在移动设备中,对象在移动设备中移动时无法正常移动



我正在尝试使用对象上的按移动事件用鼠标移动对象。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

直接网址是 - 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.

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能力缩放的影响,一种替代方法是在绑定函数中使用 pressmove 事件(在您的情况下,函数moveCoin()(,globalToLocal() 方法。

scratchGame_Canvas.js

函数移动币((

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);
}

另请参阅:在 Animate CC 2017 中使用画架拖放 & MovieClip class (EaselJS API(

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