【发布时间】:2011-08-20 14:45:26
【问题描述】:
我知道如何在 JavaScript 中实现拖放效果,但我发现在某些站点中,拖放操作的速度会导致不同的结果。
以谷歌地图为例,地图视图是可拖动的,当你缓慢拖动地图时,地图会随着鼠标移动,但是如果你快速拖动地图然后放下鼠标,地图会继续移动(有限的距离),好像有缓冲距离。
不知道怎么做?
【问题讨论】:
我知道如何在 JavaScript 中实现拖放效果,但我发现在某些站点中,拖放操作的速度会导致不同的结果。
以谷歌地图为例,地图视图是可拖动的,当你缓慢拖动地图时,地图会随着鼠标移动,但是如果你快速拖动地图然后放下鼠标,地图会继续移动(有限的距离),好像有缓冲距离。
不知道怎么做?
【问题讨论】:
不幸的是,没有香草效果。
您必须计算完成拖动所需的各种参数,例如距离、方向和时间。
然后根据结果,您可以计算贝塞尔曲线并扩展动画,使其看起来无缝流畅。
这是一个例子... http://jsfiddle.net/an44z/
它可以工作,如果可能不是那么好(为一个旧项目仓促编写,但它可能让您对正在发生的事情有一个很好的了解 - 应该发生)。
编辑:或者,您可以研究这个 mooTools 示例,因为它几乎正是您所追求的。 http://mootools.net/demos/?demo=Drag.Scroll
【讨论】:
听起来您正在寻找某种“阻力速度”。我今天早上花了一些时间putting this mouse-to-throw example together 为您服务,希望对您有所帮助(我也玩得很开心)。 *原则*与您想做的事情相同,并且您可以从中获得很多乐趣。
主要使用 Javascript:
// this is the easing I used in my "throwing" animation
// I use this to average out some of the arrays (distance & angle)
$.easing.easeOutCirc = function (x, t, b, c, d) {
return c * Math.sqrt(1 - (t=t/d-1)*t) + b;
}
// stores the last drag spot, useful for calculating distances between points
var drag_last_spot;
// stores distances for use with calculating animation distance
var drag_distances;
// stores rads for use with calculating throw angle
var drag_rads;
// keeps the offset of the initial click to know where the mouse "went down" on the box
var drag_offset;
// keeps track of the "current target" since mouseUp and MouseMove are document level
var drag_target;
// keeps track of how long you held your mouse down on the box (to determine animation length)
var drag_time;
// taken via Google from http://jsfromhell.com/array/average
average = function(a){
var r = {mean: 0, variance: 0, deviation: 0}, t = a.length;
for(var m, s = 0, l = t; l--; s += a[l]);
for(m = r.mean = s / t, l = t, s = 0; l--; s += Math.pow(a[l] - m, 2));
return r.deviation = Math.sqrt(r.variance = s / t), r;
}
function onMouseDown(event) {
// offset and last_spot are the same for the first move iteration
drag_time = (new Date).getTime();
drag_offset = drag_last_spot = {
x: event.offsetX,
y: event.offsetY
};
// initialize or reset the distances and angle arrays
drag_distances = [];
drag_rads = [];
// because there are multiple boxes, we need to keep track of the target since our events are document level
drag_target = $(this);
$(document).bind("mousemove", onMouseMove);
$(document).bind("mouseup", onMouseUp);
}
function onMouseMove(event) {
// use pathagorean theorem for distance between two points (yay geometry!)
var dist = Math.sqrt(Math.pow(drag_last_spot.x - event.clientX, 2) + Math.pow(drag_last_spot.y - event.clientY, 2));
// push all the distances to this array for later use
drag_distances.push(dist);
// push all radians to this array for later use
var cur_rad = Math.atan2(event.clientY - drag_last_spot.y, event.clientX - drag_last_spot.x);
drag_rads.push(cur_rad);
// we need to know the last drag spot so we can calc the distance of the points during the next onMouseMove
drag_last_spot = {
x: event.clientX,
y: event.clientY
};
drag_target.css({left:event.clientX - drag_offset.x, top:event.clientY - drag_offset.y});
}
function onMouseUp(event) {
/* FYI wherever you see .slice(-N) you can change N to any number. I recommend a small number as a short drag will only have 5 or 10 items. A big number will average more of your "throw", but a small number is seemingly safer.*/
// this is the total duration of how long you dragged for
var duration = ((new Date).getTime() - drag_time);
// this is the distance of your drag (I times by three for a better animated effect)
var dist = average(drag_distances.slice(-3)).mean * 3;
// these help determine the direction of your throw (figures out the angle)
var rad = average(drag_rads.slice(-3)).mean - Math.PI / 2;
var to_left = event.clientX + Math.sin(rad) * -dist - drag_offset.x;
var to_top = event.clientY + Math.cos(rad) * dist - drag_offset.y;
// now to animation your throw!
drag_target.animate({left:to_left, top:to_top}, duration * 2, "easeOutCirc");
$(document).unbind("mousemove");
$(document).unbind("mouseup");
}
这个例子只是冰山一角,所以我说要弄乱脚本来了解它是如何工作的,因为你可能会想出新的很酷的方法来做事。 祝你好运!
【讨论】: