最近開始學習html5,因為一直都是研究as,所以還是覺得as順眼一點,但是html5也不能不學,於是就想出了,可以把html5用as的語法來寫出來,做遊戲應該來的比較順手一些,下面開始第一篇
第一篇,顯示一張圖片
一,程式碼比較
as程式碼:
public var loader:Loader; public function loadimg():void{ loader = new Loader(); loader.contentLoaderInfo.addEventListener(Event.COMPLETE,complete); loader.load(new URLRequest("10594855.png")); } public function complete(event:Event):void{ var image:Bitmap = Bitmap(loader.content); var bitmap:BitmapData = image.bitmapData; addChild(image); }
js程式碼:
window.onload = function(){ var canvas = document.getElementById("myCanvas"); var context = canvas.getContext("2d"); image = new Image(); image.onload = function(){ context.drawImage(image, 0, 0, 240, 240); }; image.src = "10594855.png"; };
二,編寫jsend庫)後的程式碼
var loader; function main(){ loader = new LLoader(); loader.addEventListener(LEvent.COMPLETE,loadBitmapdata); loader.load("10594855.png","bitmapData"); } function loadBitmapdata(event){ var bitmapdata = new LBitmapData(loader.content); var bitmap = new LBitmap(bitmapdata); addChild(bitmap); }
三,實作
1,建一個靜態類別,方便保存及存取公共的方法屬性,比如canvas等
var LGlobal = function (){} LGlobal.type = "LGlobal";
我們始終都用到canvas,所以要把canvas保存起來,給LGlobal類別添加屬性和方法
LGlobal.canvas = null; LGlobal.width = 0; LGlobal.height = 0; LGlobal.setCanvas = function (id,width,height){ var canvasObj = document.getElementById(id); if(width)canvasObj.width = width; if(height)canvasObj.height = height; LGlobal.width = canvasObj.width; LGlobal.height = canvasObj.height; LGlobal.canvas = canvasObj.getContext("2d"); }
介面的顯示,為了能夠動態顯示,選擇不停的刷新canvas
給LGlobal類別添加一個不停刷新的方法
LGlobal.onShow = function (){ if(LGlobal.canvas == null)return; LGlobal.canvas.clearRect(0,0,LGlobal.width,LGlobal.height); }
然後,我預先想把所有現實的物件等都保存在一個陣列裡面,然後按照順序顯示
而所有可以顯示的對象,都有一個show方法,用來把自己畫到canvas上
LGlobal類最後修改為
var LGlobal = function (){} LGlobal.type = "LGlobal"; LGlobal.canvas = null; LGlobal.width = 0; LGlobal.height = 0; LGlobal.childList = new Array(); LGlobal.setCanvas = function (id,width,height){ var canvasObj = document.getElementById(id); if(width)canvasObj.width = width; if(height)canvasObj.height = height; LGlobal.width = canvasObj.width; LGlobal.height = canvasObj.height; LGlobal.canvas = canvasObj.getContext("2d"); } LGlobal.onShow = function (){ if(LGlobal.canvas == null)return; LGlobal.canvas.clearRect(0,0,LGlobal.width,LGlobal.height); LGlobal.show(LGlobal.childList); } LGlobal.show = function(showlist){ var key; for(key in showlist){ if(showlist[key].show){ showlist[key].show(); } } }
2,as中,圖片顯示用到BitmapData和Bitmap兩個類,為了實現這兩個類別的功能,我們分別建立兩個類別LBitmapData和LBitmap
先來看LBitmapData類,LBitmapData類別用來儲存圖片的資料等,我們把Image()儲存到LBitmapData類別裡面
function LBitmapData(image,x,y,width,height){ var self = this; self.type = "LBitmapData"; self.oncomplete = null; if(image){ self.image = image; self.x = (x==null?0:x); self.y = (y==null?0:y); self.width = (width==null?self.image.width:width); self.height = (height==null?self.image.height:height); }else{ self.x = 0; self.y = 0; self.width = 0; self.height = 0; self.image = new Image(); } }
在看LBitmap類,LBitmap類別用來顯示LBitmapData類別裡儲存的Image()
function LBitmap(bitmapdata){ var self = this; self.type = "LBitmap"; self.x = 0; self.y = 0; self.width = 0; self.height = 0; self.scaleX=1; self.scaleY=1; self.visible=true; self.bitmapData = bitmapdata; if(self.bitmapData){ self.width = self.bitmapData.width; self.height = self.bitmapData.height; } }
關於Image()的顯示,我們用到一開始說的show方法,實作如下
LBitmap.prototype = { show:function (){ var self = this; if(!self.visible)return; LGlobal.canvas.drawImage(self.bitmapData.image, self.bitmapData.x,self.bitmapData.y,self.bitmapData.width,self.bitmapData.height, self.x,self.y,self.width*self.scaleX,self.height*self.scaleY); } }4,在3裡面用到了LEvent類,LEvent類是一個事件類,用來加載事件,點擊等,這個以後再慢慢強化
function LLoader(){ var self = this; self.loadtype = ""; self.content = null; self.oncomplete = null; self.event = {}; } LLoader.prototype = { addEventListener:function(type,listener){ var self = this; if(type == LEvent.COMPLETE){ self.oncomplete = listener; } }, load:function (src,loadtype){ var self = this; self.loadtype = loadtype; if(self.loadtype == "bitmapData"){ self.content = new Image(); self.content.onload = function(){ if(self.oncomplete){ self.event.currentTarget = self.content; self.oncomplete(self.event); } } self.content.src = src; } } }5,在顯示之前,我們需要有個addChild方法,如下
var LEvent = function (){}; LEvent.COMPLETE = "complete"; LEvent.ENTER_FRAME = "enter_frame"; LEvent.currentTarget = null; LEvent.addEventListener = function (node, type, fun){ if(node.addEventListener){ node.addEventListener(type, fun, false); }else if(node.attachEvent){ node['e' + type + fun] = fun; node[type + fun] = function(){node['e' + type + fun]();} node.attachEvent('on' + type, node[type + fun]); } }6,最後,在整個頁面讀取完成後,就可以把圖片顯示出來了
function addChild(DisplayObject){ LGlobal.childList.push(DisplayObject); }以上就是用上用ActionActionScript的文法來寫html5-第一篇,顯示一張圖片的內容,更多相關內容請關注PHP中文網(www.php.cn)!