触摸事件未注册 HTML5 Canvas 使用 Flash CC 创作
Touch Events not registering for HTML5 Canvas Authoring using Flash CC
我在 Flash CC 中创作 HTML 5 Canvas 时遇到了一些问题,主要是因为缺少有关在 Flash 中编写 JavaScript 的信息。
我一直在将现有的拖放 .fla 转换为 HTML 5,希望使其与 iOS 和 Android 兼容。它已经可以使用鼠标运行,但我在尝试添加触摸支持时遇到了障碍。
我什至能够注册触摸事件的唯一方法是监听整个 window,当我有多个要移动的部分时,这不是很有用。
这就是我目前所拥有的,所有这些代码都位于主场景时间轴的第一帧上,场景由 5 个部分和这些部分的 5 个目标以及一个弹出任务组成完成框和重置按钮。
this.stop();
MainStage = this;//Declare
//*********************
//Actual Drag and Dropping
// Initialize:
var numPieces = 5;//<---------------Place number of pieces HERE---------------
var homePosX = [];
var homePosY = [];
var correctAns = 0;
var isClickableAry = [];
var whoAmI = [];//Declared "Globally" so that I can identify which piece is being grabbed later
for (var i = 0; i < numPieces; i++)
{
var pieceName = "p" + (i + 1);
var piece = this[pieceName];
//This sets the starting position for each piece
homePosX[i+1] = piece.x;//(i+1) is so that Piece names line up with Target names and MC names
homePosY[i+1] = piece.y;
whoAmI[i] = piece;
isClickableAry[i] = 1;//Makes it so each pieces is set as clickable
if( piece ){
piece.name = pieceName;
piece.on("mousedown" || "touchstart", function(evt)
{
evt.preventDefault();
//Debug
console.log(checkPiece(this));
//Rather than adding and removing event listeners, just check to see if piece is clickable
if(isClickableAry[checkPiece(this)] == 1){
this.parent.addChild(this);// Bump to top
this.offset = {x:this.x - evt.stageX, y:this.y - evt.stageY};
//Debug
console.log(piece + "PICKED UP, X " + piece.x + ", Y " + piece.y + " is Clickable? ");
//Set Home Coordinates (Where it was picked up)
homeX = this.x;
homeY = this.y;
}
});
piece.on("touchmove",function(evt)
{
console.log("touch moved! " + touchobj);
evt.preventDefault();
});
piece.on("pressmove", function(evt)
{
if(isClickableAry[checkPiece(this)] == 1){
this.x = evt.stageX + this.offset.x;
this.y = evt.stageY + this.offset.y;
//Mouse Cursor change
document.body.style.cursor='move';
}
});
piece.on("pressup" || "touchend" || "touchcancel", function(evt)
{
var target = this.parent["t"+this.name.substr(1)];
//Reset Cursor
document.body.style.cursor='auto';
if( target && hitTestInRange( target, 60) && isClickableAry[checkPiece(this)] == 1 ){
this.x = target.x;
this.y = target.y;
//If it is correct add one
correctAns++;
//Make that button Unclickable
isClickableAry[checkPiece(this)] = 0;
if(correctAns >= numPieces){
//If they have answered correctly equal to the the number of pieces
MainStage.complete_mc.parent.addChild(MainStage.complete_mc);//Bump to top
MainStage.complete_mc.gotoAndStop(1);
//reset answer counter and make drag pieces and buttons unclickable
correctAns = 0;
//Debug
console.log(correctAns + "CORRECT!";)
}
}else{
//Return to home Coordinates (Where it was on intialization)
if(isClickableAry[checkPiece(this)] == 1){
this.x = homePosX[checkPiece(this)+1];
this.y = homePosY[checkPiece(this)+1];
}
}
});
piece.on("mouseover", function(evt)
{
if(isClickableAry[checkPiece(this)] == 1){
//Makes cursor a pointer finger
document.body.style.cursor='pointer';
}
});
piece.on('mouseout',function(evt)
{
//sets cursor back to normal
document.body.style.cursor='auto';
});
}
}
function hitTestInRange( target, range )
{
if( target.x > stage.mouseX - range &&
target.x < stage.mouseX + range &&
target.y > stage.mouseY - range &&
target.y < stage.mouseY + range )
{
return true;
}
return false;
}
//Check which piece it is
function checkPiece(checkName)
{
for (var i = 0; i < numPieces; i++)
{
if (checkName == whoAmI[i]){
return i;
}
}
}
//Reset Functionality
this.complete_mc.reset_btn.addEventListener("click", resetPos.bind(this));
function resetPos(){
for (var i = 0; i < numPieces; i++)
{
var pieceName = "p" + (i + 1);
var piece = this[pieceName];
correctAns = 0;
//Makes Pieces Grabable again
isClickableAry[i] = 1;
//This returns each piece to their Original Starting Positions
piece.x = homePosX[i+1];
piece.y = homePosY[i+1];
}
}
//Controlling the Pop Up Window, window pops up when user answers everything correctly
this.complete_mc.exitComplete_btn.addEventListener("click", closePopUp.bind(this));
this.complete_mc.exitComplete_btn_alt. addEventListener("click", closePopUp.bind(this));
function closePopUp(){
MainStage.complete_mc.gotoAndStop(0);
}
在我自己解决其他问题时,通常问题与函数或变量的范围有关,因为当 Flash 导出文件时,它会生成自己的 .js 文件并转换所有影片剪辑分成代码,并将您编写的代码分隔在您编写代码的任何框架上。
任何帮助都将不胜感激。
编辑:经过更多研究后,我认为问题可能与触摸事件只能针对单独的元素有关?所以它不能仅抓取 canvas 元素内的对象 canvas 元素本身?
事实证明,添加触摸支持非常容易。我所缺少的只是一行代码
createjs.Touch.enable(stage);
这使得所有触摸事件响应为鼠标事件。并解决了我所有的问题。
我在 Flash CC 中创作 HTML 5 Canvas 时遇到了一些问题,主要是因为缺少有关在 Flash 中编写 JavaScript 的信息。
我一直在将现有的拖放 .fla 转换为 HTML 5,希望使其与 iOS 和 Android 兼容。它已经可以使用鼠标运行,但我在尝试添加触摸支持时遇到了障碍。
我什至能够注册触摸事件的唯一方法是监听整个 window,当我有多个要移动的部分时,这不是很有用。
这就是我目前所拥有的,所有这些代码都位于主场景时间轴的第一帧上,场景由 5 个部分和这些部分的 5 个目标以及一个弹出任务组成完成框和重置按钮。
this.stop();
MainStage = this;//Declare
//*********************
//Actual Drag and Dropping
// Initialize:
var numPieces = 5;//<---------------Place number of pieces HERE---------------
var homePosX = [];
var homePosY = [];
var correctAns = 0;
var isClickableAry = [];
var whoAmI = [];//Declared "Globally" so that I can identify which piece is being grabbed later
for (var i = 0; i < numPieces; i++)
{
var pieceName = "p" + (i + 1);
var piece = this[pieceName];
//This sets the starting position for each piece
homePosX[i+1] = piece.x;//(i+1) is so that Piece names line up with Target names and MC names
homePosY[i+1] = piece.y;
whoAmI[i] = piece;
isClickableAry[i] = 1;//Makes it so each pieces is set as clickable
if( piece ){
piece.name = pieceName;
piece.on("mousedown" || "touchstart", function(evt)
{
evt.preventDefault();
//Debug
console.log(checkPiece(this));
//Rather than adding and removing event listeners, just check to see if piece is clickable
if(isClickableAry[checkPiece(this)] == 1){
this.parent.addChild(this);// Bump to top
this.offset = {x:this.x - evt.stageX, y:this.y - evt.stageY};
//Debug
console.log(piece + "PICKED UP, X " + piece.x + ", Y " + piece.y + " is Clickable? ");
//Set Home Coordinates (Where it was picked up)
homeX = this.x;
homeY = this.y;
}
});
piece.on("touchmove",function(evt)
{
console.log("touch moved! " + touchobj);
evt.preventDefault();
});
piece.on("pressmove", function(evt)
{
if(isClickableAry[checkPiece(this)] == 1){
this.x = evt.stageX + this.offset.x;
this.y = evt.stageY + this.offset.y;
//Mouse Cursor change
document.body.style.cursor='move';
}
});
piece.on("pressup" || "touchend" || "touchcancel", function(evt)
{
var target = this.parent["t"+this.name.substr(1)];
//Reset Cursor
document.body.style.cursor='auto';
if( target && hitTestInRange( target, 60) && isClickableAry[checkPiece(this)] == 1 ){
this.x = target.x;
this.y = target.y;
//If it is correct add one
correctAns++;
//Make that button Unclickable
isClickableAry[checkPiece(this)] = 0;
if(correctAns >= numPieces){
//If they have answered correctly equal to the the number of pieces
MainStage.complete_mc.parent.addChild(MainStage.complete_mc);//Bump to top
MainStage.complete_mc.gotoAndStop(1);
//reset answer counter and make drag pieces and buttons unclickable
correctAns = 0;
//Debug
console.log(correctAns + "CORRECT!";)
}
}else{
//Return to home Coordinates (Where it was on intialization)
if(isClickableAry[checkPiece(this)] == 1){
this.x = homePosX[checkPiece(this)+1];
this.y = homePosY[checkPiece(this)+1];
}
}
});
piece.on("mouseover", function(evt)
{
if(isClickableAry[checkPiece(this)] == 1){
//Makes cursor a pointer finger
document.body.style.cursor='pointer';
}
});
piece.on('mouseout',function(evt)
{
//sets cursor back to normal
document.body.style.cursor='auto';
});
}
}
function hitTestInRange( target, range )
{
if( target.x > stage.mouseX - range &&
target.x < stage.mouseX + range &&
target.y > stage.mouseY - range &&
target.y < stage.mouseY + range )
{
return true;
}
return false;
}
//Check which piece it is
function checkPiece(checkName)
{
for (var i = 0; i < numPieces; i++)
{
if (checkName == whoAmI[i]){
return i;
}
}
}
//Reset Functionality
this.complete_mc.reset_btn.addEventListener("click", resetPos.bind(this));
function resetPos(){
for (var i = 0; i < numPieces; i++)
{
var pieceName = "p" + (i + 1);
var piece = this[pieceName];
correctAns = 0;
//Makes Pieces Grabable again
isClickableAry[i] = 1;
//This returns each piece to their Original Starting Positions
piece.x = homePosX[i+1];
piece.y = homePosY[i+1];
}
}
//Controlling the Pop Up Window, window pops up when user answers everything correctly
this.complete_mc.exitComplete_btn.addEventListener("click", closePopUp.bind(this));
this.complete_mc.exitComplete_btn_alt. addEventListener("click", closePopUp.bind(this));
function closePopUp(){
MainStage.complete_mc.gotoAndStop(0);
}
在我自己解决其他问题时,通常问题与函数或变量的范围有关,因为当 Flash 导出文件时,它会生成自己的 .js 文件并转换所有影片剪辑分成代码,并将您编写的代码分隔在您编写代码的任何框架上。
任何帮助都将不胜感激。
编辑:经过更多研究后,我认为问题可能与触摸事件只能针对单独的元素有关?所以它不能仅抓取 canvas 元素内的对象 canvas 元素本身?
事实证明,添加触摸支持非常容易。我所缺少的只是一行代码
createjs.Touch.enable(stage);
这使得所有触摸事件响应为鼠标事件。并解决了我所有的问题。