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Zoom and Drag


josescxavier
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Hi,

My goal is to create a app where I can add points to an image. During the process I'll need to zoom in/out the image to accuratly place the points. Right now I can move the image(pink grid), zoom in/out, and the bunny maintain it's position on the grid. I can move the bunny clicking on it and it still works great.

ChakAY0.png

I was able to do most of it with the following code. However after add a container, (bunnies) I lost the onDragMove function on the bunny. I tried to set up a jsfiddle without success. When I try to drag the bunny the this.dragging variable is undefined.

<!doctype html>
<html>
<head>
  <meta charset="utf-8">
  <title>Hello World</title>
</head>
<body id='pixiCanvas'>
  <script src="pixi.js"></script>
  <script src="https://d3js.org/d3.v4.js"></script>
  <script type="text/javascript">

    var app = new PIXI.Application(800, 600, {backgroundColor : 0x1099bb});
    document.body.appendChild(app.view);

    // create a texture from an image path
    var texture = PIXI.Texture.fromImage('assets/bunny.png');
    var textureGrid = PIXI.Texture.fromImage('grid.png');

    var bunny_x = 100;
    var bunny_y = 100;

    // Scale mode for pixelation
    texture.baseTexture.scaleMode = PIXI.SCALE_MODES.NEAREST;

    var grid = new PIXI.Sprite(textureGrid);
    app.stage.addChild(grid);

    var zoom_handler = d3.zoom().scaleExtent([1, 8]).on("zoom", zoom_actions);
    
    function zoom_actions() {
        if(bunny.dragging == false){
            console.log("zoom: ",bunny_x,bunny_y)
            grid.scale.set(d3.event.transform.k)
            grid.position.set(d3.event.transform.x,d3.event.transform.y)
            bunnies.scale.set(d3.event.transform.k)
            bunnies.position.set(d3.event.transform.x,d3.event.transform.y)
        }
    }

    var pixiCanvas = d3.select('#pixiCanvas');
    pixiCanvas.call(zoom_handler);

    var bunny = new PIXI.Sprite(texture);
    bunny.interactive = true;
    bunny.buttonMode = true;
    bunny.anchor.set(0.5);
    bunny.scale.set(1);
    bunny.x = bunny_x;
    bunny.y = bunny_y;

    bunny
        .on('pointerdown', onDragStart)
        .on('pointerup', onDragEnd)
        .on('pointerupoutside', onDragEnd)
        .on('pointermove', onDragMove);

    bunny.click = function() {
        console.log("bunny.click");
        this.x += 5;
    }

    var bunnies = new PIXI.Container();
    bunnies.addChild(bunny);
    // add it to the stage
    app.stage.addChild(bunnies);

    function onDragStart(event) {
        console.log("onDragStart: ",bunny_x,bunny_y);
        this.data = event.data;
        this.alpha = 0.5;
        this.dragging = true;
    }

    function onDragEnd() {
        console.log("onDragEnd: ",bunny_x,bunny_y);
        this.alpha = 1;
        this.dragging = false;
        this.data = null;
    }

    function onDragMove() {
        console.log("onDragMove: ",bunny_x,bunny_y);
        if (this.dragging) {
            console.log("dragging: ",bunny_x,bunny_y);
            var newPosition = this.data.getLocalPosition(this.parent);
            this.x = newPosition.x;
            bunny_x = newPosition.x;
            this.y = newPosition.y;
            bunny_y = newPosition.y;
        }
    }

  </script>
</body>
</html>

If you want to help me set up a jsfiddle here are all the links with the images:

var texture = PIXI.Texture.fromImage('https://s26.postimg.org/heslqn655/bunny.png');
var textureGrid = PIXI.Texture.fromImage('https://s26.postimg.org/nr7r0h97d/grid.png');

 

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