我有一个场景,我正在使用画布,我从画布的左侧拖动一些绘图并将其放在它的右侧,如果我将一个盒子放到另一个盒子附近它也会杵一起。现在我还需要做两件事 -
首先,一旦我与另一个人吵架,我想给这套不止一个盒子,一个盒子的治疗。意思是如果我拖动任何一个杵在一起的盒子,整个盒子应该被拖到一起。
第二,当我放弃框时,我想根据已删除的框生成一些纯文本,例如,如果我删除"第一个框",纯文本应该是像#34;你先丢掉第一个盒子"。我需要对序列做这件事,这意味着如果第二个框首先出现,那么根据该框出现的文本应首先出现。
以下是我已完成的代码
<script type="text/javascript">
window.onload = function(){
draw();
}
</script>
<body style="margin: 0;padding:0;clear:both; cursor: pointer">
<canvas id="canvas" tabindex="1" style="float:left" ></canvas>
<div id="plainEnglish" tabindex="2" style="float: left;"></div>
</body>
<script>
var c = document.getElementById("canvas");
var ctx = c.getContext("2d");
c.width = 600;
c.height = 300;
//My mouse coordinates
var x,y;
c.addEventListener("mousedown",down);
c.addEventListener("mousemove",move);
c.addEventListener("mouseup",up);
var r = 0;
function counter() {
r++;
console.log(r);
}
//I'll save my boxes in this array
var myBoxes = new Array();
// Those boxes which I have moved to droppable area of the canvas.
var myDroppedBoxes = new Array();
//This function describes what a box is.
//Each created box gets its own values
function box(x,y,w,h,rgb,text) {
this.x = x,
this.y = y;
this.xS = x; //saving x
this.yS = y; //saving y
this.w = w;
this.h = h;
this.rgb = rgb;
this.text = text;
//to determine if the box is being draged
this.draging = false;
this.isBeingDragged = false;
}
//Let's make some boxes!!
myBoxes[0] = new box(20,20,75,20,"#6AA121","First");
myBoxes[1] = new box(20,50,75,20,"#6AA121", "Second");
myBoxes[2] = new box(20,80,75,20,"#6AA121","third");
//here we draw everything
function draw() {
ctx.clearRect(0,0,c.width,c.height);
//Dropable area
ctx.fillStyle="red";
ctx.fillRect(c.width/2,0,c.width,c.height);
//Boxes!
for (var i = 0; i<myBoxes.length; i++) {
var b = myBoxes[i];
if (b.draging) { //box on the move
//Also draw it on the original spot
ctx.fillStyle=b.rgb;
ctx.fillRect(b.xS,b.yS,b.w,b.h);
ctx.strokeRect(b.xS,b.yS,b.w,b.h);
ctx.font = "14px Arial";
ctx.strokeText(b.text, b.xS + 5 , b.yS + 15);
}
ctx.fillStyle=b.rgb;
ctx.fillRect(b.x,b.y,b.w,b.h);
ctx.strokeRect(b.x,b.y,b.w,b.h);
ctx.font = "14px Arial";
ctx.strokeText(b.text, b.x + 5 , b.y + 15);
}
for(var i = 0; i< myDroppedBoxes.length; i++) {
var b = myDroppedBoxes[i];
ctx.fillStyle=b.rgb;
ctx.fillRect(b.x,b.y,b.w,b.h);
ctx.strokeRect(b.x,b.y,b.w,b.h);
ctx.font = "14px Arial";
ctx.strokeText(b.text, b.x + 5 , b.y + 15);
}
}
function down(event) {
event = event || window.event;
x = event.pageX - c.offsetLeft,
y = event.pageY - c.offsetTop;
for (var i = 0; i<myBoxes.length; i++) {
var b = myBoxes[i];
if (x>b.xS && x<b.xS+b.w && y>b.yS && y<b.yS+b.h) {
myBoxes[i].draging = true;
myBoxes[i].isBeingDragged = true;
}
}
for (var i = 0; i<myDroppedBoxes.length; i++) {
var b = myDroppedBoxes[i];
if (x>b.x && x<b.x + b.w && y>b.y && y<b.y + b.h) {
b.draging = true;
b.isBeingDragged = true;
}
}
draw();
}
function move(event) {
event = event || window.event;
x = event.pageX - c.offsetLeft,
y = event.pageY - c.offsetTop;
for (var i = 0; i<myBoxes.length; i++) {
var b = myBoxes[i];
if (b.draging && b.isBeingDragged) {
myBoxes[i].x = x;
myBoxes[i].y = y;
if (b.x>c.width/2) {
var length = myDroppedBoxes.length ;
myDroppedBoxes[length] = new box(x,y,b.w,b.h,b.rgb,b.text);
myDroppedBoxes[length].draging = true;
myDroppedBoxes[length].isBeingDragged = true;
b.x = b.xS;
b.y = b.yS;
b.isBeingDragged = false;
}
}
}
for (var i = 0; i<myDroppedBoxes.length; i++) {
var b = myDroppedBoxes[i];
if (b.draging && b.isBeingDragged) {
b.x = x;
b.y = y;
}
}
draw();
}
function up(event) {
event = event || window.event;
x = event.pageX - c.offsetLeft,
y = event.pageY - c.offsetTop;
for (var i = 0; i< myBoxes.length; i++) {
var b = myBoxes[i];
if (b.draging && b.isBeingDragged) {
//Let's see if the rectangle is inside the dropable area
if (b.x < c.width/2) {
myBoxes[i].x = b.xS;
myBoxes[i].y = b.yS;
myBoxes[i].draging = false;
b.isBeingDragged = false;
}
}
}
for (var i = 0; i< myDroppedBoxes.length; i++) {
var b = myDroppedBoxes[i];
if ( b.isBeingDragged) {
//Let's see if the rectangle is inside the dropable area
if (b.x>c.width/2) {
b.x = x;
b.y = y;
clubLegos(b);
plainTextMaker();
b.isBeingDragged = false;
}
else {
//No it's not, sending it back to its original spot
myDroppedBoxes.splice(i,1);
}
}
}
draw();
}
function clubLegos(b) {
// this loop is for checking that the box is lying near to which other box.
for(var j = 0; j < myDroppedBoxes.length; j++) {
var z = myDroppedBoxes[j];
if(!z.isBeingDragged) {
if(((x > z.x) && (x < (z.x + z.w))) && ((y > (z.y - 15)) && (y < (z.y + z.h + 10)))) {
b.x = z.x;
if( (y - z.y) >= 0) {
b.y = (z.y + z.h);
console.log("inside if " + y + " " + z.y);
}
else {
console.log("inside else " + y + " " + z.y);
b.y = (z.y - z.h);
}
}
}
}
}
function plainTextMaker() {
plainEnglishDiv = document.getElementById("plainEnglish");
plainEnglishDiv.innerHTML = "<h3>Here I am generating some plain text based on each drag and drop</h3>";
}
</script>
</html>
这是同样的JS小提琴 - http://jsfiddle.net/akki166786/wa52f9pm/
非常感谢任何帮助。 提前谢谢。
答案 0 :(得分:0)
为每个盒子对象提供与Html class
类似的内容。
这样你可以用相同的&#34;类&#34;拖动每个方框。同时进行。
为每个框添加club:
属性。
// at top of app set a counter to make new clubs
var nextClub=0;
// each new box gets a unique "club"
function box(x,y,w,h,rgb,text) {
...
club:(nextClub++),
...
在clubLegos(b)
中,当您将拖动的框b
附加到另一个框z
时,也会将已删除的框(b)&amp; (z)组的任何成员都是一个全新的俱乐部ID:
// give the dropped box (b) & any member of (z)'s group a brand new club id
...if attaching b to z
b.club=nextClub;
for(var i=0;i<myBoxes.length;i++){
var bb=myBoxes[i];
if(bb.club==z.club){
bb.club=nextClub;
}
}
nextClub++;
这样,例如,如果mousedown让用户开始使用club==2
拖动一个框,那么您可以将每个myBoxes
添加club==2
到您的拖动数组和每个框中同时拖动club==2
。