该类是对于同平面物体深度简单自动管理类只是做到了简单虚拟社区等人物建筑物等深度排列太复杂估计就搞不定了但是可以继承这个类继续定义
index.com..Leval2D类:
代码:public Level2D implements IEventDispatcher
现实:IEventDispatcher接口
对同容器中物体以Y坐标为基准进行自动深度管理
构造:
public function Level2D(range_:DisplayObjectContainer)
参数表示要对哪个容器中对象进行自动深度管理
手动排列深度 思路方法:
public function re:Array
返回排列后对象如果层级无改变则返回当前对象
层级改变将调度事件Level2DEvent.LEVEL_RESET
获取对象列表 思路方法:
public function getDisplay(arg:Object = null):Array
获取当前管理容器中以arg方式过滤后所有对象
若arg为空则返回当前容器中所有对象列表
若arg为串则返回当前容器中所有对象arg属性列表
若arg为Object则返回当前容器中符合arg所有属性对象列表
遍历 思路方法:
public function forEach(fun:Function,arg:Object = null):void
以某种方式遍历所有对象并且有arg方式进行过滤遍历
第个参数在遍历时候每遍历到个对象都会fun将显示对象和排列位置传出去例如:
function callback(_display:DisplayObject,index:){}
第 2个参数等同于getDisplay中arg参数
私有继承思路方法:
protected function inOrder(tmpAr:Array):void
以某种特定进行深度改变
该思路方法必须继承该类它子集便可以当作私有属性来该思路方法外部不可见!
设置即时属性:(只写)
public function isTime(_isTime:Boolean):void
当参数为true则表示层级在可以改变时候会自动进行改变
当参数为false则表示需要手动re思路方法才能改变深度排列
range属性:(只读)
public function get range:DisplayObjectContainer
当例子化管理容器后就无法修改该属性了只有通过range来读取属性了
举例:
上面那个flash源代码 3个小方块都是可以拖拽 CODE:
import index.com..Level2D;
import index.com.events.Level2DEvent;
var l2:Level2D = Level2D(this);
l2.addEventListener(Level2DEvent.LEVEL_RESET,levelReFun);
l2.isTime = true;
function levelReFun(e:Level2DEvent){
trace(l2.getDisplay("x"));//获取当前所有对象x属性
trace(l2.getDisplay({y:0,x:0}));//获取当前所有对象xy属性都等于0对象
/**
*输出:
*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源代码:
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 Level2D implements IEventDispatcher{
private var dispatcher:EventDispatcher;
private var _range:DisplayObjectContainer;
public function Level2D(range_:DisplayObjectContainer){
dispatcher = EventDispatcher(this);
_range = range_;
}
//重排
public function re:Array{
var tmpAr:Array = getDisplay;
var getYAr:Array = getDisplay("y");
var addYAr:Array = getYAr.concat.sort(16);
(getYAr.toString != addYAr.toString){
inOrder(tmpAr.sortOn("y",16));
//发布层级改变事件
dispatcher.dispatchEvent( Level2DEvent(Level2DEvent.LEVEL_RESET));
}
getYAr = addYAr = null;
tmpAr;
}
//返回当前范围所有对象
public function getDisplay(arg:Object = null):Array{
var i:;
var tmpAr:Array = Array;
var num: = _range.numChildren;
(arg null){
for(i = 0; i < num; i ) tmpAr.push(_range.getChildAt(i));
} (arg is String){
for(i = 0; i < num; i ) tmpAr.push(_range.getChildAt(i)[arg]);
}{
for(i = 0; i < num; i ){
var dis:DisplayObject = _range.getChildAt(i);
var isEnter:Boolean = true;
for(var index:String in arg){
(dis[index] != arg[index]){
isEnter = false;
;
}
}
(isEnter) tmpAr.push(dis);
dis = null;
}
}
tmpAr;
}
//以特定方式遍历该范围显示对象
public function forEach(fun:Function,arg:Object = null):void{
var tmpAr:Array = getDisplay(arg);
for(var i: = 0; i < tmpAr.length; i ){
var str:String = fun(tmpAr[i],i);
(str "true") ;
}
tmpAr = null;
}
//给定个排序进行排序
protected function inOrder(tmpAr:Array):void{
for(var i: = 0; i < tmpAr.length; i ) _range.addChild(tmpAr[i] as DisplayObject);
}
//设置实时重排
public function isTime(_isTime:Boolean):void{
(_isTime) _range.addEventListener(Event.ENTER_FRAME,reFun);
_range.removeEventListener(Event.ENTER_FRAME,reFun);
}
//实时重排
private function reFun(e:Event):void{
re;
}
//返回操作区域
public function get range:DisplayObjectContainer{
_range;
}
//侦听
public function addEventListener(type:String,listener:Function,useCapture:Boolean = false,priority: = 0,useWeakReference:Boolean = false):void{
dispatcher.addEventListener(type,listener,useCapture,priority,useWeakReference);
}
//调度
public function dispatchEvent(event:Event):Boolean{
dispatcher.dispatchEvent(event);
}
//是否含有侦听
public function hasEventListener(type:String):Boolean{
dispatcher.hasEventListener(type);
}
//移除侦听
public function removeEventListener(type:String,listener:Function,useCapture:Boolean = false):void{
dispatcher.removeEventListener(type,listener,useCapture);
}
//检查侦听
public function willTrigger(type:String):Boolean{
dispatcher.willTrigger(type);
}
}
}
Level2DEvent类源代码:
CODE:
package index.com.events{
import flash.events.Event;
public Level2DEvent extends Event{
public const LEVEL_RESET:String = "levelRe";
public function Level2DEvent(type:String){
super(type);
}
}
}
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