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BitmapText,美术字处理方案

ld2 
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游戏开发中..常常需要显示特殊的美术字体..
像经验数字~扣血扣蓝~倒计时等~
像一般的基于字体的美术字~只需要嵌入字体即可~
但像下面这类纯手工的美术字~
art word

处理起来就没有这么方便..

常见的方案一般为截取相应位置的bitmap数据..
然后重新拼成需要的内容..再显示之~

效果如下(可在下方的输出框内输出数字试试):

第一行的数字是不忽略透明空白,第二行则是忽略透明空白,对比一下应该就能明白了

下面是源码..代码很简单..我就不多说了..

package
{
	import flash.display.Bitmap;
	import flash.display.Sprite;
	import flash.events.Event;
	import flash.text.TextField;
	import flash.text.TextFormat;

	import net.l4cd.display.BitmapText;

	[SWF(backgroundColor="#FFFFFF",width="550",height="200")]

	/**
	 * BitmapTextExample
	 * @author l4cd
	 * @website http://l4cd.net
	 */
	public class BitmapTextExample extends Sprite
	{
		[Embed(source="number.png")]
		private var BitmapTextClass:Class;

		private var bt1:BitmapText;
		private var bt2:BitmapText;
		public function BitmapTextExample()
		{
			//不忽略透明空白
			bt1 = new BitmapText((new BitmapTextClass as Bitmap).bitmapData,50,50,0,false,"0123456789");
			addChild(bt1);
			bt1.x = 20;
			bt1.y = 10;

			//忽略透明空白
			bt2 = new BitmapText((new BitmapTextClass as Bitmap).bitmapData,50,50,0,true,"0123456789");
			addChild(bt2);
			bt2.x = 20;
			bt2.y = 80;

		 	bt1.text = "152443004";
			bt2.text = "152443004"; 

			graphics.beginFill(0xCCCCCC);
			graphics.drawRect(0,150,550,50);

			var txt:TextField = new TextField();
			txt.defaultTextFormat = new TextFormat("宋体",12);
			txt.background = true;
			txt.backgroundColor = 0xFFFFFF;
			txt.multiline = false;
			txt.border = true;
			txt.borderColor = 0xCCCCCC;
			txt.type = "input";
			txt.width = 200;
			txt.height = 16;
			txt.x = 20;
			txt.y = 165;
			txt.restrict = "0-9";
			txt.text = "152443004";
			addChild(txt);
			txt.addEventListener(Event.CHANGE,_txtChanged);
		}

		private function _txtChanged(e:Event):void
		{
			bt1.text = bt2.text = e.target.text;
		}
	}
}

 

package net.l4cd.display
{
	import flash.display.BitmapData;
	import flash.display.Sprite;
	import flash.geom.Matrix;
	import flash.geom.Point;
	import flash.geom.Rectangle;

	/**
	 * @author l4cd.net
	 * @website http://l4cd.net
	 */
	public class BitmapText extends Sprite
	{
		private var _map:Array;
		private var _chars:String = "0123456789+-.";
		private var _bitmapData:BitmapData;
		private var _height:Number;
		private var _width:Number;
		private var _blank:Boolean;

		/**
		 * @param bitmapData	位图的bitmapData对象
		 * @param width			单个字符的宽
		 * @param height		单个字符的高
		 * @param gap			输出的文字间隔
		 * @param blank			是否忽略空白
		 * @param chars			位图的字符集
		 *
		 */
		public function BitmapText(bitmapData:BitmapData,width:Number,height:Number,gap:Number,blank:Boolean=false,chars:String="0123456789+-.")
		{
			super();
			_bitmapData = bitmapData.clone();
			_width = width;
			_height = height;
			_blank = blank;
			_map = [];
			if(chars)_chars = chars;
			for(var i:uint=0;i<_chars.length;i++)
			{
				var bit:BitmapData = new BitmapData(width,height,true,0);
				bit.copyPixels(_bitmapData,new Rectangle(i*width,0,width,height),new Point(0,0));
				var rect:Rectangle = bit.getColorBoundsRect(0xFF000000,0x00000000,false);
				rect.x = rect.x + i*width;
				_map[_chars.charAt(i)] = rect;
				bit.dispose();
			}
		}

		private var _text:String;
		public function get text():String
		{
			return _text;
		}
		public function set text(value:String):void
		{
			_text = value;
			_draw();
		}

		private function _draw():void 
		{  
			graphics.clear();  
			var x:Number = 0;  
			for(var i:uint=0;i<text.length;i++)  
			{  
				var char:String = text.charAt(i);  
				var index:int = _chars.indexOf(char);  
				var rect:Rectangle = _map[char];  
				if(!_blank)x+=rect.x%_width;  
				graphics.beginBitmapFill(_bitmapData,new Matrix(1,0,0,1,x-rect.x,0),false);  
				graphics.drawRect(x,rect.y,rect.width,rect.height);  
				x+=rect.width;  
				if(!_blank)x = (i+1)*_width;  
			}  
			graphics.endFill();  
		}  

		public function destroy():void 
		{  
			graphics.clear();  
			_map = [];  
			_bitmapData.dispose();  
			_bitmapData = null;  
		}  
	}

}
 
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