egret中场景跳转的动画

原理:
创建一个截取当前场景的截图
然后对截图进行bitmap处理
加上tween。
优点:无需任何图片,特效!适用于任何场景!

//1.卷帘特效
//2.左右切换移动
//3.直接翻
//4.旋转掉落
//5.随机一种
 
调用:ScreenMovies.MovieStart(5);

class ScreenMovies {
//当前舞台
static MovieStart(_txnums):void {
//创建一个截图Bitmap
let taget = MtwGame.Instance.stage;
let w = MtwGame.Instance.stage.stageWidth;
let h = MtwGame.Instance.stage.stageHeight;

//新建一个group
let loadTxGrp = new eui.Group();
loadTxGrp.width = w;
loadTxGrp.height = h;
taget.addChild(loadTxGrp)

//循环创建多个截图bitmap 这里num自由设置
let tx1Number = 40;

//每个横着的数量
let Xnumber = 5;

//高数量自动计算
let Ynumber = tx1Number / Xnumber;

if (_txnums == 5) {
_txnums = Math.ceil(Math.random() * 4);
}
for (let i = 0; i < tx1Number; i++) {
//计算每个的XY及宽高
let _mcW = w / Xnumber;
let _mcH = h / Ynumber;
let _mcX = i % Xnumber * _mcW;
let _mcY = Math.floor(i / Xnumber) * _mcH;

let renderTexture: egret.RenderTexture = new egret.RenderTexture();
renderTexture.drawToTexture(taget, new egret.Rectangle(_mcX, _mcY, _mcW, _mcH));
let bmp = new egret.Bitmap;
bmp.texture = renderTexture;
bmp.anchorOffsetX = _mcW / 2
bmp.anchorOffsetY = _mcH / 2
bmp.x = _mcX + _mcW / 2;
bmp.y = _mcY + _mcH / 2;

loadTxGrp.addChild(bmp);

let tw = egret.Tween.get(bmp);
//开始特效
switch (_txnums) {
case 1:
tw.to({ scaleX: 0, scaleY: 0, alpha: 0, rotation: 359 }, 800, egret.Ease.circIn).call(onComplete, this);
break;
case 2:
let my_x = -w
if (!(i % 2)) {
my_x = w * 2
}
tw.to({ x: my_x, alpha: 0 }, 800, egret.Ease.circIn).call(onComplete, this);
break;
case 3:
tw.to({ scaleX: 0.2, scaleY: 1, alpha: 0, blurFliter: 0 }, 800, egret.Ease.backInOut).call(onComplete, this);
break;
case 4:
tw.to({ alpha: 0}, 900, egret.Ease.circIn).call(onComplete, this)
break;
default:
tw.to({ scaleX: 1, scaleY: 0, alpha: 0 }, 800, egret.Ease.circIn).call(onComplete, this);
}
}
let upNumber = 0;
function onComplete(evt: Comment) {
upNumber++
if (upNumber == tx1Number) {
taget.removeChild(loadTxGrp)
}
}
}
}

---------原文用的是AS3,我改成了TS,来自egret社区的sjavene

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转载自www.cnblogs.com/jiajunjie/p/9117526.html