Egret 纹理、计时器

时间:2023-03-08 23:07:01
Egret 纹理、计时器

1. 九宫切

  典型例子就是圆角矩形的拉伸问题。

  先去P一张绿色的圆角矩形。

    private createGameScene():void {
var box:egret.Bitmap = new egret.Bitmap();
box.texture = RES.getRes("box_png");
//拉伸
box.width *= 2; //矢量绘图是 Shape/Sprite 的 graphics 有的功能,才有自身的 width/height 与 所绘图形的 width/height
this.addChild(box); var box9:egret.Bitmap = new egret.Bitmap(RES.getRes("box_png"));
var rect9:egret.Rectangle = new egret.Rectangle(40, 40, 80, 80);
box9.scale9Grid = rect9;
box9.width *= 2;
box9.y = 200;
this.addChild(box9);
}

  看下两者的区别:

Egret 纹理、计时器

2. 纹理集

  • 不用每次为一张图片执行一次HTTP请求;
  • 引擎渲染时减少IO的次数;

  主要是在配置与资源调用上进行微调即可:

  • 合图并生成 json 配置文件;
  • 资源类型为 sheet: {"name":"dogs","type":"sheet","url":"assets/dogs.json"}
  • 调用时:RES.getRes( "dogs.dog1" )

 3. Timer

class myTimer extends egret.DisplayObjectContainer
{
public constructor()
{
super();
var timer:egret.Timer = new egret.Timer(500, 5); //500ms执行1次,一共执行5次
timer.addEventListener(egret.TimerEvent.TIMER, ()=>{
myTimer.count ++;
console.log("count:" + myTimer.count);
}, this);
timer.addEventListener(egret.TimerEvent.TIMER_COMPLETE, ()=>{ console.log("end")}, this);
timer.start();
} public static count:number = 0;
}

4. Tick: 

    private createGameScene():void {
var heroTicks = new startTickerTest(); //要添加到舞台才会触发 egret.Event.ADDED_TO_STAGE 事件,但 Main 这个容器是由 egret 自己添加到舞台的,看不到 addChild
this.addChild(heroTicks);
}
class startTickerTest extends egret.DisplayObjectContainer {
public constructor() {
super(); //容器被添加到舞台显示列表时调用
this.once(egret.Event.ADDED_TO_STAGE, this.onLoad, this);
} private hero:egret.Bitmap;
private speed:number = 0.05;
private time:number = 0; private onLoad(event:egret.Event) {
var hero:egret.Bitmap = new egret.Bitmap(RES.getRes("hero1_png"));
this.addChild(hero);
this.hero = hero;
this.time = egret.getTimer();
//不与帧率挂钩的每秒60次回调
egret.startTick(this.moveStar, this);
} //egret 在执行 startTick 的回调时,会给予参数 timeStamp(当前时间戳)
private moveStar(timeStamp:number):boolean {
var now = timeStamp;
var time = this.time;
var pass = now - time; //平均时间间隔=1000ms/60=16.67ms
console.log("moveStar: ",(1000 / pass).toFixed(5));
this.hero.x += this.speed * pass;
if(this.hero.x >= 300)
egret.stopTick(this.moveStar, this);
this.time = now;
return false;
}
}

5. 帧事件:

    private createGameScene():void {
var heroTicks = new startTickerTest();
this.addChild(heroTicks);
}
class startTickerTest extends egret.DisplayObjectContainer {
public constructor() {
super();
this.once(egret.Event.ADDED_TO_STAGE,this.onLoad,this);
} private hero:egret.Bitmap;
private timeOnEnterFrame:number = 0;
private speed:number = 0.5; private onLoad(event:egret.Event) {
var hero:egret.Bitmap = new egret.Bitmap(RES.getRes("hero1_png"));
this.addChild(hero);
this.hero = hero;
//监听帧事件
this.addEventListener(egret.Event.ENTER_FRAME,this.onEnterFrame,this);
this.timeOnEnterFrame = egret.getTimer();
} private onEnterFrame(e:egret.Event){
var now = egret.getTimer();
var time = this.timeOnEnterFrame;
var pass = now - time;
console.log("onEnterFrame: ", (1000 / pass).toFixed(5));
this.hero.x += this.speed * pass;
if(this.hero.x > 300)
this.removeEventListener(egret.Event.ENTER_FRAME,this.onEnterFrame,this);
this.timeOnEnterFrame = egret.getTimer();
}
}

  基础构成看的差不多了,剩下的知识在实际项目应用中边学边用了!