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用仿ActionScript的语法来编写html5——第一篇,显示一张图片

黄舟
Lepaskan: 2017-01-17 16:27:17
asal
1452 orang telah melayarinya

最近开始学习html5,因为一直都是研究as,所以还是觉得as顺眼一点,但是html5也不能不学,于是就想出了,可以把html5用as的语法来写出来,做游戏应该来的比较顺手一些,下面开始第一篇

第一篇,显示一张图片

一,代码对比

as代码:

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);  
}
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js代码:

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";  
};
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二,编写js类库(暂命名为legend库)后的代码

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);  
}
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三,实现

1,建一个静态类,方便保存及访问公共的方法属性,比如canvas等

var LGlobal = function (){}  
LGlobal.type = "LGlobal";
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我们始终都用到canvas,所以要把canvas保存起来,给LGlobal类添加属性和方法

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");  
}
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界面的显示,为了能够动态显示,选择不停的刷新canvas
给LGlobal类添加一个不停刷新的方法

LGlobal.onShow = function (){  
    if(LGlobal.canvas == null)return;  
    LGlobal.canvas.clearRect(0,0,LGlobal.width,LGlobal.height);  
}
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然后,我预想把所有现实的对象等都保存在一个数组里面,然后按照顺序显示
而所有可以显示的对象,都有一个show方法,用来把自己画到canvas上
LGlobal类最后修改为

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();  
        }  
    }  
}
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2,as中,图片显示用到BitmapData和Bitmap两个类,为了实现这两个类的功能,我们分别创建两个类LBitmapData和LBitmap

先来看LBitmapData类,LBitmapData类用来储存图片的数据等,我们把Image()储存到LBitmapData类里面

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();  
    }  
}
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在看LBitmap类,LBitmap类用来显示LBitmapData类里储存的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;  
    }  
}
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关于Image()的显示,我们用到一开始说的show方法,实现如下

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);  
    }  
}
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3,最后,还差一个Loader,我们建立自己的LLoader类

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;   
        }  
    }  
}
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4,在3里面用到了LEvent类,LEvent类是一个事件类,用来加载事件,点击等,这个以后再慢慢强化

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]);  
    }  
}
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5,在显示之前,我们需要有个addChild方法,如下

function addChild(DisplayObject){  
    LGlobal.childList.push(DisplayObject);  
}
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6,最后,在整个页面读取完成后,就可以把图片显示出来了

function init(speed,canvasname,width,height,func){  
    LEvent.addEventListener(window,"load",function(){  
        setInterval(function(){LGlobal.onShow();}, speed);  
        LGlobal.setCanvas(canvasname,width,height);  
        func();  
    });  
}  
init(40,"back",300,300,main);  
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);  
}
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以上就是用仿ActionScript的语法来编写html5——第一篇,显示一张图片的内容,更多相关内容请关注PHP中文网(www.php.cn)!


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