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没有写反,我试了,不行,就改回来了,你教我的应该是下面这样对吧
<script>
var imgBitmapdata = null,
imgBitmap = null;
function main() {
LGlobal.setDebug(true);
var loader = new LLoader();
loader.addEventListener(LEvent.COMPLETE, function(event) {
imgBitmapdata = new LBitmapData(event.target);
imgBitmap = new LBitmap(imgBitmapdata);
test();
});
loader.load('http://192.168.1.88/test.jpg', 'bitmapData');
}
function test() {
//创建红色背景
var bg = new LShape();
bg.graphics.drawRect(0, '#000000', [0, 0, 1200, 1200], true, '#ff0000');
addChild(bg);
//创建s1层
var s1 = new LSprite();
var shape = new LShape();
shape.graphics.drawRect(0, '#000000', [0, 0, 300, 300], true, '#000000');
shape.alpha = 0;
s1.addChild(shape);
//开始扭曲
s1.graphics.clear();
s1.graphics.beginBitmapFill(imgBitmapdata);
s1.graphics.drawTriangles([0, 0, 0, 300, 300, -100, 300, 300], [0, 2, 1, 2, 1, 3], [0, 0, 0, 1, 1, 0, 1, 1]);
//绘制到一个bitmapdata并加入舞台
var bitmapdata2 = new LBitmapData(null, 0, 0, 200, 200, LBitmapData.DATA_CANVAS);
var matrix = new LMatrix();
matrix.translate(20, 20);
var layer=new LSprite();
layer.graphics.drawRect(0, "#000000", [0, 0, 300, 400]);
layer.addChild(s1);
bitmapdata2.draw(layer, matrix);
var bitmap2 = new LBitmap(bitmapdata2);
var s3 = new LSprite();
s3.addChild(bitmap2);
addChild(s3);
//s1扭曲后直接显示的效果
var clone = s1.clone();
clone.x = 400;
clone.y = 400;
addChild(clone);
}
init(50, 'canvas1', 1200, 1200, main);
</script> |
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