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JS写纸牌发牌和动画(详细解剖)

發(fā)布時間:2024/7/23 javascript 43 豆豆
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先看演示


游戲構(gòu)建準(zhǔn)備

1.準(zhǔn)備52張紙牌
2.一張桌布
3.編輯工具為 Visual Code

技術(shù)概要

1.對象操作
2.數(shù)據(jù)操作
3.JS animation動畫
4.全局變量

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"];//將你的撲克前戳名全部存儲到數(shù)組中var Obj = new Object(); //新建一個對象var array=[];//空數(shù)組一個for(var i=0;i<4;i++){//游戲演示里只需要發(fā)4張撲克,所以只要<4 var x=Math.round(Math.random()*52);//隨機數(shù)取整*52Obj[i]=x;//存入到全局變量中 否則每次只能存一個數(shù)值}console.log(Obj);//打印對象看看是不是4個對象window.array=[desen[Obj[0]],desen[Obj[1]],desen[Obj[2]],desen[Obj[3]]];//將存好的數(shù)組 帶入撲克全局 } function send_poker(){ //該方法是發(fā)牌事件console.log(window.array);//測試你的全局變量是否正常//并且將傳遞的全局變量帶入temp[]var temp=[window.array[0],window.array[1],window.array[2],window.array[3]];var ti=0;var iamges="../poker/"+temp+".png";//這是圖片的默認(rèn)路徑 +你的 desenvar creator=document.getElementById("d_back"); //取得操作的dom父元素var po_1=document.createElement("div");//虛擬生成divvar num = 0; //初始化變量//po_1.src="../h_1.png";//img_1.scr="../images/poker/h_1.png";for(var i=0;i<temp.length;i++){//循環(huán)tempvar that=this;var img_1=document.createElement("img");img_1.src+="./images/poker/"+temp[i]+".png";//對創(chuàng)建的img賦值可變的路徑console.log("等于0時");var ten=10;img_1.className="poker_float";//為其指定一個類,也就是默認(rèn)的初始發(fā)牌位置creator.appendChild(img_1);//生成對象//"../images/poker/"+temp.i+".png";}move_poker();//該方法是自封裝的動畫}

動畫事件

function move_poker(){ //移動撲克var node = document.getElementById("d_back").childNodes;//獲取父元素下的所有子節(jié)點console.log(node);//打印出有多少var n5=node[9];//以要操作的 img對象類為 9開始操作var n6=node[10];var n7=node[11];var n8=node[12];var popo=anime({//animation動畫可在最后查看targets: n5, //操作的對象translateX:-150, //移動到的橫向位置translateY: -250,//移動到的縱向位置easing: 'easeInOutQuad',//緩動,不更改css機制duration:100,//完成時間});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 是將所有節(jié)點復(fù)位,方便下次發(fā)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封裝

function setAnimationsProgress(insTime) { //該方法有多個dom時,則執(zhí)行異或異步線程模式進行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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