Egret 矢量绘图、遮罩、碰撞检测

时间:2023-03-08 18:53:53
Egret 矢量绘图、遮罩、碰撞检测

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。