Endless repeating scrolling background

徘徊边缘 提交于 2019-12-02 10:48:07

I think you'd be better off with a Bitmap instead of using the graphics object with fill. copyPixels is very fast. So what you'd do is simply copyPixels over the top of whatever was there before, presuming everything is opaque. If everything is not opaque, you'll need to use your source bitmap as its own alpha data so previously drawn pixels don't show through.

Let's reframe your canvas so it is a Bitmap and not a MC. your new code will look like:

protected function drawCanvas():void {
   canvas.bitmapData.copyPixels(scrollingBitmap, new Rectangle(0, 0, scrollingBitmap.width, scrollingBitmap.height), new Point(0,0), scrollingBitmap);
}

Oh, and look at that! Not only is this code faster, it's only one line of code!

EDIT: Added working code

package  {
    import flash.display.MovieClip;
    import flash.display.Bitmap;
    import flash.display.BitmapData;
    import flash.events.Event;
    import flash.geom.Rectangle;
    import flash.geom.Point;


    public class EndlessBG extends MovieClip{
        //this one stays stationary, we're getting the pixels for the right side of the pic from here
        private var _source:BitmapData;
        //this is the one moving to the left (the pixels for the right side are not visible except for once a cycle);
        private var _movingPixels:BitmapData;
        private var _canvas:Bitmap;
        private var _xOffset:int = 0;
        private var _rect:Rectangle = new Rectangle();;
        private var _point:Point = new Point();

        public function EndlessBG() {
            super();
            _source = new BathroomStillLife();
            _canvas = new Bitmap(new BitmapData(_source.width, _source.height));
            _canvas.bitmapData.draw(_source);
            _canvas.x = stage.stageWidth/2 - _canvas.width/2;
            _canvas.y = 5;
            addChild(_canvas);
            addEventListener(Event.ENTER_FRAME, gameLoop);
            setGeometryDefaults();
            _movingPixels = new BitmapData(_source.width, _source.height);
            _movingPixels.copyPixels(_source, _rect, _point);
            //turn this on to watch red pixels be drawn where the source pixels are coming in
            //_source = new BitmapData(_source.width, _source.height, false, 0xFF0000);
        }

        private function gameLoop(e:Event):void {
            _xOffset--;//where the background is moving to
            if (_xOffset < -_source.width) {
                _xOffset = 0;
                //this doesn't seem to work correctly:
                //_movingPixels.scroll(_source.width, 0);
                _movingPixels = new BitmapData(_source.width, _source.height);
                _movingPixels.copyPixels(_source, _rect, _point);
            }
            trace(_xOffset);
            setGeometryDefaults();
            _movingPixels.scroll(-1, 0);
            //draw the moved part of the canvas
            _canvas.bitmapData.copyPixels(_movingPixels, _rect, _point);
            //If we stop here, we get a smear to the right
            //so, get the remaining pixels directly from the source
            //1) reset our rect and point to be to the right side
            _rect.x = 0;
            _rect.width = -_xOffset;
            _point.x = _source.width + _xOffset;
            //2) copy from the source
            _canvas.bitmapData.copyPixels(_source, _rect, _point);
        }
        private function setGeometryDefaults():void {
            _rect.x=0;
            _rect.y=0;
            _rect.width = _source.width;
            _rect.height = _source.height;
            _point.x = 0;
            _point.y = 0;
        }

    }

}

Not ideal, and not polished enough yet for a blog post, but should get you started.

Edit: Eventually I did write that blog post.

http://www.greensock.com/blitmask

This might help although not free

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