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Corona Images, Shapes, and Text About Display Objects Part1
About Display Objects

All drawing that occurs on the screen is accomplished by creating DisplayObjects. Anything that appears on the screen is an instance of a DisplayObject. You don’t actually create these objects directly. Instead, you create special kinds of DisplayObject such as rectangles, circles, images, text, etc.

關於顯示對象

所有的繪製發生在屏幕上通過創建的DisplayObject凡是出現在屏幕上是一個實例DisplayObject的你實際上並不直接創建這些對象相反,你建立特殊類型DisplayObject的如矩形,圓形,圖像,文字等

These objects are all first-class citizens. You can animate them, turn them into buttons, etc.

這些對象都是一等公民。可以動畫他們,把他們融入按鈕等

You create a DisplayObject by calling a special kind of function called a constructor. This implicitly adds the object above all other objects you have created. DisplayObjects are designed to organize common functionality, but you never create a DisplayObject explicitly.

您創建一個 DisplayObject通過調用一種特殊的構造函數調用隱含對象添加上述所有其他對象已創建的DisplayObject旨在共同組織的功能,但是你從來沒有明確地創建一個 DisplayObject

Instead, there are constructors for each specific kind of DisplayObject, e.g. display.newRect()creates a VectorObject.

相反,構造為每個特定的DisplayObject,如display.newRect()創建一個VectorObject

All display object constructors implicitly set the parent of the new objects to be the current stage object. (Currently, there is only one stage in Corona. Groups can be created to act like additonal stages for grouping objects.) Most have an optional parentGroup parameter that overrides this behavior and instead sets the parent to a specified group.

所有顯示對象構造隱式設置的父新對象是當前階段的對象。 (目前,只有一個階段,電暈團體可以創建產生額外階段的分組對象)大多數有一個可選參數parentGroup重寫此行為,而不是設置家長到指定的組。

All instances of DisplayObject behave similarly to normal Lua tables. This means you can add your own properties to the object as long as they don't conflict with the properties and method names below. Group objects (and stage objects) have some slight quirks, as discussed below; also see the more detailed technical discussion in "Display Objects vs. Tables" at the end of this section.
所有的實例 DisplayObject的行為同樣正常的Lua表。這意味著你可以添加自己的屬性的對象,只要他們不衝突的屬性和方法名以下對象(和舞台上的對象有一些輕微的怪癖,討論如下還可以看到更為詳細的技術討論,在“顯示對象對比“,在本節結束

In addition, all display objects have the following properties and object methods in common:

此外,所有顯示對象具有以下屬性和對象的方法的共同點

Common Properties 通用屬性

Properties are accessed via the dot operator. For example, if we have a DisplayObject represented by the variable object, we can change its alpha to 50%: object.alpha=0.5.

屬性是訪問通過點操作符。例如,如果我們有一個 DisplayObject變量所代表的對象,我們可以改變它的alpha為 50%:object.alpha = 0.5。

Below are the common properties shared by all display objects.

以下是在共同財產的共同所有顯示對象。

object.alpha is the object's opacity. A value of 0 is transparent and 1.0 is opaque. The default value is 1.0.

Note that this is a different alpha property than the optional "alpha" component found in each color specification of the form (r, g, b [, a]). In the latter case, the alpha range is 0-255, just like the red, green and blue ranges, because the resulting value set specifies a 32-bit color with 8 bits per channel.

object.alpha是對象的不透明度。一個 0值是透明的,1.0是不透明的。默認值是1.0。

請注意,這是一個不同的alpha屬性比可選的“alpha”組成部分的每個顏色規範的形式(001克,乙[,1])。在後一種情況下,alpha範圍是0-255,只是喜歡紅色,綠色和藍色的範圍,因為結果值設置指定一個 32位元色8位元每通道。

object.height is in local coordinates

object.height在局部坐標

object.isVisible controls whether the object is visible on the screen. true is visible and false is not.

object.isVisible控制對象是否是可見的屏幕上。真正是不可見的和虛假的。

object.isHitTestable allows an object to continue to receive hit events even if it is not visible. If true, objects will receive hit events regardless of visibility; if false, events are only sent to visible objects.

object.isHitTestable允許一個對象,繼續收到 hit 事件,即使收到它是不可見的。如果情況屬實,對象將接收的襲擊事件,無論知名度;如有不實,事件只發送到可視對象。

object.length [read-only] is deprecated in favor of group.numChildren. For Group Objects, this is the number of children; 0 otherwise.

object.length [只讀]贊成不贊成使用group.numChildren。對於組對象,這是多少兒童;否則為 0。

object.parent [read-only] returns the parent group of the object.

object.parent [只讀]返回母集團的對象。

object.rotation is the current rotation angle (in degrees).

object.rotation是當前的旋轉角(度)。

object.contentBounds is a table with properties xMinxMaxyMinyMax in screen coordinates. Generally used to map the object in a group to the screen coordinates.

object.contentBounds是一個表與屬性的形式:Xmin,xMax,Ymin成員,yMax的在屏幕坐標。一般用於映射對象在一個小組,在屏幕上的坐標。

object.contentHeight is the height in screen coordinates.

object.contentHeight是在屏幕坐標的高度。

object.contentWidth is the width in screen coordinates.

object.contentWidth是寬屏幕坐標。

object.width is in local coordinates

object.width在局部坐標

object.x specifies the x-position (in local coordinates) of the object relative to the parent — the parent’s origin to be precise. Specifically, it provides the x-position of the object’s reference point relative to the parent. Changing the value of this will move the object in the x-direction. Changing the object's reference point will change the object's x and y points without moving the object.

object.x指定的X -位置(在本地坐標)的對象相對於父 - 父的原產地是準確的。具體來說,它提供的X -位置的對象的參考點相對於父。改變這個值將移動的物體在x方向。改變對象的參考點會改變對象的X和Y點不動的對象。

object.xOrigin specifies the x-position of the object’s origin relative to the parent’s origin. It is in the object’s local coordinates. Changing the value of this will move the object in the x-direction.

object.xOrigin指定的X位置的對象的原產地相對於父的起源。它是在對象的本地坐標。改變這個值將移動的物體在x方向。

object.xReference defines the x-position of the reference point relative to the object’s local origin. It is relative to another point in the object, not to its parent. Conceptually, the reference point is the location about which scaling and rotations occur. Sometimes this is referred to as the registration point. For most display objects, this value defaults to 0, meaning the x-position of the origin and the reference point are the same. This merely defines the reference point, so changing the value of this property does not change the position of the object.

object.xReference定義的X位置的參考點相對於對象的本地起源。它是相對於另一個點的對象,而不是其父母。在概念上,參考點是哪個位置的縮放和旋轉發生。有時這被稱為註冊點。對於大多數的顯示對象,此值默認為 0,這意味著 x位置的起源和參考點是相同的。這只是定義了參考點,所以改變這個屬性的值不會改變位置的對象。

object.xScale gets or sets the X scaling factor. A value of 0.5 will scale the object to 50% in the X direction.

object.xScale獲取或設置 x比例因子。將一個價值 0.5縮放對象的50%在X方向。

object.y specifies the y-position (in local coordinates) of the object relative to the parent — the parent’s origin to be precise. Specifically, it provides the y-position of the object’s reference point relative to the parent. Changing the value of this will move the object in the y-direction. Changing the object's reference point will change the object's x and y points without moving the object.

object.y指定Y方向的位置(在本地坐標)的對象相對於父 - 父的原產地是準確的。具體來說,它提供的Y位置的對象的參考點相對於父。改變這個值將移動的物體在y方向。改變對象的參考點會改變對象的X和Y點不動的對象。

object.yOrigin specifies the y-position of the object’s origin relative to the parent’s origin. It is in the object’s local coordinates. Changing the value of this will move the object in the y-direction.

object.yOrigin指定Y方向的位置對象的原產地相對於父的起源。它是在對象的本地坐標。改變這個值將移動的物體在y方向。

object.yReference defines the y-position of the reference point relative to the object’s local origin. It is relative to another point in the object, not to its parent. Conceptually, the reference point is the location about which scaling and rotations occur. Sometimes this is referred to as the registration point. For most display objects, this value defaults to 0, meaning the y-position of the origin and the reference point are the same. This merely defines the reference point, so changing the value of this property does not change the position of the object.

object.yReference定義的Y位置的參考點相對於對象的本地起源。它是相對於另一個點的對象,而不是其父母。在概念上,參考點是哪個位置的縮放和旋轉發生。有時這被稱為註冊點。對於大多數的顯示對象,此值默認為 0,這意味著 Y方向的位置的起源和參考點是相同的。這只是定義了參考點,所以改變這個屬性的值不會改變位置的對象。

object.yScale gets or sets the Y scaling factor. A value of 0.5 will scale the object to 50% in the Y direction.

object.yScale獲取或設置 y縮放因子。將一個價值 0.5縮放對象的50%,Y方向。

  

  

  

 

 

 

 

 

 

 

 

 

 

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