首先要解决一个问题,你应该毫不犹豫地构建中间层来简化你的工作。
像“相机”类这样的东西可以帮助你。
另外,您处理滚动事件的代码太复杂了。我知道我在这里重复自己,但我宁愿有这个 19 行长的代码:
var zoomSteps = [0.1, 0.2, 0.4, 0.6, 0.8, 1.0, 1.2, 1.4, 1.6, 1.8, 2.0];
var zoomIndex = zoomSteps.indexOf(1);
function doScroll(e) {
e = window.event || e;
var delta = Math.max(-1, Math.min(1, (e.wheelDelta || -e.detail)));
// increase zoom index by delta
var newZoomIndex = zoomIndex + delta;
// return if out of bounds
if (newZoomIndex < 0 || newZoomIndex >= zoomSteps.length) return;
// update previous scale
previousScale = scale;
// we have a new valid zoomIndex
zoomIndex = newZoomIndex;
// check we did not reach a boundary
zoomIsMin = (zoomIndex == 0);
zoomIsMax = (zoomIndex == zoomSteps.length - 1);
// compute new scale / image size
scale = zoomSteps[zoomIndex];
imageWidthZoomed = imageWidth * scale;
imageHeightZoomed = imageHeight * scale;
而不是这段代码在 140 行未注释的行中做同样的事情,这只是 7 倍(如果我们从我的代码中删除 cmets,则为 12 倍):
function doScroll(e) {
e = window.event || e;
var delta = Math.max(-1, Math.min(1, (e.wheelDelta || -e.detail)));
if (delta === 1) {
if (zoom < 5) {
zoom++;
zoomIsMax = false;
} else {
zoomIsMax = true;
}
} else if (delta === -1) {
if (zoom > -5) {
zoom--;
zoomIsMin = false;
} else {
zoomIsMin = true;
}
}
if (zoom === 1) {
if (delta === 1) {
previousScale = 1;
} else {
previousScale = 1.4;
}
scale = 1.2;
imageWidthZoomed = imageWidth * 1.2;
imageHeightZoomed = imageHeight * 1.2;
} else if (zoom === 2) {
if (delta === 1) {
previousScale = 1.2;
} else {
previousScale = 1.6;
}
scale = 1.4;
imageWidthZoomed = imageWidth * 1.4;
imageHeightZoomed = imageHeight * 1.4;
} else if (zoom === 3) {
if (delta === 1) {
previousScale = 1.4;
} else {
previousScale = 1.8;
}
scale = 1.6;
imageWidthZoomed = imageWidth * 1.6;
imageHeightZoomed = imageHeight * 1.6;
} else if (zoom === 4) {
if (delta === 1) {
previousScale = 1.6;
} else {
previousScale = 2;
}
scale = 1.8;
imageWidthZoomed = imageWidth * 1.8;
imageHeightZoomed = imageHeight * 1.8;
} else if (zoom === 5) {
if (delta === 1) {
previousScale = 1.8;
} else {
//out of range
}
scale = 2;
imageWidthZoomed = imageWidth * 2;
imageHeightZoomed = imageHeight * 2;
} else if (zoom === 0) {
if (delta === 1) {
previousScale = 0.8;
} else {
previousScale = 1.2;
}
scale = 1;
imageWidthZoomed = imageWidth;
imageHeightZoomed = imageHeight;
} else if (zoom === -1) {
if (delta === 1) {
previousScale = 0.6;
} else {
previousScale = 1;
}
scale = 0.8;
imageWidthZoomed = imageWidth * 0.8;
imageHeightZoomed = imageHeight * 0.8;
} else if (zoom === -2) {
if (delta === 1) {
previousScale = 0.4;
} else {
previousScale = 0.8;
}
scale = 0.6;
imageWidthZoomed = imageWidth * 0.6;
imageHeightZoomed = imageHeight * 0.6;
} else if (zoom === -3) {
if (delta === 1) {
previousScale = 0.2;
} else {
previousScale = 0.6;
}
scale = 0.4;
imageWidthZoomed = imageWidth * 0.4;
imageHeightZoomed = imageHeight * 0.4;
} else if (zoom === -4) {
if (delta === 1) {
previousScale = 0.1;
} else {
previousScale = 0.4;
}
scale = 0.2;
imageWidthZoomed = imageWidth * 0.2;
imageHeightZoomed = imageHeight * 0.2;
} else if (zoom === -5) {
if (delta === 1) {
//out of range
} else {
previousScale = 0.2;
}
scale = 0.1;
imageWidthZoomed = imageWidth * 0.1;
imageHeightZoomed = imageHeight * 0.1;
}
doScroll 的结尾肯定会受益于中间相机类的使用。
现在,对于您的过渡,想法如下:与其使用缩放变化,您只需记录需要更新及其参数:
currentDrawParameters = [canvasPaint, paskutinisX, paskutinisY, imageWidthZoomed, imageHeightZoomed];
lastChangeTime = Date.now();
那么你有一个单独的计时器,如果需要,它会更新画布,为什么不使用缓动函数(意思是:一个函数 [0.0;1.0] -> [0.0;1.0] )。
var currentDrawParameters = null;
var transitionTime = 500;
var lastChangeTime = -1;
var easingFunction = function (x) {
return Math.sqrt(x); // try : x , x*x, 0.2+0.8*x, ...
};
function drawSmoothly() {
// return if no need to draw
if (!currentDrawParameters) return;
var timeElapsed = Date.now() - lastChangeTime;
// return if transition ended
if (timeElapsed > transitionTime) {
currentDrawParameters = null;
return;
}
// compute time ratio = % time elapsed vs transitionTime
var ratio = timeElapsed / transitionTime;
// ease the ratio
var easedRatio = easingFunction(ratio);
contextBg.save();
contextBg.globalAlpha = 0.1;
contextBg.fillStyle = '#000';
// erase previous image progressively
contextBg.fillRect(0, 0, windowWidth, windowHeightUsed);
// draw the image with an opacity 0.0 ===>>> 1.0
contextBg.globalAlpha = easedRatio;
contextBg.drawImage.apply(contextBg, currentDrawParameters);
contextBg.restore();
}
setInterval(drawSmoothly, 50);
小提琴在这里:
http://jsfiddle.net/gamealchemist/cDXj3/3/
尝试几种缓动功能/时间设置。