利用JavaScript制作一个纸牌发牌动画?很多新手对此不是很清楚,为了帮助大家解决这个难题,下面小编将为大家详细讲解,有这方面需求的人可以来学习下,希望你能有所收获。
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1.对象操作
2.数据操作
3.JS animation动画
4.全局变量
function desen_x(){ let that = this; var desen=["h_1","h_2","h_3","h_4","h_5","h_6","h_7","h_8", "h_9","h_10","h_11","h_12","h_13","p_1","p_2","p_3","p_4" ,"p_5","p_6","p_7","p_8","p_9","p_10","p_11","p_12","p_13" ,"t_1","t_2","t_3","t_4","t_5","t_6","t_7","t_8","t_9","t_10" ,"t_11","t_12","t_13","x_1","x_2","x_3","x_4","x_5","x_6","x_7" ,"x_8","x_9","x_10","x_11","x_12","x_13"]; //将你的扑克前戳名全部存储到数组中 var Obj = new Object(); //新建一个对象 var array=[];//空数组一个 for(var i=0;i<4;i++){//游戏演示里只需要发4张扑克,所以只要<4 var x=Math.round(Math.random()*52);//随机数取整*52 Obj[i]=x;//存入到全局变量中 否则每次只能存一个数值 } console.log(Obj);//打印对象看看是不是4个对象 window.array=[desen[Obj[0]],desen[Obj[1]],desen[Obj[2]],desen[Obj[3]]]; //将存好的数组 带入扑克全局 }
function send_poker(){ //该方法是发牌事件 console.log(window.array); //测试你的全局变量是否正常 //并且将传递的全局变量带入temp[] var temp=[window.array[0],window.array[1],window.array[2],window.array[3]]; var ti=0; var iamges="../poker/"+temp+".png";//这是图片的默认路径 +你的 desen var creator=document.getElementById("d_back"); //取得操作的dom父元素 var po_1=document.createElement("div");//虚拟生成div var num = 0; //初始化变量 //po_1.src="../h_1.png"; //img_1.scr="../images/poker/h_1.png"; for(var i=0;i<temp.length;i++){//循环temp var that=this; var img_1=document.createElement("img"); img_1.src+="./images/poker/"+temp[i]+".png";//对创建的img赋值可变的路径 console.log("等于0时"); var ten=10; img_1.className="poker_float";//为其指定一个类,也就是默认的初始发牌位置 creator.appendChild(img_1);//生成对象 //"../images/poker/"+temp.i+".png"; } move_poker();//该方法是自封装的动画 }
动画事件
function move_poker(){ //移动扑克 var node = document.getElementById("d_back").childNodes;//获取父元素下的所有子节点 console.log(node);//打印出有多少 var n5=node[9];//以要操作的 img对象类为 9开始操作 var n6=node[10]; var n7=node[11]; var n8=node[12]; var popo=anime({//animation动画可在最后查看 targets: n5, //操作的对象 translateX:-150, //移动到的横向位置 translateY: -250,//移动到的纵向位置 easing: 'easeInOutQuad',//缓动,不更改css机制 duration:100,//完成时间 }); var popo1= anime({ targets: n6, translateX:-100, translateY: -250, easing: 'easeInOutQuad', duration:200, }); var popo2=anime({ targets: n7, translateX:-50, translateY: -250, easing: 'easeInOutQuad', duration:300, }); var popo3= anime({ targets: n8, translateX:0, translateY: -250, easing: 'easeInOutQuad', duration:400, }); } function gui(){ //GUI 是将所有节点复位,方便下次发牌 var node = document.getElementById("d_back").childNodes; var n5=node[9]; var n6=node[10]; var n7=node[11]; var n8=node[12]; var popo4=anime({ targets: [n5,n6,n7,n8], translateX:0, translateY: 0, }) node.removeChild(popo4); }
animation封装
function setAnimationsProgress(insTime) { //该方法有多个dom时,则执行异或异步线程模式进行 var i = 0; var animations = instance.animations; var animationsLength = animations.length; while (i < animationsLength) { var anim = animations[i]; var animatable = anim.animatable; var tweens = anim.tweens; var tweenLength = tweens.length - 1; var tween = tweens[tweenLength]; if (tweenLength) { tween = filterArray(tweens, function (t) { return (insTime < t.end); })[0] || tween; } var elapsed = minMax(insTime - tween.start - tween.delay, 0, tween.duration) / tween.duration; var eased = isNaN(elapsed) ? 1 : tween.easing(elapsed); var strings = tween.to.strings; var round = tween.round; var numbers = []; var toNumbersLength = tween.to.numbers.length; var progress = (void 0); for (var n = 0; n < toNumbersLength; n++) { var value = (void 0); var toNumber = tween.to.numbers[n]; var fromNumber = tween.from.numbers[n] || 0; if (!tween.isPath) { value = fromNumber + (eased * (toNumber - fromNumber)); } else { value = getPathProgress(tween.value, eased * toNumber); } if (round) { if (!(tween.isColor && n > 2)) { value = Math.round(value * round) / round; } } numbers.push(value); } var stringsLength = strings.length; if (!stringsLength) { progress = numbers[0]; } else { progress = strings[0]; for (var s = 0; s < stringsLength; s++) { var a = strings[s]; var b = strings[s + 1]; var n$1 = numbers[s]; if (!isNaN(n$1)) { if (!b) { progress += n$1 + ' '; } else { progress += n$1 + b; } } } } setProgressValue[anim.type](animatable.target, anim.property, progress, animatable.transforms); anim.currentValue = progress; i++; } }
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