如何在车上切一个“洞”在矩形精灵内部以查看下面的精灵? (动作脚本 3)

发布于 2024-08-20 08:08:08 字数 237 浏览 3 评论 0原文

每次我用谷歌搜索这个问题时,我都会看到有关蒙版和混合的令人困惑的信息,这些信息似乎都不能直接应用于我认为应该是一件简单的事情......

这里涉及三个精灵......最底层的精灵几乎是一个背景。我想在背景上覆盖一个半透明的精灵,然后我想让第三个、最上面的精灵充当一个洞,这样第三个精灵内部的区域就完全透明了,这样背景精灵就完全可见了。

我将如何动态地执行此操作(即使用 Actionscript 图形调用动态绘制遮罩精灵和孔)?

Everytime I google this question I see confusing information about masks and blends, none of which seems to directly apply to what I think should be an easy thing...

There are three Sprites involved here...the lowest layer sprite is pretty much a background. I want to overlay a translucent Sprite on top of the background and then I want the third, top-most Sprite to act as a hole, so that the area inside the third Sprite is completely transparent, so that the background sprite is completely visible.

How would I go about doing this dynamically (i.e. dynamically drawing the masking sprite and hole using the Actionscript graphics calls)?

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回首观望 2024-08-27 08:08:08

我知道这已经是很久以前的事了,但只是为了那些可能会寻找同样问题的人。
其实很简单(只要用图形类绘制你的精灵)。

1) 不灵活的孔切割:

this.graphics.beginFill(0x666666);
this.graphics.drawRect(0,0,256, 256);
this.graphics.drawCircle(128,128,32);
this.graphics.endFill();

这将创建一个 256 x 256 的矩形,其中有一个 64px 的孔。

2)灵活的孔切割:

显然,当您不使用图形类时,这将不起作用。在这种情况下,我会选择 BlendMode.ERASE。

var spr:Sprite = new Sprite();
var msk:Sprite = new Sprite();

addChild(spr);
spr.addChild(msk)

spr.graphics.beginFill(0x666666);
spr.graphics.drawRect(0,0,256, 256);
spr.graphics.endFill();

msk.graphics.beginFill(0x000000);
msk.graphics.drawEllipse(0,0,64,64);
msk.graphics.endFill();
msk.x = 128;
msk.y = 128;

spr.blendMode = BlendMode.LAYER;
msk.blendMode = BlendMode.ERASE;

使用 BlendMode.ERASE 时,您必须始终将父容器的混合模式设置为 BlendMode.LAYER,否则它将不起作用。

我希望这可以帮助某人

I know it's been a long time ago, but just for people who might look for the same problem.
It's actually quite easy (as long as draw your Sprite with the graphics class).

1) Inflexible hole cutting:

this.graphics.beginFill(0x666666);
this.graphics.drawRect(0,0,256, 256);
this.graphics.drawCircle(128,128,32);
this.graphics.endFill();

this will create a rectangle of 256 by 256 with a 64px hole in it.

2) Flexible hole cutting:

Obviously this will not work when you're not using the graphics class. In That case I would go with BlendMode.ERASE.

var spr:Sprite = new Sprite();
var msk:Sprite = new Sprite();

addChild(spr);
spr.addChild(msk)

spr.graphics.beginFill(0x666666);
spr.graphics.drawRect(0,0,256, 256);
spr.graphics.endFill();

msk.graphics.beginFill(0x000000);
msk.graphics.drawEllipse(0,0,64,64);
msk.graphics.endFill();
msk.x = 128;
msk.y = 128;

spr.blendMode = BlendMode.LAYER;
msk.blendMode = BlendMode.ERASE;

When using BlendMode.ERASE you must ALWAYS set the parentcontainer's blendmode to BlendMode.LAYER, otherwise it won't work.

I hope this might help someone

南烟 2024-08-27 08:08:08

如果我没记错的话,如果您在同一个图形上绘制两个重叠的对象而不停止填充,它们的工作方式将非常类似于 blendmode.erase。伪代码看起来像这样:

graphics.beginFill (any color, any alpha);
graphics.drawRect(0,0,256, 256);
graphics.drawRect(128,128,64, 64);
graphics.endfill ();

如果这确实有效(我想我多年前使用过这个解决方案,最近才看到 SVG 文件以这种方式工作),这应该会给你带来更好的性能。

编辑:我刚刚在我的一款游戏中使用了这个。

If I recall it correctly, if you draw two overlapping objects on the same graphics without stopping the fill, they will work pretty much like blendmode.erase. Pseudo-code would look like this:

graphics.beginFill (any color, any alpha);
graphics.drawRect(0,0,256, 256);
graphics.drawRect(128,128,64, 64);
graphics.endfill ();

If this actually works (and I think I used this solution many years ago and just recently saw that SVG files work this way), this should give you a much better performance.

EDIT: I have just used this myself in one of my games.

影子是时光的心 2024-08-27 08:08:08

不是 AS 开发人员,但请看一下:http://code.google.com/p /gpcas/

这应该使您能够对两个多边形执行布尔“剪切”操作。

Not an AS developer, but take a look at this: http://code.google.com/p/gpcas/

This should enable you to do boolean "cutout" operations on two polygons.

眼眸里的快感 2024-08-27 08:08:08

好的,我想要的可以简单地完成,只需在半透明层上调用两次drawRect...一次绘制半透明矩形,再次绘制“洞”

详细信息在这里:
http://www.actionscript.org/forums/showthread.php3?p= 965632

不完全是一个面具,但足以满足我的目的。

OK, what I want can be done as simple as calling drawRect twice on the translucent layer...once to draw the translucent rectangle, and again to draw the "hole"

Details here:
http://www.actionscript.org/forums/showthread.php3?p=965632

Not exactly a mask, but good enough for my purposes.

日暮斜阳 2024-08-27 08:08:08

看看这个方法,它允许一个可选的“hole”参数。这可以在 Flex 框架的 ProgrammaticSkin 类中找到。

http: //opensource.adobe.com/svn/opensource/flex/sdk/trunk/frameworks/projects/framework/src/mx/skins/ProgrammaticSkin.as

/**
     *  Programatically draws a rectangle into this skin's Graphics object.
     *
     *  <p>The rectangle can have rounded corners.
     *  Its edges are stroked with the current line style
     *  of the Graphics object.
     *  It can have a solid color fill, a gradient fill, or no fill.
     *  A solid fill can have an alpha transparency.
     *  A gradient fill can be linear or radial. You can specify
     *  up to 15 colors and alpha values at specified points along
     *  the gradient, and you can specify a rotation angle
     *  or transformation matrix for the gradient.
     *  Finally, the rectangle can have a rounded rectangular hole
     *  carved out of it.</p>
     *
     *  <p>This versatile rectangle-drawing routine is used by many skins.
     *  It calls the <code>drawRect()</code> or
     *  <code>drawRoundRect()</code>
     *  methods (in the flash.display.Graphics class) to draw into this
     *  skin's Graphics object.</p>
     *
     *  @param x Horizontal position of upper-left corner
     *  of rectangle within this skin.
     *
     *  @param y Vertical position of upper-left corner
     *  of rectangle within this skin.
     *
     *  @param width Width of rectangle, in pixels.
     *
     *  @param height Height of rectangle, in pixels.
     *
     *  @param cornerRadius Corner radius/radii of rectangle.
     *  Can be <code>null</code>, a Number, or an Object.
     *  If it is <code>null</code>, it specifies that the corners should be square
     *  rather than rounded.
     *  If it is a Number, it specifies the same radius, in pixels,
     *  for all four corners.
     *  If it is an Object, it should have properties named
     *  <code>tl</code>, <code>tr</code>, <code>bl</code>, and
     *  <code>br</code>, whose values are Numbers specifying
     *  the radius, in pixels, for the top left, top right,
     *  bottom left, and bottom right corners.
     *  For example, you can pass a plain Object such as
     *  <code>{ tl: 5, tr: 5, bl: 0, br: 0 }</code>.
     *  The default value is null (square corners).
     *
     *  @param color The RGB color(s) for the fill.
     *  Can be <code>null</code>, a uint, or an Array.
     *  If it is <code>null</code>, the rectangle not filled.
     *  If it is a uint, it specifies an RGB fill color.
     *  For example, pass <code>0xFF0000</code> to fill with red.
     *  If it is an Array, it should contain uints
     *  specifying the gradient colors.
     *  For example, pass <code>[ 0xFF0000, 0xFFFF00, 0x0000FF ]</code>
     *  to fill with a red-to-yellow-to-blue gradient.
     *  You can specify up to 15 colors in the gradient.
     *  The default value is null (no fill).
     *
     *  @param alpha Alpha value(s) for the fill.
     *  Can be null, a Number, or an Array.
     *  This argument is ignored if <code>color</code> is null.
     *  If <code>color</code> is a uint specifying an RGB fill color,
     *  then <code>alpha</code> should be a Number specifying
     *  the transparency of the fill, where 0.0 is completely transparent
     *  and 1.0 is completely opaque.
     *  You can also pass null instead of 1.0 in this case
     *  to specify complete opaqueness.
     *  If <code>color</code> is an Array specifying gradient colors,
     *  then <code>alpha</code> should be an Array of Numbers, of the
     *  same length, that specifies the corresponding alpha values
     *  for the gradient.
     *  In this case, the default value is <code>null</code> (completely opaque).
     *
     *  @param gradientMatrix Matrix object used for the gradient fill. 
     *  The utility methods <code>horizontalGradientMatrix()</code>, 
     *  <code>verticalGradientMatrix()</code>, and
     *  <code>rotatedGradientMatrix()</code> can be used to create the value for 
     *  this parameter.
     *
     *  @param gradientType Type of gradient fill. The possible values are
     *  <code>GradientType.LINEAR</code> or <code>GradientType.RADIAL</code>.
     *  (The GradientType class is in the package flash.display.)
     *
     *  @param gradientRatios (optional default [0,255])
     *  Specifies the distribution of colors. The number of entries must match
     *  the number of colors defined in the <code>color</code> parameter.
     *  Each value defines the percentage of the width where the color is 
     *  sampled at 100%. The value 0 represents the left-hand position in 
     *  the gradient box, and 255 represents the right-hand position in the 
     *  gradient box. 
     *
     *  @param hole (optional) A rounded rectangular hole
     *  that should be carved out of the middle
     *  of the otherwise solid rounded rectangle
     *  { x: #, y: #, w: #, h: #, r: # or { br: #, bl: #, tl: #, tr: # } }
     *
     *  @see flash.display.Graphics#beginGradientFill()
     *  
     *  @langversion 3.0
     *  @playerversion Flash 9
     *  @playerversion AIR 1.1
     *  @productversion Flex 3
     */
    protected function drawRoundRect(
                            x:Number, y:Number, width:Number, height:Number,
                            cornerRadius:Object = null,
                            color:Object = null,
                            alpha:Object = null,
                            gradientMatrix:Matrix = null,
                            gradientType:String = "linear",
                            gradientRatios:Array /* of Number */ = null,
                            hole:Object = null):void
    {
        var g:Graphics = graphics;

        // Quick exit if weight or height is zero.
        // This happens when scaling a component to a very small value,
        // which then gets rounded to 0.
        if (width == 0 || height == 0)
            return;

        // If color is an object then allow for complex fills.
        if (color !== null)
        {
            if (color is uint)
            {
                g.beginFill(uint(color), Number(alpha));
            }
            else if (color is Array)
            {
                var alphas:Array = alpha is Array ?
                                   alpha as Array :
                                   [ alpha, alpha ];

                if (!gradientRatios)
                    gradientRatios = [ 0, 0xFF ];

                g.beginGradientFill(gradientType,
                                    color as Array, alphas,
                                    gradientRatios, gradientMatrix);
            }
        }

        var ellipseSize:Number;

        // Stroke the rectangle.
        if (!cornerRadius)
        {
            g.drawRect(x, y, width, height);
        }
        else if (cornerRadius is Number)
        {
            ellipseSize = Number(cornerRadius) * 2;
            g.drawRoundRect(x, y, width, height, 
                            ellipseSize, ellipseSize);
        }
        else
        {
            GraphicsUtil.drawRoundRectComplex(g,
                                   x, y, width, height,
                                   cornerRadius.tl, cornerRadius.tr,
                                   cornerRadius.bl, cornerRadius.br);
        }

        // Carve a rectangular hole out of the middle of the rounded rect.
        if (hole)
        {
            var holeR:Object = hole.r;
            if (holeR is Number)
            {
                ellipseSize = Number(holeR) * 2;
                g.drawRoundRect(hole.x, hole.y, hole.w, hole.h, 
                                ellipseSize, ellipseSize);
            }
            else
            {
                GraphicsUtil.drawRoundRectComplex(g,
                                       hole.x, hole.y, hole.w, hole.h,
                                       holeR.tl, holeR.tr, holeR.bl, holeR.br);
            }   
        }

        if (color !== null)
            g.endFill();
    }       
}

Check out this method, it allows for an optional "hole" parameter. This is found in the ProgrammaticSkin class of the flex framework.

http://opensource.adobe.com/svn/opensource/flex/sdk/trunk/frameworks/projects/framework/src/mx/skins/ProgrammaticSkin.as

/**
     *  Programatically draws a rectangle into this skin's Graphics object.
     *
     *  <p>The rectangle can have rounded corners.
     *  Its edges are stroked with the current line style
     *  of the Graphics object.
     *  It can have a solid color fill, a gradient fill, or no fill.
     *  A solid fill can have an alpha transparency.
     *  A gradient fill can be linear or radial. You can specify
     *  up to 15 colors and alpha values at specified points along
     *  the gradient, and you can specify a rotation angle
     *  or transformation matrix for the gradient.
     *  Finally, the rectangle can have a rounded rectangular hole
     *  carved out of it.</p>
     *
     *  <p>This versatile rectangle-drawing routine is used by many skins.
     *  It calls the <code>drawRect()</code> or
     *  <code>drawRoundRect()</code>
     *  methods (in the flash.display.Graphics class) to draw into this
     *  skin's Graphics object.</p>
     *
     *  @param x Horizontal position of upper-left corner
     *  of rectangle within this skin.
     *
     *  @param y Vertical position of upper-left corner
     *  of rectangle within this skin.
     *
     *  @param width Width of rectangle, in pixels.
     *
     *  @param height Height of rectangle, in pixels.
     *
     *  @param cornerRadius Corner radius/radii of rectangle.
     *  Can be <code>null</code>, a Number, or an Object.
     *  If it is <code>null</code>, it specifies that the corners should be square
     *  rather than rounded.
     *  If it is a Number, it specifies the same radius, in pixels,
     *  for all four corners.
     *  If it is an Object, it should have properties named
     *  <code>tl</code>, <code>tr</code>, <code>bl</code>, and
     *  <code>br</code>, whose values are Numbers specifying
     *  the radius, in pixels, for the top left, top right,
     *  bottom left, and bottom right corners.
     *  For example, you can pass a plain Object such as
     *  <code>{ tl: 5, tr: 5, bl: 0, br: 0 }</code>.
     *  The default value is null (square corners).
     *
     *  @param color The RGB color(s) for the fill.
     *  Can be <code>null</code>, a uint, or an Array.
     *  If it is <code>null</code>, the rectangle not filled.
     *  If it is a uint, it specifies an RGB fill color.
     *  For example, pass <code>0xFF0000</code> to fill with red.
     *  If it is an Array, it should contain uints
     *  specifying the gradient colors.
     *  For example, pass <code>[ 0xFF0000, 0xFFFF00, 0x0000FF ]</code>
     *  to fill with a red-to-yellow-to-blue gradient.
     *  You can specify up to 15 colors in the gradient.
     *  The default value is null (no fill).
     *
     *  @param alpha Alpha value(s) for the fill.
     *  Can be null, a Number, or an Array.
     *  This argument is ignored if <code>color</code> is null.
     *  If <code>color</code> is a uint specifying an RGB fill color,
     *  then <code>alpha</code> should be a Number specifying
     *  the transparency of the fill, where 0.0 is completely transparent
     *  and 1.0 is completely opaque.
     *  You can also pass null instead of 1.0 in this case
     *  to specify complete opaqueness.
     *  If <code>color</code> is an Array specifying gradient colors,
     *  then <code>alpha</code> should be an Array of Numbers, of the
     *  same length, that specifies the corresponding alpha values
     *  for the gradient.
     *  In this case, the default value is <code>null</code> (completely opaque).
     *
     *  @param gradientMatrix Matrix object used for the gradient fill. 
     *  The utility methods <code>horizontalGradientMatrix()</code>, 
     *  <code>verticalGradientMatrix()</code>, and
     *  <code>rotatedGradientMatrix()</code> can be used to create the value for 
     *  this parameter.
     *
     *  @param gradientType Type of gradient fill. The possible values are
     *  <code>GradientType.LINEAR</code> or <code>GradientType.RADIAL</code>.
     *  (The GradientType class is in the package flash.display.)
     *
     *  @param gradientRatios (optional default [0,255])
     *  Specifies the distribution of colors. The number of entries must match
     *  the number of colors defined in the <code>color</code> parameter.
     *  Each value defines the percentage of the width where the color is 
     *  sampled at 100%. The value 0 represents the left-hand position in 
     *  the gradient box, and 255 represents the right-hand position in the 
     *  gradient box. 
     *
     *  @param hole (optional) A rounded rectangular hole
     *  that should be carved out of the middle
     *  of the otherwise solid rounded rectangle
     *  { x: #, y: #, w: #, h: #, r: # or { br: #, bl: #, tl: #, tr: # } }
     *
     *  @see flash.display.Graphics#beginGradientFill()
     *  
     *  @langversion 3.0
     *  @playerversion Flash 9
     *  @playerversion AIR 1.1
     *  @productversion Flex 3
     */
    protected function drawRoundRect(
                            x:Number, y:Number, width:Number, height:Number,
                            cornerRadius:Object = null,
                            color:Object = null,
                            alpha:Object = null,
                            gradientMatrix:Matrix = null,
                            gradientType:String = "linear",
                            gradientRatios:Array /* of Number */ = null,
                            hole:Object = null):void
    {
        var g:Graphics = graphics;

        // Quick exit if weight or height is zero.
        // This happens when scaling a component to a very small value,
        // which then gets rounded to 0.
        if (width == 0 || height == 0)
            return;

        // If color is an object then allow for complex fills.
        if (color !== null)
        {
            if (color is uint)
            {
                g.beginFill(uint(color), Number(alpha));
            }
            else if (color is Array)
            {
                var alphas:Array = alpha is Array ?
                                   alpha as Array :
                                   [ alpha, alpha ];

                if (!gradientRatios)
                    gradientRatios = [ 0, 0xFF ];

                g.beginGradientFill(gradientType,
                                    color as Array, alphas,
                                    gradientRatios, gradientMatrix);
            }
        }

        var ellipseSize:Number;

        // Stroke the rectangle.
        if (!cornerRadius)
        {
            g.drawRect(x, y, width, height);
        }
        else if (cornerRadius is Number)
        {
            ellipseSize = Number(cornerRadius) * 2;
            g.drawRoundRect(x, y, width, height, 
                            ellipseSize, ellipseSize);
        }
        else
        {
            GraphicsUtil.drawRoundRectComplex(g,
                                   x, y, width, height,
                                   cornerRadius.tl, cornerRadius.tr,
                                   cornerRadius.bl, cornerRadius.br);
        }

        // Carve a rectangular hole out of the middle of the rounded rect.
        if (hole)
        {
            var holeR:Object = hole.r;
            if (holeR is Number)
            {
                ellipseSize = Number(holeR) * 2;
                g.drawRoundRect(hole.x, hole.y, hole.w, hole.h, 
                                ellipseSize, ellipseSize);
            }
            else
            {
                GraphicsUtil.drawRoundRectComplex(g,
                                       hole.x, hole.y, hole.w, hole.h,
                                       holeR.tl, holeR.tr, holeR.bl, holeR.br);
            }   
        }

        if (color !== null)
            g.endFill();
    }       
}
谁许谁一生繁华 2024-08-27 08:08:08

如果有人需要梯度孔,可以使用 Raimundas 的技巧。假设您想要从内到外的椭圆渐变(内半径 alpha = 0,外半径 alpha = 1)。

首先绘制没有椭圆的背景

var gfx:Graphics;
gfx.clear();
gfx.beginFill(color, alpha );
gfx.drawRect(0, 0, width, height); // fullscreen

gfx.drawEllipse(e_x, e_y, e_width, e_height); // trick - drawn in the same beginFill

gfx.endFill();

,然后在结果孔内绘制渐变椭圆!

var mat : Matrix = new Matrix();
mat.createGradientBox(width, height, 0, e_x, e_y);

gfx.lineStyle(); // I think it resets lineStyle
gfx.beginGradientFill(GradientType.RADIAL, colors, alphas, ratios, mat);
gfx.drawEllipse(e_x, e_y, width, height);
gfx.endFill();

椭圆将与孔完全匹配,像素完美。

In case someone needs to have a gradient hole, it's possible using trick from Raimundas. Let's say you want elliptical gradient coming from inside to the outside (inner radius alpha = 0, outer radius alpha = 1).

First draw the background without the ellipse

var gfx:Graphics;
gfx.clear();
gfx.beginFill(color, alpha );
gfx.drawRect(0, 0, width, height); // fullscreen

gfx.drawEllipse(e_x, e_y, e_width, e_height); // trick - drawn in the same beginFill

gfx.endFill();

Then draw the gradient ellipse, inside the result hole!

var mat : Matrix = new Matrix();
mat.createGradientBox(width, height, 0, e_x, e_y);

gfx.lineStyle(); // I think it resets lineStyle
gfx.beginGradientFill(GradientType.RADIAL, colors, alphas, ratios, mat);
gfx.drawEllipse(e_x, e_y, width, height);
gfx.endFill();

The ellipse will match hole exactly, pixel-perfect.

~没有更多了~
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