新增ninja adventure例子
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@@ -1255,7 +1255,8 @@ var es;
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this._scene.update();
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}
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if (!this._nextScene) return [3, 2];
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this.removeChild(this._scene);
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if (this._scene.parent)
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this._scene.parent.removeChild(this._scene);
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this._scene.end();
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this._scene = this._nextScene;
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this._nextScene = null;
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@@ -3094,6 +3095,7 @@ var es;
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})(es || (es = {}));
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var es;
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(function (es) {
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var SpriteSheet = egret.SpriteSheet;
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var Sprite = (function () {
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function Sprite(texture, sourceRect, origin) {
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if (sourceRect === void 0) { sourceRect = new es.Rectangle(0, 0, texture.textureWidth, texture.textureHeight); }
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@@ -3110,6 +3112,28 @@ var es;
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this.uvs.width = sourceRect.width * inverseTexW;
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this.uvs.height = sourceRect.height * inverseTexH;
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}
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Sprite.spritesFromAtlas = function (texture, cellWidth, cellHeight, cellOffset, maxCellsToInclude) {
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if (cellOffset === void 0) { cellOffset = 0; }
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if (maxCellsToInclude === void 0) { maxCellsToInclude = Number.MAX_VALUE; }
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var sprites = [];
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var cols = texture.textureWidth / cellWidth;
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var rows = texture.textureHeight / cellHeight;
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var i = 0;
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var spriteSheet = new SpriteSheet(texture);
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for (var y = 0; y < rows; y++) {
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for (var x = 0; x < cols; x++) {
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if (i++ < cellOffset)
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continue;
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var texture_1 = spriteSheet.getTexture(y + "_" + x);
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if (!texture_1)
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texture_1 = spriteSheet.createTexture(y + "_" + x, x * cellWidth, y * cellHeight, cellWidth, cellHeight);
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sprites.push(new Sprite(texture_1));
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if (sprites.length == maxCellsToInclude)
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return sprites;
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}
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}
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return sprites;
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};
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return Sprite;
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}());
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es.Sprite = Sprite;
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@@ -3179,7 +3203,7 @@ var es;
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this.animationState = State.completed;
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this._elapsedTime = 0;
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this.currentFrame = 0;
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this.sprite = animation.sprites[this.currentFrame];
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this.displayObject.texture = animation.sprites[this.currentFrame].texture2D;
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return;
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}
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var i = Math.floor(time / secondsPerFrame);
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@@ -3191,7 +3215,7 @@ var es;
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else {
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this.currentFrame = i % n;
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}
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this.sprite = animation.sprites[this.currentFrame];
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this.displayObject.texture = animation.sprites[this.currentFrame].texture2D;
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};
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SpriteAnimator.prototype.addAnimation = function (name, animation) {
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if (!this.sprite && animation.sprites.length > 0)
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@@ -3205,7 +3229,7 @@ var es;
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this.currentAnimationName = name;
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this.currentFrame = 0;
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this.animationState = State.running;
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this.sprite = this.currentAnimation.sprites[0];
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this.displayObject.texture = this.currentAnimation.sprites[0].texture2D;
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this._elapsedTime = 0;
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this._loopMode = loopMode ? loopMode : LoopMode.loop;
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};
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@@ -4154,7 +4178,8 @@ var es;
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};
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ComponentList.prototype.handleRemove = function (component) {
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if (component instanceof es.RenderableComponent) {
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this._entity.scene.removeChild(component.displayObject);
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if (component.displayObject.parent)
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component.displayObject.parent.removeChild(component.displayObject);
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this._entity.scene.renderableComponents.remove(component);
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}
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this._entity.componentBits.set(es.ComponentTypeManager.getIndexFor(component), false);
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@@ -4727,7 +4752,7 @@ var es;
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var component = this_1._components[i];
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var egretDisplayObject = scene.$children.find(function (a) { return a.hashCode == component.displayObject.hashCode; });
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var displayIndex = scene.getChildIndex(egretDisplayObject);
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if (displayIndex != i)
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if (displayIndex != -1 && displayIndex != i)
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scene.swapChildrenAt(displayIndex, i);
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};
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var this_1 = this;
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@@ -6384,6 +6409,45 @@ var es;
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es.Rectangle = Rectangle;
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})(es || (es = {}));
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var es;
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(function (es) {
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var SubpixelFloat = (function () {
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function SubpixelFloat() {
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this.remainder = 0;
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}
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SubpixelFloat.prototype.update = function (amount) {
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this.remainder += amount;
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var motion = Math.trunc(this.remainder);
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this.remainder -= motion;
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amount = motion;
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return amount;
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};
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SubpixelFloat.prototype.reset = function () {
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this.remainder = 0;
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};
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return SubpixelFloat;
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}());
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es.SubpixelFloat = SubpixelFloat;
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})(es || (es = {}));
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var es;
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(function (es) {
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var SubpixelVector2 = (function () {
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function SubpixelVector2() {
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this._x = new es.SubpixelFloat();
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this._y = new es.SubpixelFloat();
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}
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SubpixelVector2.prototype.update = function (amount) {
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amount.x = this._x.update(amount.x);
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amount.y = this._y.update(amount.y);
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};
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SubpixelVector2.prototype.reset = function () {
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this._x.reset();
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this._y.reset();
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};
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return SubpixelVector2;
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}());
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es.SubpixelVector2 = SubpixelVector2;
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})(es || (es = {}));
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var es;
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(function (es) {
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var Vector3 = (function () {
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function Vector3(x, y, z) {
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@@ -9441,7 +9505,8 @@ var es;
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ContentManager.prototype.dispose = function () {
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this.loadedAssets.forEach(function (value) {
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var assetsToRemove = value;
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assetsToRemove.dispose();
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if (RES.destroyRes(assetsToRemove))
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assetsToRemove.dispose();
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});
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this.loadedAssets.clear();
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};
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