本帖最后由 Always 于 2016-12-7 11:28 编辑
[mw_shl_code=actionscript3,true]private RockerBall: egret.Bitmap;//圆球
private origin: egret.Point;//圆球初始位置
private radius: number = 180;//半径,限制圆球的移动范围
private offset: egret.Point;//位移
private LeftArea: egret.Shape;//圆所在触摸区域
private init() {
this.origin = new egret.Point(this.RockerBall.x,this.RockerBall.y);
this.LeftArea.addEventListener(egret.TouchEvent.TOUCH_BEGIN,this.StartMove,this);
this.LeftArea.touchEnabled = true;
}
/**
* 开始移动
*/
private StartMove(e: egret.TouchEvent) {
this.draggedObject = e.currentTarget;
this.offset = new egret.Point(e.stageX - this.RockerBall.x,e.stageY - this.RockerBall.y);
this.LeftArea.addEventListener(egret.TouchEvent.TOUCH_MOVE,this.onPanUpdate,this);
this.LeftArea.addEventListener(egret.TouchEvent.TOUCH_END,this.onPanEnd,this);
}
/**
* 移动更新
*/
private onUpdate(e: egret.TouchEvent): void {
var mouseX: number = e.stageX - this.offset.x;
var mouseY: number = e.stageY - this.offset.y;
var angle: number = Math.atan2(this.origin.y - mouseY,this.origin.x - mouseX);
var dis: number = (mouseY - this.origin.y) * (mouseY - this.origin.y) + (mouseX - this.origin.x) * (mouseX - this.origin.x);
var length: number = 0;
if(dis <= this.radius * this.radius) length = Math.sqrt(dis);
else length = this.radius;
var actualX: number = length * Math.cos(angle);
var actualY: number = length * Math.sin(angle);
this.RockerBall.x = this.origin.x - actualX;
this.RockerBall.y = this.origin.y - actualY;
}
/**
* 移动结束
*/
private EndMove(): void {
this.RockerBall.x = this.origin.x;
this.RockerBall.y = this.origin.y;
}[/mw_shl_code]
上一年做双屏互动的时候写的那块摇杆代码,你参考一下吧。
反正就是一个大圆和一个小圆,拖动小圆在大圆里面活动,小圆不能跑出大圆范围。
拖到小圆到大圆边缘得计算一下,才能在边缘位置平滑移动
ps:贪吃蛇用摇杆真的好么?
本文分享了一段用于双屏互动项目的触控摇杆代码,该代码实现了通过拖动小圆(摇杆)使其在大圆范围内平滑移动的功能,并确保小圆不会超出大圆边界。
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