Asroads'Blog 君子不器
地图缩放拖动组件|Cocos Creator 3.0
发布于: 2021-04-19 更新于: 2024-03-02 分类于: game 阅读次数: 

随着手游的兴起,越来越多的玩法涌现出来,地图拖动缩放组件在很多玩法中都有用到,这里给出一个Cocos Creator 3.6.2的组件

无惯性简单版本

效果

先展示一下 效果:

mapdrag

核心

主要是给Node节点添加事件,根据触摸或者滚轮的方向和速度来控制地图的缩放或者拖动。

用到的事件类型

  • Node.EventType.MOUSE_WHEEL Web 下鼠标滚轮滚动缩放地图
  • Node.EventType.TOUCH_START
  • Node.EventType.TOUCH_MOVE
  • Node.EventType.TOUCH_END
  • Node.EventType.TOUCH_CANCEL

触摸事件(Event.EventTouch)的处理

用到的API

  • getLocation 获取鼠标位置对象,对象包含 x 和 y 属性。
  • getUILocation 获取当前鼠标在 UI 窗口内相对于左下角的坐标位置,对象包含 x 和 y 属性。

其他API 可以查看 全局与节点触摸和鼠标事件 API

步骤

项目结构截图—RootMapNode

image-20210419132030028

MapNode

image-20210419132040677

2.4.10 版本 核心代码:MapTouchController.ts 源码查看

3.0 核心代码:MapTouchController.ts(待优化…)

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import {
_decorator,
CCBoolean,
CCFloat,
Component,
EventMouse,
EventTouch,
isValid,
Label,
misc,
Node,
Rect,
rect,
Touch,
UITransform,
v2,
v3,
Vec2,
Vec3
} from "cc";

/**
* Created by jsroads on 2021/4/15.4:35 下午
* Note:
*/
const {ccclass, property} = _decorator;

@ccclass('MapTouchController')
export class MapTouchController extends Component {
@property({
type: Node,
tooltip: '目标节点'
})
public map: Node = null!;

@property(Label)
public scaleTime: Label = null!;

@property({
tooltip: '图片初始缩放'
})
public defaultScaling: number = 1.1;

@property({
tooltip: '图片缩放最小scale'
})
public minScale: number = 1;

@property({
tooltip: '图片缩放最大scale'
})
public maxScale: number = 3;

@property({
tooltip: '单点触摸容忍误差'
})
public moveOffset: number = 2;

@property({
tooltip: '滚轮缩放比率'
})
public increaseRate: number = 10000;

@property({
displayName: '双指缩放速率',
max: 10,
min: 0.001,
})
public fingerIncreaseRate: number = 1;

public locked: boolean = false; // 操作锁
public singleTouchCb: Function = null!; // 点击回调函数

private isMoving: boolean = false; // 是否拖动地图flag
private mapTouchList: any[] = []; // 触摸点列表容器

@property(CCBoolean)
public isStrict: boolean = false; // 默认为非严格模式
protected onLoad(): void {

}

protected start() {
this.addEvent();
// this.defaultScaling = 1
this.smoothOperate(this.map, v3(0, 0, 0), this.defaultScaling);
this.map.setPosition(0, 225);
}



private canStartMove(touch: Touch): boolean {
// 有些设备单点过于灵敏,单点操作会触发TOUCH_MOVE回调,在这里作误差值判断
return touch.getDelta().length() > this.moveOffset;
}

private addEvent(): void {
this.node.on(Node.EventType.TOUCH_MOVE, (event: EventTouch) => {
if (this.locked) return;
let touches: Touch[] = event.getTouches(); // 获取所有触摸点
if (this.isStrict) { // 严格模式下过滤掉初始点击位置不在目标节点范围内的触摸点
touches
.filter(v => {
let startPos: Vec2 = v2(v.getStartLocation()); // 触摸点最初的位置
let transform = <UITransform>this.node.getComponent(UITransform);
let worldPos: Vec3 = transform.convertToWorldSpaceAR(v3(0, 0, 0));
let worldRect: Rect = rect(
worldPos.x - transform.width / 2,
worldPos.y - transform.height / 2,
transform.width,
transform.height
);
return worldRect.contains(startPos);
})
.forEach(v => { // 将有效的触摸点放在容器里自行管理
let intersection: any[] = this.mapTouchList.filter(v1 => v1.id === v.getID());
if (intersection.length === 0)
this.mapTouchList[this.mapTouchList.length] = ({id: v.getID(), touch: v});
});
touches = this.mapTouchList.map(v => v.touch);
}

if (touches.length >= 2) {
// console.log('multi touch');
// multi touch
this.isMoving = true;
let touch1: Touch = touches[0];
let touch2: Touch = touches[1];
let delta1: Vec2 = v2(touch1.getDelta());
let delta2: Vec2 = v2(touch2.getDelta());
let transform = <UITransform>this.node.getComponent(UITransform);
let touchPoint1: Vec3 = transform.convertToNodeSpaceAR(v3(touch1.getUILocation().x, touch1.getUILocation().y));
let touchPoint2: Vec3 = transform.convertToNodeSpaceAR(v3(touch2.getUILocation().x, touch2.getUILocation().y));

let distance: Vec3 = touchPoint1.subtract(touchPoint2);
// const rateV2: Vec2 = v2(this.fingerIncreaseRate, this.fingerIncreaseRate);
let delta: Vec2 = delta1.subtract(delta2).multiplyScalar(this.fingerIncreaseRate);
let scale: number = 1;
if (Math.abs(distance.x) > Math.abs(distance.y)) {
scale = (distance.x + delta.x) / distance.x * this.map.getScale().x;
} else {
scale = (distance.y + delta.y) / distance.y * this.map.getScale().y;
}
let pos: Vec3 = touchPoint2.add(v3(distance.x / 2, distance.y / 2));
this.smoothOperate(this.map, pos, scale);
} else if (touches.length === 1) {
// console.log('single touch');
// single touch
let touch: Touch = touches[0];
if (this.isMoving || this.canStartMove(touch)) {
this.isMoving = true;
const distance:Vec3 = v3(touch.getDelta().x, touch.getDelta().y,0);
this.dealMove(distance, this.map, this.node);
} else {
console.log("不能移动")
}
} else {
console.log("未知触摸类型")
}
event.propagationStopped = true;
}, this);
this.node.on(Node.EventType.TOUCH_START, (event: EventTouch) => {
if (this.locked) return;
event.propagationStopped = true;
}, this);
this.node.on(Node.EventType.TOUCH_END, (event: EventTouch) => {
if (this.locked) return;

let touches: any[] = this.isStrict ? this.mapTouchList : event.getTouches();
if (touches.length <= 1) {
if (!this.isMoving) {
let worldPos: Vec3 = v3(event.getLocation().x, event.getLocation().y);
let transform = <UITransform>this.map.getComponent(UITransform);
let nodePos: Vec3 = transform.convertToNodeSpaceAR(worldPos);
this.dealSelect(nodePos);
}
this.isMoving = false; // 当容器中仅剩最后一个触摸点时将移动flag还原
}
if (this.isStrict) this.removeTouchFromContent(event, this.mapTouchList);
event.propagationStopped = true;
}, this);

this.node.on(Node.EventType.TOUCH_CANCEL, (event: EventTouch) => {
if (this.locked) return;

let touches: any[] = this.isStrict ? this.mapTouchList : event.getTouches();
// 当容器中仅剩最后一个触摸点时将移动flag还原
if (touches.length <= 1) this.isMoving = false;

if (this.isStrict)
this.removeTouchFromContent(event, this.mapTouchList);
event.propagationStopped = true;
}, this);

this.node.on(Node.EventType.MOUSE_WHEEL, (event: EventMouse) => {
if (this.locked) return;
let scrollDelta: number = event.getScrollY();
let scale: number = (this.map.getScale().x + (scrollDelta / this.increaseRate));
// scale = this.map.getScale().x+0.2
let target: Node = this.map;
let transform = <UITransform>this.node.getComponent(UITransform);
let pos: Vec3 = transform.convertToNodeSpaceAR(v3(event.getUILocation().x, event.getUILocation().y));
// pos = v3(50,50)
this.smoothOperate(target, pos, scale);
event.propagationStopped = true;
}, this);
}

public removeTouchFromContent(event: EventTouch, content: any[]): void {
let eventToucheIDs: number[] = event['getTouches']().map(v => v.getID());
for (let len = content.length, i = len - 1; i >= 0; --i) {
if (eventToucheIDs.indexOf(content[i].id) > -1)
content.splice(i, 1); // 删除触摸
}
}

private smoothOperate(target: Node, pos: Vec3, scale: number): void {
// 放大缩小
if (this.minScale <= scale && scale <= this.maxScale) {
// 获取速率的小数后几位,防止速率过小时取整直接舍弃掉了变化
scale = Number(scale.toFixed(2));
// let deltaScale: number = scale - target.getScale().x;
let uiScaleVec3: Vec3 = v3(target.getScale().x, target.getScale().y, 1)
let uiTouchPos: Vec3 = (pos.clone().subtract(target.position.clone())).divide(uiScaleVec3);
let mapPos: Vec3 = pos.clone().subtract(uiTouchPos.multiplyScalar(scale));
//UI setScale z 必须为非0
target.setScale(v3(scale, scale, 1));
this.dealScalePos(v3(mapPos.x, mapPos.y), target);
} else {
console.log("smile----:", JSON.stringify("特殊情况"));
scale = misc.clampf(scale, this.minScale, this.maxScale);
}
// render ui
if (isValid(this.scaleTime))
this.scaleTime.string = `${Math.floor(scale * 100)}%`;
}

private dealScalePos(pos: Vec3, target: Node): void {
let transform = <UITransform>this.node.getComponent(UITransform);
let worldPos: Vec3 = transform.convertToWorldSpaceAR(pos);
let nodePos: Vec3 = transform.convertToNodeSpaceAR(worldPos);
let edge: any = this.calculateEdge(target, this.node, nodePos);
if (edge.left > 0) {
pos.x -= edge.left;
}
if (edge.right > 0) {
pos.x += edge.right;
}
if (edge.top > 0) {
pos.y += edge.top;
}
if (edge.bottom > 0) {
pos.y -= edge.bottom;
}
target.setPosition(v3(pos.x, pos.y, 0));
}

private dealMove(dir: Vec3, map: Node, container: Node): void {
let worldPos: Vec3 = (<UITransform>map.getComponent(UITransform)).convertToWorldSpaceAR(v3(Vec3.ZERO));
let nodePos: Vec3 = (<UITransform>container.getComponent(UITransform)).convertToNodeSpaceAR(worldPos);
nodePos.add(dir);
let edge: any = this.calculateEdge(map, container, nodePos);
if (edge.left <= 0 && edge.right <= 0) {
map.setPosition(map.position.x + dir.x, map.position.y);
}
if (edge.top <= 0 && edge.bottom <= 0) {
map.setPosition(map.position.x, map.position.y + dir.y)
}
}

private dealSelect(nodePos: Vec3): void {
console.log(`click map on (${nodePos.x}, ${nodePos.y})`);
// do sth
if (this.singleTouchCb) this.singleTouchCb(nodePos);
}

// 计算map的四条边距离容器的距离,为负代表超出去
public calculateEdge(target: Node, container: Node, nodePos: Vec3): any {
// distance to the edge when anchor is (0.5, 0.5)

let containerTransform: UITransform = <UITransform>container.getComponent(UITransform);
let targetTransform: UITransform = <UITransform>target.getComponent(UITransform);
let targetScale = target.scale

let horizontalDistance: number = (containerTransform.width - targetTransform.width * targetScale.x) / 2;
let verticalDistance: number = (containerTransform.height - targetTransform.height * targetScale.y) / 2;

let left: number = horizontalDistance + nodePos.x;
let right: number = horizontalDistance - nodePos.x;
let top: number = verticalDistance - nodePos.y;
let bottom: number = verticalDistance + nodePos.y;

return {left, right, top, bottom};
}

/**
* @brief 设置是否严格模式,如果为严格模式,则会过滤不在目标身上的触摸点, 反之不作处理
* 默认为非严格模式
* @param isStrict
*/
public setStrictPattern(isStrict: boolean): void {
this.isStrict = isStrict;
}

public getStrictPattern(): boolean {
return this.isStrict;
}

}

注意target.setScale(v3(scale, scale, 1)); 重点说明一下 设置UI界面 scale 属性的时候 这个 Vec3 类型的 z 一定要为非0 的值 否则会影响其他的 touch事件传递

具体操作

  1. 新建一个场景 名字这里为 main.scene
  2. 新建Node节点 名字为 RootMapNode 挂载一个系统组件 Widget left、 right、 top、 bottom 均为 0
  3. RootMapNode节点下面新建一个 Node 节点 为 MapNode
  4. RootMapNode 同级 新建一个 Label 节点
  5. 以上所有UI和节点 layer 选择 UI_2D
  6. 把 脚本 MapTouchController.ts组件 挂载到 RootMapNode 上面
  7. MapNode 节点 指向 脚本的属性 map
  8. 把 新建的Label 节点 指向脚本的属性 scaleTime
  9. 运行游戏 查看效果

注意点:

转换坐标的关键核心点:

  1. Vec2 和 Vec3 转换
  2. getUILocation() 和 getLocation() 的区别

注意:本脚本参考来自于 Cocos Creator组件化开发之——地图类缩放拖动点击组件 作者是用 Cocos Creator2.x 实现(查看

我这里改成了3.6.2 另外 缩放的核心算法 有细微改动。

最后 源码地址:点击查看

惯性缓动优化版本2022-11-27更新

效果:

002

步骤

上面的版本已经完整的可以拖拽,但如果拖拽结束后如何惯性再运动一段距离呢?此时我们需要求出速度V 和摩擦力阻尼系数,然后做匀减速运动即可,此时我们先设置几个变量如下:

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const NUMBER_OF_GATHERED_TOUCHES_FOR_MOVE_SPEED = 5;//统计最大移动次数个数

public brake: number = 0.5; //惯性系数
public friction: number = 0.85; //阻尼系数,摩擦力
protected touchMoveDisplacements: Vec3[] = [];//统计位置数组
protected touchMoveTimeDeltas: number[] = [];//统计时间数组
protected touchMovePreviousTimestamp = 0;//前一次事件时间戳
protected autoScrolling: boolean = false;//是否在惯性移动中
protected speed: Vec3 = new Vec3();//当前速度
protected targetPos: Vec3 = new Vec3();//目标移动位置

然后在 点击触摸开始时候TOUCH_START或者触摸取消TOUCH_CANCEL开始重置统计 :

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protected handleReleaseLogic() {
if (!this.inertia) return;
this.touchMovePreviousTimestamp = Date.now();
this.touchMoveDisplacements.length = 0;
this.touchMoveTimeDeltas.length = 0;
this.autoScrolling = false;
}

移动的时候开始记录数据:

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private dealMove(dir: Vec3, map: Node, container: Node): void {
const clampDt = dir.clone();
let worldPos: Vec3 = (<UITransform>map.getComponent(UITransform)).convertToWorldSpaceAR(v3(Vec3.ZERO));
let nodePos: Vec3 = (<UITransform>container.getComponent(UITransform)).convertToNodeSpaceAR(worldPos);
nodePos.add(dir);
let edge: any = this.calculateEdge(map, container, nodePos), targetPos: Vec3 = map.position.clone();
if (edge.left <= 0 && edge.right <= 0) {
targetPos.x += dir.x;
} else {
clampDt.x = 0;
}
if (edge.top <= 0 && edge.bottom <= 0) {
targetPos.y += dir.y;
} else {
clampDt.y = 0;
}

this.gatherTouchMove(clampDt);
// this.targetPos = this.targetPos.lerp(this.targetPos,0.016 * 2.0);
map.setPosition(targetPos.x, targetPos.y, targetPos.z)
}

protected gatherTouchMove(clampDt: Vec3) {
while (this.touchMoveDisplacements.length >= NUMBER_OF_GATHERED_TOUCHES_FOR_MOVE_SPEED) {
this.touchMoveDisplacements.shift();
this.touchMoveTimeDeltas.shift();
}
this.touchMoveDisplacements.push(clampDt);
const timeStamp = Date.now();
this.touchMoveTimeDeltas.push((timeStamp - this.touchMovePreviousTimestamp) / 1000);
this.touchMovePreviousTimestamp = timeStamp;
}

触摸结束的时候,开始统计结束时候的速度:

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protected processInertiaScroll() {
if (this.inertia) {
this.speed = this.calculateTouchMoveVelocity();
if (Math.abs(this.speed.x) > 0 || Math.abs(this.speed.y) > 0) {
this.autoScrolling = true;
return;
}
}
}
protected calculateTouchMoveVelocity(): Vec3 {
let totalTime = 0;
totalTime = this.touchMoveTimeDeltas.reduce((a, b) => a + b, totalTime);
if (totalTime <= 0 || totalTime > 0.75) {
return new Vec3();
}
let totalMovement = new Vec3();
totalMovement = this.touchMoveDisplacements.reduce((a, b) => {
a.add(b);
return a;
}, totalMovement);
let result = new Vec3(totalMovement.x * (1 - this.brake),
totalMovement.y * (1 - this.brake), 0);
return result;
}

最后在 update 函数里 开始惯性运行:

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protected update(dt: number) {
if (!this.inertia) return;
if (!this.autoScrolling) return;
let speed = this.speed.clone();
speed.multiplyScalar(this.friction);
let worldPos: Vec3 = (<UITransform>this.map.getComponent(UITransform)).convertToWorldSpaceAR(v3(Vec3.ZERO)).clone();
let nodePos: Vec3 = (<UITransform>this.node.getComponent(UITransform)).convertToNodeSpaceAR(worldPos).clone();
nodePos.add(speed);
let edge: any = this.calculateEdge(this.map, this.node, nodePos), targetPos: Vec3 = this.map.position.clone();
if (edge.left > 0 || edge.right > 0) {
speed.x = 0;
}
if (edge.top > 0 || edge.bottom > 0) {
speed.y = 0;
}
this.speed = v3(Math.round(speed.x * 100) / 100, Math.round(speed.y * 100) / 100, speed.z);
if (Math.abs(this.speed.x) < 0.1 && Math.abs(this.speed.y) < 0.1) {
this.autoScrolling = false;
return;
}
targetPos.add(this.speed);
this.map.setPosition(targetPos.x, targetPos.y, targetPos.z);
}

MapTouchBetterController.ts 完整代码如下:

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import {
_decorator,
CCBoolean,
Component,
EventMouse,
EventTouch,
isValid,
Label,
misc,
Node,
Rect,
rect,
Touch,
UITransform,
v2,
v3,
Vec2,
Vec3
} from "cc";

/**
* Created by jsroads on 2021/4/15.4:35 下午
* Note:
*/
const {ccclass, property} = _decorator;
const NUMBER_OF_GATHERED_TOUCHES_FOR_MOVE_SPEED = 2;//统计最大移动次数个数
@ccclass('MapTouchBetterController')
export class MapTouchBetterController extends Component {
@property({
type: Node,
tooltip: '目标节点'
})
public map: Node = null!;

@property(Label)
public scaleTime: Label = null!;

@property({
tooltip: '图片初始缩放'
})
public defaultScaling: number = 1.1;

@property({
tooltip: '图片缩放最小scale'
})
public minScale: number = 1;

@property({
tooltip: '图片缩放最大scale'
})
public maxScale: number = 3;

@property({
tooltip: '单点触摸容忍误差'
})
public moveOffset: number = 2;

@property({
tooltip: '滚轮缩放比率'
})
public increaseRate: number = 10000;

@property({
displayName: '双指缩放速率',
max: 10,
min: 0.001,
})
public fingerIncreaseRate: number = 1;

public locked: boolean = false; // 操作锁
public singleTouchCb: Function = null!; // 点击回调函数
@property(CCBoolean)
public isStrict: boolean = false; // 默认为非严格模式
@property({
tooltip: "是否开启滚动惯性"
})
public inertia: boolean = true; // 是否开启滚动惯性
@property({
tooltip: "惯性系数,范围 0~1, 1表示立刻停止 ",
min: 0.01,
max: 1,
step: 0.01,
range: [0.01, 1],
slide: true,
visible: function (this: MapTouchBetterController) {
return this.inertia;
}
})
public brake: number = 0.5; //惯性系数
@property({
tooltip: "阻尼系数,摩擦力 范围大于 0 ",
min: 0.01,
max: 10,
step: 0.01,
visible: function (this: MapTouchBetterController) {
return this.inertia;
}
})
public friction: number = 0.85; //阻尼系数,摩擦力
protected touchMoveDisplacements: Vec3[] = [];//统计位置数组
protected touchMoveTimeDeltas: number[] = [];//统计时间数组
protected touchMovePreviousTimestamp = 0;//前一次事件时间戳
protected autoScrolling: boolean = false;//是否在惯性移动中
protected speed: Vec3 = new Vec3();//当前速度
protected targetPos: Vec3 = new Vec3();//目标移动位置
private isMoving: boolean = false; // 是否拖动地图flag
private mapTouchList: any[] = []; // 触摸点列表容器

public removeTouchFromContent(event: EventTouch, content: any[]): void {
let eventToucheIDs: number[] = event['getTouches']().map(v => v.getID());
for (let len = content.length, i = len - 1; i >= 0; --i) {
if (eventToucheIDs.indexOf(content[i].id) > -1)
content.splice(i, 1); // 删除触摸
}
}

// 计算map的四条边距离容器的距离,为负代表超出去
public calculateEdge(target: Node, container: Node, nodePos: Vec3): any {
// distance to the edge when anchor is (0.5, 0.5)

let containerTransform: UITransform = <UITransform>container.getComponent(UITransform);
let targetTransform: UITransform = <UITransform>target.getComponent(UITransform);
let targetScale: Vec3 = target.scale;

let horizontalDistance: number = (containerTransform.width - targetTransform.width * targetScale.x) / 2;
let verticalDistance: number = (containerTransform.height - targetTransform.height * targetScale.y) / 2;

let left: number = horizontalDistance + nodePos.x;
let right: number = horizontalDistance - nodePos.x;
let top: number = verticalDistance - nodePos.y;
let bottom: number = verticalDistance + nodePos.y;

return {left, right, top, bottom};
}

/**
* @brief 设置是否严格模式,如果为严格模式,则会过滤不在目标身上的触摸点, 反之不作处理
* 默认为非严格模式
* @param isStrict
*/
public setStrictPattern(isStrict: boolean): void {
this.isStrict = isStrict;
}

public getStrictPattern(): boolean {
return this.isStrict;
}

protected onLoad(): void {

}

protected start() {
this.addEvent();
// this.defaultScaling = 1
this.smoothOperate(this.map, v3(0, 0, 0), this.defaultScaling);
this.map.setPosition(0, 225);
}

protected handleReleaseLogic() {
if (!this.inertia) return;
this.touchMovePreviousTimestamp = Date.now();
this.touchMoveDisplacements.length = 0;
this.touchMoveTimeDeltas.length = 0;
this.autoScrolling = false;
}

protected gatherTouchMove(clampDt: Vec3) {
while (this.touchMoveDisplacements.length >= NUMBER_OF_GATHERED_TOUCHES_FOR_MOVE_SPEED) {
this.touchMoveDisplacements.shift();
this.touchMoveTimeDeltas.shift();
}
this.touchMoveDisplacements.push(clampDt);
const timeStamp = Date.now();
this.touchMoveTimeDeltas.push((timeStamp - this.touchMovePreviousTimestamp) / 1000);
this.touchMovePreviousTimestamp = timeStamp;
}

protected processInertiaScroll() {
if (this.inertia) {
this.speed = this.calculateTouchMoveVelocity();
if (Math.abs(this.speed.x) > 0 || Math.abs(this.speed.y) > 0) {
this.autoScrolling = true;
return;
}
}
}

protected calculateTouchMoveVelocity(): Vec3 {
let totalTime = 0;
totalTime = this.touchMoveTimeDeltas.reduce((a, b) => a + b, totalTime);
if (totalTime <= 0 || totalTime > 0.75) {
return new Vec3();
}
let totalMovement = new Vec3();
totalMovement = this.touchMoveDisplacements.reduce((a, b) => {
a.add(b);
return a;
}, totalMovement);
let result = new Vec3(totalMovement.x * (1 - this.brake),
totalMovement.y * (1 - this.brake), 0);
return result;
}

protected update(dt: number) {
if (!this.inertia) return;
if (!this.autoScrolling) return;
let speed = this.speed.clone();
speed.multiplyScalar(this.friction);
let worldPos: Vec3 = (<UITransform>this.map.getComponent(UITransform)).convertToWorldSpaceAR(v3(Vec3.ZERO)).clone();
let nodePos: Vec3 = (<UITransform>this.node.getComponent(UITransform)).convertToNodeSpaceAR(worldPos).clone();
nodePos.add(speed);
let edge: any = this.calculateEdge(this.map, this.node, nodePos), targetPos: Vec3 = this.map.position.clone();
if (edge.left > 0 || edge.right > 0) {
speed.x = 0;
}
if (edge.top > 0 || edge.bottom > 0) {
speed.y = 0;
}
this.speed = v3(Math.round(speed.x * 100) / 100, Math.round(speed.y * 100) / 100, speed.z);
if (Math.abs(this.speed.x) < 0.1 && Math.abs(this.speed.y) < 0.1) {
this.autoScrolling = false;
return;
}
targetPos.add(this.speed);
this.map.setPosition(targetPos.x, targetPos.y, targetPos.z);
}

private canStartMove(touch: Touch): boolean {
// 有些设备单点过于灵敏,单点操作会触发TOUCH_MOVE回调,在这里作误差值判断
return touch.getDelta().length() > this.moveOffset;
}

// 有些设备单点过于灵敏,单点操作会触发TOUCH_MOVE回调,在这里作误差值判断
private moveDistance(touch: Touch): Vec3 {
return v3(touch.getDelta().x, touch.getDelta().y,0);
}

private addEvent(): void {
this.node.on(Node.EventType.TOUCH_MOVE, (event: EventTouch) => {
if (this.locked) return;
let touches: Touch[] = event.getTouches(); // 获取所有触摸点
if (this.isStrict) { // 严格模式下过滤掉初始点击位置不在目标节点范围内的触摸点
touches
.filter(v => {
let startPos: Vec2 = v2(v.getStartLocation()); // 触摸点最初的位置
let transform = <UITransform>this.node.getComponent(UITransform);
let worldPos: Vec3 = transform.convertToWorldSpaceAR(v3(0, 0, 0));
let worldRect: Rect = rect(
worldPos.x - transform.width / 2,
worldPos.y - transform.height / 2,
transform.width,
transform.height
);
return worldRect.contains(startPos);
})
.forEach(v => { // 将有效的触摸点放在容器里自行管理
let intersection: any[] = this.mapTouchList.filter(v1 => v1.id === v.getID());
if (intersection.length === 0)
this.mapTouchList[this.mapTouchList.length] = ({id: v.getID(), touch: v});
});
touches = this.mapTouchList.map(v => v.touch);
}

if (touches.length >= 2) {
// console.log('multi touch');
// multi touch
this.isMoving = true;
let touch1: Touch = touches[0];
let touch2: Touch = touches[1];
let delta1: Vec2 = v2(touch1.getDelta());
let delta2: Vec2 = v2(touch2.getDelta());
let transform = <UITransform>this.node.getComponent(UITransform);
let touchPoint1: Vec3 = transform.convertToNodeSpaceAR(v3(touch1.getUILocation().x, touch1.getUILocation().y));
let touchPoint2: Vec3 = transform.convertToNodeSpaceAR(v3(touch2.getUILocation().x, touch2.getUILocation().y));

let distance: Vec3 = touchPoint1.subtract(touchPoint2);
// const rateV2: Vec2 = v2(this.fingerIncreaseRate, this.fingerIncreaseRate);
let delta: Vec2 = delta1.subtract(delta2).multiplyScalar(this.fingerIncreaseRate);
let scale: number = 1;
if (Math.abs(distance.x) > Math.abs(distance.y)) {
scale = (distance.x + delta.x) / distance.x * this.map.getScale().x;
} else {
scale = (distance.y + delta.y) / distance.y * this.map.getScale().y;
}
let pos: Vec3 = touchPoint2.add(v3(distance.x / 2, distance.y / 2));
this.smoothOperate(this.map, pos, scale);
} else if (touches.length === 1) {
// console.log('single touch');
// single touch
const touch: Touch = touches[0];
if (this.isMoving || this.canStartMove(touch)) {
this.isMoving = true;
const distance: Vec3 = this.moveDistance(touch);
this.dealMove(distance, this.map, this.node);
} else {
//const distance: Vec3 = this.moveDistance(touch);
// console.log("smile----this.isMoving:" + JSON.stringify(this.isMoving));
// console.log("smile----distance:" + JSON.stringify(distance));
console.log("不能移动");
}
} else {
console.log("未知触摸类型");
}
event.propagationStopped = true;
}, this);
this.node.on(Node.EventType.TOUCH_START, (event: EventTouch) => {
if (this.locked) return;
this.handleReleaseLogic();
event.propagationStopped = true;
}, this);

this.node.on(Node.EventType.TOUCH_END, (event: EventTouch) => {
if (this.locked) return;
let touches: any[] = this.isStrict ? this.mapTouchList : event.getTouches();
if (touches.length <= 1) {
if (!this.isMoving) {
let worldPos: Vec3 = v3(event.getLocation().x, event.getLocation().y);
let transform = <UITransform>this.map.getComponent(UITransform);
let nodePos: Vec3 = transform.convertToNodeSpaceAR(worldPos);
this.dealSelect(nodePos);
}
this.isMoving = false; // 当容器中仅剩最后一个触摸点时将移动flag还原
this.processInertiaScroll();
}
if (this.isStrict) this.removeTouchFromContent(event, this.mapTouchList);
event.propagationStopped = true;
}, this);

this.node.on(Node.EventType.TOUCH_CANCEL, (event: EventTouch) => {
if (this.locked) return;

let touches: any[] = this.isStrict ? this.mapTouchList : event.getTouches();
// 当容器中仅剩最后一个触摸点时将移动flag还原
if (touches.length <= 1) this.isMoving = false;
this.handleReleaseLogic();
if (this.isStrict)
this.removeTouchFromContent(event, this.mapTouchList);
event.propagationStopped = true;
}, this);

this.node.on(Node.EventType.MOUSE_WHEEL, (event: EventMouse) => {
if (this.locked) return;
let scrollDelta: number = event.getScrollY();
let scale: number = (this.map.getScale().x + (scrollDelta / this.increaseRate));
// scale = this.map.getScale().x+0.2
let target: Node = this.map;
let transform = <UITransform>this.node.getComponent(UITransform);
let pos: Vec3 = transform.convertToNodeSpaceAR(v3(event.getUILocation().x, event.getUILocation().y));
// pos = v3(50,50)
this.smoothOperate(target, pos, scale);
event.propagationStopped = true;
}, this);
}

private smoothOperate(target: Node, pos: Vec3, scale: number): void {
// 放大缩小
if (this.minScale <= scale && scale <= this.maxScale) {
// 获取速率的小数后几位,防止速率过小时取整直接舍弃掉了变化
scale = Number(scale.toFixed(2));
// let deltaScale: number = scale - target.getScale().x;
let uiScaleVec3: Vec3 = v3(target.getScale().x, target.getScale().y, 1);
let uiTouchPos: Vec3 = (pos.clone().subtract(target.position.clone())).divide(uiScaleVec3);
let mapPos: Vec3 = pos.clone().subtract(uiTouchPos.multiplyScalar(scale));
//UI setScale z 必须为非0
target.setScale(v3(scale, scale, 1));
this.dealScalePos(v3(mapPos.x, mapPos.y), target);
} else {
scale = misc.clampf(scale, this.minScale, this.maxScale);
}
// render ui
if (isValid(this.scaleTime))
this.scaleTime.string = `${Math.floor(scale * 100)}%`;
}

private dealScalePos(pos: Vec3, target: Node): void {
let transform = <UITransform>this.node.getComponent(UITransform);
let worldPos: Vec3 = transform.convertToWorldSpaceAR(pos);
let nodePos: Vec3 = transform.convertToNodeSpaceAR(worldPos);
let edge: any = this.calculateEdge(target, this.node, nodePos);
if (edge.left > 0) {
pos.x -= edge.left;
}
if (edge.right > 0) {
pos.x += edge.right;
}
if (edge.top > 0) {
pos.y += edge.top;
}
if (edge.bottom > 0) {
pos.y -= edge.bottom;
}
target.setPosition(v3(pos.x, pos.y, 0));
}

private dealMove(dir: Vec3, map: Node, container: Node): void {
const clampDt = dir.clone();
let worldPos: Vec3 = (<UITransform>map.getComponent(UITransform)).convertToWorldSpaceAR(v3(Vec3.ZERO));
let nodePos: Vec3 = (<UITransform>container.getComponent(UITransform)).convertToNodeSpaceAR(worldPos);
nodePos.add(dir);
let edge: any = this.calculateEdge(map, container, nodePos), targetPos: Vec3 = map.position.clone();
if (edge.left <= 0 && edge.right <= 0) {
targetPos.x += dir.x;
} else {
clampDt.x = 0;
}
if (edge.top <= 0 && edge.bottom <= 0) {
targetPos.y += dir.y;
} else {
clampDt.y = 0;
}

this.gatherTouchMove(clampDt);
// this.targetPos = this.targetPos.lerp(this.targetPos,0.016 * 2.0);
map.setPosition(targetPos.x, targetPos.y, targetPos.z);
}

private dealSelect(nodePos: Vec3): void {
// console.log(`click map on (${nodePos.x}, ${nodePos.y})`);
if (this.singleTouchCb) this.singleTouchCb(nodePos);
}


}

最后 源码地址:点击查看

参考

--- 本文结束 The End ---