I have this pen:
https://codepen.io/anon/pen/eyKeqK
If you try it on a touch-screen device (f.e. visit the pen on your phone) you'll notice that when you drag, the white light (the little sphere) only moves for a tiny bit then it stops working.
The logic for the movement is in the pointermove
event handler. It works fine on Desktop using a mouse, just not with touch.
How do we fix this so the light keeps moving while touch dragging (not just for a moment), and as bonus how do we prevent it from refreshing the page when we pull down?
Here's the code for the pen:
HTML (Slim):
/! Made with http://github.com/trusktr/infamous
script src="https://cdn.rawgit.com/trusktr/e37dbc24c51b9d3e2f9e508e75cf8f99/raw/2a3fee4ee506a05cc4ac509f592f0c3af1ddfed4/infamous-mixed-mode-3.js"
script src="https://unpkg.com/tween.js@16.6.0/src/Tween.js"
i-scene experimental-webgl="true" id="scene" TODO-perspective="800" backgroundColor="0 0 0" backgroundOpacity="0" style="perspective: 800px" shadowmap-type="pcfsoft"
i-ambient-light color="#404040" intensity="1"
i-dom-plane id="bg" sizeMode="proportional proportional" size="1 1 0"
i-node id="button-container" position="0 0 6" size="600 31 0" align="0.5 0.5 0" mountPoint="0.5 0.5 0"
- for n in (0..4)
i-dom-plane sizeMode="literal proportional" size="100 1 0" align="#{n*0.25} 0 0" mountPoint="#{n*0.25} 0 0"
button button #{n+1}
i-point-light id="light" color="white" position="300 300 120" size="0 0 0" cast-shadow="true" intensity="1"
i-mesh has="sphere-geometry basic-material" size="10 10 10" color="white" receive-shadow="false" cast-shadow="false" style="pointer-events: none"
CSS (Stylus):
body, html
width 100%
height 100%
margin 0
padding 0
font-family sans-serif
i-node
text-align center
#bg
background #62B997
button
width 100%
height 100%
white-space nowrap
border-radius 0px
border 1px solid #534334
background lighten(#FB752C, 20%)
color darken(#534334, 10%)
outline none // remove those darn ugly browser-specific outlines
&:focus, &:hover
background #FB752C
color darken(#534334, 20%)
JavaScript:
infamous.html.useDefaultNames()
const Motor = infamous.core.Motor
light.threeObject3d.shadow.radius = 3
light.threeObject3d.distance = 20000
light.threeObject3d.shadow.bias = 0.00001
document.addEventListener('pointermove', e => {
e.preventDefault()
light.position.x = e.clientX
light.position.y = e.clientY
})
let downTween, upTween, pressedButton
// On mouse down animate the button downward
document.addEventListener('pointerdown', e => {
if ( is( e.target, 'button' ) ) {
pressedButton = e.target
if (upTween) {
upTween.stop()
upTween = null
}
downTween = new TWEEN.Tween(e.target.parentNode.position)
.to({z: -6}, 75)
.start()
.onComplete(() => downTween = null)
Motor.addRenderTask(time => {
if (!downTween) return false
downTween.update(time)
})
}
})
// On mouse up animate the button upward
document.addEventListener('pointerup', e => {
if ( pressedButton ) {
if (downTween) {
downTween.stop()
downTween = null
}
upTween = new TWEEN.Tween(pressedButton.parentNode.position)
.to({z: 0}, 75)
.start()
.onComplete(() => upTween = null)
Motor.addRenderTask(time => {
if (!upTween) return false
upTween.update(time)
})
}
})
// The following is a temporary hack because opacity isn't
// exposed through the HTML API yet. work-in-progress...
setTimeout(() => {
Array.from( document.querySelectorAll('i-dom-plane') ).forEach(n => {
n.threeObject3d.material.opacity = 0.3
})
scene._needsToBeRendered()
}, 0)
function is( el, selector ) {
if ( [].includes.call( document.querySelectorAll( selector ), el ) ) return true
return false
}
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