使用引擎:cocos2d-js 3.0
使用语言:javascript
运行平台:手机web
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初步分析:
操作过程:
滑动,转动,放缓速度,平衡,停止。
时间选择器的功能分析:
1. 滑动
2. N个选项结果(eg. 0~10)
3. 部分数字可见
4. 根据最近原则,自动平衡到结果item
5. ...
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作为一名合格的Cocos2d程序员,脑袋第一反应至少应该是:ScrollView、ClippingNode。
于是我们立刻面临两种选择,一种是继承ScrollView的做法,或者是使用ClippingNode自己造轮子。
首先不说ScrollView有多么繁杂的私有变量,最不利的是,它的整个滑动逻辑和时间选择器是不同的,它是有尽头的。因此,我们如果选择继承的做法,那么无疑工作量会比较多(修改ScrollView逻辑流程)。
其实循环滚动的逻辑一点也不复杂,我们没必要去使用任何已有的滑动类控件,无论是扩展性还是运行效率,这个轮子自己造才是最好的选择。
那么我们使用ClippingNode?
不是!而是使用ccui::Layout。最终我选择它的原因是,它不需要设置stencil,直接一句话即可设置成为裁剪(setClippingEnabled),减少子父节点坐标计算的复杂性。
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UI如下:
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核心点:
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1. 鉴于效率和方便性,使用一个contentNode来管理所有item。
2. 通过_bMoveing和_bTouching标识来处理触摸和移动之间相互影响。
3. 循环滚动的实现逻辑:向上移动,那么最上的item会移动到最下,向下则反之。
4. 在操作结束之后,做矫正平衡(准确移动到固定的位置)。
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代码实现:
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/**
* Created by xxf on 12/19/2014.
*
* 1. touchTime < 0.3 s 判定为加速
* 2. 平衡性判断
* 3. 平衡后停止
*
*
* eg:
*
* var list = ["1","2","3","4","5","6","7","8","9","10"];
var definition = {
size:cc.size(60,125),
items:list,
backGround: res.back
};
var node = new ScrollSelector(definition);
*/
var ScrollSelector = ccui.Layout.extend({
_visibleClipNumber:3, // 同时显示Item的个数
_velocity:3, // 速率
_timeLimit:0.5, // 时间限制
_distanceLimit:500, // 距离限制
_timeCondition:0.3, // 时间条件
_distanceCondition:30, // 距离条件
_diffY:0,
_diffYCount:0, // 周期性计数,y轴的移动距离
_onceDiffYCount:0, // 一次触摸y轴的移动距离
_timeCount:0, // 触摸时间计时
_runningAction:null,
_list:null, // item列表,用来平衡坐标
_originList:null,
_currentItemIndex:2, // 目前是第几个item
_value:null, // 当前item的value
_beginPos:null,
_contentNode:null,
_backGround:null,
_bMoveing:false,
_bTouching:false,
_bBeginCountTime:false,
_fontColor: cc.color.BLACK,
_fontSize: 40,
_fontname: "Arial",
// _mode:null, //游戏类型:选择器,游戏器
ctor: function (params) { //params 参数列表: items, textures.back, size
this._super();
this.setClippingEnabled(true);
this.setContentSize(params.size);
this.setAnchorPoint(cc.p(0.5, 0));
this.ignoreAnchor = false;
this._backGround = new cc.Sprite(params.backGround);
this.addChild(this._backGround);
this._backGround.x = this.width/2;
this._backGround.y = this.height/2;
this._contentNode = new cc.Node();
this._contentNode.setAnchorPoint(cc.p(0.5,0));
this.addChild(this._contentNode);
this._contentNode.setPosition(cc.p(this.width/2, 0));
// 创建N个Item
this._list = [];
this._originList = [];
for(var i = 0; i < params.items.length; i++){
var text = ccui.Text.create(params.items[i], this._fontName, this._fontSize);
text.setTextVerticalAlignment(cc.VERTICAL_TEXT_ALIGNMENT_CENTER);
text.getVirtualRenderer().setColor(this._fontColor);
text.setTextAreaSize(cc.size(params.size.width, params.size.height/3));
text.setPosition(cc.p(0, i* text.height + text.height/2));
this._contentNode.addChild(text,1,i);
this._list.push(text);
this._originList.push(text);
}
this._value = this._originList[1].getString();
this._lister = cc.EventListener.create({
swallowTouches: true,
event: cc.EventListener.TOUCH_ONE_BY_ONE,
onTouchBegan:this._onTouchBegan,
onTouchMoved:this._onTouchMoved,
onTouchEnded:this._onTouchEnded
});
cc.eventManager.addListener(this._lister ,this);
this.scheduleUpdateWithPriority(0);
// init data
this._diffYCount = this._list[0].height;
this._beginPos = cc.p(0,0);
this._distanceLimit = params.size.height*2 + Math.random()*50;
},
update: function(dt){
if(!this._bTouching && this._bMoveing){ // Action中的时候,计算偏移量
var diffY = this._contentNode.y - this._beginPos.y;
this._diffYCount = this._diffYCount + diffY;
this._beginPos = this._contentNode.getPosition();
}
this._balance();
if(this._bBeginCountTime) this._timeCount = this._timeCount + dt;
},
_onTouchBegan:function (touch, event) {
var target = event.getCurrentTarget();
if (!target.containsTouchLocation(touch)) return false;
target._beginPos = touch.getLocation();
target._bTouching = true;
target._bMoveing = false;
if (target._contentNode.isRunning())
target._contentNode.stopAction(target._runningAction);
// 开启滑动计时
target._bBeginCountTime = true;
target._timeCount = 0;
return true;
},
_onTouchMoved:function (touch, event) {
// Move中的时候,计算偏移量
var target = event.getCurrentTarget();
var getPoint = touch.getLocation();
var diffY = getPoint.y - target._beginPos.y;
target._contentNode.y = target._contentNode.y + diffY;
target._beginPos = getPoint;
target._diffYCount = target._diffYCount + diffY;
target._onceDiffYCount = target._onceDiffYCount + diffY;
},
_onTouchEnded:function (touch, event) {
var target = event.getCurrentTarget();
target._bTouching = false;
// 计算滑动 计算距离 计算速度
if (/*Math.abs(target._onceDiffYCount) > target._distanceCondition &&*/ target._timeCount < target._timeCondition) {
if (target._contentNode.isRunning()) target._contentNode.stopAction(target._runningAction);
var distance = Math.round(target._onceDiffYCount*target._velocity);
var time = target._timeCount * target._velocity;
var pn = distance > 0 ? 1 : -1;
distance = Math.abs(distance) > Math.abs(target._distanceLimit) ? pn * target._distanceLimit: distance;
time = time < target._timeLimit ? target._timeLimit: time;
var move = cc.moveBy(time, 0, distance);
target._runningAction = cc.sequence(move.easing(cc.easeSineOut()), cc.callFunc(target._bounceBalance, target));
target._runningAction = target._contentNode.runAction(target._runningAction);
target._beginPos = target._contentNode.getPosition();
target._bMoveing = true;
}else{ // 如果不移动,那么直接做平衡
target._bounceBalance();
}
target._onceDiffYCount = 0;
target._timeCount = 0;
target._bBeginCountTime = false;
},
containsTouchLocation:function (touch) {
var getPoint = touch.getLocation();
var myRect = this.getBoundingBox();
return cc.rectContainsPoint(myRect, getPoint);
},
_balance:function(){
if(this._diffYCount > this._list[0].height){
var topItem = this._list.pop();
topItem.y = this._list[0].y - this._list[0].height;
this._list.unshift(topItem);
this._diffYCount = this._diffYCount - this._list[0].height;
}else if (this._diffYCount < -this._list[0].height) {
var bottomItem = this._list.shift();
bottomItem.y = this._list[this._list.length-1].y + this._list[this._list.length-1].height;
this._list.push(bottomItem);
this._diffYCount = this._diffYCount + this._list[0].height;
}
},
_bounceBalance:function(){
var itemHight = this._list[0].height;
var num = Math.round(this._contentNode.y%itemHight);
var distance = 0;
if ( num > 0){
distance = num > itemHight/2 ? itemHight-num : -num;
}else {
distance = num > -itemHight/2 ? -num : -(itemHight + num);
}
var action = cc.moveBy(0.2, 0, distance).easing(cc.easeSineOut());
this._contentNode.runAction(cc.sequence(action, cc.callFunc(this._end, this)));
},
_end: function(){
var num = Math.round(this._contentNode.y/this._list[0].height);
var num2 = -1 * (num % this._list.length);
if (num2 > 0){
this._currentItemIndex = num2 + 2;
}else if (num2 < 0){
this._currentItemIndex = this._list.length + num2 + 2;
}else{
this._currentItemIndex = 2;
}
if (this._currentItemIndex > this._list.length){
this._currentItemIndex = this._currentItemIndex % this._list.length;
}
this._value = this._originList[this._currentItemIndex-1].getString();
cc.log(this._value);
}
});由于设置了每秒滑动距离的限制,因此代码在手机web平台几乎没有效率问题。
在Native平台可以放宽一点,让滑动更爽快~
最后,由于小弟知识水平有限,代码中有各种不规范的地方望各位大神们多多包含。
原文地址:http://blog.csdn.net/xiaofeiaiai/article/details/42025407