我正在使用它来改变填充的颜色,创建js这不起作用
var shape_rect = new createjs.Shape();
shape_rect.graphics.beginFill("#FFD64B").drawRect(61, 253, 398, 25);
shap_rect3.addEventListener('mouseover', function (evt) {
shap_rect3.graphics.beginFill("#FFD64B").drawRect(61, 253, 398, 25);
stage.update();
});
答案 0 :(得分:4)
这里只有几件事:
首先我注意到eventListener链接到shap_rect3但是还没有定义(至少在你的例子中没有)。鼠标悬停颜色也与声明的颜色相同,因此您不会看到正在进行的任何更改。
这应该对你有用,假设shap_rect3是一个拼写错误。
loadGame = function() {
var canvas = document.getElementById('canvas');
var stage = new createjs.Stage(canvas);
stage.enableMouseOver(); //Enable MouseOver events
var shape_rect = new createjs.Shape(); //Create your shape variable
shape_rect.graphics.beginFill("#FFD64B").drawRect(61, 253, 398, 25); //Draw initial rectangle
shape_rect.on('mouseover', function(evt) { //Change colour on mouseOver
shape_rect.graphics.beginFill("#FF5400").drawRect(61, 253, 398, 25);
stage.update(evt);
});
//Add this if you want to simulate a hover state and return the rectangle back to it's original colour
shape_rect.on('mouseout', function(evt) { //.on gives the same result as .addEventListener (at least from a visual perspective, I'm not sure about resource usage)
shape_rect.graphics.beginFill("#FFD64B").drawRect(61, 253, 398, 25);
stage.update(evt);
});
stage.addChild(shape_rect);
stage.update();
}
我是创建JS和画架的新手,但这是实现这一目标的一种方式。然后只需运行loadGame函数onLoad:
<body onLoad="loadGame()">
<canvas id="canvas" width="640" height="640"></canvas>
</body>