#19 实现精灵平铺效果
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@@ -11,6 +11,7 @@ module es {
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public setTexture(texture: egret.Texture): Mesh {
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this._mesh.texture = texture;
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this._mesh.$renderNode = new egret.sys.RenderNode();
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return this;
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}
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@@ -1,37 +1,38 @@
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///<reference path="./TiledSpriteRenderer.ts"/>
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module es {
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export class ScrollingSpriteRenderer extends TiledSpriteRenderer {
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/**
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* x自动滚动速度(以像素/s为单位)
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*/
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public scrollSpeedX = 15;
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/**
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* 自动滚动的y速度(以像素/s为单位)
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*/
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public scroolSpeedY = 0;
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public get textureScale(): Vector2 {
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return this._textureScale;
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}
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public set textureScale(value: Vector2){
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this._textureScale = value;
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// 重新计算我们的inverseTextureScale和源矩形大小
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this._inverseTexScale = new Vector2(1 / this._textureScale.x, 1 / this._textureScale.y);
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}
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private _scrollX = 0;
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private _scrollY = 0;
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constructor(sprite: Sprite) {
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super(sprite);
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}
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public update() {
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this._scrollX += this.scrollSpeedX * Time.deltaTime;
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this._scrollY += this.scroolSpeedY * Time.deltaTime;
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this.sourceRect.x = this._scrollX;
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this.sourceRect.y = this._scrollY;
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}
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public render(camera: Camera) {
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if (!this.sprite)
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return;
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super.render(camera);
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let renderTexture = new egret.RenderTexture();
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let cacheBitmap = new egret.DisplayObjectContainer();
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cacheBitmap.removeChildren();
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cacheBitmap.addChild(this.leftTexture);
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cacheBitmap.addChild(this.rightTexture);
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this.leftTexture.x = this.sourceRect.x;
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this.rightTexture.x = this.sourceRect.x - this.sourceRect.width;
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this.leftTexture.y = this.sourceRect.y;
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this.rightTexture.y = this.sourceRect.y;
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cacheBitmap.cacheAsBitmap = true;
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renderTexture.drawToTexture(cacheBitmap, new egret.Rectangle(0, 0, this.sourceRect.width, this.sourceRect.height));
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this._sourceRect.x = this._scrollX;
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this._sourceRect.y = this._scrollY;
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}
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}
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}
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@@ -1,60 +1,113 @@
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///<reference path="./SpriteRenderer.ts" />
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module es {
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import Bitmap = egret.Bitmap;
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/**
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* 滚动由两张图片组合而成
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*/
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export class TiledSpriteRenderer extends SpriteRenderer {
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protected sourceRect: Rectangle;
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protected leftTexture: egret.Bitmap;
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protected rightTexture: egret.Bitmap;
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public get bounds(): Rectangle {
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if (this._areBoundsDirty){
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if (this._sprite){
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this._bounds.calculateBounds(this.entity.transform.position, this._localOffset, this._origin,
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this.entity.transform.scale, this.entity.transform.rotation, this.width, this.height);
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this._areBoundsDirty = false;
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}
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}
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return this._bounds;
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}
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/**
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* 纹理滚动的x值
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*/
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public get scrollX() {
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return this._sourceRect.x;
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}
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/**
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* 纹理滚动的x值
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* @param value
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*/
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public set scrollX(value: number) {
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this._sourceRect.x = value;
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}
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/**
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* 纹理滚动的y值
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*/
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public get scrollY() {
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return this._sourceRect.y;
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}
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/**
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* 纹理滚动的y值
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* @param value
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*/
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public set scrollY(value: number) {
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this._sourceRect.y = value;
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}
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/**
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* 纹理比例尺
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*/
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public get textureScale(): Vector2 {
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return this._textureScale;
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}
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/**
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* 纹理比例尺
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* @param value
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*/
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public set textureScale(value: Vector2) {
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this._textureScale = value;
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// 重新计算我们的inverseTextureScale和源矩形大小
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this._inverseTexScale = new Vector2(1 / this._textureScale.x, 1 / this._textureScale.y);
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this._sourceRect.width = this._sprite.sourceRect.width * this._inverseTexScale.x;
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this._sourceRect.height = this._sprite.sourceRect.height * this._inverseTexScale.y;
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}
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/**
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* 覆盖宽度值,这样TiledSprite可以有一个独立于其纹理的宽度
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*/
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public get width(): number{
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return this._sourceRect.width;
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}
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public set width(value: number) {
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this._areBoundsDirty = true;
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this._sourceRect.width = value;
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}
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public get height(): number {
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return this._sourceRect.height;
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}
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public set height(value: number) {
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this._areBoundsDirty = true;
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this._sourceRect.height = value;
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}
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protected _sourceRect: Rectangle = new Rectangle();
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protected _textureScale = Vector2.one;
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protected _inverseTexScale = Vector2.one;
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constructor(sprite: Sprite) {
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super(sprite);
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this.leftTexture = new egret.Bitmap();
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this.rightTexture = new egret.Bitmap();
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this.leftTexture.texture = sprite.texture2D;
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this.rightTexture.texture = sprite.texture2D;
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this._sourceRect = sprite.sourceRect;
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this.setSprite(sprite);
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this.sourceRect = sprite.sourceRect;
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}
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public get scrollX() {
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return this.sourceRect.x;
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}
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public set scrollX(value: number) {
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this.sourceRect.x = value;
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}
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public get scrollY() {
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return this.sourceRect.y;
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}
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public set scrollY(value: number) {
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this.sourceRect.y = value;
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let bitmap = this.displayObject as Bitmap;
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bitmap.$fillMode = egret.BitmapFillMode.REPEAT;
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}
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public render(camera: es.Camera) {
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if (!this.sprite)
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return;
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let bitmap = this.displayObject as Bitmap;
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bitmap.width = this.width;
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bitmap.height = this.height;
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super.render(camera);
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let renderTexture = new egret.RenderTexture();
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let cacheBitmap = new egret.DisplayObjectContainer();
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cacheBitmap.removeChildren();
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cacheBitmap.addChild(this.leftTexture);
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cacheBitmap.addChild(this.rightTexture);
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this.leftTexture.x = this.sourceRect.x;
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this.rightTexture.x = this.sourceRect.x - this.sourceRect.width;
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this.leftTexture.y = this.sourceRect.y;
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this.rightTexture.y = this.sourceRect.y;
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cacheBitmap.cacheAsBitmap = true;
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renderTexture.drawToTexture(cacheBitmap, new egret.Rectangle(0, 0, this.sourceRect.width, this.sourceRect.height));
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}
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}
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}
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