我创建了一个雪碧在ActionScript和渲染到一个Flex的画布。假设:
I have created a Sprite in Actionscript and rendered it to a Flex Canvas. Suppose:
var fooShape:Sprite = new FooSpriteSubclass();
fooCanvas.rawChildren.addChild(myshape);
//Sprite shape renders on screen
fooShape.rotation = fooNumber;
这将转动我的外形,但似乎其围绕左上角 点其父容器(画布)的。
This will rotate my shape, but seems to rotate it around the upper-left point of its parent container(the canvas).
我怎样才能迫使雪碧转动的是自己的心呢?我能明显 写code来计算的旋转,然后我们会重新渲染,但我认为 必须有一个内置的方式做到这一点,当然不希望推倒重来 如果可能的话。
How can I force the Sprite to rotate about is own center point? I could obviously write code to calculate the rotation, and then have it re-render, but I think there must be a built-in way to do this, and certainly do not want to 'reinvent the wheel' if possible.
我使用弹性,因此不必访问完整的Flash API。
I am using FlexBuilder, and therefore do not have access to the full Flash API.
感谢您了!
需要执行以下步骤基于一个参考点旋转对象(使用的矩阵对象的getBounds):
The following steps are required to rotate objects based on a reference point (using Matrix object and getBounds):
在矩阵转换(移动到参考点) 矩阵旋转 在矩阵转换(回到原始位置)例如,要旋转一个物体围绕中心90度:
For example to rotate an object 90 degrees around its center:
// Get the matrix of the object
var matrix:Matrix = myObject.transform.matrix;
// Get the rect of the object (to know the dimension)
var rect:Rectangle = myObject.getBounds(parentOfMyObject);
// Translating the desired reference point (in this case, center)
matrix.translate(- (rect.left + (rect.width/2)), - (rect.top + (rect.height/2)));
// Rotation (note: the parameter is in radian)
matrix.rotate((90/180)*Math.PI);
// Translating the object back to the original position.
matrix.translate(rect.left + (rect.width/2), rect.top + (rect.height/2));
主要采用的方法:
Key methods used:
Matrix.rotate Matrix.translate DisplayObject.getBounds Matrix.rotate Matrix.translate DisplayObject.getBounds