標籤:har fun source listen 並且 png comm stage tool
將圖片加壓到zip中,再使用JSZip和Egret將圖片顯示出來.
核心代碼 :
/** * 將ArrayBuffer轉化為Base64 * @param {ArrayBuffer} $buffer * @param {smallLib.TYPE_IMAGE_FORMAT2ZIP} $img_ty (預設 : TYPE_IMAGE_FORMAT2ZIP = TYPE_IMAGE_FORMAT2ZIP._PNG) * @returns {string} */ public static arrayBufferToBase64( $buffer : ArrayBuffer , $img_ty : TYPE_IMAGE_FORMAT2ZIP = TYPE_IMAGE_FORMAT2ZIP._PNG) : string { let bytes : Uint8Array = new Uint8Array( $buffer ); const addFormat : Function = ( $base64 : string ) : string =>{ const $base_foramt : string = `data:image/{0};base64,${$base64}`; switch($img_ty){ case TYPE_IMAGE_FORMAT2ZIP._PNG: return $base_foramt.replace(`{0}` , `png`); case TYPE_IMAGE_FORMAT2ZIP._JPG: return $base_foramt.replace(`{0}`,`jpg`); case TYPE_IMAGE_FORMAT2ZIP._JPEG: return $base_foramt.replace(`{0}`,`jpeg`); case TYPE_IMAGE_FORMAT2ZIP._BMP: return $base_foramt.replace(`{0}`,`bmp`); case TYPE_IMAGE_FORMAT2ZIP._WEBP: return $base_foramt.replace(`{0}`,`webp`); } }; if( egret.Capabilities.runtimeType != egret.RuntimeType.WXGAME ){ let binary : string = ‘‘; let len : number = bytes.byteLength; for (let i = 0; i < len; i++) { binary += String.fromCharCode( bytes[ i ] ); } return addFormat(window.btoa( binary )); }else{ return addFormat(wx.arrayBufferToBase64(bytes)); } } /** * 通過Base64獲得圖片的紋理資訊 * @param {string} $base64 * @returns {egret.Texture} */ public static getTextureByBase64( $base64 : string ) : egret.Texture{ let img = new Image(); img.src = $base64; let texture : egret.Texture = new egret.Texture(); let bitmapdata : egret.BitmapData = new egret.BitmapData(img); texture._setBitmapData(bitmapdata); return texture; } /** * 圖片的格式 * @author Husz */ export enum TYPE_IMAGE_FORMAT2ZIP{ _PNG = 0, _JPG = 1, _JPEG = 2, _BMP = 3, _WEBP = 4 }
測試 : egret引擎版本:5.2.6
一,測試環境:
①,將bg.jpg加壓到bg.zip,將egret_icon.png加壓到egret_icon.zip
②,將2個zip檔案加到default.res.json中 , 並且刪除掉bg_jpg和egret_icon.png
二,代碼(修改了Main.ts中的createGameScene())如下:/=============================================================================/
/** * 建立情境介面 * Create scene interface */ protected createGameScene(): void { // let sky = this.createBitmapByName("bg_jpg"); // this.addChild(sky); let stageW = this.stage.stageWidth; let stageH = this.stage.stageHeight; // sky.width = stageW; // sky.height = stageH; let $$$zip : JSZip = new JSZip( RES.getRes("bg_zip") ); let $$$buffer : ArrayBuffer = $$$zip.file("bg.jpg").asArrayBuffer(); let $$$base64 : string = smallLib.CommonTool.arrayBufferToBase64($$$buffer,smallLib.TYPE_IMAGE_FORMAT2ZIP._JPG); let $$$sky : eui.Image = new eui.Image(); $$$sky.source = $$$base64; $$$sky.width = stageW; $$$sky.height = stageH; this.addChild($$$sky); let topMask = new egret.Shape(); topMask.graphics.beginFill(0x000000, 0.5); topMask.graphics.drawRect(0, 0, stageW, 172); topMask.graphics.endFill(); topMask.y = 33; this.addChild(topMask); $$$zip = new JSZip(RES.getRes("egret_icon_zip")); $$$buffer = $$$zip.file("egret_icon.png").asArrayBuffer(); $$$base64 = smallLib.CommonTool.arrayBufferToBase64($$$buffer,smallLib.TYPE_IMAGE_FORMAT2ZIP._PNG); // $$$base64 = this.arrayBufferToBase64($$$buffer); //let $$$texture : egret.Texture = this.getTextureByBase64($$$base64); let $$$icon : eui.Image = new eui.Image(); $$$icon.source = $$$base64; $$$icon.x = 26; $$$icon.y = 33; let $$$bitmapdata : egret.BitmapData = egret.BitmapData.create(‘arraybuffer‘, $$$buffer); let _______texture : egret.Texture = new egret.Texture(); _______texture.bitmapData = $$$bitmapdata; let $$$bitmap2Icon : egret.Bitmap = new egret.Bitmap(_______texture); $$$bitmap2Icon.x = 26; $$$bitmap2Icon.y = 33; this.addChild($$$bitmap2Icon); // let icon: egret.Bitmap = this.createBitmapByName("egret_icon_png"); // this.addChild(icon); // icon.x = 26; // icon.y = 33; let line = new egret.Shape(); line.graphics.lineStyle(2, 0xffffff); line.graphics.moveTo(0, 0); line.graphics.lineTo(0, 117); line.graphics.endFill(); line.x = 172; line.y = 61; this.addChild(line); let colorLabel = new egret.TextField(); colorLabel.textColor = 0xffffff; colorLabel.width = stageW - 172; colorLabel.textAlign = "center"; colorLabel.text = "Hello Egret"; colorLabel.size = 24; colorLabel.x = 172; colorLabel.y = 80; this.addChild(colorLabel); let textfield = new egret.TextField(); this.addChild(textfield); textfield.alpha = 0; textfield.width = stageW - 172; textfield.textAlign = egret.HorizontalAlign.CENTER; textfield.size = 24; textfield.textColor = 0xffffff; textfield.x = 172; textfield.y = 135; this.textfield = textfield; let button = new eui.Button(); button.label = "Click!"; button.horizontalCenter = 0; button.verticalCenter = 0; this.addChild(button); button.addEventListener(egret.TouchEvent.TOUCH_TAP, this.onButtonClick, this); }
三:結果
①,在chrome下
②,在Launch Wing Player下
注意 : egret.BitmapData.create方法
四:結論
① : 使用eui.Image 直接接收base64(string)不存在相容問題
② : 使用egret.Texture 可能在某些瀏覽器上無法顯示
本人會持續跟蹤給出答案......
Egret之JSZip解析圖片