遊戲的UI制作中,出于對資源的壓縮和重用,會對一些有規則的圖檔劃分九宮格,例如下圖
![](https://img.laitimes.com/img/9ZDMuAjOiMmIsIjOiQnIsICdzFWRoRXdvN1LclHdpZXYyd2LcBzNvwVZ2x2bzNXak9CX90TQNNkRrFlQKBTSvwFbslmZvwFMwQzLcVmepNHdu9mZvwFVywUNMZTY18CX052bm9CX90TUapGbtNGbS5mYwRGWhZXUYpVd1kmYr50MZV3YyI2cKJDT29GRjBjUIF2LcRHelR3LcJzLctmch1mclRXY39DO2kjNxMjMzITOyUDM0EDMy8CX0Vmbu4GZzNmLn9Gbi1yZtl2Lc9CX6MHc0RHaiojIsJye.jpg)
中間部分如果是純色的話,完全可以挖去,然後在U3D的圖集精靈的border中設定對應的top,right,bottom,left,這樣既可以節省資源,又可以重用到不同大小的但具有一樣顔色的地方。
傳統的photoshop可以挖去中間部分,但是項目中的美術大哥覺得還是批量處理比較有效率,是以用Air寫了一個批量處理九宮格圖檔的工具。
在這個工具中,美術需要把九宮格的四個border值填充到名字,順序為top, right, bottom, left例如
top=20px, right=20px, bottom=20px, left=20px,那麼圖檔的命名為Button#21#22#23#24.png
(Button#top#right#bottom#left.png)
這樣多個圖檔導入工具中,導出來的效果
這樣資源和可重用度都得到很好的提升。
工具是用air來做的,核心源碼如下
private static var file:File = new File();
private var fileOutput:File = new File();
private static var fileStream:FileStream = new FileStream();
private var loader:Loader = new Loader();
private var bit:Bitmap = new Bitmap();
private var bytes:ByteArray = new ByteArray;
private static const SLICE_LIST_LENGTH:int = 9;
private static const SPLIT_ROW_COUNT:int = 3;
private static const SPLIT_COL_COUNT:int = 3;
private static var _transformMatrix:Matrix;
private static var _splitRow:Vector.<int>;
private static var _splitCol:Vector.<int>;
private static var _rect:Rectangle;
private static var _dstPoint:Point;
private var m_iIndex:int = 0;
private var m_arrFile:Array;
private var fileAns:File;
//mxml OnInit初始化函數
private function init():void
{
_splitRow = new Vector.<int>(SPLIT_ROW_COUNT + 1, true);
_splitCol = new Vector.<int>(SPLIT_COL_COUNT + 1, true);
_rect = new Rectangle();
_dstPoint = new Point();
_transformMatrix = new Matrix();
}
//點選按鈕後彈出檔案夾選擇對話框,目前隻支援png檔案
private function onImport(e:MouseEvent):void
{
file.addEventListener(FileListEvent.SELECT_MULTIPLE, this.onSelect);
file.browseForOpenMultiple("請選擇png檔案(可選擇多個)", [new FileFilter("png檔案","*.png;")]);
}
//選擇圖檔,可以多個以及輸出檔案夾
//檔案的命名規範是 abc#top#right#bottom#left.png
private function onSelect(e:FileListEvent):void
{
m_arrFile = e.files;
fileOutput.addEventListener(Event.SELECT, this.OnDoIt);
fileOutput.browserForDirectory("請選擇輸出的檔案夾");
}
//串行順序處理圖檔
private function OnDoIt(e:Event):void
{
fileAns = e.target as File;
m_iIndex = 0;
DealFile(m_arrFile(m_iIndex));
}
//讀取圖檔,轉成二進制
private function DealFile(file:File):void
{
var fileByte:ByteArray = new ByteArray();
var fs:FileStream = new FileStream();
fs.open(file, FileMode.READ);
fs.readBytes(fileByte, 0, fs.bytesAvailable);
fs.close();
var myLoader:Loader = new Loader();
myLoader.unload();
myLoader.loadBytes(fileByte);
myLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, image_completeHandler);
}
//把圖檔的二進制轉成bitmapData
private function image_completeHandler(event:Event):void
{
bit.bitmapData = Bitmap(event.currentTarget.content).bitmapData;
Export();
}
//把圖檔的中間部分挖空,導出圖檔
private function Export():void
{
var pngSource:BitmapData = new BitmapData(bit.width,bit.height,true,0);
pngSource.draw(bit.bitmapData);
var sName:String = m_arrFile[m_iIndex].name.replace(".png","");
trace(sName);
var arrName:Array = sName.split("#");
//width = left + right; height = top + bottom;
var ansPng:BitmapData = createScaleBitmapData(pngSource,int(arrName[2])+int(arrName[4]),int(arrName[1])+int(arrName[3]),int(arrName[1]),int(arrName[2]),int(arrName[3]),int(arrName[4]));
//用到PNGEncoder庫,把bitmapData轉成二進制
var ba:ByteArray = PNGEncoder.encode(ansPng);
//重命名,後面添加_Nine
var ff:File = fileAns.resolvePath(m_arrFile[m_iIndex].name.replace(".png","_Nine.png"));
//寫入檔案
var fileStream:FileStream = new FileStream();
fileStream.open(ff, FileMode.WRITE);
fileStream.writeBytes(ba);
fileStream.close();
//順序執行後面的圖檔
if(++m_iIndex < m_arrFile.length)
{
DealFile(m_arrFile[m_iIndex]);
}
}
private static function createScaleBitmapData(link:BitmapData, width:int, height:int, top:int, right:int, bottom:int, left:int):BitmapData
{
if(width < left + right)
{
width = left + right;
}
if(height < top + bottom)
{
height = top + bottom;
}
var result:BitmapData = new BitmapData(width, height, true, 0);
//擷取九宮格9個小塊的BitmapData
var gridList:Vector.<BitmapData> = createBitmapDataGridList(link, top, right, bottom, left);
updateSplitData(width, height, top, right, bottom, left);
for(var i:int = 0; i < SPLIT_COL_COUNT; i++)
{
for(var j:int = 0; j < SPLIT_ROW_COUNT; j++)
{
var grid:BitmapData = gridList[i * 3 + j];
if(_splitRow[j + 1] - _splitRow[j]==0 || _splitCol[i + 1] - _splitCol[i] == 0)
{
continue;
}
//把原點平移到對應slice的左上角
_transformMatrix.a = (_splitRow[j + 1] - splitRow[j]) / grid.width;
_transformMatrix.b = 0;
_transformMatrix.c = 0;
_transformMatrix.d = (_splitCol[i + 1] - _splitCol[i]) / grid.height;
_transformMatrix.tx = _splitRow[j];
_transformMatrix.ty = _splitCol[i];
result.draw(grid, _transformMatrix);
}
}
return result;
}
//存儲9個小圖檔的BitmapData
private static function createBitmapDataGridList(link:BitmapData, top:int, right:int, bottom:int, left:int) : Vector.<BitmapData>
{
var source:BitmapData = link;
if((top + bottom) > source.height || (left + right) > source.width)
{
throw new Error("圖檔九宮格參數設定錯誤:左右切片寬度之和不能大于圖檔寬度,上下切片高度之和不能大于圖檔高度!");
}
var result:Vector.<BitmapData> = new Vector.<BitmapData>(SLICE_LIST_LENGTH, true);
updateSplitData(source.width, source.height, top, right, bottom, left);
for(var i:int = 0; i < SPLIT_COL_COUNT; i++)
{
for(var j:int = 0; j < SPLIT_ROW_COUNT; j++)
{
_rect.x = _splitRow[j];
_rect.y = _splitCol[i];
_rect.width = _splitRow[j+1] - _splitRow[j];
_rect.height = _splitCol[i+1] - _splitCol[i];
if(_rect.width == 0 || _rect.height == 0)
{
continue;
}
var bmpd:BitmapData = new BitmapData(_rect.width, _rect.height, true, 0);
bmpd.copyPixels(source, _rect, _dstPoint);
result[i * 3 + j] = bmpd;
}
}
return result;
}
//劃分9個小塊的位置線
private static function updateSplitData(width:int, height:int, top:int, right:int, bottom:int, left:int):void
{
_splitRow[0] = 0;
_splitRow[1] = left;
_splitRow[2] = width - right;
_splitRow[3] = width;
_splitCol[0] = 0;
_splitCol[1] = top;
_splitCol[2] = height - bottom;
_splitCol[3] = height;
}
原理是先把九宮格的九個小塊的bitmapData記錄到一個數組裡面,然後根據劃分的top,right,bottom,left的大小取出對應的bitmapData拼成新圖。
特别地,如果是三宮格,如下圖
所有引用這張精靈圖的寬度都是原大小228px,固定不變的,不能拉伸水準方向,那麼需要把left和right設為width的一半,垂直方向可以拉伸,還是20px。同理如果是垂直方向不能拉伸,固定不變,則top和bottom設為height的一半。