我使用的是来自8bitrocket.com的Jeff用于创建拼贴的blitting技术。我试图在bitmap
上绘制2层bitmapdata
。第一层是背景(1张图片)。第二层是瓷砖。在下面的那堂课。 updateMap
是在循环中调用重新绘制图像的方法。在拼贴背景上创建视差
package com.eapi
{
/**
* ...
* @author Anthony Gordon
*/
import com.objects.XmlManager;
import flash.display.MovieClip;
import flash.display.Sprite;
import flash.events.*;
import flash.display.BitmapData;
import flash.display.Bitmap
import flash.geom.Rectangle;
import flash.geom.Point;
import flash.display.DisplayObject;
public class EngineApi extends MovieClip
{
public var images:Array;
public var world:Array;
//w stands for world, how big it is in columns and rows
private var wCols:Number = 50;
private var wRows:Number = 16;
public var wWidth:Number;
public var wHeight:Number;
//v stands for view, which means your field of view
public var vRows:Number;
public var vCols:Number;
public var vWidth:Number = 540;
public var vHeight:Number = 360;
//how big your indivual tile is
public var tileW:Number = 80;
public var tileH:Number = 80;
public var offsX:Number = 0;
public var offsY:Number = 0;
public var xEnd:Number = 0;
public var yEnd:Number = 0;
public var tilex:int;
public var tiley:int;
public var scrollx:Number = 0;
public var scrolly:Number = 0;
private var screen:Bitmap;
private var canvas:BitmapData;
private var buffer:BitmapData;
public var mapHolder:Array;
private var scrollLoop:Boolean;
private var minLoop:Number;
private var maxLoop:Number;
public var currentMap:Number = 0;
private var queue:Array;
public var currentCol:Number = 0;
public var currentRow:Number = 0;
public var enviroment:Array;
public var currentTileSheet:Number = 0;
private var layer1:Sprite;
private var layer2:Sprite;
private var layer3:Sprite;
private var layer4:Sprite;
private var layer5:Sprite;
public var background:BitmapData
protected var stageObject:Array;
protected var gameObjects:Array;
public function EngineApi(w:Number = 540,h:Number = 360, tw:Number = 50, th:Number = 50)
{
stageObject = new Array();
gameObjects = new Array();
//Add Layers
layer1 = new Sprite();
layer2 = new Sprite();
layer3 = new Sprite();
layer4 = new Sprite();
layer5 = new Sprite();
//end
images = new Array();
vWidth = w;
vHeight = h;
tileW = tw;
tileH = th;
queue = new Array();
mapHolder = new Array();
vCols = Math.floor(vWidth/tileW);
vRows = Math.floor(vHeight/tileH);
wWidth = wCols * tileW;
wHeight = wRows * tileH;
canvas = new BitmapData(vWidth,vHeight,true,0x000000);
buffer = new BitmapData(vWidth + 2 * tileW, vHeight + 2 * tileH ,false,0x000000);
screen = new Bitmap(canvas);
addChild(screen);
addChild(layer1);
addChild(layer2);
addChild(layer3);
addChild(layer4);
addChild(layer5);
}
public function addGameChild(object:IGameObject, layer:Number):void
{
switch(layer)
{
case 1:
layer1.addChild(DisplayObject(object));
break;
case 2:
layer2.addChild(DisplayObject(object));
break;
case 3:
layer3.addChild(DisplayObject(object));
break;
case 4:
layer4.addChild(DisplayObject(object));
break;
case 5:
layer5.addChild(DisplayObject(object));
break;
default:
}
if (object.IsDisplay == true)
gameObjects.push(object);
stageObject.push(object);
}
public function UpDateMap():void
{
offsX += scrollx;
offsY += scrolly;
tilex = int(offsX/tileW);
tiley = int(offsY/tileH);
xEnd = tilex + vWidth;
yEnd = tiley + vHeight;
var tileNum:int;
var tilePoint:Point = new Point(0,0);
var tileRect:Rectangle = new Rectangle(0, 0, tileW, tileH);
var rowCtr:int=0;
var colCtr:int=0;
for (rowCtr=0; rowCtr <= vRows; rowCtr++) {
for (colCtr = 0; colCtr <= vCols; colCtr++) {
currentCol = colCtr+tilex;
currentRow = rowCtr+tiley;
tileNum = mapHolder[currentMap][rowCtr+tiley][colCtr+tilex];
tilePoint.x = colCtr * tileW;
tilePoint.y = rowCtr * tileH;
tileRect.x = int((tileNum % 100))* tileW;
tileRect.y = int((tileNum/100))* tileH;
buffer.copyPixels(images[currentTileSheet],tileRect,tilePoint);
}
}//End Loop
var bgRect:Rectangle = new Rectangle(0, 0, 544, 510);
var bgPoint:Point = new Point(0, 0);
var bufferRect:Rectangle = new Rectangle(0,0,vWidth,vHeight);
var bufferPoint:Point = new Point();
bufferRect.x = offsX % tileW;
bufferRect.y = offsY % tileH;
canvas.copyPixels(background,bgRect,bgPoint);
canvas.copyPixels(buffer,bufferRect,bufferPoint);
}//End UpdateMap
public function StartRender():void
{
addEventListener(Event.ENTER_FRAME, loop);
}
protected function loop(e:Event):void
{
UpDateMap();
UpdateObjects();
}
protected function UpdateObjects():void
{
for (var i:Number = 0; i < stageObject.length; i++)
{
stageObject[i].UpdateObject();
}
for (var g:Number = 0; g < stageObject.length; g++)
{
if (stageObject[g].Garbage && stageObject[g].IsDisplay)
{
removeChild(DisplayObject(stageObject[g]));
stageObject[g] = null;
}
else if (stageObject[g].Garbage == true && stageObject[g].IsDisplay == false)
{
stageObject[g] = null;
}
}
}
public function StopRender():void
{
removeEventListener(Event.ENTER_FRAME, loop);
}
}
}
这不是完整的代码,但如果我删除canvas.copyPixels(background,bgRect,bgPoint);
或canvas.copyPixels(buffer,bufferRect,bufferPoint);
我可以看到或。如果我把它们都画出来,那么我只能看到最后画的那个。我的瓷砖图像是128 x 32。0 - 3.阵列3是透明图像。我希望能透过图像看到背景。我错了。
起初,它是一个全黑的背景,但后来我改变了缓冲区变量的透明构造函数为true。现在它显示了一个白色背景(如舞台),但仍然没有背景图像。
我为背景使用了不同的矩形类,然后是缓冲区是。另外我想补充一点,如果我在舞台后面加上bg。只需通过执行addChild(bitMapBackground)即可。我看到了。但如果我按照之前的做法行事,那就行不通了。但我会尝试你的方法。我之所以这样做是因为我曾经在一本书中看到它。但这本书有点过时了。它是专业的8.他们需要新的高级编程书籍。但任何如何,我会试一试 – numerical25 2010-02-12 23:44:50
我试了一下,它的工作。这是我做的\t canvas.draw(buffer,null,null,null,bufferRect,true);.但它是潇洒的。瓷砖似乎每32像素(瓷砖的宽度)增加而不是平滑。我没有添加转换,因为我不确定要将值放入什么内容。背景是544x510。将背景直接添加到舞台上似乎有效。如果我无法工作,那么我想我可以这样做。 – numerical25 2010-02-12 23:55:29