如何在AS3中获取文本的发光颜色?

问题描述

| 我有一些通过AS3添加了辉光的文本字段,例如下面的代码
    var glow:GlowFilter = new GlowFilter();
    glow.color = 0x00FFFF;
    glow.alpha = 1;
    glow.blurX = 5;
    glow.blurY = 5;
    glow.quality = BitmapFilterQuality.HIGH;

    textfield1.filters = [glow];
我想知道是否有检索发光颜色的函数! 像这样:
textfield2.getGlowFilter.color;
    

解决方法

没有任何功能。但是,您可以遍历滤镜数组,查找滤镜,并在找到滤镜后获得其颜色。 像这样(未经测试):
for(var i:int = 0; i < textfield1.filters.length;i++) {
    if(textfield1.filters[i] is GlowFilter) {
        textfield1.filters[i].color;
    }
}
    ,这个问题的答案已经被接受,但是在此之前,我正在上一堂课,可以使特定的3英镑变得更容易,哦,好吧,我还是会发布我的答案。 Filters.as:
package filters 
{
    import flash.display.DisplayObject;
    import flash.filters.BevelFilter
    import flash.filters.BitmapFilter;
    import flash.filters.BlurFilter
    import flash.filters.ColorMatrixFilter
    import flash.filters.ConvolutionFilter
    import flash.filters.DisplacementMapFilter
    import flash.filters.DropShadowFilter
    import flash.filters.GlowFilter
    import flash.filters.GradientBevelFilter
    import flash.filters.GradientGlowFilter

    public class Filters 
    {
        public static var throwsError:Boolean;

        public static function getBevelFilter(displayObject:DisplayObject):BevelFilter
        {
            return BevelFilter(getBitmapFilter(displayObject,BevelFilter));

        }// end function

        public static function getBlurFilter(displayObject:DisplayObject):BlurFilter
        {
            return BlurFilter(getBitmapFilter(displayObject,BlurFilter));

        }// end function

        public static function getColorMatrixFilter(displayObject:DisplayObject):ColorMatrixFilter
        {
            return ColorMatrixFilter(getBitmapFilter(displayObject,ColorMatrixFilter));

        }// end function

        public static function getConvolutionFilter(displayObject:DisplayObject):ConvolutionFilter
        {
            return ConvolutionFilter(getBitmapFilter(displayObject,ConvolutionFilter));

        }// end function

        public static function getDisplacementMapFilter(displayObject:DisplayObject):DisplacementMapFilter
        {
            return DisplacementMapFilter(getBitmapFilter(displayObject,DisplacementMapFilter));

        }// end function

        public static function getDropShadowFilter(displayObject:DisplayObject):DropShadowFilter
        {
            return DropShadowFilter(getBitmapFilter(displayObject,DropShadowFilter));

        }// end function

        public static function getGlowFilter(displayObject:DisplayObject):GlowFilter
        {
            return GlowFilter(getBitmapFilter(displayObject,GlowFilter));

        }// end function

        public static function getGradientBevelFilter(displayObject:DisplayObject):GradientBevelFilter
        {
            return GradientBevelFilter(getBitmapFilter(displayObject,GradientBevelFilter));

        }// end function

        public static function getGradientGlowFilter(displayObject:DisplayObject):GradientGlowFilter
        {
            return GradientGlowFilter(getBitmapFilter(displayObject,GradientGlowFilter));

        }// end function

        public static function updateFilters(displayObject:DisplayObject,...bitmapFilters:Array):void
        {
            for (var i:uint = 0; i < bitmapFilters.length; i++)
            {
                if (!(bitmapFilters[i] is BitmapFilter))
                {
                    throw new ArgumentError(\"bitmapFilters argument must be of type BitmapFilter\");

                }// end if

            }// end for             
            var filterArray:Array = new Array();

            for each(var bitmapFilter:BitmapFilter in displayObject.filters)
            {
                filterArray.push(bitmapFilter);

            }// end for             

            for (var j:uint = 0; j < filterArray.length; j++)
            {
                for (var k:uint = 0; k < bitmapFilters.length; k++)
                {
                    if (filterArray[j] is Class(Object(bitmapFilters[k]).constructor))
                    {
                        filterArray[j] = bitmapFilters[k];

                    }
                    else
                    {
                        if (throwsError) throw new Error(\"One or more bitmapFilters arguments did not exist in the display object\'s filters array\");

                    }// end else

                }// end for

            }// end for

            displayObject.filters = filterArray;


        private static function getBitmapFilter(displayObject:DisplayObject,BitmapFilterClass:Class):BitmapFilter
        {
            var bitmapFilter:BitmapFilter;

            for each(var bf:BitmapFilter in displayObject.filters)
            {
                if (bf is BitmapFilterClass)
                {
                    bitmapFilter = bf;
                    break;

                }// end if

            }// end for

            if (!bitmapFilter && throwsError)
            throw new Error(\"Could not find BitmapFilter\");

            return bitmapFilter;

        }// end function

    }// end class

}// end package
Main.as:
package 
{
    import filters.Filters;
    import flash.display.Sprite;
    import flash.events.Event;
    import flash.filters.GlowFilter;

    public class Main extends Sprite 
    {

        public function Main():void 
        {
            if (stage) init();
            else addEventListener(Event.ADDED_TO_STAGE,init);

        }// end function

        private function init(e:Event = null):void 
        {
            removeEventListener(Event.ADDED_TO_STAGE,init);

            var sprite:Sprite = new Sprite();
            sprite.graphics.beginFill(0xFF0000);
            sprite.graphics.drawCircle(0,100);
            sprite.graphics.endFill();
            sprite.filters = [new GlowFilter()];
            sprite.x = stage.stageWidth / 2;
            sprite.y = stage.stageHeight / 2;
            addChild(sprite);

            var spriteGlowFilter:GlowFilter = Filters.getGlowFilter(sprite);
            spriteGlowFilter.blurX = 10;
            spriteGlowFilter.blurY = 10;

            sprite.filters = [spriteGlowFilter];

        }// end function


    }// end class

}//end package
[更新] 此更新是对Juan Pablo Califano的第一条评论的回应。 \“将最后一行更改为
return new BitmapFilterClass();
\”的问题在于,当我们要返回显示对象的
filters
属性中已经存在的
BitmapFilter
实例的引用时,它将返回
BitmapFilter
的新实例。的数组。 例如,我们创建一个
Sprite
对象,并向其
filters
属性添加
GlowFilter
的新实例,并将color参数设置为
0xFFFF00
(黄色):
var sprite:Sprite = new Sprite();
sprite.graphics.beginFill(0xFF0000);
sprite.graphics.drawCircle(0,100);
sprite.graphics.endFill();
sprite.filters = [new GlowFilter(0xFFFF00)];
sprite.x = stage.stageWidth / 2;
sprite.y = stage.stageHeight / 2;
addChild(sprite);
现在,当我们使用公共静态
getGlowFilter
方法跟踪返回的
GlowFilter
对象的
color
属性时,将得到以下信息:
trace(Filters.getGlowFilter(sprite).color); // output: 16776960(0xFFFF00,yellow);
但是,如果我们像建议的那样更改代码,则会得到以下结果:
trace(Filters.getGlowFilter(sprite).color); // output: 16711680(0xFF0000,red);
现在,避免访问空值时出错的一种更简单的方法是使用条件语句:
if (Filters.getGlowFilter(sprite) != null)
{
    var spriteGlowFilter:GlowFilter = Filters.getGlowFilter(sprite);
    spriteGlowFilter.blurX = 10;
    spriteGlowFilter.blurY = 10;
    sprite.filters = [spriteGlowFilter];

}// end if
[更新2] 我已经更新了
Filters
类,以合并一个简单的错误处理功能,如果使用诸如ѭ23之类的公共静态方法时找不到
BitmapFilter
,则会抛出一个错误。通过为公共静态属性“ 24”设置相应的布尔值,可以打开和关闭此功能。
var sprite:Sprite = new Sprite();
sprite.graphics.beginFill(0xFF0000);
sprite.graphics.drawCircle(0,100);
sprite.graphics.endFill();
sprite.filters = [new GlowFilter(0xFFFF00)];
sprite.x = stage.stageWidth / 2;
sprite.y = stage.stageHeight / 2;
addChild(sprite);

Filters.throwsError = true;
Filters.getDropShadowFilter(sprite); // error: Could not find BitmapFilter
[更新3] 为了回应Juan Pablo Califano的第二条评论,我添加了公共静态方法
updateFilters()
,这很容易解释,因此我将简单地展示其用法示例:
var sprite:Sprite = new Sprite();
sprite.graphics.beginFill(0xFF0000);
sprite.graphics.drawCircle(0,100);
sprite.graphics.endFill();
sprite.filters = [new GlowFilter()];
sprite.x = stage.stageWidth / 2;
sprite.y = stage.stageHeight / 2;
addChild(sprite);

Filters.throwsError = true;

var glowFilter:GlowFilter = Filters.getGlowFilter(sprite);
glowFilter.blurX = glowFilter.blurY += 10;

Filters.updateFilters(sprite,glowFilter);