egret项目开发需要在后方添加一个视频通过添加canvas来适配egret2D项目的canvas
解决egret第二个canvas屏幕适配问题
在egret2d适配屏幕的时候加入自定义接口,通过事件的方式通知适配canvas3d的大小和位置。
增加Diy接口
打开 egret engine ,跳转到引擎的根目录下,进入src->egret->diy->RMCanvas2DView.ts
(需要自己创建diy目录),diy->RMCanvas2DView.ts
为自己创建的文件,目的是为了从引擎底部调出接口
找到项目对应的引擎版本:
进入对应目录engine\5.2.17\src\egret\diy
添加RMCanvas2DView.ts
文件:
在RMCanvas2DView.ts文件中添加
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| module RM { export class RMCanvas2DView {
public static canvasW:number = 0; public static canvasH:number = 0; public static canvasX:number = 0; public static canvasY:number = 0; public static canvasR:string = 'rotate(0deg)';
public static eventDispatcher:egret.EventDispatcher = new egret.EventDispatcher();
public constructor() { } } }
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修改WebPlayer.ts源码
进入\engine\5.2.17\src\egret\web
目录修改WebPlayer.ts
源码
在WebPlayer.updateScreenSize
函数的最后加上代码:
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public updateScreenSize():void {
...... this.player.updateStageSize(stageWidth, stageHeight); RM.RMCanvas2DView.canvasW = displayWidth; RM.RMCanvas2DView.canvasH = displayHeight; RM.RMCanvas2DView.canvasX = +canvas.style.left.split('px')[0]; RM.RMCanvas2DView.canvasY = +canvas.style.top.split('px')[0]; RM.RMCanvas2DView.canvasR = canvas.style.transform; RM.RMCanvas2DView.eventDispatcher.dispatchEvent(egret.Event.create( egret.Event,egret.Event.RESIZE)); }
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编译引擎
通过egret create
命令创建的项目,在项目的根目录下执行一次egret make
命令,编译完成后,在项目中看看是否有RMCanvas2DView
类,如果没有,请重新看下步骤,重试以下
监听屏幕适配变化
然后在游戏启动时加入事件监听器回调函数
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| class WorldCanvas { private _canvas3d:egret3d.Egret3DCanvas; private _view3d:egret3d.View3D;
public constructor() { this.initCanvas(); this.initHtmlCanvas(); }
private initCanvas():void { this._canvas3d = new egret3d.Egret3DCanvas(); this._canvas3d.width = GameConfig.STAGE_W; this._canvas3d.height = GameConfig.STAGE_H; this._canvas3d.x = this._canvas3d.y = 0;
this._view3d = new egret3d.View3D( 0, 0, GameConfig.STAGE_W, GameConfig.STAGE_H ); this._view3d.backColor = 0x00000000; this._canvas3d.addView3D( this._view3d ); this.onResize(); RM.RMCanvas2DView.eventDispatcher.addEventListener( egret.Event.RESIZE, this.onResize, this ); }
private initHtmlCanvas():void { var canvas = document.getElementById( "egret3D" ); if ( canvas ) { canvas.style[ 'position' ] = 'absolute'; canvas.style[ 'cursor' ] = 'inherit'; canvas.style[ 'bottom' ] = '0px'; canvas.style[ 'right' ] = '0px'; canvas.style[ 'transform-origin' ] = '0% 0% 0px'; } }
public onResize( $e? ):void { this._canvas3d.x = RM.RMCanvas2DView.canvasX; this._canvas3d.y = RM.RMCanvas2DView.canvasY; var canvas = document.getElementById( "egret3D" ); if ( canvas ) { canvas.style[ 'transform' ] = RM.RMCanvas2DView.canvasR; canvas.style['width'] = RM.RMCanvas2DView.canvasW+'px'; canvas.style['height'] = RM.RMCanvas2DView.canvasH+'px'; } } }
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这样就把2D引擎适配的结果传递给3D了。旋转缩放都没有问题了,可以使用2D下的所有适配模式。
由于各个引擎版本BUG存在会出现 RM 函数引用不到可以重启电脑或者重新开启项目解决
本编文章是参照egret3D与2D混合开发,画布尺寸不一致的问题添加的