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微信小程序开发之仿建行圆形菜单实例代码

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本篇文章主要介绍了微信小程序开发之仿建行圆形菜单实例代码,具有一定的参考价值,有需要的可以了解一下。

建行APP首页有个圆形菜单.仿了个玩具出来.

var app = getApp()Page({ data: {  userInfo: {},  menuList: {},//菜单集合  animationData: {},  startPoint: {},//触摸开始  dotPoint: {},//圆点坐标  startAngle: 0,//开始角度  tempAngle: 0,//移动角度  downTime: 0,//按下时间  upTime: 0,//抬起时间  // isRunning: false,//正在滚动 }, onLoad: function () {  var that = this  //调用应用实例的方法获取全局数据  app.getUserInfo(function (userInfo) {   //更新数据   that.setData({    userInfo: userInfo,   })  })  wx.getSystemInfo({   success: function (res) {    var windowWidth = res.windowWidth * 0.5;    that.setData({     //圆点坐标,x为屏幕一半,y为半径与margin-top之和,px     //后面获取的触摸坐标是px,所以这里直接用px.     dotPoint: { clientX: windowWidth, clientY: 250 }    })   }  }) }, onReady: function (e) {  var that = this;  app.menuConfig = {   menu: [    { 'index': 0, 'menu': '我的账户', 'src': '../images/account.png' },    { 'index': 1, 'menu': '信用卡', 'src': '../images/card.png' },    { 'index': 2, 'menu': '投资理财', 'src': '../images/investment.png' },    { 'index': 3, 'menu': '现金贷款', 'src': '../images/loan.png' },    { 'index': 4, 'menu': '特色服务', 'src': '../images/service.png' },    { 'index': 5, 'menu': '转账汇款', 'src': '../images/transfer.png' }   ]  }  // 绘制转盘  var menuConfig = app.menuConfig.menu,   len = menuConfig.length,   menuList = [],   degNum = 360 / len // 文字旋转 turn 值  for (var i = 0; i < len; i++) {   menuList.push({ deg: i * degNum, menu: menuConfig[i].menu, src: menuConfig[i].src });   console.log("menu:" + menuConfig[i].menu)  }  that.setData({   menuList: menuList  }); }, // 菜单拖动的三个方法 buttonStart: function (e) {  this.setData({   startPoint: e.touches[0]  })  var x = this.data.startPoint.clientX - this.data.dotPoint.clientX;  var y = this.data.startPoint.clientY - this.data.dotPoint.clientY;  var startAngle = Math.asin(y / Math.hypot(x, y)) * 180 / Math.PI;  this.setData({   startAngle: startAngle  }) }, buttonMove: function (e) {  //获取滑动时的时间  var downTime = Date.now();  this.setData({   downTime: downTime  })  var that = this;  var endPoint = e.touches[e.touches.length - 1]  //根据触摸位置计算角度  var x = endPoint.clientX - this.data.dotPoint.clientX;  var y = endPoint.clientY - this.data.dotPoint.clientY;  var moveAngle = Math.asin(y / Math.hypot(x, y)) * 180 / Math.PI  var quadrant = 1;  if (x >= 0) {   quadrant = y >= 0 ? 4 : 1;  } else {   quadrant = y >= 0 ? 3 : 2;  }  var tempAngle = 0;  // 如果是一、四象限,则直接end角度-start角度,角度值都是正值   if (quadrant == 1 || quadrant == 4) {   tempAngle += moveAngle - this.data.startAngle;  } else  // 二、三象限,色角度值是负值   {   tempAngle += this.data.startAngle - moveAngle;  }  var menuConfig = app.menuConfig.menu;  var menuList = [];  for (var i = 0; i < this.data.menuList.length; i++) {   menuList.push({ deg: this.data.menuList[i].deg + tempAngle, menu: menuConfig[i].menu, src: menuConfig[i].src });  }  this.setData({   menuList: menuList  })  //重置开始角度  this.setData({   startPoint: e.touches[e.touches.length - 1]  })  var endX = this.data.startPoint.clientX - this.data.dotPoint.clientX;  var endY = this.data.startPoint.clientY - this.data.dotPoint.clientY;  var startAngle = Math.asin(endY / Math.hypot(endX, endY)) * 180 / Math.PI;  this.setData({   startAngle: startAngle,   tempAngle: tempAngle  }) }, buttonEnd: function (e) {  // 计算,每秒移动的角度   var that = this;  var upTime = Date.now();  var angleSpeed = this.data.tempAngle * 1000 / (upTime - this.data.downTime);  if (Math.abs(angleSpeed) < 100) {   //速度小于100时,停止滚动   return  } else {   //速度大于100时,自动滚动   if (angleSpeed > 0) {    if (angleSpeed > 500) angleSpeed = 500    var animationRun = wx.createAnimation({     duration: 2000,     //ease-out结束时减速     timingFunction: 'ease-out'    })    that.animationRun = animationRun    animationRun.rotate(angleSpeed).step()    that.setData({     animationData: animationRun.export(),    })   }   else {    if (angleSpeed < -500) angleSpeed = -500    angleSpeed = Math.abs(angleSpeed);    var animationRun = wx.createAnimation({     duration: 2000,     // ease-out结束时减速     timingFunction: 'ease-out'    })    that.animationRun = animationRun    animationRun.rotate(-angleSpeed).step()    that.setData({     animationData: animationRun.export(),    })   }  } }})

2.index.wxml


                              {{item.menu}}          

3.index.wxss


page { background-image: url('http://ac-ejx0nsfy.clouddn.com/ac767407f474e1c3970a.jpg'); background-attachment: fixed; background-repeat: no-repeat; background-size: cover;}.circle-out { margin: 75px auto; position: relative; width: 350px; height: 350px; border-radius: 50%; background-color: #415cab;}.userinfo-avatar { width: 70px; height: 70px; border-radius: 50%; position: absolute; top: 0; bottom: 0; left: 0; right: 0; margin: auto;}/**子控件的透明度等于父控件透明度*子控件透明度,父控件的opacity设置后,所以子控件opacity设置为1依然无效,必须分离开*/.circle-in { position: absolute; width: 330px; height: 330px; border-radius: 50%; top: 0; bottom: 0; left: 0; right: 0; margin: auto; background-color: #fff;}/**菜单*/.menu-list { position: absolute; left: 0; top: 0; width: inherit; height: inherit;}.menu-item { position: absolute; left: 0; top: 0; width: 100%; height: 100%; font-weight: 500;}.menu-circle-item { -webkit-transform-origin: 50% 150px; transform-origin: 50% 150px; margin: 0 auto; margin-top: 15px; position: relative; height: 50px; width: 50px; background-color: #77c2fc; text-align: center; border-radius: 50%;}.image-style { height: 25px; width: 25px; color: #f00; margin: 12.5px auto;}.text-style { margin: 5px auto; font-size: 15px;}/***/.menu-circle-text-item { -webkit-transform-origin: 50% 100px; transform-origin: 50% 100px; margin: 0 auto; position: relative; height: 25px; width: auto; text-align: center;}

js注释补充:

获取手指抬起时的角速度

4.分象限的问题.看看代码就知道了.主要是根据up时的触摸点相对于圆点的X轴差值来计算.大于0就是一四象限.小于0就是二三象限.

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