Reputation: 624
Let's say I have a 2D level that is build out of 2D blocks. Some of them are boxes.
The boxes look just the same. No difference! How can I "copy" or clone the graphics of one box to another ? The only difference the boxes will have is that sprite.x
and sprite.y
have different values. I would probably go that way:
public static function drawBox(graphics:Graphics):void
{
graphics.clear();
// draw box
}
drawBox(box1.graphics);
drawBox(box2.graphics);
drawBox(box3.graphics);
No textures will be used, only vector drawing!
Is this a good practice ? Is there another way to achieve the same ?
Upvotes: 4
Views: 5448
Reputation: 15213
You can use the function copyFrom
.
Something like this:
var s:Sprite = new Sprite();
s.graphics.beginFill(0);
s.graphics.drawRect(0, 0, 100, 100);
s.graphics.endFill();
addChild(s);
var s2:Sprite = new Sprite();
// Copyfrom accepts a `Graphics` object.
s2.graphics.copyFrom(s.graphics);
s2.x = 100;
s2.y = 100;
addChild(s2);
Have a look at the documentation about copyFrom().
Upvotes: 8
Reputation: 56
If you treat it like an object in your game you should probably rather consider the OOP-approach @Pier suggested.
This comes in a lot of flavors:
You could extend a class from Sprite and draw the box as soon as the box is ADDED_TO_STAGE
by its parent.
public class box extends Sprite
{
protected var _color:uint;
protected var _size:int;
public function box(size:int=100, color:uint=0x000000)
{
super();
_size = size;
_color = color;
this.addEventListener(Event.ADDED_TO_STAGE, onAddedToStage);
}
protected function onAddedToStage(event:Event):void
{
this.removeEventListener(Event.ADDED_TO_STAGE, onAddedToStage);
draw();
}
protected function draw():void
{
this.graphics.beginFill(_color);
this.graphics.drawRect(0,0,_size,_size);
this.graphics.endFill();
}
}
This box can be constructed/created by calling:
var b:box = new box();
this.addChild(b);
Or you could let the box contain itself - which could be more feasible if you deal with a lot of Objects. The box would just need a reference to its parent then - and of course it should provide a dispose()-function
public class box
{
private var _parent:Sprite;
protected var s:Sprite;
public function box(parent:Sprite)
{
_parent = parent;
s = new Sprite();
s.graphics.beginFill(0x00000);
s.graphics.drawRect(0,0,100,100);
s.graphics.endFill();
_parent.addChild(s);
}
public function dispose():void
{
_parent.removeChild(s);
}
}
}
In this case you would construct the box as follows - it requires a reference to a Sprite (or any extension of) that has already been added to the stage:
var b:box = new box(this);
In both cases you could dynamically change attributes and make the object more versatile:
public function set size(val:int):void
{
_size = val;
draw();
}
public function set color(val:uint):void
{
_color = val;
draw();
}
Upvotes: 1