由于许多原因,使用 .SWF 打包文件并不理想,但我没有考虑过安全方面。虽然当然 - 如果它在网上,它不安全......
今天早上我为你做了一个小演示,可以在这里找到:
演示:http ://www.digital.leskiwis.com/sirwin/
下载:http ://www.digital.leskiwis.com/sirwin/sirwin.zip
让我解释几个特点:
- 它利用了 Hydrotik 的 queueLoader 类。它使加载和监控变得轻而易举
- 所有资产都在编译的 SWF 中。队列加载的一大特点是将 SWF 的帧绘制为位图数据(非常适合平滑处理)
- 它使用调整大小事件来确保调整图像大小以进行缩放
- swf 中的所有图像都是 720p 大小(1024 x 720),因此您可以很好地了解大图像如何缩小(在 24 - 27 英寸的屏幕上放大)
调整监听器的大小:
stage.scaleMode = StageScaleMode.NO_SCALE; // the standard top left align, add some no scaling and throw in the event listener
stage.align = StageAlign.TOP_LEFT;
stage.addEventListener(Event.RESIZE, resizePhoto, false, 0, true);
调整大小功能:(我们在加载图像时存储一次 photoWidth 和 photoHeight 变量,因此我们不必检查每一帧)
function resizePhoto(e:Event){
var targetWidth = stage.stageWidth - buffer - photo.x
// this gives us the target width we want the photo. we can figure out what percent the image would need to be to make this, and use that as a scale mutiplication..
var targetHeight = stage.stageHeight - buffer - photo.y
// this gives us the target height we want the photo. we can figure out what percent the image would need to be to make this, and use that as a scale mutiplication..
//note: add in some smart sizing on this - this means the photo resize stops when it hits a height or width limit..
var wMult:Number = (targetWidth / photoWidth)
var hMult:Number = (targetHeight / photoHeight)
if(wMult < hMult){
photo.width = photoWidth * wMult
photo.height = photoHeight * wMult
}else{
photo.width = photoWidth * hMult
photo.height = photoHeight * hMult
}
}
虽然其中一些远非最佳实践,但它有足够的改进供您使用 - 同时根据我在您的文件中看到的代码让您处于舒适区。如果您需要任何澄清,请大喊大叫。这是完整代码 - 您可以在此处下载所有内容:http ://www.digital.leskiwis.com/sirwin/sirwin.zip
享受!
package{
import flash.ui.*;
import flash.display.*;
import flash.events.*;
import flash.text.*;
import flash.geom.*;
import flash.net.*;
import flash.utils.*;
import flash.media.*
import fl.controls.Button;
import com.hydrotik.queueloader.QueueLoader;
import com.hydrotik.queueloader.QueueLoaderEvent;
import com.hydrotik.queueloader.QLManager;
public class Sirwin extends MovieClip {
var sec_PERSONAL:Array = ['Animals', 'Macro']; // all of the topic sections... Note, the swf files need to match these names!
var sec_LENGTH:uint = 0; // the length of the loaded array
var sec_CUR:uint = 0; // the length of the loaded array
var bmp_ARRAY:Array = []; // the container for the loaded section
var buffer:uint = 10; // buffer in pixels for button placement
var _oLoader:QueueLoader = new QueueLoader();
var photo:Sprite = new Sprite(); // holder for the photo to load into
var nextBut:Button = new Button(); // attach the next button from the library
var prevBut:Button = new Button(); // attach the prev button from the library
var photoWidth:Number // we store these as variables to improve performance, check once - not each time
var photoHeight:Number // we store these as variables to improve performance, check once - not each time
public function Sirwin(){
trace("initialising Document...");
addEventListener(Event.ADDED_TO_STAGE, popStageVars); // once the movie has been added to the stage, we can set up some more vars
}
private function popStageVars(e:Event){
trace("popping stage vars...")
removeEventListener(Event.ADDED_TO_STAGE, popStageVars);
stage.scaleMode = StageScaleMode.NO_SCALE; // the standard top left align, add some no scaling and throw in the event listener
stage.align = StageAlign.TOP_LEFT;
stage.addEventListener(Event.RESIZE, resizePhoto, false, 0, true);
_oLoader.addEventListener(QueueLoaderEvent.ITEM_COMPLETE, onItemComplete,false, 0, true);
_oLoader.addEventListener(QueueLoaderEvent.ITEM_PROGRESS, onQueueProgress, false, 0, true);
_oLoader.addEventListener(QueueLoaderEvent.QUEUE_COMPLETE, onQueueComplete,false, 0, true);
photo.x = 180
photo.y = buffer
addChild(photo)
setSections();
setNav();
toggleNav();
}
function resizePhoto(e:Event){
// set photo dimensions to match stage;
photo.width = stage.stageWidth - buffer;
photo.height = stage.stageHeight - buffer;
// choose the larger scale property and match the other to it;
( photo.scaleX < photo.scaleY ) ? photo.scaleY = photo.scaleX : photo.scaleX = photo.scaleY;
}
public function setSections(){ // this function places the section buttons on the stage... not so neccesary if you make your own buttons
for(var i:uint = 0; i < sec_PERSONAL.length; i++){
var but:Button = new Button(); // attach the button from the library
but.label = sec_PERSONAL[i] // give the button a label from the array of names
but.x = buffer
but.y = buffer*5 + (i * (buffer + but.height));
but.addEventListener(MouseEvent.CLICK, loadSection, false, 0, true); // weak handler for better garbage collection
addChild(but)
}
}
public function setNav(){ // this function places the nav buttons on the stage... better practice would be having their own class and dispatching mouse events to be listened for. Baby steps..
nextBut.label = "Next >"
nextBut.x = buffer
nextBut.y = 350
nextBut.addEventListener(MouseEvent.CLICK, navForward, false, 0, true);
addChild(nextBut)
prevBut.label = "Previous <"
prevBut.x = buffer
prevBut.y = 400
prevBut.addEventListener(MouseEvent.CLICK, navBack, false, 0, true);
addChild(prevBut)
}
public function loadSection(e:MouseEvent){
bmp_ARRAY = []; // reset the array to nothing
var swf:String = convertFolderName(e.target.label, '_') + ".swf";
_oLoader.addItem("assets/"+swf, null, {title:"SWF Images", drawFrames:true});
_oLoader.execute();
}
public function loadPhoto(){
while(photo.numChildren){
photo.removeChildAt(0); // get rid of any existing photo
}
var bmp:Bitmap = new Bitmap(bmp_ARRAY[sec_CUR]); // this gets the bitmap data from the array that has been loaded from the zip file
bmp.smoothing = true; // this should solve your smoothing issues
photo.addChild(bmp);
photoWidth = photo.width; // update the photos height and width for easy ref
photoHeight = photo.height;
resizePhoto(null); // pass through a null event to avoid any compiler errors
}
public function convertFolderName(s:String, replacement:String):String{ // this function returns an underscore instead of a space
var trimmedValue:String = s.replace(" ", replacement)
return trimmedValue;
}
public function updateCur(n:Number){
sec_CUR += n; // add a +1, or -1 to the current pointer
displaying.text = "Displaying: " + (sec_CUR + 1) + "/" + sec_LENGTH; // this updates the 'number of/how many' text. you need plus one to adjust for arrays starting at 0
}
public function navForward(e:MouseEvent){
updateCur(1)
toggleNav();
loadPhoto();
}
public function navBack(e:MouseEvent){
updateCur(-1)
toggleNav();
loadPhoto()
}
public function toggleNav():void{ //this function decides if the next or back should be shown
trace(sec_CUR + " - " + sec_LENGTH)
nextBut.visible = (sec_CUR >= sec_LENGTH-1) ? false : true
prevBut.visible = (sec_CUR <= 0) ? false : true
if(sec_CUR < 0){
sec_CUR = 0;
}
if(sec_CUR >= sec_LENGTH-1){
sec_CUR = sec_LENGTH-1;
}
}
// ----------------------------------------------------- queue loading event handlers
public function onQueueProgress(event:QueueLoaderEvent):void { // cheap preloading...
trace("\t>>onQueueProgress: "+event.queuepercentage);
displaying.text = "Loading: " + event.queuepercentage + "%";
}
public function onItemComplete(event:QueueLoaderEvent):void {
trace("\t>> "+event.type, "item title: "+event.title + " type: " + event.fileType);
if (event.title == "SWF Images") {
bmp_ARRAY = [];
for (var i:int = 0; i<event.bmArray.length; i++) {
var bm:BitmapData = event.bmArray[i]
bmp_ARRAY.push(bm)
}
}
}
public function onQueueComplete(event:QueueLoaderEvent):void {
trace("** "+event.type);
sec_LENGTH = bmp_ARRAY.length
sec_CUR = 0;
updateCur(0)
toggleNav();
loadPhoto();
}
}
}