How to drag an image to move it smoothly on screen

2019-02-24 23:39发布

I was thinking this is a simple task, but I'm wrong.

I used a sprite to display an image, and when user drag it(MOUSE_DOWN and MOUSE_MOVE), I got the position in MOUSE_MOVE and calculated the offsets:

 var current: Point = new Point(event.localX, event.localY);
 sprite.x = current.x - start.x;
 sprite.y = current.y - start.y;

It works but not smooth. Is there a better solution?


UPDATE

After a day of debugging, I finally found the reason.

Bigger fps can make it smoother, but it's not the key of this question.

The key is I should use stage to listen MOUSE_MOVE, not the image itself. And when getting the mouse position, I should use event.stageX/Y(or stage.mouseX/Y), not event.localX/Y. The event.localX/Y from the moving image, is neither stable nor smooth, that causes my problem.

Following is my working code, enjoy it :)

package {
    import flash.display.Bitmap;
    import flash.display.Loader;
    import flash.display.Sprite;
    import flash.events.Event;
    import flash.events.MouseEvent;
    import flash.geom.Matrix;
    import flash.geom.Point;
    import flash.net.URLRequest;
    import flash.text.TextField;

    public class DragIssue extends Sprite {

        private static const URL: String = "assets/m1.jpg";

        private var self: DragIssue;

        private var sprite: Sprite;

        private var startPoint: Point;

        private var offsetX: Number = 0;
        private var offsetY: Number = 0;

        public function DragIssue() {
            self = this;
            init();
            loadImage();
        }

        protected function init(): void {
            if (stage == null) {
                this.addEventListener(Event.ADDED_TO_STAGE, on_addedToStage);
            } else {
                stage.addEventListener(MouseEvent.MOUSE_MOVE, onMouseMove);
            }

            function on_addedToStage(event: Event): void {
                self.removeEventListener(Event.ADDED_TO_STAGE, on_addedToStage);
                stage.addEventListener(MouseEvent.MOUSE_MOVE, onMouseMove);
            }
        }

        public function loadImage(): void {
            var loader: Loader = new Loader();
            loader.contentLoaderInfo.addEventListener(Event.COMPLETE, imageLoaded);
            loader.load(new URLRequest(URL));

            function imageLoaded(event: Event): void {
                var bitmap: Bitmap = event.target.content as Bitmap;

                self.sprite = new Sprite();
                sprite.addChild(bitmap);

                self.addChild(sprite);

                sprite.addEventListener(MouseEvent.MOUSE_DOWN, onMouseDown);
                sprite.addEventListener(MouseEvent.MOUSE_UP, onMouseUp);
            }
        }

        private function onMouseMove(event: MouseEvent): void {
            if (startPoint) {
                sprite.x = offsetX + event.stageX - startPoint.x;
                sprite.y = offsetY + event.stageY - startPoint.y;
            }
        }

        private function onMouseUp(event: MouseEvent): void {
            startPoint = null;
            offsetX = sprite.x;
            offsetY = sprite.y;
        }

        private function onMouseDown(event: MouseEvent): void {
            startPoint = new Point(event.stageX, event.stageY);
        }

    }
}

4条回答
倾城 Initia
2楼-- · 2019-02-25 00:17

If you're looking for smooth dragging experience, here is a method you could use: (let's say the thing you're dragging is called 'dragee' and this code is in the scope of dragee's parent)

function startDragging():void {
    dragee.addEventListener(Event.ENTER_FRAME,dragUpdate);
}

function stopDragging():void {
    dragee.removeEventListener(Event.ENTER_FRAME,dragUpdate);
}

var decay:Number = .25; //1 is no decay, .1 would be cazy slow

function dragUpdate(e:Event):void {
    dragee.x += decay * (mouseX - dragee.x);
    dragee.y += decay * (mouseY - dragee.y);
}
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贼婆χ
3楼-- · 2019-02-25 00:25

Here, try this. It's just a simple black square, but it looks fine until you really start dragging it around. As was mentioned, setting the framerate to something higher is ideal. In this case, I decided to up the framerate to 60fps in the MOUSE_DOWN and drop it back to 24 in MOUSE_UP for memory reasons. You can obviously change that how you please.

import flash.display.*;
import flash.events.*;


var startX:Number;
var startY:Number;
var shape:Sprite = new Sprite();
shape.graphics.beginFill(0x000000);
shape.graphics.drawRect(0,0,50,50);
shape.graphics.endFill();
this.addChild(shape);

shape.addEventListener(MouseEvent.MOUSE_DOWN,this.mouseDown);

function mouseDown(e:MouseEvent = null):void{
    stage.frameRate = 60;
    startX = stage.mouseX - shape.x;
    startY = stage.mouseY - shape.y;
    stage.addEventListener(MouseEvent.MOUSE_MOVE,this.mouseMove);
    shape.addEventListener(MouseEvent.MOUSE_UP,this.mouseUp);
}

function mouseMove(e:MouseEvent = null):void{
    shape.x = stage.mouseX - startX;
    shape.y = stage.mouseY - startY;
}

function mouseUp(e:MouseEvent = null):void{
    shape.removeEventListener(MouseEvent.MOUSE_UP,this.mouseUp);
    stage.removeEventListener(MouseEvent.MOUSE_MOVE,this.mouseMove);
    stage.frameRate = 24;
}

Make sure you are removing the MOUSE_MOVE event on MOUSE_UP. That is key. Otherwise, you re-add the event on every MOUSE_DOWN and end up running the same code repeatedly, simultaneously. Sorry my syntax isn't 100% proper; I threw this together really quick in CS5.5 rather than doing it in Flash Builder.

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贼婆χ
4楼-- · 2019-02-25 00:34

You must use a high framerate to have smooth movement. The optimal framerate is 60fps because it is the default for most LCD monitors.

I don't have the code under my hand so I put the code here (not tested)

yourClip.addeventListenner(MouseEvent.MOUSE_DOWN, startDrag);

function startDrag(e:MouseEvent = null):void{
    // record positon of the mouse relative to the clip
    deltaX=stage.mouseX-yourClip.x;
    deltaY=stage.mouseY-yourClip.y;
    // attach on mouse move event
    yourClip.addeventListenner(MouseEvent.MOUSE_MOVE, updateDrag);
    // attach stop event (on Stage)
    Stage.addeventListenner(MouseEvent.MOUSE_UP, stopDrag);
    }
function updateDrag(e:MouseEvent = null):void{
    yourClip.x=stage.mouseX-deltaX
    yourClip.y=stage.mouseY-deltaY
}

function stopDrag(e:MouseEvent = null):void{
   yourClip.removeEventListenner(MouseEvent.MOUSE_MOVE, updateDrag);
   stage.removeEventListenner(MouseEvent.MOUSE_UP, stopDrag);
}
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smile是对你的礼貌
5楼-- · 2019-02-25 00:36

Try calling event.updateAfterEvent() in your drag handler. The function tells Flash to redraw the stage immediately instead of waiting til the next frame.

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