1. 九宮切
典型例子就是圓角矩形的拉伸問題。
先去P一張綠色的圓角矩形。
private createGameScene():void { var box:egret.Bitmap = new egret.Bitmap(); box.texture = RES.getRes("box_png"); //拉伸 box.width *= 2; //矢量繪圖是 Shape/Sprite 的 graphics 有的功能,才有自身的 width/height 與 所繪圖形的 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); }
看下兩者的區別:
2. 紋理集
- 不用每次為一張圖片執行一次HTTP請求;
- 引擎渲染時減少IO的次數;
主要是在配置與資源調用上進行微調即可:
- 合圖並生成 json 配置文件;
- 資源類型為 sheet: {"name":"dogs","type":"sheet","url":"assets/dogs.json"}
- 調用時:RES.getRes( "dogs.dog1" )
3. Timer
class myTimer extends egret.DisplayObjectContainer { public constructor() { super(); var timer:egret.Timer = new egret.Timer(500, 5); //500ms執行1次,一共執行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(); //要添加到舞台才會觸發 egret.Event.ADDED_TO_STAGE 事件,但 Main 這個容器是由 egret 自己添加到舞台的,看不到 addChild this.addChild(heroTicks); }
class startTickerTest extends egret.DisplayObjectContainer { public constructor() { super(); //容器被添加到舞台顯示列表時調用 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(); //不與幀率掛鈎的每秒60次回調 egret.startTick(this.moveStar, this); } //egret 在執行 startTick 的回調時,會給予參數 timeStamp(當前時間戳) private moveStar(timeStamp:number):boolean { var now = timeStamp; var time = this.time; var pass = now - time; //平均時間間隔=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. 幀事件:
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; //監聽幀事件 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(); } }
基礎構成看的差不多了,剩下的知識在實際項目應用中邊學邊用了!