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JS纸牌发牌动画 JS实现纸牌发牌动画

计算机的皇帝   2021-01-19 我要评论

先看演示

游戏构建准备

1.准备52张纸牌
2.一张桌布
3.编辑工具为 Visual Code

技术概要

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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