Javascript tweed Kinetic.js形状不会触发大多数单击
目的 我正在制作一个简单的文字游戏,用户需要点击一些带有文字的移动矩形来拍摄它们 问题 因此,我创建了一些对象,并使用simple kinetic.js tweening移动它们 造词 函数createWordvalue{Javascript tweed Kinetic.js形状不会触发大多数单击,javascript,html,html5-canvas,kineticjs,tween,Javascript,Html,Html5 Canvas,Kineticjs,Tween,目的 我正在制作一个简单的文字游戏,用户需要点击一些带有文字的移动矩形来拍摄它们 问题 因此,我创建了一些对象,并使用simple kinetic.js tweening移动它们 造词 函数createWordvalue{ //here comes some word object construction var wordGroup = new Kinetic.Group({ x: 0, y: 0 }); var padding = 10; wordGroup.label
//here comes some word object construction
var wordGroup = new Kinetic.Group({
x: 0,
y: 0
});
var padding = 10;
wordGroup.label = new Kinetic.Text({
x: padding,
y: padding,
text: value,
fontFamily: 'Times New Roman',
fontSize: 30,
fill: 'white'
});
wordGroup.tag = new Kinetic.Rect({
x: 0,
y: 0,
width: wordGroup.label.width() + (padding << 1),
height: wordGroup.label.height() + (padding << 1),
fill: 'black',
shadowColor: 'black',
shadowBlur: 10,
shadowOffset: {x:10,y:20},
shadowOpacity: 0.5,
cornerRadius: 10
});
wordGroup.add(wordGroup.tag);
wordGroup.add(wordGroup.label);
wordGroup.shoot = function(){ //shooting mechanism (simple stop from moving and remove from scene)
wordGroup.tween.pause();
wordGroup.clean();
dropNextWord(); //drops fresh blood! (new word instead of shooted)
}
wordGroup.clean = function(){ //remove from scene and set it free to drop again
wordGroup.remove();
wordGroup.isActive = false;
}
wordGroup.move = function(callback){ //animates word
wordLayer.add(wordGroup);
moveToSide(wordGroup, callback); //calls moving function
}
wordGroup.on('click', function(e){
wordGroup.shoot();
});
return wordGroup;
}
粗花部
但问题是,点击事件不会在大量用户点击时触发。我认为,这是由tweening机制中延迟的drawHit调用造成的,该机制在更新命中区域之前绘制新的对象位置,因此当我们拍摄对象时,认为我们击中了它的当前位置,我们错过了,因为它的命中区域仍然具有相同的旧位置。
实例
在拍摄过程中花一分钟时间来观察这种效果通过聆听画布的触碰,并检查指针是否与目标单词rect发生碰撞,而不是使用自己的onclick事件,从而解决了这种奇怪的行为 //我听canvas是因为我的应用程序特定,你可以简单地听你自己的图层甚至文档 $canvas.bind'click',functionevent{
var x = (event.pageX) / stage.scaleX(); //you don't need to divide by scale if your stage isn't scaled as mine does
var y = (event.pageY) / stage.scaleY();
var wordArray = wordGroup.getChildren();
for(var i = 0; i < wordArray.length; i++){ //go through all words and check if we shoot someone (is mouse position included in some word rect)
if(x > wordArray[i].x() &&
y > wordArray[i].y() &&
x < (wordArray[i].x() + wordArray[i].width()) &&
y < (wordArray[i].y() + wordArray[i].height())){
wordArray[i].shoot(); //shoot that word
break;
}
}
}
var x = (event.pageX) / stage.scaleX(); //you don't need to divide by scale if your stage isn't scaled as mine does
var y = (event.pageY) / stage.scaleY();
var wordArray = wordGroup.getChildren();
for(var i = 0; i < wordArray.length; i++){ //go through all words and check if we shoot someone (is mouse position included in some word rect)
if(x > wordArray[i].x() &&
y > wordArray[i].y() &&
x < (wordArray[i].x() + wordArray[i].width()) &&
y < (wordArray[i].y() + wordArray[i].height())){
wordArray[i].shoot(); //shoot that word
break;
}
}
}