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Use ActionScript-like syntax to write html5 - Part 2, using Sprite to implement animation

黄舟
Release: 2017-01-17 16:32:55
Original
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In the previous article, I have imitated as, added the LBitmap and LBitmapData classes, and used them to display static images.
This time, Sprite is used to dynamically display images.
Still following the idea of ​​processing display objects in the previous article, add the LSprite class and add the show method, as follows:

function LSprite(){  
    var self = this;  
    self.type = "LSprite";  
    self.x = 0;  
    self.y = 0;  
    self.visible=true;  
    self.childList = new Array()  
}  
LSprite.prototype = {  
    show:function (cood){  
        if(cood==null)cood={x:0,y:0};  
        var self = this;  
        if(!self.visible)return;  
        LGlobal.show(self.childList,{x:self.x+cood.x,y:self.y+cood.y});  
    },  
    addChild:function (DisplayObject){  
        var self  = this;  
        self.childList.push(DisplayObject);  
    }  
}
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Because Sprite can have pictures and other displayable objects, so I In its constructor, childList is added to save all objects on it. Then when calling its own show method, loop its LGlobal to display its sub-objects.
In this way, the code for displaying images in our previous article can also be displayed using Sprite. The code is as follows:

function main(){  
    loader = new LLoader();  
    loader.addEventListener(LEvent.COMPLETE,loadBitmapdata);  
    loader.load("1.png","bitmapData");  
}  
function loadBitmapdata(event){  
    var bitmapdata = new LBitmapData(loader.content);  
    var mapimg = new LBitmap(bitmapdata);  
      
    var backLayer = new LSprite();  
    addChild(backLayer);  
    backLayer.addChild(mapimg);  
}
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We know that the Sprite in actionscript can add the EnterFrame event for dynamic Displaying pictures, I will imitate it here, because the show method in the LSprite class is constantly looping, so I only need to continuously call a method in the show method to make it loop.
I assume there is an array that stores all the methods that continuously loop. Then I can loop this array in the show method, so that the loop of all methods is achieved. See below

function LSprite(){  
    var self = this;  
    self.type = "LSprite";  
    self.x = 0;  
    self.y = 0;  
    self.visible=true;  
    self.childList = new Array()  
    self.frameList = new Array();  
}  
LSprite.prototype = {  
    show:function (cood){  
        if(cood==null)cood={x:0,y:0};  
        var self = this;  
        if(!self.visible)return;  
        LGlobal.show(self.childList,{x:self.x+cood.x,y:self.y+cood.y});  
        self.loopframe();  
    },  
    loopframe:function (){  
        var self = this;  
        var key;  
        for(key in self.frameList){  
            self.frameList[key]();  
        }  
    },  
    addChild:function (DisplayObject){  
        var self  = this;  
        self.childList.push(DisplayObject);  
    }  
}
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Light Assuming that is of course not possible, we need a method to add this loop event, so we also need the addEventListener method, and the removeEventListener method to remove this event

addEventListener:function (type,listener){  
        var self = this;  
        if(type == LEvent.ENTER_FRAME){  
            self.frameList.push(listener);  
        }  
    },  
    removeEventListener:function (type,listener){  
        var self = this;  
        var i,length = self.frameList.length;  
        for(i=0;i<length;i++){  
            if(type == LEvent.ENTER_FRAME){  
                self.frameList.splice(i,1);  
                break;  
            }  
        }  
    }
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Everything that should be added has been added, next, here Simple implementation of a character's walking chart
First add a few methods to the BitmapData class to change the area and position of the picture display, etc.

LBitmapData.prototype = {  
        setProperties:function (x,y,width,height){  
            var self = this;  
            self.x = x;  
            self.y = y;  
            self.width = width;  
            self.height = height;  
        },  
        setCoordinate:function (x,y){  
            var self = this;  
            self.x = x;  
            self.y = y;  
        }  
    }
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Okay, now prepare a character's walking chart, this is Let it move

var list = new Array();  
var index = 0;  
var mapimg;  
var loader  
var imageArray;  
var animeIndex = 0;  
var dirindex = 0;  
var dirarr = new Array({x:0,y:1},{x:-1,y:0},{x:1,y:0},{x:0,y:-1});  
function main(){  
    loader = new LLoader();  
    loader.addEventListener(LEvent.COMPLETE,loadBitmapdata);  
    loader.load("1.png","bitmapData");  
}  
function loadBitmapdata(event){  
    var bitmapdata = new LBitmapData(loader.content,0,0,70,92);  
    imageArray = LGlobal.divideCoordinate(bitmapdata.image.width,bitmapdata.image.height,8,8);  
    mapimg = new LBitmap(bitmapdata);  
    mapimg.x = 100;  
    mapimg.bitmapData.setCoordinate(0,0);  
    index = 0;  
    var backLayer = new LSprite();  
    addChild(backLayer);  
    backLayer.addChild(mapimg);  
    backLayer.addEventListener(LEvent.ENTER_FRAME, onframe)  
}  
  
  
function onframe(){  
    index++;  
    if(index >= imageArray[0].length){  
        index = 0;  
    }  
    mapimg.bitmapData.setCoordinate(imageArray[dirindex][index].x,imageArray[dirindex][index].y);  
      
    mapimg.x += dirarr[dirindex].x*3;  
    mapimg.y += dirarr[dirindex].y*3;  
    if(animeIndex++ > 20){  
        dirindex++;  
        if(dirindex > 3)dirindex = 0;  
        animeIndex = 0;  
    }  
}
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The above is about using ActionScript-like syntax to write html5 - the second part, using Sprite to realize animation content. For more related content, please pay attention to the PHP Chinese website (www.php.cn )!


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