简体   繁体   English

使javascript动画流畅吗?

[英]Making javascript animation smooth?

Basically what I want to achieve is to drag some div within another container div. 基本上我想要实现的是在另一个容器div中拖动一些div。 Inner div should stop when it reaches the boundaries of the container div. 内部div应该在到达容器div的边界时停止。 I managed to do the most parts. 我成功完成了大部分工作。 But the problem is that if I drag inner div slowly & carefully it stops where it is supposed to be on the edges, however if I drag it faster, it sometimes overflow the edges or stops way before the edges. 但问题是,如果我慢慢地小心地拖动内部div,它会停在它应该位于边缘的位置,但是如果我将它拖得更快,它有时会溢出边缘或在边缘之前停止。 What is the problem here? 这里有什么问题? What should I do to fix this? 我该怎么做才能解决这个问题?

Here is full code 这是完整的代码

function mouseMove(e) {
    e.preventDefault();    
    console.log("mouse moving");     

    if(isMouseDown > 0 && currentElement) {   
        mouseX = e.clientX;        
        mouseY = e.clientY;

        var diffX = mouseX - lastMouseX;
        var diffY = mouseY - lastMouseY;         

        if(diffX + lastElementX + elementWidth < rightLimit && diffX + lastElementX > leftLimit) {
            lastElementX += diffX;
            lastMouseX = mouseX;
        } 

        if(diffY + lastElementY + elementHeight < bottomLimit && diffY + lastElementY > topLimit) {
            lastElementY += diffY;
            lastMouseY = mouseY;                
        }                           

        setCurrentElementPosition(lastElementX, lastElementY);                              
    }                                                         
}

Above code runs on mouse move event changing inner div's position. 上面的代码运行在鼠标移动事件改变内部div的位置。

Here's my solution for you, I've programmed video games before, and you run into this problem a lot. 这是我的解决方案,我以前编写过视频游戏,你经常遇到这个问题。

You're checking if it'll go out, but not doing anything if it does! 你正在检查它是否会熄灭,但如果确实没有做任何事情! If it goes outside, you have to set it to the edge. 如果它外出,你必须将它设置到边缘。

https://jsfiddle.net/7btv7oqy/3/ https://jsfiddle.net/7btv7oqy/3/

var lastElementX = 0; //last X position of element
var lastElementY = 0; //last Y position of element
var lastMouseX = 0; //last X position of mouse
var lastMouseY = 0;//last Y position of mouse
var mouseX = 0; //current mouse position X
var mouseY = 0; //current mouse position Y

var currentElement = null; //currently selected div
var elementWidth = 0;
var elementHeight = 0;

var container = null; //container div
var isMouseDown = 0; //if greater than zero, mouse is down

//limits of container div
var bottomLimit = 0;
var topLimit = 0;
var leftLimit = 0;
var rightLimit = 0;

function init() {
    container = document.getElementsByClassName("container")[0];

    topLimit = container.getBoundingClientRect().top;
    bottomLimit = container.getBoundingClientRect().bottom;
    leftLimit = container.getBoundingClientRect().left;
    rightLimit = container.getBoundingClientRect().right;

    document.addEventListener("mousedown", function mouseDown(e) {
        e.preventDefault();
        ++isMouseDown;
        document.addEventListener("mousemove", mouseMove);

        setCurrentElement(getElementUnderMouse(e)); //set current element
        currentElement.style.position = "absolute";

        lastElementX = currentElement.getBoundingClientRect().left;
        lastElementY = currentElement.getBoundingClientRect().top;

        lastMouseX = e.clientX;
        lastMouseY = e.clientY;


    });

    document.addEventListener("mouseup", function mouseUp(e) {
        e.preventDefault();
        --isMouseDown;
        setCurrentElement(null);
        document.removeEventListener("mousemove", mouseMove);
    });

}

function mouseMove(e) {
    e.preventDefault();
    console.log("mouse moving");
    // report(e);

    if(isMouseDown > 0 && currentElement) {
        mouseX = e.clientX;
        mouseY = e.clientY;

        var diffX = mouseX - lastMouseX;
        var diffY = mouseY - lastMouseY;

        if(diffX + lastElementX + elementWidth < rightLimit && diffX + lastElementX > leftLimit) {
            lastElementX += diffX;
        } else {
            //without this, the location wouldn't update at all:

            //check if it would go off the right edge, set to right edge
            if (diffX + lastElementX + elementWidth >= rightLimit) {
                lastElementX = rightLimit - elementWidth;
            }

            //check if it would go off the left edge, set to left edge
            if(diffX + lastElementX <= leftLimit) {
                lastElementX = leftLimit;
            }

        }
        //this will always happen:
        lastMouseX = mouseX;

        if(diffY + lastElementY + elementHeight < bottomLimit && diffY + lastElementY > topLimit) {
            lastElementY += diffY;

        } else {
            //without this, the location wouldn't update at all:

            //check if it would go off the bottom edge, set to bottom edge
            if(diffY + lastElementY + elementHeight >= bottomLimit) {
                lastElementY = bottomLimit - elementHeight;
            }


            //check if it would go off the top edge, set to top edge
            if(diffY + lastElementY <= topLimit) {
                lastElementY = topLimit;
            }

        }

        //this will always happen:
        lastMouseY = mouseY;

        setCurrentElementPosition(lastElementX, lastElementY);
    }
}

function setCurrentElementPosition(left = null, top = null) {
    if(currentElement) {
        currentElement.style.top = top + 'px'
        currentElement.style.left = left + 'px';
    }
}

function setCurrentElement(element) {
    currentElement = element;
    if(element) {
        elementWidth = currentElement.offsetWidth;
        elementHeight = currentElement.offsetHeight;
    } else {
        elementWidth = 0;
        elementHeight = 0;
    }
}

function hasClass(element, cls) {
    return ("" + element.className + "").indexOf("" + cls + "") > -1;
}

function getElementUnderMouse(e) {
    var x = e.clientX;
    var y = e.clientY;
    return document.elementFromPoint(x, y);
}

function report(e) {
    console.log("isMouseDown: " + isMouseDown);
    console.log("mouseX: " + e.clientX);
    console.log("mouseY: " + e.clientY);
    console.log("currentElement: " + currentElement);
    console.log("currentElement top: " + currentElement.getBoundingClientRect().top);
    console.log("currentElement bottom: " + currentElement.getBoundingClientRect().bottom);
    console.log("container top: " + container.getBoundingClientRect().top);
    console.log("container bottom: " + container.getBoundingClientRect().bottom);
}

init();

EDIT: Not sure why it's missing by one pixel at the right and bottom, you'll have to do some investigation on that front. 编辑:不知道为什么它在右边和底部的一个像素缺失,你将不得不在这方面做一些调查。 Seems like it's not taking into consideration the border, despite you using offsetWidth . 看起来它没有考虑边框,尽管你使用了offsetWidth Good luck! 祝好运!

Here's my take; 这是我的看法; I've decoupled the element's movement from diffX/diffY: 我已经将元素的运动与diffX / diffY分离了:

https://jsfiddle.net/ttyrtjez/ https://jsfiddle.net/ttyrtjez/

// in onmousedown
offsetX = e.clientX - lastElementX;
offsetY = e.clientY - lastElementY;

// in onmousemove
var newElementX = mouseX - offsetX;
var newElementY = mouseY - offsetY;

if (newElementX + elementWidth >= rightLimit - 1) newElementX = rightLimit - elementWidth - 2;
if (newElementX < leftLimit) newElementX = leftLimit;
if (newElementY + elementHeight >= bottomLimit - 1) newElementY = bottomLimit - elementHeight - 2;
if (newElementY < topLimit) newElementY = topLimit;

setCurrentElementPosition(newElementX, newElementY);

声明:本站的技术帖子网页,遵循CC BY-SA 4.0协议,如果您需要转载,请注明本站网址或者原文地址。任何问题请咨询:yoyou2525@163.com.

 
粤ICP备18138465号  © 2020-2024 STACKOOM.COM