大家好,我只是想了解它是如何运作的 我在javascript中有一个基本的画布基础,我想用触摸事件移动它
我对此不确定,但我可以使用拖动事件吗?
我是否需要使用循环功能?
如何触发蓝色立方体?
我知道有很多javascript引擎实际上我使用的是phaser但是我想继续这个
谢谢
var canvas, cx, width, height;
var cube = {
x: 80,
y: 100,
update: function () {
},
draw: function (ctx) {
ctx.save();
ctx.fillStyle = "blue";
ctx.fillRect(100, 410, 50, 50);
ctx.restore();
}
};
function onpress(e) {
e.preventDefault();
var whichArt = e.target;
var touch = e.touches[0];
var moveOffsetX = whichArt.offsetLeft - touch.pageX;
var moveOffsetY = whichArt.offsetTop - touch.pageY;
whichArt.addEventListener('touchmove', function () {
var positionX = touch.pageX + moveOffsetX;
var positionY = touch.pageY + moveOffsetY;
cube.x = positionX;
cube.y = positionY;
console.log(cube.x);
}, false);
}
function main() {
canvas = document.createElement("canvas");
width = window.innerWidth;
height = window.innerHeight;
if (width >= 500) {
width = 320;
height = 480;
canvas.style.border = "1px solid #000";
}
document.addEventListener("touchstart", onpress);
canvas.width = width;
canvas.height = height;
ctx = canvas.getContext("2d");
document.body.appendChild(canvas);
run();
}
function run() {
var loop = function () {
update();
render();
window.requestAnimationFrame(loop, canvas);
}
window.requestAnimationFrame(loop, canvas);
}
function update() {
}
function render() {
cube.draw(ctx);
}
main();

答案 0 :(得分:1)
画布只是一个被动的绘图表面:你必须自己处理拖动
下面是一个简短的例子:
draggables对象必须实现isPointInside
,并添加到draggables对象列表中
我使用了一个存储draggables对象列表的dragData对象,当前拖动的对象,也许你想要存储拖动的开始/当前点,并处理拖拽偏移,以便用户将对象保持在他/她开始拖动的地方。
http://jsfiddle.net/3ksvn4y0/3/
var canvas, cx, width, height;
var canvasRect;
var cube1, cube2;
var dragData = {
draggables: [],
start: { x: 0, y: 0
},
current: { x: 0, y: 0
},
target: null
};
function Cube(x,y,w,h, color) {
this.x=x; this.y=y; this.w=w; this.h = h;
this.color = color;
}
Cube.prototype = {
update: function () {
},
draw: function (ctx) {
ctx.fillStyle = this.color;
ctx.fillRect(this.x, this.y, this.w, this.h);
},
isPointInside: function (x, y) {
return (x >= this.x) && (x < this.x + this.w) && (y > this.y) && (y < this.y + this.h);
}
};
var pointerCoords = {
x: 0,
y: 0,
update: function (e) {
var coords = e.touches ? e.touches[0] : e;
this.x = coords.pageX - canvasRect.left;
this.y = coords.pageY - canvasRect.top;
}
};
function onStart(e) {
e.preventDefault();
pointerCoords.update(e);
// look if we start the touch within a draggable object
var target = null;
for (var i = 0; i < dragData.draggables.length; i++) {
var draggable = dragData.draggables[i];
if (draggable.isPointInside(pointerCoords.x, pointerCoords.y)) {
target = draggable;
break;
}
}
dragData.target = target;
}
function onMove(e) {
pointerCoords.update(e);
var target = dragData.target;
if (!target) return;
target.x = pointerCoords.x;
target.y = pointerCoords.y;
}
function onStop(e) {
pointerCoords.update(e);
e.preventDefault();
if (!dragData.target) return;
onMove(e);
dragData.target = null;
}
function main() {
canvas = document.createElement("canvas");
width = window.innerWidth;
height = window.innerHeight;
if (width >= 500) {
width = 320;
height = 480;
canvas.style.border = "1px solid #000";
}
canvas.width = width;
canvas.height = height;
ctx = canvas.getContext("2d");
document.body.appendChild(canvas);
canvasRect = canvas.getBoundingClientRect();
canvas.addEventListener("touchstart", onStart);
canvas.addEventListener('touchmove', onMove);
canvas.addEventListener("touchstop", onStop);
canvas.addEventListener("mousedown", onStart);
canvas.addEventListener('mousemove', onMove);
canvas.addEventListener("mouseup", onStop);
cube1 = new Cube(100, 80, 30, 30, 'blue');
cube2 = new Cube(150, 160, 20, 20, 'red');
dragData.draggables.push(cube1, cube2);
run();
}
function run() {
var loop = function () {
requestAnimationFrame(loop);
update();
render();
}
loop();
}
function update() {
}
function render() {
ctx.clearRect(0, 0, width, height);
cube1.draw(ctx);
cube2.draw(ctx);
}
main();