移动设备中鼠标移动时对象无法正常移动

时间:2017-06-20 13:03:11

标签: createjs easeljs animate-cc

我正在尝试使用对象上的pressmove事件使用鼠标移动对象。在PC和平板电脑中,它运行良好。但是,在移动设备中它不能很好地工作,因为它们具有不同的宽度和高度。

您可以查看以下网址: - http://quirktools.com/screenfly/#u=http://saurabhysecit.byethost15.com/scratchGame_Canvas.html&w=320&h=568&a=37&s=1

直接网址为 - http://saurabhysecit.byethost15.com/scratchGame_Canvas.html

它是从Animate CC生成的。 这些是下面的代码。

JS代码 -

(function (lib, img, cjs, ss, an) {

var p; // shortcut to reference prototypes
lib.ssMetadata = [];

function mc_symbol_clone() {
    var clone = this._cloneProps(new this.constructor(this.mode, this.startPosition, this.loop));
    clone.gotoAndStop(this.currentFrame);
    clone.paused = this.paused;
    clone.framerate = this.framerate;
    return clone;
}

function getMCSymbolPrototype(symbol, nominalBounds, frameBounds) {
    var prototype = cjs.extend(symbol, cjs.MovieClip);
    prototype.clone = mc_symbol_clone;
    prototype.nominalBounds = nominalBounds;
    prototype.frameBounds = frameBounds;
    return prototype;
    }


(lib.coin = function(mode,startPosition,loop) {
    this.initialize(mode,startPosition,loop,{});

    // Layer 1
    this.shape = new cjs.Shape();
    this.shape.graphics.f().s("#AA8801").ss(1,2,1).p("AH5AAQAACrhhCBQgIAKgIAKQgQAUgTASQiKCLjAAKQgNAAgOAAQi5AAiKh2QgRgOgQgRQiUiTAAjTQAAjDCBiOIAAgBQAJgKAKgKQAUgUAVgSQB9hlCigIQAOgBAOAAQAaAAAZACQAHAAAHABQCoAUB8B9QATASAQAUQBtCEAECvQAAADAAACQAAAFAAADg");
    this.shape.setTransform(-4.8,0.1);

    this.shape_1 = new cjs.Shape();
    this.shape_1.graphics.f("#D9AE01").s().p("AlbGiQgTgQgSgSQigieAAjiQAAjhCgifQAWgWAXgTQCRh2DCgBQAdABAbACQC+ARCLCMQAUATASAWQB6CTAADEQAADGh6CSQgSAVgUATQiUCWjQAKIgdAAQjHAAiUh+gAgqnnQijAIh8BmQgVARgUAUIgUAUIAAABQiBCOAADEQAADSCVCTQAQARARAOQCJB2C6AAIAbAAQDAgJCJiMQATgSAQgUIAQgUQBhiBAAiqIAAgJIAAgGQgEithtiFQgQgTgTgTQh7h9ipgTIAAgDQgYgCgaAAQgVAAgVACg");
    this.shape_1.setTransform(-3.3,-1.7);

    this.shape_2 = new cjs.Shape();
    this.shape_2.graphics.f("#FFCC00").s().p("AlDGFQgQgOgQgQQiViUAAjSQAAjDCBiPIAAAAIAUgVQAUgUAUgRQB9hmCigIQAWgCAVAAQAZAAAZACIAAADIgNgCQgZgCgbAAIgcABIAcgBQAbAAAZACIANACQCoATB8B9QATATAQAUQBsCEAFCvIAAAFIAAAIQAACqhhCCIgQATQgQAUgTATQiKCLjAAJIgbABQi5AAiKh3g");
    this.shape_2.setTransform(-4.8,0.1);

    this.shape_3 = new cjs.Shape();
    this.shape_3.graphics.f("#695400").s().p("Ah6I1IgBAAQjHgKiUiJQCUB+DIAAIAeAAQDOgKCUiWQAUgTASgWQB6iSAAjFQAAjEh6iTQgSgWgUgUQiKiLi+gRQgbgDgdAAQjCAAiSB3QCSiBDBgKIABAAIAfAAIAbAAIAAAAQDXAJCbCcIAaAbIACAEQCJCcAADUIAAACQgBDViICaIgCAEQgMANgOANQikCmjpAAIgfAAg");
    this.shape_3.setTransform(9,-1.7);

    this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.shape_3},{t:this.shape_2},{t:this.shape_1},{t:this.shape}]}).wait(1));

}).prototype = getMCSymbolPrototype(lib.coin, new cjs.Rectangle(-57.8,-58.2,113.9,113.1), null);


// stage content:
(lib.scratchGame_Canvas = function(mode,startPosition,loop) {
if (loop == null) { loop = false; } this.initialize(mode,startPosition,loop,{});

    // timeline functions:
    this.frame_0 = function() {
        var pressBool=false;
        var mask_mc = new createjs.Shape();
        var bg_mc = new createjs.Bitmap("images/YLogo1.jpg");
        //var coin_mc = new lib.coin();
        var coin_mc = new createjs.Shape(new createjs.Graphics().beginFill("#FFFFFF").drawCircle(0, 0, 50));

        coin_mc.x = stage.canvas.width/2;
        coin_mc.y = stage.canvas.width/2;

        stage.addChild(bg_mc, coin_mc);
        createjs.Touch.enable(stage, false, true);

        if(sRatio<1){
            coin_mc.scaleX = coin_mc.scaleY = sRatio;
        }
        coin_mc.addEventListener('pressmove', moveCoin.bind(this));
        coin_mc.addEventListener('mouseup', releaseCoin.bind(this));
        updateCacheImage(false);

        function moveCoin(e){       
            e.currentTarget.x = e.stageX;
            e.currentTarget.y = e.stageY;
            stage.update();
            createMask(e);
        }

        function createMask(e) {
            if(!pressBool)return;
            var xLoc = stage.mouseX-20;
            var yLoc = stage.mouseY-30;
            mask_mc.graphics.beginFill("FFFFFF").drawEllipse(xLoc, yLoc, 40, 60);
            updateCacheImage(true);
        }
        function updateCacheImage(update){
            var w = 361;
            if (update) {
                mask_mc.updateCache();
            } else {
                mask_mc.cache(0, 0, w, w);
            }

            maskFilter = new createjs.AlphaMaskFilter(mask_mc.cacheCanvas);

            bg_mc.filters = [maskFilter];
            if (update) {
                bg_mc.updateCache(0, 0, w, w);
            } else {
                bg_mc.cache(0, 0, w, w);
            }
        }
        function releaseCoin(e) {
            //stage.canvas.style.cursor = "default";
            pressBool = false;
            updateCacheImage(true);
        }
    }

    // actions tween:
    this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1));

}).prototype = p = new cjs.MovieClip();
p.nominalBounds = new cjs.Rectangle(385.9,359.4,113.9,113);
// library properties:
lib.properties = {
    width: 550,
    height: 400,
    fps: 24,
    color: "#999999",
    opacity: 1.00,
    manifest: [],
    preloads: []
};
})(lib = lib||{}, images = images||{}, createjs = createjs||{}, ss = ss||{}, AdobeAn = AdobeAn||{});
var lib, images, createjs, ss, AdobeAn;

HTML Code:- 
<!DOCTYPE html>
<!--
    NOTES:
    1. All tokens are represented by '$' sign in the template.
    2. You can write your code only wherever mentioned.
    3. All occurrences of existing tokens will be replaced by their appropriate values.
    4. Blank lines will be removed automatically.
    5. Remove unnecessary comments before creating your template.
-->
<html>
<head>
<meta charset="UTF-8">
<meta name="authoring-tool" content="Adobe_Animate_CC">
<meta name="viewport" content="width=device-width, user-scalable=no, initial-scale=1.0, minimum-scale=1.0, maximum-scale=1.0, minimal-ui" />
    <meta name="msapplication-tap-highlight" content="no"/>
<title>scratchGame_Canvas</title>
<!-- write your code here -->
<script src="jquery-3.2.1.slim.min.js"></script>
<script src="createjs-2015.11.26.min.js"></script>
<script src="scratchGame_Canvas.js?1497868121984"></script>
<script>
var canvas, stage, exportRoot, anim_container, dom_overlay_container, fnStartAnimation;
var pRatio = window.devicePixelRatio || 1, xRatio, yRatio, sRatio=1;
function init() {
    canvas = document.getElementById("canvas");
    anim_container = document.getElementById("animation_container");
    dom_overlay_container = document.getElementById("dom_overlay_container");
    handleComplete();
}
function handleComplete() {
    //This function is always called, irrespective of the content. You can use the variable "stage" after it is created in token create_stage.
    exportRoot = new lib.scratchGame_Canvas();
    stage = new createjs.Stage(canvas);
    stage.addChild(exportRoot); 
    //Registers the "tick" event listener.
    fnStartAnimation = function() {
        createjs.Ticker.setFPS(lib.properties.fps);
        createjs.Ticker.addEventListener("tick", stage);
    }       
    //Code to support hidpi screens and responsive scaling.
    function makeResponsive(isResp, respDim, isScale, scaleType) {      
        var lastW, lastH, lastS=1;      
        window.addEventListener('resize', resizeCanvas);
        resizeCanvas();     
        function resizeCanvas() {
            var w = lib.properties.width, h = lib.properties.height;
            var iw = window.innerWidth, ih=window.innerHeight;
            pRatio = window.devicePixelRatio || 1, xRatio=iw/w, yRatio=ih/h, sRatio=1;
            if(isResp) {                
                if((respDim=='width'&&lastW==iw) || (respDim=='height'&&lastH==ih)) {                    
                    sRatio = lastS;                
                }               
                else if(!isScale) {                 
                    if(iw<w || ih<h)                        
                        sRatio = Math.min(xRatio, yRatio);              
                }
                else if(scaleType==1) {
                    sRatio = Math.min(xRatio, yRatio);
                }
                else if(scaleType==2) {
                    sRatio = Math.max(xRatio, yRatio);              
                }
            }
            canvas.width = w*pRatio*sRatio;         
            canvas.height = h*pRatio*sRatio;
            canvas.style.width = dom_overlay_container.style.width = anim_container.style.width =  w*sRatio+'px';               
            canvas.style.height = anim_container.style.height = dom_overlay_container.style.height = h*sRatio+'px';
            stage.scaleX = pRatio*sRatio;
            stage.scaleY = pRatio*sRatio;
            lastW = iw; lastH = ih; lastS = sRatio;     
        }
    }
    makeResponsive(true,'both',false,1);
    fnStartAnimation();
}
</script>
<!-- write your code here -->
</head>
<body onload="init();" style="margin:0px;">
    <div id="animation_container" style="background-color:rgba(153, 153, 153, 1.00); width:550px; height:400px">
        <canvas id="canvas" width="550" height="400" style="position: absolute; display: block; background-color:rgba(153, 153, 153, 1.00);"></canvas>
        <div id="dom_overlay_container" style="pointer-events:none; overflow:hidden; width:550px; height:400px; position: absolute; left: 0px; top: 0px; display: block;">
        </div>
    </div>
</body>
</html>

Hope to get response soon.

Thanks.

1 个答案:

答案 0 :(得分:0)

正如我在评论中提到的,您可以转换坐标,因此您的x / y鼠标位置不受画布按响应性缩放的影响,另一种方法是在带{{1}的绑定函数中使用} event(在您的情况下,函数moveCoin()),globalToLocal()方法。

scratchGame_Canvas.js

函数moveCoin()

function moveCoin(e){   
    var point;

    point = stage.globalToLocal(e.stageX, e.stageY); 
    e.currentTarget.x = point.x;
    e.currentTarget.y = point.y;
    stage.update();
    createMask(e);
}

另见Drag and drop with easeljs in Animate CC 2017 &amp; MovieClip class (EaselJS API)