实际情况下,一个物体默认具有重力效果。物体的重力效果是时时刻刻都在发生的,相当于定时器的每次运动,都有向下的匀加速运动
如果投掷速度不同,则运动速度也不相同。在碰壁的情况下,速度会有损耗,并且发生速度方向变化。最终,物体会落到地上
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title></title>
<style type="text/css">
#nav{
list-style:none;
padding: 0;
margin: 0 50px 0;
text-align:center;
color:white;
font-weight:bold;
background-color: #25517A;
cursor:pointer;
overflow:hidden;
width: 500px;
}
.navItem{
line-height: 30px;
float:left;
width:100px;
text-decoration: none;
color:inherit;
}
#navActive{
width: 100px;
height: 30px;
background-color: rgba(0,0,0,0.3);
position:absolute;
margin-top: -30px;
cursor:pointer;
}
</style>
</head>
<body>
<body>
<div id="test" style="height: 100px;width: 100px;border-radius:50%;background:pink;position:absolute;top:40px;left:0;"></div>
<script>
//声明元素投掷步长值
var stepX=0,stepY=0;
//默认情况下,也存在重力效果
collisionMove({
obj:test,
stepX:stepX,
stepY:stepY
})
function getCSS(obj,style){
if(window.getComputedStyle){
return getComputedStyle(obj)[style];
}
return obj.currentStyle[style];
}
//碰撞运动函数
function collisionMove(json){
var obj = json.obj;
var fn = json.fn;
//声明x、y轴的当前值
var curX = parseFloat(getCSS(obj,'left'));
var curY = parseFloat(getCSS(obj,'top'));
//声明x、y轴的步长值
var stepX = json.stepX;
var stepY = json.stepY;
//声明元素的重要加速度
var g = json.g || 3;
//步长值默认值为10
if(isNaN(Number(stepX))){
stepX = 10;
}else{
stepX = Number(stepX);
}
if(isNaN(Number(stepY))){
stepY = 10;
}else{
stepY = Number(stepY);
}
//声明x、y轴方向
var dirX = json.dirX;
var dirY = json.dirY;
dirX = stepX > 0 ? '+' : '-';
dirY = stepY > 0 ? '+' : '-';
//声明offset宽高
var offsetWidth = obj.offsetWidth;
var offsetHeight = obj.offsetHeight;
//声明元素活动区域宽高
var activeWidth = json.activeWidth;
var activeHeight = json.activeHeight;
//元素获取区域宽高默认值为可视区域宽高
activeWidth = Number(activeWidth) || document.documentElement.clientWidth;
activeHeight = Number(activeHeight) || document.documentElement.clientHeight;
//声明left、top样式值
var left;
var top;
//声明减速系数
var k = 0.8;
//声明碰撞次数
var i = 0;
//清除定时器
if(obj.timer){return;}
//开启定时器
obj.timer = setInterval(function(){
//获取x、y轴的当前值
curX = parseFloat(getCSS(obj,'left'));
curY = parseFloat(getCSS(obj,'top'));
//受到重力影响,更新步长值stepY
stepY += g;
//更新left、top值
left = curX + stepX;
top = curY + stepY;
//右侧碰壁前一刻,步长大于剩余距离,且元素向右运动时
if((left > activeWidth - offsetWidth) && (dirX == '+')){
left = activeWidth - offsetWidth;
}
//左侧碰壁前一刻,步长大于剩余距离,且元素向左运动时
if((Math.abs(stepX) > curX) && (dirX == '-')){
left = curX;
}
//下侧碰壁前一刻,步长大于剩余距离,且元素向下运动时
if((top > activeHeight - offsetHeight) && (dirY == '+')){
top = activeHeight - offsetHeight;
}
//上侧碰壁前一刻,步长大于剩余距离,且元素向上运动时
if((Math.abs(stepY) > curY) && (dirY == '-')){
top = curY;
}
obj.style.left= left + 'px';
obj.style.top = top + 'px';
//左侧或右侧碰撞瞬间
if(left == activeWidth - offsetWidth || left == curX){
//x轴方向速度损耗,并发生方向变化
stepX = -stepX * k;
}
//上侧或下侧碰撞瞬间
if(top == activeHeight - offsetHeight || top == curY){
//y轴方向速度损耗,并发生方向变化
stepY = -stepY * k;
//x轴方向速度损耗
stepX = stepX * k;
}
//元素与地面碰撞10次后,则停止运动
if(top == activeHeight - offsetHeight){
i++;
if(i== 10){
clearInterval(obj.timer)
obj.timer = 0;
fn && fn.call(obj);
}
}
//更新运动方向
dirX = stepX > 0 ? '+' : '-';
dirY = stepY > 0 ? '+' : '-';
},20);
}
//初始抛掷
test.onmousedown = function(e){
e = e || event;
//声明上一次mousemove事件的坐标位置
var lastX2 = e.clientX;
var lastY2 = e.clientY;
//获取元素距离定位父级的x轴及y轴距离
var x0 = this.offsetLeft;
var y0 = this.offsetTop;
//获取此时鼠标距离视口左上角的x轴及y轴距离
var x1 = e.clientX;
var y1 = e.clientY;
//鼠标按下时,获得此时的页面区域
var L0 = 0;
var R0 = document.documentElement.clientWidth;
var T0 = 0;
var B0 = document.documentElement.clientHeight;
//鼠标按下时,获得此时的元素宽高
var EH = this.offsetHeight;
var EW = this.offsetWidth;
document.onmousemove = function(e){
e = e || event;
//获取此时鼠标距离视口左上角的x轴及y轴距离
var x2 = e.clientX;
var y2 = e.clientY;
stepX = x2 - lastX2;
stepY = y2 - lastY2;
lastX2 = e.clientX;
lastY2 = e.clientY;
//计算此时元素应该距离视口左上角的x轴及y轴距离
var X = x0 + (x2 - x1);
var Y = y0 + (y2 - y1);
/******范围限定*******/
//获取鼠标移动时元素四边的瞬时值
var L = X;
var R = X + EW;
var T = Y;
var B = Y + EH;
//在将X和Y赋值给left和top之前,进行范围限定
//只有在范围内时,才进行相应的移动
//如果脱离左侧范围,则left置L0
if(L < L0){X = L0;}
//如果脱离右侧范围,则left置为R0
if(R > R0){X = R0 - EW;}
//如果脱离上侧范围,则top置T0
if(T < T0){Y = T0;}
//如果脱离下侧范围,则top置为B0
if(B > B0){Y = B0 - EH;}
//将X和Y的值赋给left和top,使元素移动到相应位置
test.style.left = X + 'px';
test.style.top = Y + 'px';
}
document.onmouseup = function(e){
e = e || event;
var maxHeight = document.documentElement.clientHeight - test.offsetHeight;
var maxWidth = document.documentElement.clientWidth - test.offsetWidth;
//以设置的投掷速度来进行碰撞运动
collisionMove({
obj:test,
stepX:stepX,
stepY:stepY
})
//当鼠标抬起时,拖拽结束,则将onmousemove赋值为null即可
document.onmousemove = null;
//释放全局捕获
if(test.releaseCapture){
test.releaseCapture();
}
}
//阻止默认行为
return false;
//IE8-浏览器阻止默认行为
if(test.setCapture){
test.setCapture();
}
}
</script>
</body>
</html>
具体效果点上面的运行代码来看。静态效果图:
原文链接:https://www.qiquanji.com/post/8059.html
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