首先导入官方的weapp-adapter,然后导入pixi.min.js,微信小程序使用ES6的module引用模块,具体参见ES6的Module。

import \’./libs/weapp-adapter\’;
import * as PIXI from \’./libs/pixi.min\’;
const { pixelRatio, windowWidth, windowHeight } = wx.getSystemInfoSync()
let game = new PIXI.Application({
width:windowWidth*pixelRatio,
height:windowHeight*pixelRatio,
view:canvas
});

let graphics = new PIXI.Graphics();
graphics.beginFill(0xfff000);
graphics.lineStyle(0, 0xffffff, 1);
graphics.drawRect(80,80,100,100);
graphics.endFill();
game.stage.addChild(graphics);
let clktext = new PIXI.Text(“Click Me!”,{fill:”#ffffff”,fontSize:32});
clktext.interactive = true;
let times = 0;
clktext.on(“pointerdown”,()=>{
clktext.text = `times${++times}`;
});
clktext.x = 200;
clktext.y = 300;
game.stage.addChild(clktext);

目录结构如下

保存运行如下:

 完美运行,但是当点击屏幕的任何位置时,报错了,内容如下:

TouchEvent未定义,为什么呢?看pixi源码:

 1 InteractionManager.prototype.normalizeToPointerData = function normalizeToPointerData(event) {
 2         var normalizedEvents = [];
 3 
 4         if (this.supportsTouchEvents && event instanceof TouchEvent) {
 5             for (var i = 0, li = event.changedTouches.length; i < li; i++) {
 6                 var touch = event.changedTouches[i];
 7 
 8                 if (typeof touch.button === \'undefined\') touch.button = event.touches.length ? 1 : 0;
 9                 if (typeof touch.buttons === \'undefined\') touch.buttons = event.touches.length ? 1 : 0;
10                 if (typeof touch.isPrimary === \'undefined\') {
11                     touch.isPrimary = event.touches.length === 1 && event.type === \'touchstart\';
12                 }
13                 if (typeof touch.width === \'undefined\') touch.width = touch.radiusX || 1;
14                 if (typeof touch.height === \'undefined\') touch.height = touch.radiusY || 1;
15                 if (typeof touch.tiltX === \'undefined\') touch.tiltX = 0;
16                 if (typeof touch.tiltY === \'undefined\') touch.tiltY = 0;
17                 if (typeof touch.pointerType === \'undefined\') touch.pointerType = \'touch\';
18                 if (typeof touch.pointerId === \'undefined\') touch.pointerId = touch.identifier || 0;
19                 if (typeof touch.pressure === \'undefined\') touch.pressure = touch.force || 0.5;
20                 touch.twist = 0;
21                 touch.tangentialPressure = 0;
22                 // TODO: Remove these, as layerX/Y is not a standard, is deprecated, has uneven
23                 // support, and the fill ins are not quite the same
24                 // offsetX/Y might be okay, but is not the same as clientX/Y when the canvas\'s top
25                 // left is not 0,0 on the page
26                 if (typeof touch.layerX === \'undefined\') touch.layerX = touch.offsetX = touch.clientX;
27                 if (typeof touch.layerY === \'undefined\') touch.layerY = touch.offsetY = touch.clientY;
28 
29                 // mark the touch as normalized, just so that we know we did it
30                 touch.isNormalized = true;
31 
32                 normalizedEvents.push(touch);
33             }
34         }
35         // apparently PointerEvent subclasses MouseEvent, so yay
36         else if (event instanceof MouseEvent && (!this.supportsPointerEvents || !(event instanceof window.PointerEvent))) {
37                 if (typeof event.isPrimary === \'undefined\') event.isPrimary = true;
38                 if (typeof event.width === \'undefined\') event.width = 1;
39                 if (typeof event.height === \'undefined\') event.height = 1;
40                 if (typeof event.tiltX === \'undefined\') event.tiltX = 0;
41                 if (typeof event.tiltY === \'undefined\') event.tiltY = 0;
42                 if (typeof event.pointerType === \'undefined\') event.pointerType = \'mouse\';
43                 if (typeof event.pointerId === \'undefined\') event.pointerId = MOUSE_POINTER_ID;
44                 if (typeof event.pressure === \'undefined\') event.pressure = 0.5;
45                 event.twist = 0;
46                 event.tangentialPressure = 0;
47 
48                 // mark the mouse event as normalized, just so that we know we did it
49                 event.isNormalized = true;
50 
51                 normalizedEvents.push(event);
52             } else {
53                 normalizedEvents.push(event);
54             }
55 
56         return normalizedEvents;
57     };

第四行判断event是否是TouchEvent类型,报错显示就是TouchEvent未定义,TouchEvent是window的事件类型,打印一下window,发现window里没有TouchEvent属性,所以报错

其实只要把window.TouchEvent暴露出来即可,把weapp-adapter.js源码下载下来,查看源码发现有TouchEvent,但是没有对外导出,导出一下,然后在window.js文件再导出一下,打包一下。

webpack打包一下,替换原来的weapp-adapter.js文件,发现没问题了。但是点击事件出了问题,监听不到了,怎么回事呢?

问题出在事件的点击位置的转换上,pixi源码

InteractionManager.prototype.mapPositionToPoint = function mapPositionToPoint(point, x, y) {
        var rect = void 0;

        // IE 11 fix
        if (!this.interactionDOMElement.parentElement) {
            rect = { x: 0, y: 0, width: 0, height: 0 };
        } else {
            rect = this.interactionDOMElement.getBoundingClientRect();
        }

        var resolutionMultiplier = navigator.isCocoonJS ? this.resolution : 1.0 / this.resolution;

        point.x = (x - rect.left) * (this.interactionDOMElement.width / rect.width) * resolutionMultiplier;
        point.y = (y - rect.top) * (this.interactionDOMElement.height / rect.height) * resolutionMultiplier;
    };

向上追溯源码发现this.interactionDOMElement就是new Application()时传进来的canvas,打印发现就是一个canvas,没有parent。

这个重新映射的原理很简单。简单说就是canvas的尺寸与渲染尺寸。

iphone5为例,全屏canvas(landscape)大小是568x320而渲染尺寸(devicePixelRatio=2)是1136x640。事件监听捕获到的位置是基于canvas(设备)的,比如有个sprite在屏幕右下角,此时pixi.js获取到的点击坐标是568, 320,而sprite在渲染尺寸的位置是1136, 640,如果不进行正确的映射就无法触发pixi.js内部实现的监听函数。

因为在微信小游戏里canvas肯定是全屏的,所以直接计算position即可
PIXI.interaction.InteractionManager.prototype.mapPositionToPoint = (point, x, y) => {
    point.x = x * pixelRatio
    point.y = y * pixelRatio
}
或者
app.renderer.plugins.interaction.mapPositionToPoint = (point, x, y) => {
    point.x = x * pixelRatio
    point.y = y * pixelRatio
}

再次运行完美!

 

 还有一个PIXI.loader 和 ajax 相关的问题,
// weapp-adapter 源码
// src/XMLHttpRequest.js
// 添加 addEventListener 方法 
addEventListener(ev, cb) {
  this[`on${ev}`] = cb
}

基本完成了。大部分内容来自简书

https://www.jianshu.com/p/38fcbcaf2930,之所以一步步去实现,主要是因为对一些东西还不了解。

 

 

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