目的
我正在制作一个简单的“射击单词”游戏,用户需要点击一些带有单词的移动矩形来“射击”它们。
问题
所以我创建了一些对象并使用简单的kinetic.js补间移动它们。
创建Word
function createWord(value){
//here comes some word object construction var wordGroup = new Kinetic.Group({ x: 0, y: 0 }); var padding = 10; wordGroup.label = new Kinetic.Text({ x: padding, y: padding, text: value, fontFamily: 'Times New Roman', fontSize: 30, fill: 'white' }); wordGroup.tag = new Kinetic.Rect({ x: 0, y: 0, width: wordGroup.label.width() + (padding << 1), height: wordGroup.label.height() + (padding << 1), fill: 'black', shadowColor: 'black', shadowBlur: 10, shadowOffset: {x:10,y:20}, shadowOpacity: 0.5, cornerRadius: 10 }); wordGroup.add(wordGroup.tag); wordGroup.add(wordGroup.label); wordGroup.shoot = function(){ //shooting mechanism (simple stop from moving and remove from scene) wordGroup.tween.pause(); wordGroup.clean(); dropNextWord(); //drops fresh blood! (new word instead of shooted) } wordGroup.clean = function(){ //remove from scene and set it free to drop again wordGroup.remove(); wordGroup.isActive = false; } wordGroup.move = function(callback){ //animates word wordLayer.add(wordGroup); moveToSide(wordGroup, callback); //calls moving function } wordGroup.on('click', function(e){ wordGroup.shoot(); }); return wordGroup; }
补间
//move word to opposite side
function moveToSide(word, callback){
var side = Math.random();
var d = 100;
spawnFromSide(word, side); //set random side word position
tweenPosition = {
x: word.x(),
y: word.y()
}
if(side < 0.25){ //left
tweenPosition.x = - d;
} else if(side > 0.25 && side < 0.5){ //right
tweenPosition.x = defaultStageWidth + d;
} else if(side > 0.5 && side < 0.75){ //up
tweenPosition.y = - d;
} else { //down
tweenPosition.y = defaultStageHeight + d;
}
word.tween = new Kinetic.Tween({
node: word,
duration: 4,
easing: Kinetic.Easings.Linear,
x: tweenPosition.x,
y: tweenPosition.y,
onFinish: function(){
word.clean();
callback();
}
});
word.tween.play();
}
但问题是点击事件不会触发大量用户点击次数。我认为,这是由延迟的drawHit()调用内部补间机制引起的,它在更新命中区域之前绘制新的对象位置,因此当我们拍摄对象时我们认为我们击中其当前位置时我们会错过,因为它的命中区域仍然具有相同的旧位置位置。
实例
http://jsfiddle.net/hd6z21de/7/
拍摄一分钟以观察此效果
答案 0 :(得分:0)
通过监听画布触摸解决了这种奇怪的行为,并检查指针是否由我自己碰撞某些目标字符而不是使用他们自己的onclick事件。
//因为我的应用程序特定,我听画布,你可以简单地听你自己的图层甚至文档
$(“canvas”)。bind('click',function(event){
var x = (event.pageX) / stage.scaleX(); //you don't need to divide by scale if your stage isn't scaled as mine does var y = (event.pageY) / stage.scaleY(); var wordArray = wordGroup.getChildren(); for(var i = 0; i < wordArray.length; i++){ //go through all words and check if we shoot someone (is mouse position included in some word rect) if(x > wordArray[i].x() && y > wordArray[i].y() && x < (wordArray[i].x() + wordArray[i].width()) && y < (wordArray[i].y() + wordArray[i].height())){ wordArray[i].shoot(); //shoot that word break; } } }