我正在制作一个简单的HTML5应用程序,它将被包装在Android,iOS和Web浏览器上使用。在我的应用程序中,我需要以一定的方式拖动和排序一组点,我使用raphael.js进行动画和移动,并且它可以在3或4个圆圈中正常工作,但是当我使用更多时,会出现滞后性能(手机浏览器)。我还需要应用程序能够在徒手画线上绘制线条,就像标记一样,我正在使用的代码指向拖动,因此性能非常糟糕。有趣的是,第一步移动效果很好,因为我移动了更多元素,性能大幅下降。它在PC浏览器中运行良好,但在移动浏览器上可以正常运行3或4个动作。
有没有办法让大量元素的拖放运行快速平稳?
以下是代码:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>Raphaël · Drag-n-drop</title>
<link rel="stylesheet" href="demo.css" type="text/css" media="screen">
<meta name="apple-mobile-web-app-capable" content="yes">
<link rel="apple-touch-icon-precomposed" href="/Raphael.png">
<link rel="stylesheet" href="demo-print.css" type="text/css" media="print">
<style>
#background {
width: 100%;
height: 100%;
position: fixed;
left: 0px;
top: 0px;
z-index: -1; /* Ensure div tag stays behind content; -999 might work, too. */
}
.stretch {
width:100%;
height:100%;
}
</style>
<script src="http://code.jquery.com/jquery-1.7.2.min.js"></script>
<script src="raphael-min.js"></script>
<script>
window.onload = function () {
var y = $(window).height();
var x = $(window).width();
y=y/30;
var posX=y;
var posY=y;
var posX2=x-y;
var R = Raphael(0, 0, "100%", "100%");
var nJ=10
var jugador=new Array();
var rival=new Array();
crearJugadores(nJ);
crearRivales(nJ);
function crearJugadores(nJ) {
nJ=nJ;
for (var i=0;i<nJ;i++)
{
jugador[i]= R.circle(posX, posY, y).attr({fill: "hsb(0, 1, 1)", stroke: "none", opacity: .5});
posY=posY+(2*y);
};
};
function crearRivales(nJ) {
posX=x-y;
posY=y;
nJ=nJ;
for (var i=0;i<nJ;i++)
{
rival[i]= R.circle(posX, posY, y).attr({fill: "#214dcf", stroke: "none", opacity: .5});
posY=posY+(2*y);
};
};
var start = function () {
this.ox = this.attr("cx");
this.oy = this.attr("cy");
this.animate({r: (1.5*y), opacity: .3}, 100, ">");
},
move = function (dx, dy) {
this.attr({cx: this.ox + dx, cy: this.oy + dy});
},
up = function () {
this.animate({r: y, opacity: 1}, 500, ">");
};
R.set(rival).drag(move, start, up);
R.set(jugador).drag(move, start, up);
initDrawing(R);
};
var g_masterPathArray;
var g_masterDrawingBox;
var g_masterPaper;
function initDrawing(R) {
g_masterPaper = R;
var masterBackground = g_masterPaper.rect(0,0,"100%","100%");
masterBackground.attr({fill:"blue", opacity: 0});
masterBackground.mousemove(function (event) {
var evt = event;
var IE = document.all?true:false;
var x, y;
if (IE) {
x = evt.clientX + document.body.scrollLeft +
document.documentElement.scrollLeft;
y = evt.clientY + document.body.scrollTop +
document.documentElement.scrollTop;
}
else {
x = evt.pageX;
y = evt.pageY;
}
// subtract paper coords on page
this.ox = x;
this.oy = y;
});
var start = function () {
g_masterPathArray = new Array();
},
move = function (dx, dy) {
if (g_masterPathArray.length == 0) {
g_masterPathArray[0] = ["M",this.ox,this.oy];
g_masterDrawingBox = g_masterPaper.path(g_masterPathArray);
g_masterDrawingBox.attr({stroke: "#000000","stroke-width": 3});
}
else
g_masterPathArray[g_masterPathArray.length] =
["L",this.ox,this.oy];
g_masterDrawingBox.attr({path: g_masterPathArray});
},
up = function () {
;
};
masterBackground.drag(move, start, up);
masterBackground.toBack();
}
</script>
</head>
<body>
<div id="background">
<img src="cancha.jpg" class="stretch" alt="" />
</div>
<div id="holder"></div>
</body>
</html>
任何想法??
由于