starling教程-显示列表(The Display List )

显示列表

 

starling和flash本地的显示列表有一样的规则,在没有东西添加进stage之前,stage是null的。在本地flash中,为了能更安全的使用stage,我们通常使用一些Flash中的重要的事件,这些事件在starling中同样可用:

•  Event.ADDED : the object was added to a parent. 
•  Event.ADDED_TO_STAGE  : the object was added to a parent that is connected to the stage, thus becoming 
visible now. 
•  Event.REMOVED : the object was removed from a parent. 
•  Event.REMOVED_FROM_STAGE  : the object was removed from a parent that is connected to the stage, 
thus becoming invisible now.

在下面的例子中,我们会经常用到这些事件,就像在flash中一样,这些事件可以用在初始化,组件销毁等很多重要的地方。

 

下面是DisplayObject类声明的部分方法列表:

•  removeFromParent : Removes the object from its parent, if it has one. 
•  getTransformationMatrixToSpace :  Creates a matrix that represents the transformation from the local 
coordinate system to another. 
•  getBounds : Returns a rectangle that completely encloses the object as it appears in another coordinate system. 
•  hitTestPoint : Returns the object that is found topmost on a point in local coordinates, or nil if the test fails. 
•  globalToLocal : Transforms a point from global (stage) coordinates to the local coordinate system. 
•  localToGlobal : Transforms a point from the local coordinate system to global (stage) coordinates.

下面是DisplayObject类声明的部分属性,让人高兴的是大部分的属性都和flash本事的display一样,并且还有一些拓展的属性,比如用来动态改变一个DisplayObject类注册点的pivotX和pivotY,如下:

•  transformationMatrix : The transformation matrix of the object relative to its parent. 
•  bounds : The bounds of the object relative to the local coordinates of the parent. 
•  width : The width of the object in points. 
•  height : The height of the object in points. 
•  root : The topmost object in the display tree the object is part of. 
•  x : The x coordinate of the object relative to the local coordinates of the parent. 
•  y : The y coordinate of the object relative to the local coordinates of the parent. 
•  pivotX : The x coordinate of the object’s origin in its own coordinate space (default: 0). 
•  pivotY : The y coordinate of the object’s origin in its own coordinate space (default: 0). 
•  scaleX : The horizontal scale factor. “1” means no scale, negative values flip the object. 
•  scaleY : The vertical scale factor. “1” means no scale, negative values flip the object. 
•  rotation : The rotation of the object in radians. (In Sparrow, all angles are measured in radians.) 
•  alpha : The opacity of the object. 
•  visible : The visibility of the object. An invisible object will be untouchable. 
•  touchable : Indicates if this object (and its children) will receive touch events. 
•  parent : The display object container that contains this display object. 
•  stage : The stage the display object is connected to, or null if it is not connected to a stage.

 

就像在flash本地的api中一样,Sprite是你可以使用的最轻量级的容器。Sprite继承自DisplayObjectContainer, 而DisplayObjectContainer继承自DisplayObject,我们的例子中的Game都是集成字Sprite的,是一个DisplayObjectContainer。

下面是DisplayObjectContainer的一部分api:

•  addChild : Adds a child to the container. It will be at the topmost position.
•  addChildAt : Adds a child to the container at a certain index. 
•  dispose : Removes the GPU buffers and all the listeners registered to the o
•  removeFromParent : Removes the child from its parent. 
•  removeChild : Removes a child from the container. If the object is not a ch
•  removeChildAt : Removes a child at a certain index. Children above the c
•  removeChildren : Removes all children from the container. 
•  getChildAt : Returns a child object at a certain index. 
•  getChildByName : Returns a child object with a certain name (non-recursi
•  getChildIndex : Returns the index of a child within the container. 
•  setChildIndex : Changes the index of the specified child.

•  swapChildren : Swaps the indexes of two children. 
•  swapChildrenAt : Swaps the indexes of two children. 
•  contains : Determines if a certain object is a child of the container (recursively).

 

一旦你进入了stage之后你就可以使用绝大部分DisplayObjectContainer的api,当然了你可以为stage设置一个颜色。Starling默认会采用SWF的背景色,你可以通过设置下面的SWF标签来实现:

[SWF(width="1280", height="752", frameRate="60", backgroundColor="#990000")]

你也可以通过stage对象来手工设置一个颜色,stage对象可以通过任意一个添加到显示列表中的DisplayObject对象中获得:

复制代码
 1 package  
2 {
3 import starling.display.Quad;
4 import starling.display.Sprite;
5 import starling.events.Event;
6
7 public class Game extends Sprite
8 {
9 private var q:Quad;
10
11 public function Game()
12 {
13 addEventListener(Event.ADDED_TO_STAGE, onAdded);
14 }
15
16 private function onAdded ( e:Event ):void
17 {
18 // set the background color to blue
19 stage.color = 0x002143;
20
21 q = new Quad(200, 200);
22 q.setVertexColor(0, 0x000000);
23 q.setVertexColor(1, 0xAA0000);
24 q.setVertexColor(2, 0x00FF00);
25 q.setVertexColor(3, 0x0000FF);
26 addChild ( q );
27 }
28 }
29 }
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 现在我们还没有使用任何texture(纹理),我们主要是用两个三角形拼了一个Quad,并且每个顶点拥有不同的颜色(会自动篡改成gpu可识别的颜色)。

当然了你可以调用quad的color属性来实现纯色的quad:

复制代码
 1 package  
2 {
3 import starling.display.Quad;
4 import starling.display.Sprite;
5 import starling.events.Event;
6
7 public class Game extends Sprite
8 {
9 private var q:Quad;
10
11 public function Game()
12 {
13 addEventListener(Event.ADDED_TO_STAGE, onAdded);
14 }
15
16 private function onAdded ( e:Event ):void
17 {
18 q = new Quad(200, 200);
19 q.color = 0x00FF00;
20 q.x = stage.stageWidth - q.width >> 1;
21 q.y = stage.stageHeight - q.height >> 1;
22 addChild ( q );
23 }
24 }
25 }
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效果如下:

 

下面我们来使用Event.ENTER_FRAME事件修改quad的颜色来实现一个简单缓动特效:

复制代码
 1 package  
2 {
3 import starling.display.Quad;
4 import starling.display.Sprite;
5 import starling.events.Event;
6
7 public class Game extends Sprite
8 {
9 private var q:Quad;
10
11 private var r:Number = 0;
12 private var g:Number = 0;
13 private var b:Number = 0;
14
15 private var rDest:Number;
16 private var gDest:Number;
17 private var bDest:Number;
18
19 public function Game()
20 {
21 addEventListener(Event.ADDED_TO_STAGE, onAdded);
22 }
23
24 private function onAdded ( e:Event ):void
25 {
26 resetColors();
27
28 q = new Quad(200, 200);
29 q.x = stage.stageWidth - q.width >> 1;
30 q.y = stage.stageHeight - q.height >> 1;
31 addChild ( q );
32
33 s.addEventListener(Event.ENTER_FRAME, onFrame);
34 }
35
36 private function onFrame (e:Event):void
37 {
38 r -= (r - rDest) * .01;
39 g -= (g - gDest) * .01;
40 b -= (b - bDest) * .01;
41
42 var color:uint = r << 16 | g << 8 | b;
43 q.color = color;
44
45 // when reaching the color, pick another one
46 if ( Math.abs( r - rDest) < 1 && Math.abs( g - gDest) < 1 && Math.abs( b - bDest) )
47 resetColors();
48 }
49
50 private function resetColors():void
51 {
52 rDest = Math.random()*255;
53 gDest = Math.random()*255;
54 bDest = Math.random()*255;
55 }
56 }
57 }
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我们可以使用rotation这个属性来旋转quad,但是注意,在Starling中使用的是弧度而Flash Player中使用的是角度。这样做是为了保持Sparrow和Starling的一致性(Sparrow是Strarling的姊妹篇,同一作者)。如果你想使用度数来实现旋转的话,只要使用 starling.utils.deg2rad 这个放来来转换一下就可以了:

sprite.rotation = deg2rad(Math.random()*360);

我们可以在运行时设置DisplayObject的pivotX和pivotY属性来改变注册点:

q.pivotX = q.width >> 1; 
q.pivotY = q.height >> 1;

 

对于as3开发者来说使用starling会感觉很自然,下面的这个例子,一个quad和一个textfield被添加到一个sprite中,并且可以作为一个组合一起移动,这和我们使用本地的显示列表时一样的:

复制代码
package  
{
import starling.display.DisplayObject;
import starling.display.Quad;
import starling.display.Sprite;
import starling.events.Event;
import starling.text.TextField;

public class Game extends Sprite
{
private var q:Quad;
private var s:Sprite;

private var r:Number = 0;
private var g:Number = 0;
private var b:Number = 0;

private var rDest:Number;
private var gDest:Number;
private var bDest:Number;

public function Game()
{
addEventListener(Event.ADDED_TO_STAGE, onAdded);
}

private function onAdded ( e:Event ):void
{
resetColors();

q = new Quad(200, 200);

s = new Sprite();

var legend:TextField = new TextField(100, 20, "Hello Starling!", "Arial", 14, 0xFFFFFF);

s.addChild(q);
s.addChild(legend);

s.pivotX = s.width >> 1;
s.pivotY = s.height >> 1;

s.x = (stage.stageWidth - s.width >> 1 ) + (s.width >> 1);
s.y = (stage.stageHeight - s.height >> 1) + (s.height >> 1);

addChild(s);

s.addEventListener(Event.ENTER_FRAME, onFrame);
}

private function onFrame (e:Event):void
{
r -= (r - rDest) * .01;
g -= (g - gDest) * .01;
b -= (b - bDest) * .01;

var color:uint = r << 16 | g << 8 | b;
q.color = color;

// when reaching the color, pick another one
if ( Math.abs( r - rDest) < 1 && Math.abs( g - gDest) < 1 && Math.abs( b - bDest) )
resetColors();

(e.currentTarget as DisplayObject).rotation += .01;
}

private function resetColors():void
{
rDest = Math.random()*255;
gDest = Math.random()*255;
bDest = Math.random()*255;
}

}
}
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我们现在围绕着注册点旋转这个包含quad和textfield的sprite:

我们的代码现在看起来开始有些杂乱了,那么我们提取一些代码来组建一个CustomSprite类,用这个类封装颜色的变化、quad和textfield。代码如下:

复制代码
 1 package 
2 {
3 import starling.display.Quad;
4 import starling.display.Sprite;
5 import starling.events.Event;
6 import starling.text.TextField;
7 public class CustomSprite extends Sprite
8 {
9 private var quad:Quad;
10 private var legend:TextField;
11
12 private var quadWidth:uint;
13 private var quadHeight:uint;
14
15 private var r:Number = 0;
16 private var g:Number = 0;
17 private var b:Number = 0;
18
19 private var rDest:Number;
20 private var gDest:Number;
21 private var bDest:Number;
22
23 public function CustomSprite(Number, height:Number, colo
24 {
25 // reset the destination color component
26 resetColors();
27
28 // set the width and height
29 quadWidth = width;
30 quadHeight = height;
31
32 // when added to stage, activate it
33 addEventListener(Event.ADDED_TO_STAGE, activate);
34 }
35
36 private function activate(e:Event):void
37 {
38 // create a quad of the specified width
39 quad = new Quad(quadWidth, quadHeight);
40 // add the legend
41 legend = new TextField(100, 20, "Hello Starling!", "Arial
42
43 // add the children
44 addChild(quad);
45 addChild(legend);
46
47 // change the registration point
48 pivotX = width >> 1;
49 pivotY = height >> 1;
50 }
51
52 private function resetColors():void
53 {
54 // pick random color components
55 rDest = Math.random()*255;
56 gDest = Math.random()*255;
57 bDest = Math.random()*255;
58 }
59
60 /**
61 * Updates the internal behavior
62 *
63 */
64 public function update ():void
65 {
66 // easing on the components
67 r -= (r - rDest) * .01;
68 g -= (g - gDest) * .01;
69 b -= (b - bDest) * .01;
70
71 // assemble the color
72 var color:uint = r << 16 | g << 8 | b;
73 quad.color = color;
74
75 // when reaching the color, pick another one
76 if ( Math.abs( r - rDest) < 1 && Math.abs( g - gDest) < 1 && Math.abs( b - bDest) )
77 resetColors();
78
79 // rotate it!
80 //rotation += .01;
81 }
82 }
83 }
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这样的话,我们的Game类变为这样:

复制代码
 1 package  
2 {
3 import starling.display.Sprite;
4 import starling.events.Event;
5
6 public class Game extends Sprite
7 {
8 private var customSprite:CustomSprite;
9
10 public function Game()
11 {
12 addEventListener(Event.ADDED_TO_STAGE, onAdded);
13 }
14
15 private function onAdded ( e:Event ):void
16 {
17 // create the custom sprite
18 customSprite = new CustomSprite(200, 200);
19
20 // positions it by default in the center of the stage
21 // we add half width because of the registration point of the custom sprite (middle)
22 customSprite.x = (stage.stageWidth - customSprite.width >> 1 ) + (customSprite.width >> 1);
23 customSprite.y = (stage.stageHeight - customSprite.height >> 1) + (customSprite.height >> 1);
24
25 // show it
26 addChild(customSprite);
27
28 // need to comment this one ? ;)
29 stage.addEventListener(Event.ENTER_FRAME, onFrame);
30 }
31
32 private function onFrame (e:Event):void
33 {
34 // we update our custom sprite
35 customSprite.update();
36 }
37 }
38 }
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注意,我们使用CustomSprite中的update方法来在主sprite中进行循环操作(即一个组建提取的概念), 通过使用这样的方法,我们增加一个全局暂停的方法将会变的很简单。

让我们来给我们的小测试增加一些功能,让我们的quad跟随鼠标移动。在下面的代码中,我们新增了一小段代码来实现这个功能:

复制代码
 1 package  
2 {
3 import flash.geom.Point;
4
5 import starling.display.Sprite;
6 import starling.events.Event;
7 import starling.events.Touch;
8 import starling.events.TouchEvent;
9
10 public class Game extends Sprite
11 {
12 private var customSprite:CustomSprite;
13 private var mouseX:Number = 0;
14 private var mouseY:Number = 0;
15
16 public function Game()
17 {
18 addEventListener(Event.ADDED_TO_STAGE, onAdded);
19 }
20
21 private function onAdded ( e:Event ):void
22 {
23 // create the custom sprite
24 customSprite = new CustomSprite(200, 200);
25
26 // positions it by default in the center of the stage
27 // we add half width because of the registration point of the custom sprite (middle)
28 customSprite.x = (stage.stageWidth - customSprite.width >> 1 ) + (customSprite.width >> 1);
29 customSprite.y = (stage.stageHeight - customSprite.height >> 1) + (customSprite.height >> 1);
30
31 // show it
32 addChild(customSprite);
33
34 // we listen to the mouse movement on the stage
35 stage.addEventListener(TouchEvent.TOUCH, onTouch);
36 // need to comment this one ? ;)
37 stage.addEventListener(Event.ENTER_FRAME, onFrame);
38 }
39
40 private function onFrame (e:Event):void
41 {
42 // easing on the custom sprite position
43 customSprite.x -= ( customSprite.x - mouseX ) * .1;
44 customSprite.y -= ( customSprite.y - mouseY ) * .1;
45
46 // we update our custom sprite
47 customSprite.update();
48 }
49
50 private function onTouch (e:TouchEvent):void
51 {
52 // get the mouse location related to the stage
53 var touch:Touch = e.getTouch(stage);
54 var pos:Point = touch.getLocation(stage);
55 // store the mouse coordinates
56 mouseX = pos.x;
57 mouseY = pos.y;
58 }
59 }
60 }
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这里需要注意的是,我们没有使用任何鼠标事件,实际上在starling中没有鼠标的概念。下面将会很快提到这里(event模块)。

通过监听 TouchEvent.TOUCH事件,我们可以处理任何鼠标/手指的运动(starling的设计其实目标很明确就是照着平板去的,让你的程序技能在pc有很好的交互,到了平板上依旧ok,不用重复编码)。比如典型的MousEvent.MOUSE_MOVE事件。上例中,我们使用TouchEvent监听来获得鼠标位置,并存贮到变量中,然后在frame监听中使用简单的赋值来移动customSprite。

 

就像前面提到的,Starling不只是可以简化gpu编程,并且简化了对象的释放操作。假设我们想要在点击的quad的时候将它从场景中移除,代码如下:

复制代码
 1 package  
2 {
3 import flash.geom.Point;
4
5 import starling.display.DisplayObject;
6 import starling.display.Sprite;
7 import starling.events.Event;
8 import starling.events.Touch;
9 import starling.events.TouchEvent;
10 import starling.events.TouchPhase;
11
12 public class Game extends Sprite
13 {
14 private var customSprite:CustomSprite;
15 private var mouseX:Number = 0;
16 private var mouseY:Number = 0;
17
18 public function Game()
19 {
20 addEventListener(Event.ADDED_TO_STAGE, onAdded);
21 }
22
23 private function onAdded ( e:Event ):void
24 {
25 // create the custom sprite
26 customSprite = new CustomSprite(200, 200);
27
28 // positions it by default in the center of the stage
29 // we add half width because of the registration point of the custom sprite (middle)
30 customSprite.x = (stage.stageWidth - customSprite.width >> 1 ) + (customSprite.width >> 1);
31 customSprite.y = (stage.stageHeight - customSprite.height >> 1) + (customSprite.height >> 1);
32
33 // show it
34 addChild(customSprite);
35
36 // we listen to the mouse movement on the stage
37 stage.addEventListener(TouchEvent.TOUCH, onTouch);
38 // need to comment this one ? ;)
39 stage.addEventListener(Event.ENTER_FRAME, onFrame);
40 // when the sprite is touched
41 customSprite.addEventListener(TouchEvent.TOUCH, onTouchedSprite);
42 }
43
44 private function onFrame (e:Event):void
45 {
46 // easing on the custom sprite position
47 customSprite.x -= ( customSprite.x - mouseX ) * .1;
48 customSprite.y -= ( customSprite.y - mouseY ) * .1;
49
50 // we update our custom sprite
51 customSprite.update();
52 }
53
54 private function onTouch (e:TouchEvent):void
55 {
56 // get the mouse location related to the stage
57 var touch:Touch = e.getTouch(stage);
58 var pos:Point = touch.getLocation(stage);
59
60 // store the mouse coordinates
61 mouseX = pos.x;
62 mouseY = pos.y;
63 }
64
65 private function onTouchedSprite(e:TouchEvent):void
66 {
67 // get the touch points (can be multiple because of multitouch)
68 var touch:Touch = e.getTouch(stage);
69 var clicked:DisplayObject = e.currentTarget as DisplayObject;
70
71 // detect the click/release phase
72 if ( touch.phase == TouchPhase.ENDED )
73 {
74 // remove the clicked object
75 removeChild(clicked);
76 }
77 }
78 }
79 }
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注意在这里我们移除了子对象但是并没有移除Event.ENTER_FRAME监听,我们可以使用hasEventListener来看看customSprite的监听是否被移除掉了:

复制代码
 1 private function onTouchedSprite(e:TouchEvent):void 
2 {
3 // get the touch points (can be multiple because of multitouch)
4 var touch:Touch = e.getTouch(stage);
5 var clicked:DisplayObject = e.currentTarget as DisplayObject;
6
7 // detect the click/release phase
8 if ( touch.phase == TouchPhase.ENDED )
9 {
10 // remove the clicked object
11 removeChild(clicked);
12
13 // outputs : true
14 trace ( clicked.hasEventListener(e.type) );
15 }
16 }
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为了能安全的移除子对象,你可以启用removeChild方法中的第二个参数dispose。它可以自动的将被删除的子对象的所有监听移除:

复制代码
 1 private function onTouchedSprite(e:TouchEvent):void 
2 {
3 // get the touch points (can be multiple because of multitouch)
4 var touch:Touch = e.getTouch(stage);
5 var clicked:DisplayObject = e.currentTarget as DisplayObject;
6
7 // detect the click/release phase
8 if ( touch.phase == TouchPhase.ENDED )
9 {
10 // remove and dispose all the listeners
11 removeChild(clicked, true);
12
13 // outputs : false
14 trace ( clicked.hasEventListener(e.type) );
15 }
16 }
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如果子对象也是一个容器,还包含着其他子对象,那么这些所有的对象也都将被移除掉(是不是非常方便!)。其他用来移除对象的api也可以使用dispose参数,比如:removeChildren或者removeChildAt。这里需要注意的是dispose操作也会清除掉gpu针对该对象的缓冲,但是该对象的texture不会被清除(为了复用嘛,并且starling中的texture和本地对象中的bitmapdata类似)。你可以通过调用Texture/TextureAtlas的dispose方法来释放texture。

 

你也可以通过调用任何DisplayObject对象的dispose方法来移除对象的所有监听:

1 clicked.dispose() 

 

原文地址:https://www.cnblogs.com/klh5211314/p/3158667.html