Adobe Illustrator到Flash Builder 4.6

时间:2013-04-10 23:14:28

标签: flex svg flex4 adobe-illustrator flashbuilder4

我有.ai格式的美国地图。我想在我的flex应用程序中使用它 问题是地图是在状态行上切片的,我想操纵应用程序中的状态。

说明:在我的应用程序中,我希望能够单击状态以突出显示它,并将所有其他状态驱逐出场景,然后将所有状态恢复到整个国家。就像一个拼图游戏。

我将Adobe Illustrator中的FXG文件导入Flash Builder 4中的Flex应用程序,但我无法一次操作每个状态!

非常感谢帮助! 欢呼声

2 个答案:

答案 0 :(得分:1)

有一个FxgParser库,但如果在.fxg文件中将它们标记为d:userLabel属性,它似乎不会输出状态名称。您可以修改源代码来修复它。

以下是::

编辑fxgparser.parser.Path.as然后在该类的顶部添加此命名空间:

public static const aab:Namespace = new Namespace("aab", "http://ns.adobe.com/fxg/2008/dt");

然后在parse()方法结束时添加:

target.name = data.currentXml.@aab::userLabel;

因为Illustrator CS6似乎添加了userLabel属性而不是id或其他东西,而且默认情况下FxgParser忽略了这一点。

代码与上面代码非常类似:

package  {

    import flash.display.*;
    import flash.events.*;
    import flash.geom.Point;
    import flash.net.*;
    import flash.utils.Dictionary;

    import com.greensock.*;
    import fxgparser.FxgDisplay;

    [SWF(width='1368', height='936', backgroundColor='#ffffff', frameRate='30')]
    public class FXGTest extends Sprite{

        private var states:Sprite;//container holding each state Shape
        private var positions:Dictionary = new Dictionary();//original position to restore states to

        public function FXGTest() {
            addEventListener(Event.ADDED_TO_STAGE,init);
        }
        private function init(e:Event):void{
            new URLLoader(new URLRequest("usa-wikipedia.fxg")).addEventListener(Event.COMPLETE,fxgLoaded);
        }
        private function fxgLoaded(e:Event):void{
            //trace(e.target.data);
            var map:FxgDisplay = addChild(new FxgDisplay( new XML(e.target.data) )) as FxgDisplay;
            trace(listChildren(map));
            //map.item.item.item.*
            states = Sprite(Sprite(Sprite(map.getChildAt(0)).getChildAt(0)).getChildAt(0));
            for(var i:int = 0 ; i < states.numChildren; i++){
                var s:DisplayObject = DisplayObject(states.getChildAt(i));//can't add mouse listeners because the states are Shape instances
                positions[s.name] = new Point(s.x,s.y);//store the positions in a hash to get the state position by name
            }
            stage.addEventListener(MouseEvent.CLICK,handleClick);
        }
        private function handleClick(e:MouseEvent):void{
            if(e.target is Stage) restore();
            else blast(getObjectsUnderPoint(new Point(mouseX,mouseY))[0].name);//named shapes are stored in a sprite so use getObjetsUnderPoint
        }
        private function blast(name:String):void{
            var blastRadius:Number = stage.stageWidth+stage.stageHeight;//or some other number
            var c:DisplayObject = states.getChildByName(name);//selected
            for(var i:int = 0 ; i < states.numChildren; i++){
                var s:DisplayObject = states.getChildAt(i);
                if(s != c){//everything else goes except this
                    var angle:Number = Math.atan2(s.y-c.y,s.x-c.x);//direction relative to the clicked state
                    var x:Number = s.x + (Math.cos(angle) * blastRadius);//get a position offset from the clicked state (blast centre) 
                    var y:Number = s.y + (Math.sin(angle) * blastRadius);//outwards at a random angle
                    TweenLite.to(s,1+Math.random() * 2,{x:x,y:y});//tween with different speeds for a bit of depth
                }
            }
        }
        private function restore():void{
            for(var i:int = 0 ; i < states.numChildren; i++){
                var s:DisplayObject = DisplayObject(states.getChildAt(i));
                TweenLite.to(s,.5+Math.random() * .5,{x:positions[s.name].x,y:positions[s.name].y});//tween states back into the original positions
            }
        }
        private function listChildren(d:DisplayObjectContainer):String{
            var result = 'parent: '+d.name+'\n\t';
            for(var i:int = 0 ; i < d.numChildren; i++){
                var c:DisplayObject = d.getChildAt(i);
                result += '\tchild: '+c.name+'\n';
                if(c is DisplayObjectContainer) result += listChildren(DisplayObjectContainer(c));
            }
            return result;
        }


    }

}

您还可以下载上述类,修改后的fxgparser库并说明fxg here并查看正在运行的演示here 或者你可以使用SVG而不是FXG。同样的开发人员也有一个SvgParser库你可以这样:

svn export http://www.libspark.org/svn/as3/SvgParser

您可以轻松地将.ai文件另存为.svg文件。 以下是使用US map from wikipedia

的简单示例
package  {
    import flash.display.*;
    import flash.events.*;
    import flash.geom.Point;
    import flash.net.*;
    import flash.utils.Dictionary;

    import svgparser.SvgDisplay;
    import com.greensock.*;

    [SWF(width='1368', height='936', backgroundColor='#ffffff', frameRate='30')]
    public class SVGTest extends Sprite {

        private var states:Sprite;//container holding each state Shape
        private var positions:Dictionary = new Dictionary();//original position to restore states to

        public function SVGTest() {
            addEventListener(Event.ADDED_TO_STAGE,init);//make sure we have the stage ready
        }
        private function init(e:Event):void{
            removeEventListener(Event.ADDED_TO_STAGE,init);//stage ready, load the svg
            new URLLoader(new URLRequest("http://upload.wikimedia.org/wikipedia/commons/3/32/Blank_US_Map.svg")).addEventListener(Event.COMPLETE,svgLoaded);
        }
        private function svgLoaded(e:Event):void{//svg loaded
            var map:SvgDisplay = addChild(new SvgDisplay( new XML(e.target.data) )) as SvgDisplay;//use the parser
            trace(listChildren(map));//quick debug of the maps display list
            states = Sprite(map.getChildAt(0));//we want to access the main container
            for(var i:int = 0 ; i < states.numChildren; i++){
                var s:DisplayObject = DisplayObject(states.getChildAt(i));//can't add mouse listeners because the states are Shape instances
                positions[s.name] = new Point(s.x,s.y);//store the positions in a hash to get the state position by name
            }
            stage.addEventListener(MouseEvent.CLICK,handleClick);
        }
        private function handleClick(e:MouseEvent):void{
            if(e.target is Stage) restore();
            else blast(getObjectsUnderPoint(new Point(mouseX,mouseY))[0].name);//named shapes are stored in a sprite so use getObjetsUnderPoint
        }
        private function blast(name:String):void{
            var blastRadius:Number = stage.stageWidth+stage.stageHeight;//or some other number
            for(var i:int = 0 ; i < states.numChildren; i++){
                var s:DisplayObject = states.getChildAt(i);
                if(s.name != name){//everything else goes except this
                    var angle:Number = Math.random() * Math.PI * 2;//pick a random angle
                    var x:Number = s.x + Math.cos(angle) * blastRadius;//get a position offset from the clicked state (blast centre) 
                    var y:Number = s.y + Math.sin(angle) * blastRadius;//outwards at a random angle
                    TweenLite.to(s,1+Math.random() * 2,{x:x,y:y});//tween with different speeds for a bit of depth
                }
            }
        }
        private function restore():void{
            for(var i:int = 0 ; i < states.numChildren; i++){
                var s:DisplayObject = DisplayObject(states.getChildAt(i));
                TweenLite.to(s,.5+Math.random() * .5,{x:positions[s.name].x,y:positions[s.name].y});//tween states back into the original positions
            }
        }
        private function listChildren(d:DisplayObjectContainer):String{//recursively traverse a display list and list children names
            var result = 'parent: '+d.name+'\n\t';
            for(var i:int = 0 ; i < d.numChildren; i++){
                var c:DisplayObject = d.getChildAt(i);
                result += '\tchild: '+c.name+'\n';
                if(c is DisplayObjectContainer) result += listChildren(DisplayObjectContainer(c));
            }
            return result;
        }

    }

}

答案 1 :(得分:1)

我最终将fxg转换为MXML ...

我使用以下代码来执行此操作:

FXG to MXML Converter

我改变了

  

d:编号userLabel

进入属性ID,效果非常好!...