1.坐标:
var spr:egret.Sprite = new egret.Sprite();
spr.x = 100;
spr.y = 20;
2.缩放
var spr:egret.Sprite = new egret.Sprite();
spr.scaleX = 0.5;
spr.scaleY = 0.5;
3.透明(0-1)
var spr:egret.Sprite = new egret.Sprite();
spr.alpha = 0.4;
4.旋转
var spr:egret.Sprite = new egret.Sprite();
spr.rotation = 30;
5.隐藏
var spr:egret.Sprite = new egret.Sprite();
spr.visible = true/false;
6.坐标转换
node.globalToLocal(x,y);//把舞台左上角的坐标(x,y)转换为 node 内部的坐标
var spr:egret.Sprite = new egret.Sprite();
spr.x = 100;
spr.y = 20;
2.缩放
var spr:egret.Sprite = new egret.Sprite();
spr.scaleX = 0.5;
spr.scaleY = 0.5;
3.透明(0-1)
var spr:egret.Sprite = new egret.Sprite();
spr.alpha = 0.4;
4.旋转
var spr:egret.Sprite = new egret.Sprite();
spr.rotation = 30;
5.隐藏
var spr:egret.Sprite = new egret.Sprite();
spr.visible = true/false;
6.坐标转换
node.globalToLocal(x,y);//把舞台左上角的坐标(x,y)转换为 node 内部的坐标
this.stage.localToGlobal(node.x,node.y)//把node本地坐标转换为舞台坐标
7.每次更新版本时,不论是引擎还是wing都需要Egret Engine重置引擎,才能正常运行
8.eval(str):把字符串进行运算
9.parseInt(str):输出取整的num
10.setChildIndex(node1,node2)设置两个node的层级,node1在上,node2在下
11.egret.timer(num1,num2)num1:多少秒完成,num2:到多少停止(设为0,就会无限循环)