类介绍 继承自 EventDispatcher DisplayObject is an abstract class that should not be constructed directly. DisplayObject is the base class for all display classes in the EaselJS library.
AS3中,使用DisplayObject的transform/matrix,需要先clone出来,再变换,再赋值回去,这样才会对DisplayObject产生影响,不能直接对原Matrix操作。
简单来说,原理就是利用matrix运算,先把旋转点移到原点位置,旋转变换后再恢复到原来的位置 var a:Sprite = new Sprite(); a.graphics.beginFill(0); a.graphics.drawRect(0,0,100,100); a.graphics.drawCircle(0,0,6); a.graphics.endFill(); addChild(a); a.x = a.y = 100; trace (a.transform.matrix); var m:Matr
::Stage" declaredBy="flash.display::DisplayObject"/> <accessor name="mask" access="readwrite" type ="flash.display::<em>DisplayObject</em>" declaredBy="flash.display::<em>DisplayObject</em>"/> <accessor name="width " access="readwrite" type="Boolean" declaredBy="flash.display::<em>DisplayObject</em>"/> <accessor name="alpha "/> <accessor name="x" access="readwrite" type="Number" declaredBy="flash.display::<em>DisplayObject</em>" " optional="false"/> <parameter index="2" type="flash.display::<em>DisplayObject</em>" optional="false"/
Trackingtimeglobal Displayobjectglobal WindowTypefaceSpeed = 8Trackingtime = pygame.time.Clock() # 创建跟踪时间对象Displayobject = coord['y'] * 20 RetroSnakerSegmentRect = pygame.Rect(x, y, 20, 20) pygame.draw.rect(Displayobject # 规定单元格的大小为20 y = coord['y'] * 20 appleRect = pygame.Rect(x, y, 20, 20) pygame.draw.rect(Displayobject # 边框线设计def DesignBorderline(): for x in range(0, 640, 640 - 1): # 绘制垂直线 pygame.draw.line(Displayobject 0, 0, 0), (x, 0), (x, 480), 5) for y in range(0, 480, 480 - 1): # 绘制平行线 pygame.draw.line(Displayobject
获取源码 #导入相关模块与函数 import random, pygame, sys from pygame.locals import * global Speed,Trackingtime, Displayobject WindowTypeface pygame.init() #初始化pygame,为使用硬件做准备 Speed = 8 Trackingtime = pygame.time.Clock() #创建一个对象来帮助跟踪时间 Displayobject coord['y'] * 20 RetroSnakerSegmentRect = pygame.Rect(x, y, 20, 20) pygame.draw.rect(Displayobject ) #边框线设计 def DesignBorderline(): for x in range(0, 640, 640-1): #绘制垂直线 pygame.draw.line(Displayobject , (0,0,0), (x, 0), (x, 480),5) for y in range(0, 480, 480-1):#绘制平行线 pygame.draw.line(Displayobject
add到其它容器对象时触发 click 继承自 DisplayObject 加入版本 0.6.0 在用户按下左键并在此对象上松开左键后触发。 dblclick 继承自 DisplayObject 加入版本 0.6.0 当用户在此对象上双击左键后触发。 removed 继承自 DisplayObject 当此对象从它的父对象上移除后会触发。 rollout 继承自 DisplayObject 加入版本 0.7.0 这个事件和mouseout很像,但有这些不同:它不冒泡,而且它把该对象的内容认为是一个整体。 rollover 继承自 DisplayObject 加入版本 0.7.0 这个事件和mouseover很像,不同之处跟rollout和mouseout的不同之处是一样的。
cce.DisplayObject = function () { cce.EventTarget.call(this); this.canvas = null; this.context = null; }; cce.DisplayObject.prototype = Object.create(cce.EventTarget.prototype ); cce.DisplayObject.prototype.constructor = cce.DisplayObject; // 在有序数组中会根据这个方法的返回结果将对象排序 cce.DisplayObject.prototype.compareTo = function (target) { return null; }; // 比较目标点的 cce.DisplayObject.prototype.hasPoint = function (point) { return false; }; }()); 事件判断
<DisplayObject>;//用于保存需要碰撞检测的对象(注:Vector.<T>相当于c#中的泛型数组) private var _grid:Vector.<Vector. <DisplayObject>):void { var numObjects:int=objects.length; _grid=new Vector.<Vector. <DisplayObject>>(_numCells); _checks = new Vector. <DisplayObject>(); for (var i:int = 0; i < numObjects; i++) { var obj:DisplayObject=objects[i] <DisplayObject>=_grid[y1*_numCols+x1]; var cellB:Vector.
ApplicationDomain.currentDomain.getDefinition("LibraryTest_abc") as Class; var a:DisplayObject = new cl() as DisplayObject; var ui:UIComponent = new UIComponent()
创建详情视图function showDetailView(item) { currentView = 'detail'; clearMenuView(); let displayObject; material.diffuseColor = item.color; material.emissiveColor = item.color.scale(0.3); if (item.title === '立方体') { displayObject BABYLON.MeshBuilder.CreateBox('display', { size: 4 }, scene); } else if (item.title === '球体') { displayObject 其他形状 displayObject.material = material; detailObjects.push(displayObject);}根据选择的菜单项创建对应的 3D 对象。
* @param a * @param b */ private function equals(a:DisplayObject , b:DisplayObject):Boolean { if((a is MovieClip && b is MovieClip
在判定图片是否存在是也需要使用gb2312(使用utf-8则不行) as3的代码(大体思路,不完整版): 1: package { 2: 3: import flash.display.DisplayObject 17: public class UploadImg extends Sprite { 18: 19: private var seltBtn:DisplayObject
txtName.TextInputSkin21.textDisplay trace(e.target); //所以这里要连用3次parent才能得到正确的文件框(txtName)对象 var current:DisplayObject = e.target.parent.parent as DisplayObject; //当前焦点对应文本框在舞台上的实际位置 var _nX:Number = current.x
public static var login:Login = new Login(); public static function ShowDialog(parent:DisplayObject
base type isn't the same as the variable's declared base type (even though Sprite is a subclass of DisplayObject ): Copy // This code doesn't compile even though Sprite is a DisplayObject subclass var v:Vector. <DisplayObject> = new Vector.
ContainerSprite -> ContainerText -> Sprite -> Container可见它们都属于一个共同的祖先类别 Container,而 Container 又继承于更原始的 DisplayObject 可推测 DisplayObject 是 PixiJS 中可用于绘制的 可显示对象,应该是渲染底层操作的基础单位。 而 Container 是在 DisplayObject 的基础上具有类似 Web 节点性质的树形结构对象。
data-show-fps-style="x:0,y:0,size:12,textColor:0xffffff,bgAlpha:0.9">
IModuleInfo = evt.target as IModuleInfo; container.addChild(tempModuleInfo.factory.create() as DisplayObject msg.htmlText = "模块加载完成"; moduleCanvas.addChild(moduleInfo.factory.create() as DisplayObject
类介绍 继承自 DisplayObject A Bitmap represents an Image, Canvas, or Video in the display list.