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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于是我们立刻面临两种选择,一种是继承ScrollView的做法,一种是使用ClippingNode自己造轮子。
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,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,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);
- }
- });
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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。