godot-start/script/demo05_scene_node/hero.gd

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extends Sprite
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const StringUtils = preload("res://zfoo/util/StringUtils.gd")
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var gameWidth: int
var gameHeight: int
var spriteWidth: int
var spriteHeight: int
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func _enter_tree():
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windowPositionTest()
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# textureTest()
# positionTest()
pass
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# 屏幕坐标系
func windowPositionTest():
print(StringUtils.format("屏幕大小[{}]", [OS.window_size]))
print(StringUtils.format("屏幕位置[{}]", [OS.window_position]))
OS.window_position = Vector2(100, 100)
# OS.window_fullscreen = true
print(get_global_transform_with_canvas().get_origin())
print(global_position)
pass
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# 坐标点测试用例
func positionTest():
print(position)
print(global_position)
print(to_global(position))
print(to_local(global_position))
pass
# 纹理测试用例
func textureTest():
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var texture = get_texture()
var image = texture.get_data()
print(offset)
print("texture type: ", texture)
print("height: ", texture.get_height())
print("width: ", texture.get_width())
print("Image data property: ", image.data)
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# 无法直接编辑图片
image.shrink_x2()
print("new image data property",image.data)
#这样做会破坏项目的资源,使资源变得混乱
#image.save_png("C:\\Users\\jaysunxiao\\Desktop\\newImage.png")
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func _physics_process(delta):
setupSprite()
setupGameWindow()
positionTopCenter()
func setupSprite():
spriteWidth = texture.get_width()
spriteHeight = texture.get_height()
func setupGameWindow():
gameWidth = OS.window_size.x
gameHeight = OS.window_size.y
func positionTopCenter() -> void:
self.position.x = gameWidth / 2
self.position.y = spriteHeight / 2
func positionCenter() -> void:
self.position.x = gameWidth / 2
self.position.y = gameHeight / 2
func positionBottomCenter() -> void:
self.position.x = gameWidth / 2
self.position.y = gameHeight - spriteHeight / 2
func positionLeftCenter() -> void:
self.position.x = spriteWidth / 2
self.position.y = gameHeight / 2