graphics.beginFill(0x00ff00);
myGrid.graphics.drawRect(250,250,50,50);
myGrid.graphics.endFill();
myGrid.graphics.beginFill(0xff0000);
myGrid.graphics.drawRect(250,200,50,50);
myGrid.graphics.endFill();
myGrid.graphics.beginFill(0xff0000);
myGrid.graphics.drawRect(200,250,50,50);
myGrid.graphics.endFill();
this.addChild(myGrid); var myRect = new egret.Shape();
myRect.graphics.beginFill(0xc000c0);
myRect.graphics.drawRect(200,0, 100, 50);
myRect.graphics.endFill();
this.addChild(myRect);
}
class MySprite extends egret.Sprite {
public constructor() {
super();
this.drawGrid();
} private drawGrid() {
this.graphics.beginFill(0x00ff00);
this.graphics.drawRect(200,200,50,50);
this.graphics.endFill();
this.graphics.beginFill(0x00ff00);
this.graphics.drawRect(250,250,50,50);
this.graphics.endFill();
this.graphics.beginFill(0xff0000);
this.graphics.drawRect(250,200,50,50);
this.graphics.endFill();
this.graphics.beginFill(0xff0000);
this.graphics.drawRect(200,250,50,50);
this.graphics.endFill(); var myRect = new egret.Shape();
myRect.graphics.beginFill(0xc000c0);
myRect.graphics.drawRect(200,0,100,50);
myRect.graphics.endFill();
this.addChild(myRect);
}
}
- 第一个是一个自定义对象类;
- 第二个是一个自定义容器类,包含两个自定义对象类。
- DisplayContainer 是 Sprite 的话,由于其实现了 graphics 也是可以直接被根容器添加并显示的,它的child也会被显示。
访问容器子对象与深度:
- getChildByName()
- getChildAt()
按官方说法,推荐用显示层级来获取对象效率更高。
值得注意的是,如果对象是一个容器,容器内又包含多个对象时的层次处理。