HTML and CSS Reference
In-Depth Information
Objective complete - mini debriefing
One core class of the EaselJS library is
DisplayObject
. The
DisplayObject
class is a
base that displays graphics on the screen. It has several implementaions in EaselJS. The
Shape
class, which defines vector shapes, extends
DisplayObject
. The
Bitmap
class,
which displays the bitmap image file, extends
DisplayObject
. The
Container
class is
DisplayObject
that contains other display objects. The three display object classes are
shown in the following figure:
Display Object
Bitmap
Shape
Container
Drawing a shape with the Graphics object
If we draw with the naive canvas API, we can draw lines, rectangles, and arc curves.
However, we used the EaselJS library to take in charge of the canvas in order to benefit
from the game object's management. We need to draw via the EaselJS library. We can
use the
Graphics
class to draw shapes and atach them to the
Shape
class.
Here is an example that will show you how to draw a rectangle:
var g = new createjs.Graphics();
g.setStrokeStyle(style.strokeWidth)
.beginStroke(style.strokeColor)
.beginFill(style.fillColor)
.drawRect(0, 0, width, height);
Note that
Graphics
is not based on
DisplayObject
. It is usually atached to
Shape
to
represent the vector drawings:
var shape = new createjs.Shape(graphics);
If we create a new
Shape
instance without providing our
Graphics
object, the
Shape
instance will create a new empty
Graphics
object for us:
var shape = new createjs.Shape();
shape.graphics
.setStrokeStyle(style.strokeWidth)
.beginStroke(style.strokeColor)
.beginFill(style.fillColor)
.drawRect(0, 0, width, height);