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Efecto de parpadeo de arrastrar y soltar Javascript con cuadrículas

Estoy tratando de crear un sistema de selección para una imagen de mapa de mosaicos. La imagen se agrega y cada vez que un usuario selecciona un mosaico y mueve el mouse para seleccionar varios mosaicos, el contenedor de selección aumenta de tamaño con incrementos del tamaño del mosaico.

De alguna manera, esto crea un efecto de parpadeo cuando se mantiene presionado el botón del mouse y se mueve. ¿Qué causa este problema?

 var tilesetImageContainer = document.getElementById("tileMapContainer"); var tileSize = 32; let startSelection = []; var selectionWidth = 32; var selectionHeight = 32; let endSelection = []; function getCoordinates(e) { const { x, y } = e.target.getBoundingClientRect(); const mouseX = e.clientX - x; const mouseY = e.clientY - y; return [Math.floor(mouseX / tileSize), Math.floor(mouseY / tileSize)]; } const mouseDownHandler = function (e) { if (e.which === 1) { e.preventDefault(); selectedTileMapPositions = []; tileMapSelector.style.width = tileSize + "px"; tileMapSelector.style.height = tileSize + "px"; tilesetImageContainer.style.cursor = 'crosshair'; tilesetImageContainer.style.userSelect = 'none'; startSelection = getCoordinates(e); tileMapSelector.style.left = startSelection[0] * tileSize + "px"; tileMapSelector.style.top = startSelection[1] * tileSize + "px"; tilesetImageContainer.addEventListener('mousemove', mouseMoveSelectionHandler); tilesetImageContainer.addEventListener('mouseup', mouseUpSelectionHandler); } }; const mouseMoveSelectionHandler = function (e) { currentPositionCoordinates = getCoordinates(e); endSelection = getCoordinates(e); if (currentPositionCoordinates[0] > startSelection[0] || currentPositionCoordinates[1] < startSelection[1]) { // selected more then 1 tile selectionWidth = ((currentPositionCoordinates[0] - startSelection[0]) * tileSize); selectionHeight = ((currentPositionCoordinates[1] - startSelection[1]) * tileSize); } tileMapSelector.style.width = selectionWidth + tileSize + "px"; tileMapSelector.style.height = selectionHeight + tileSize + "px"; console.log("start: " + startSelection); console.log("current: " + currentPositionCoordinates); }; const mouseUpSelectionHandler = function (e) { for (var x = startSelection[0]; x <= endSelection[0]; x++) { for (var y = startSelection[1]; y <= endSelection[1]; y++) { selectedTileMapPositions.push([x,y]); } } console.log(selectedTileMapPositions); tilesetImageContainer.removeEventListener('mousemove', mouseMoveSelectionHandler); tilesetImageContainer.removeEventListener('mouseup', mouseUpSelectionHandler); tilesetImageContainer.style.cursor = 'default'; tilesetImageContainer.style.removeProperty('user-select'); startSelection = []; endSelection = []; }; tilesetImageContainer.addEventListener('mousedown', mouseDownHandler);

Aquí hay un JsFiddle: https://jsfiddle.net/6kv3pj1n/19/

about 4 years ago · Juan Pablo Isaza
1 answers
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No reasigne variables si no es necesario. Declare currentPositionCoordinates en la parte superior corrija la función getCoordinates no use x e y

 let currentPositionCoordinates function getCoordinates(e) { const mouseX = e.clientX; const mouseY = e.clientY; return [Math.floor(mouseX / tileSize), Math.floor(mouseY / tileSize)]; } if (currentPositionCoordinates) { if (currentPositionCoordinates[0] === getCoordinates(e)[0] && currentPositionCoordinates[1] === getCoordinates(e)[1]) { return } } if (selectionWidth + tileSize + "px" !== tileMapSelector.style.width) { tileMapSelector.style.width = selectionWidth + tileSize + "px" } if (selectionHeight + tileSize + "px" !== tileMapSelector.style.height) { tileMapSelector.style.height = selectionHeight + tileSize + "px" }

https://jsfiddle.net/2Lx740vg/2/

La última edición debería funcionar completamente como pretendías

about 4 years ago · Juan Pablo Isaza Report
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