其中顯示區域,使用了 Wing UI布局,關于Wing UI布局使用說明請看egret官網教程
http://bbs.egret-labs.org/thread-1888-1-1.html
皮膚 GamePanelSkin.exml 如下:
<?xml version='1.0' encoding='utf-8'?>
<e:Skin width="484" height="410" xmlns:e="http://ns.egret-labs.org/egret" xmlns:w="http://ns.egret-labs.org/wing">
<w:HostComponent name="egret.gui.SkinnableComponent"/>
<w:Declarations/>
<e:states>
<e:State name="normal"/>
<e:State name="disabled"/>
</e:states>
<e:HSlider width="180" id="hslider" x="163" y="352"/>
<e:VSlider height="180" id="vslider" x="50" y="90"/>
<e:UIAsset id="asset" width="179" height="154" x="247" y="139"/> <!--圖檔-->
<e:Label id="label" x="64" y="15" width="338" height="54"/>
</e:Skin>
邏輯代碼如下:
class GamePanel extends egret.gui.SkinnableComponent{
public constructor(){
super();
this.skinName = skins.mySkin.GamePanelSkin;
}
//垂直滑條
public vslider:egret.gui.VSlider;
//水準滑條
public hslider:egret.gui.HSlider;
//圖檔
public asset:egret.gui.UIAsset;
//顯示資料
public label:egret.gui.Label;
partAdded(name:string,instance:any):void{
super.partAdded(name,instance);
if(instance == this.vslider){
this.vslider.addEventListener(egret.Event.CHANGE,this.changeHandler,this);
this.vslider.minimum = 0;
this.vslider.maximum = 360;
}else if(instance == this.hslider){
this.hslider.addEventListener(egret.Event.CHANGE,this.changeHandler,this);
this.hslider.minimum = 0;
this.hslider.maximum = 360;
}else if(instance == this.asset){
this.asset.anchorX = 0.5;
this.asset.anchorY = 0.5;
this.asset.source = RES.getRes("mantou_sheet.mantou_003_png"); //圖檔素材
}
}
private changeHandler(event:egret.Event):void{
if(event.currentTarget == this.vslider){
this.asset.skewY = this.vslider.value;
}else if(event.currentTarget == this.hslider){
this.asset.skewX = this.hslider.value;
}
this.label.text = "skewY:" + this.asset.skewY + "\n" + "skewX:" + this.asset.skewX;
}
}
核心部分在 調用skewX skewY 前 先設定錨點,将錨點 anchorX anchorY 都設定為0.5,改變skewX 和 skewY時候,始終都圍繞圖檔中心點翻轉。
PS:skewX skewY 的值 實際是翻轉的度數,若設定skewX 為180,圖檔将垂直翻轉180度,若設定skewY 為180,圖檔将水準翻轉180度
核心部分在 調用skewX skewY 前 先設定錨點,将錨點 anchorX anchorY 都設定為0.5,改變skewX 和 skewY時候,始終都圍繞圖檔中心點翻轉。
PS:skewX skewY 的值 實際是翻轉的度數,若設定skewX 為180,圖檔将垂直翻轉180度,若設定skewY 為180,圖檔将水準翻轉180度