SimpleTextLoader最简单的加载
2009年6月15日
没有评论
最简单的加载类,O(∩_∩)O~
不用你写侦听, 就好像在用AS2一样方便。
你也不必担心它不够安全,O(∩_∩)O哈哈~
阅读全文...
最简单的加载类,O(∩_∩)O~
不用你写侦听, 就好像在用AS2一样方便。
你也不必担心它不够安全,O(∩_∩)O哈哈~
阅读全文...
这是一个String的扩展类,adobe也有类似的类,不过感觉我这个要比他写的好,效率高,O(∩_∩)O~
下面介绍下功能:
对象赋值分浅复制和深复制,Array.concat就属于浅复制。
浅复制:将实例及子实例的所有成员(属性,静态的除外)都复制一遍。
深复制:将实例及子实例的所有成员(属性, 静态的除外)都复制一遍,(引用要重新分配空间!)
AS3里没有深复制,就写了个深复制的工具类ObjectUtil.as。
AS3里矢量的显示对象不能被复制,所以这里的ObjectUtil也不能复制显示对象。
ObjectUtil的局限性:
package
{
/**
* 单例类 范例
* 在AS3里 单例类一般用 包外类 实现.(我以前也总是这样!)
* 但不能用编译时类型检测,容易出错
*
* 多申请一个包外类则
* 既有了保外类实现单例类的优点,
* 又可以在编译时进行类型检测,还有代码提示
*
* www.lite.cn (lite3)
* lite3@qq.com
* qq:735486078
* 欢迎访问我的博客
*
* @author lite3
*/
public class SingleClass
{
static private var instance:SingleClass; /* 单例类实例 */
static public function getInstance():SingleClass
{
if (!instance) instance = new SingleClass(new one());
return instance;
}
public function SingleClass(p:one)
{
if (!p)
{
/**
* 报错后,如果捕获 则返回为 null
* 如果未捕获 则直接挂掉,O(∩_∩)O~
*/
throw new Error("SingleClass不能直接new , 用静态方法 getInstance()!");
}
}
// ...........
// to do your code
}
}
class one { }
//像素级碰撞检测
package
{
import flash.display.BitmapData;
import flash.display.BlendMode;
import flash.display.DisplayObject;
import flash.display.Sprite;
import flash.geom.ColorTransform;
import flash.geom.Matrix;
import flash.geom.Point;
import flash.geom.Rectangle;
public class HitTest
{
/**
* --------------------- 像素级碰撞检测
* @param target1 DisplayObject
* @param target2 DisplayObject
* @param accurracy Number 检测的精度 [0 , 1] 0 <= n <= 1
* @return Boolean
*/
public static function complexHitTestObject ( target1:DisplayObject, target2:DisplayObject, accurracy:Number = 1 ):Boolean
{
accurracy > 1 ? accurracy = 1 : 0;
return accurracy <= 0?false:complexIntersectionRectangle(target1,target2,accurracy).width != 0;
}
/**
* -------------------获取矩形边框重叠区域
* @param target1 DisplayObject
* @param target2 DisplayObject
* @return Rectangle
*/
public static function intersectionRectangle ( target1:DisplayObject, target2:DisplayObject ):Rectangle
{
// If either of the items don't have a reference to stage, then they are not in a display list
// or if a simple hitTestObject is false, they cannot be intersecting.
if ( !target1.root || !target2.root || !target1.hitTestObject( target2 ) )
{
return new Rectangle ;
}
// Get the bounds of each DisplayObject.
var bounds1:Rectangle = target1.getBounds( target1.root );
var bounds2:Rectangle = target2.getBounds( target2.root );
// Determine test area boundaries.
var intersection:Rectangle = new Rectangle();
intersection.x = Math.max( bounds1.x, bounds2.x );
intersection.y = Math.max( bounds1.y, bounds2.y );
intersection.width = Math.min( ( bounds1.x + bounds1.width ) - intersection.x, ( bounds2.x + bounds2.width ) - intersection.x );
intersection.height = Math.min( ( bounds1.y + bounds1.height ) - intersection.y, ( bounds2.y + bounds2.height ) - intersection.y );
return intersection;
}
/**
* -------------------------- 获取像素重叠区域
* @param target1 DisplayObject
* @param target2 DisplayObject
* @param accurracy Number 精度
* @return Rectangle
*/
public static function complexIntersectionRectangle ( target1:DisplayObject, target2:DisplayObject, accurracy:Number = 1 ):Rectangle
{
if ( accurracy <= 0 )
{
throw new Error("ArgumentError: Error #5001: Invalid value for accurracy",5001);
}
// If a simple hitTestObject is false, they cannot be intersecting.
if ( !target1.hitTestObject( target2 ) )
{
return new Rectangle ;
}
var hitRectangle:Rectangle = intersectionRectangle( target1, target2 );
// If their boundaries are no interesecting, they cannot be intersecting.
if ( hitRectangle.width * accurracy <1 || hitRectangle.height * accurracy <1 )
{
return new Rectangle ;
}
var bitmapData:BitmapData = new BitmapData( hitRectangle.width * accurracy, hitRectangle.height * accurracy, false, 0x000000 );
// Draw the first target.
bitmapData.draw ( target1, HitTest.getDrawMatrix( target1, hitRectangle, accurracy ), new ColorTransform( 1, 1, 1, 1, 255, -255, -255, 255 ) );
// Overlay the second target.
bitmapData.draw ( target2, HitTest.getDrawMatrix( target2, hitRectangle, accurracy ), new ColorTransform( 1, 1, 1, 1, 255, 255, 255, 255 ), BlendMode.DIFFERENCE );
// Find the intersection.
var intersection:Rectangle = bitmapData.getColorBoundsRect( 0xFFFFFFFF,0xFF00FFFF );
bitmapData.dispose ();
// Alter width and positions to compensate for accurracy
if ( accurracy != 1 )
{
intersection.x /= accurracy;
intersection.y /= accurracy;
intersection.width /= accurracy;
intersection.height /= accurracy;
}
intersection.x += hitRectangle.x;
intersection.y += hitRectangle.y;
return intersection;
}
/**
* -------------------------获取MC的矩阵
* @param target DisplayObject
* @param hitRectangle Rectangle
* @param accurracy Number
* @return Matrix
*/
protected static function getDrawMatrix ( target:DisplayObject, hitRectangle:Rectangle, accurracy:Number ):Matrix
{
var localToGlobal:Point;
var matrix:Matrix;
var rootConcatenatedMatrix:Matrix = target.root.transform.concatenatedMatrix;
localToGlobal = target.localToGlobal( new Point( ) );
matrix = target.transform.concatenatedMatrix;
matrix.tx = localToGlobal.x - hitRectangle.x;
matrix.ty = localToGlobal.y - hitRectangle.y;
matrix.a = matrix.a / rootConcatenatedMatrix.a;
matrix.d = matrix.d / rootConcatenatedMatrix.d;
if ( accurracy != 1 )
{
matrix.scale ( accurracy, accurracy );
}
return matrix;
}
}
}