package
{
/**
* 单例类 范例
* 在AS3里 单例类一般用 包外类 实现.(我以前也总是这样!)
* 但不能用编译时类型检测,容易出错
*
* 多申请一个包外类则
* 既有了保外类实现单例类的优点,
* 又可以在编译时进行类型检测,还有代码提示
*
* www.lite.cn (lite3)
* [email protected]
* qq:735486078
* 欢迎访问我的博客
*
* @author lite3
*/
public class SingleClass
{
static private var instance:SingleClass; /* 单例类实例 */
static public function getInstance():SingleClass
{
if (!instance) instance = new SingleClass(new one());
return instance;
}
public function SingleClass(p:one)
{
if (!p)
{
/**
* 报错后,如果捕获 则返回为 null
* 如果未捕获 则直接挂掉,O(∩_∩)O~
*/
throw new Error("SingleClass不能直接new , 用静态方法 getInstance()!");
}
}
// ...........
// to do your code
}
}
class one { }
标签归档:AS
像素级碰撞检测类
//像素级碰撞检测
package
{
import flash.display.BitmapData;
import flash.display.BlendMode;
import flash.display.DisplayObject;
import flash.display.Sprite;
import flash.geom.ColorTransform;
import flash.geom.Matrix;
import flash.geom.Point;
import flash.geom.Rectangle;
public class HitTest
{
/**
* --------------------- 像素级碰撞检测
* @param target1 DisplayObject
* @param target2 DisplayObject
* @param accurracy Number 检测的精度 [0 , 1] 0 <= n <= 1
* @return Boolean
*/
public static function complexHitTestObject ( target1:DisplayObject, target2:DisplayObject, accurracy:Number = 1 ):Boolean
{
accurracy > 1 ? accurracy = 1 : 0;
return accurracy <= 0?false:complexIntersectionRectangle(target1,target2,accurracy).width != 0;
}
/**
* -------------------获取矩形边框重叠区域
* @param target1 DisplayObject
* @param target2 DisplayObject
* @return Rectangle
*/
public static function intersectionRectangle ( target1:DisplayObject, target2:DisplayObject ):Rectangle
{
// If either of the items don't have a reference to stage, then they are not in a display list
// or if a simple hitTestObject is false, they cannot be intersecting.
if ( !target1.root || !target2.root || !target1.hitTestObject( target2 ) )
{
return new Rectangle ;
}
// Get the bounds of each DisplayObject.
var bounds1:Rectangle = target1.getBounds( target1.root );
var bounds2:Rectangle = target2.getBounds( target2.root );
// Determine test area boundaries.
var intersection:Rectangle = new Rectangle();
intersection.x = Math.max( bounds1.x, bounds2.x );
intersection.y = Math.max( bounds1.y, bounds2.y );
intersection.width = Math.min( ( bounds1.x + bounds1.width ) - intersection.x, ( bounds2.x + bounds2.width ) - intersection.x );
intersection.height = Math.min( ( bounds1.y + bounds1.height ) - intersection.y, ( bounds2.y + bounds2.height ) - intersection.y );
return intersection;
}
/**
* -------------------------- 获取像素重叠区域
* @param target1 DisplayObject
* @param target2 DisplayObject
* @param accurracy Number 精度
* @return Rectangle
*/
public static function complexIntersectionRectangle ( target1:DisplayObject, target2:DisplayObject, accurracy:Number = 1 ):Rectangle
{
if ( accurracy <= 0 )
{
throw new Error("ArgumentError: Error #5001: Invalid value for accurracy",5001);
}
// If a simple hitTestObject is false, they cannot be intersecting.
if ( !target1.hitTestObject( target2 ) )
{
return new Rectangle ;
}
var hitRectangle:Rectangle = intersectionRectangle( target1, target2 );
// If their boundaries are no interesecting, they cannot be intersecting.
if ( hitRectangle.width * accurracy <1 || hitRectangle.height * accurracy <1 )
{
return new Rectangle ;
}
var bitmapData:BitmapData = new BitmapData( hitRectangle.width * accurracy, hitRectangle.height * accurracy, false, 0x000000 );
// Draw the first target.
bitmapData.draw ( target1, HitTest.getDrawMatrix( target1, hitRectangle, accurracy ), new ColorTransform( 1, 1, 1, 1, 255, -255, -255, 255 ) );
// Overlay the second target.
bitmapData.draw ( target2, HitTest.getDrawMatrix( target2, hitRectangle, accurracy ), new ColorTransform( 1, 1, 1, 1, 255, 255, 255, 255 ), BlendMode.DIFFERENCE );
// Find the intersection.
var intersection:Rectangle = bitmapData.getColorBoundsRect( 0xFFFFFFFF,0xFF00FFFF );
bitmapData.dispose ();
// Alter width and positions to compensate for accurracy
if ( accurracy != 1 )
{
intersection.x /= accurracy;
intersection.y /= accurracy;
intersection.width /= accurracy;
intersection.height /= accurracy;
}
intersection.x += hitRectangle.x;
intersection.y += hitRectangle.y;
return intersection;
}
/**
* -------------------------获取MC的矩阵
* @param target DisplayObject
* @param hitRectangle Rectangle
* @param accurracy Number
* @return Matrix
*/
protected static function getDrawMatrix ( target:DisplayObject, hitRectangle:Rectangle, accurracy:Number ):Matrix
{
var localToGlobal:Point;
var matrix:Matrix;
var rootConcatenatedMatrix:Matrix = target.root.transform.concatenatedMatrix;
localToGlobal = target.localToGlobal( new Point( ) );
matrix = target.transform.concatenatedMatrix;
matrix.tx = localToGlobal.x - hitRectangle.x;
matrix.ty = localToGlobal.y - hitRectangle.y;
matrix.a = matrix.a / rootConcatenatedMatrix.a;
matrix.d = matrix.d / rootConcatenatedMatrix.d;
if ( accurracy != 1 )
{
matrix.scale ( accurracy, accurracy );
}
return matrix;
}
}
}
另类菜单效果
这是模仿的一个网站的菜单效果,现在那个网站也不存在了,就不放链接了。O(∩_∩)O~
菜单内容没做,O(∩_∩)O~
继续阅读
判断字符串是否有中文
用的是正则表达式 + UTF-8
/**
* 测试是否有中文, 中文标点测试不出来
*/
function testChinese(str:String):Boolean
{
return / .*[\u4e00 -\u 9fa5] + .*$ / .test(str);
}
纯AS相册, 未完
上午有个朋友让我帮他改相册, 是flash AS2的, 然后就想弄个纯AS的,O(∩∩)O~ 未完成的,O(∩∩)O~,完成了放 源码上来, 加载有点慢,请谅解 继续阅读
位移操作符
位移操作符都好理解。
>> 与 >>> 要区别下。
- >> 所有位都向右移动某位,空出来的位用 0 填充,最后变成有符号的
- >>> 所有位都向右移动某位,空出来的位用 0 填充,最后变成无符号的
示例
var unum:uint = 0xFFFFFF;
trace(unum<< 16 >> 16); // -1;
trace(unum<< 16 >>> 16); // 65535;
鼠标扩展类 MouseUtil
这是一个鼠标扩展类demo的效果,如果你看不到这个flash,请到文章页面查看!
上面是我写的鼠标扩展类MouseUtil.as的示例。
继续阅读
在XMLList里插入节点
var xml:XML = new XML( <data>
<user>
<user id="1"/>
<user id="2"/>
</user>
</data> );
var xmlList:XMLList = xml.user.user;
var myXML:XML = new XML(<user id="3"/>);
insertXML(xmlList, myXML);
trace("-------- xmlList -----------");
trace(xmlList);
trace("---------- xml -------------");
trace(xml);
function insertXML(xmlList:XMLList, xml:XML):void
{
// 修改xmlList,建议用这个
xmlList[xmlList.length()] = xml;
// 不修改xmlList
//xmlList.parent().appendChild(xml);
}
TextArea TextField 文本 自动滚动到最后一行
2009.10.14更新
由于Flex的文件比较大,所以这里只做了TextField的示例, 其他的原理都一样的。
这是一个文本框即时显示到最后一行的效果,如果你看不到这个flash,请到文章页面查看!
检测flash的运行在本地还是网络
trace(loaderInfo.url.indexOf("file:///") != -1);
trace(new LocalConnection().domain == "localhost");
trace(Security.sandboxType != "remote");