http://m.fzitv.net/files/media/Level2D.swf
該類是對于同平面物體的深度簡單的自動管理類,只是做到了簡單的虛擬社區(qū)等,人物,建筑物等深度排列,太復雜的估計就搞不定了,但是可以繼承這個類繼續(xù)定義
index.com.main.Leval2D類:
代碼:public class Level2D implements IEventDispatcher
現(xiàn)實:IEventDispatcher接口
對同一容器中的物體以Y坐標為基準進行自動深度管理
構造函數(shù):
public function Level2D(range_:DisplayObjectContainer)
參數(shù)表示要對哪個容器中的對象進行自動深度管理
手動排列深度 方法:
public function reset():Array
返回排列后的對象數(shù)組,如果層級無改變,則返回當前對象數(shù)組
層級改變將調(diào)度事件Level2DEvent.LEVEL_RESET
獲取對象列表 方法:
public function getDisplay(arg:Object = null):Array
獲取當前管理容器中,以arg方式過濾后的所有對象
若arg為空,則返回當前容器中所有對象列表
若arg為字符串,則返回當前容器中所有對象的arg屬性列表
若arg為Object,則返回當前容器中,符合arg所有屬性的對象列表
遍歷 方法:
public function forEach(fun:Function,arg:Object = null):void
以某種方式遍歷所有對象,并且有arg方式進行過濾遍歷
第一個參數(shù),在遍歷的時候,每遍歷到一個對象,都會調(diào)用fun函數(shù),將顯示對象和排列位置傳出去,例如:
function callback(_display:DisplayObject,index:int){}
第二個參數(shù),等同于getDisplay中arg參數(shù)
私有繼承方法:
protected function inOrder(tmpAr:Array):void
以某種特定的數(shù)組進行深度改變
該方法必須繼承該類,它的子集便可以當作私有屬性來調(diào)用該方法,外部不可見!
設置即時屬性:(只寫)
public function set isTime(_isTime:Boolean):void
當參數(shù)為true,則表示層級在可以改變的時候,會自動進行改變
當參數(shù)為false,則表示需要手動調(diào)用reset方法,才能改變深度排列
range屬性:(只讀)
public function get range():DisplayObjectContainer
當實例化管理容器后,就無法修改該屬性了,只有通過調(diào)用range來讀取屬性了
舉例:
上面那個flash的源代碼,三個小方塊都是可以拖拽的,
CODE:
import index.com.main.Level2D;
import index.com.events.Level2DEvent;
var l2:Level2D = new Level2D(this);
l2.addEventListener(Level2DEvent.LEVEL_RESET,levelResetFun);
l2.isTime = true;
function levelResetFun(e:Level2DEvent){
trace(l2.getDisplay("x"));//獲取當前所有對象的x屬性
trace(l2.getDisplay({y:0,x:0}));//獲取當前所有對象,xy屬性都等于0的對象
/**
*輸出:
*137,0,229
*[object MovieClip]
*/
}
mc1.addEventListener(MouseEvent.MOUSE_DOWN,funa);
mc2.addEventListener(MouseEvent.MOUSE_DOWN,funa);
mc3.addEventListener(MouseEvent.MOUSE_DOWN,funa);
mc1.addEventListener(MouseEvent.MOUSE_UP,funb);
mc2.addEventListener(MouseEvent.MOUSE_UP,funb);
mc3.addEventListener(MouseEvent.MOUSE_UP,funb);
function funa(e:MouseEvent):void{
e.target.startDrag();
}
function funb(e:MouseEvent):void{
e.target.stopDrag();
}Level2D源代碼:
CODE:
package index.com.truss{
import flash.events.EventDispatcher;
import flash.events.IEventDispatcher;
import flash.events.Event;
import flash.display.DisplayObjectContainer;
import flash.display.DisplayObject;
import index.com.events.Level2DEvent;
public class Level2D implements IEventDispatcher{
private var dispatcher:EventDispatcher;
private var _range:DisplayObjectContainer;
public function Level2D(range_:DisplayObjectContainer){
dispatcher = new EventDispatcher(this);
_range = range_;
}
//重排
public function reset():Array{
var tmpAr:Array = getDisplay();
var getYAr:Array = getDisplay("y");
var addYAr:Array = getYAr.concat().sort(16);
if(getYAr.toString() != addYAr.toString()){
inOrder(tmpAr.sortOn("y",16));
//發(fā)布層級改變事件
dispatcher.dispatchEvent(new Level2DEvent(Level2DEvent.LEVEL_RESET));
}
getYAr = addYAr = null;
return tmpAr;
}
//返回當前范圍所有對象
public function getDisplay(arg:Object = null):Array{
var i:int;
var tmpAr:Array = new Array;
var num:int = _range.numChildren;
if(arg == null){
for(i = 0; i < num; i ) tmpAr.push(_range.getChildAt(i));
}else if(arg is String){
for(i = 0; i < num; i ) tmpAr.push(_range.getChildAt(i)[arg]);
}else{
for(i = 0; i < num; i ){
var dis:DisplayObject = _range.getChildAt(i);
var isEnter:Boolean = true;
for(var index:String in arg){
if(dis[index] != arg[index]){
isEnter = false;
break;
}
}
if(isEnter) tmpAr.push(dis);
dis = null;
}
}
return tmpAr;
}
//以特定方式遍歷該范圍的顯示對象
public function forEach(fun:Function,arg:Object = null):void{
var tmpAr:Array = getDisplay(arg);
for(var i:int = 0; i < tmpAr.length; i ){
var str:String = fun(tmpAr[i],i);
if(str == "true") return;
}
tmpAr = null;
}
//給定一個排序數(shù)組,進行排序
protected function inOrder(tmpAr:Array):void{
for(var i:int = 0; i < tmpAr.length; i ) _range.addChild(tmpAr[i] as DisplayObject);
}
//設置實時重排
public function set isTime(_isTime:Boolean):void{
if(_isTime) _range.addEventListener(Event.ENTER_FRAME,resetFun);
else _range.removeEventListener(Event.ENTER_FRAME,resetFun);
}
//實時重排
private function resetFun(e:Event):void{
reset();
}
//返回操作區(qū)域
public function get range():DisplayObjectContainer{
return _range;
}
//偵聽
public function addEventListener(type:String,listener:Function,useCapture:Boolean = false,priority:int = 0,useWeakReference:Boolean = false):void{
dispatcher.addEventListener(type,listener,useCapture,priority,useWeakReference);
}
//調(diào)度
public function dispatchEvent(event:Event):Boolean{
return dispatcher.dispatchEvent(event);
}
//是否含有偵聽
public function hasEventListener(type:String):Boolean{
return dispatcher.hasEventListener(type);
}
//移除偵聽
public function removeEventListener(type:String,listener:Function,useCapture:Boolean = false):void{
dispatcher.removeEventListener(type,listener,useCapture);
}
//檢查偵聽
public function willTrigger(type:String):Boolean{
return dispatcher.willTrigger(type);
}
}
}Level2DEvent類源代碼:
CODE:
package index.com.events{
import flash.events.Event;
public class Level2DEvent extends Event{
public static const LEVEL_RESET:String = "levelReset";
public function Level2DEvent(type:String){
super(type);
}
}
}