function bezierCreate(x1, y1, x2, y2, x3, y3, x4, y4) {
//构建参数
var h = 100;
var cp = [{ x: x1, y: y1 + h }, { x: x2, y: y2 + h }, { x: x3, y: y3 + h }, { x: x4, y: y4 + h }];
var numberOfPoints = 100;
var curve = [];
var dt = 1.0 / (numberOfPoints - 1);
//计算轨迹
for (var i = 0; i < numberOfPoints; i++) {
var ax, bx, cx;
var ay, by, cy;
var tSquared, tCubed;
var result_x, result_y;
cx = 3.0 * (cp[1].x - cp[0].x);
bx = 3.0 * (cp[2].x - cp[1].x) - cx;
ax = cp[3].x - cp[0].x - cx - bx;
cy = 3.0 * (cp[1].y - cp[0].y);
by = 3.0 * (cp[2].y - cp[1].y) - cy;
ay = cp[3].y - cp[0].y - cy - by;
var t = dt * i
tSquared = t * t;
tCubed = tSquared * t;
result_x = (ax * tCubed) + (bx * tSquared) + (cx * t) + cp[0].x;
result_y = (ay * tCubed) + (by * tSquared) + (cy * t) + cp[0].y;
curve[i] = {
x: result_x,
y: result_y
};
}
//轨迹转路数组
var array = [];
for (var i = 0; i < curve.length; i++) {
try {
var j = (i < 100) ? i : (199 - i);
xx = parseInt(curve[j].x)
yy = parseInt(Math.abs(100 - curve[j].y))
} catch (e) {
break
}
array.push([xx, yy])
}
return array
}
function randomSwipe(sx, sy, ex, ey) {
//设置随机滑动时长范围
var timeMin = 500
var timeMax = 1000
//设置控制点极限距离
var leaveHeightLength = 500
//根据偏差距离,应用不同的随机方式
if (Math.abs(ex - sx) > Math.abs(ey - sy)) {
var my = (sy + ey) / 2
var y2 = my + random(0, leaveHeightLength)
var y3 = my - random(0, leaveHeightLength)
var lx = (sx - ex) / 3
if (lx < 0) { lx = -lx }
var x2 = sx + lx / 2 + random(0, lx)
var x3 = sx + lx + lx / 2 + random(0, lx)
} else {
var mx = (sx + ex) / 2
var y2 = mx + random(0, leaveHeightLength)
var y3 = mx - random(0, leaveHeightLength)
var ly = (sy - ey) / 3
if (ly < 0) { ly = -ly }
var y2 = sy + ly / 2 + random(0, ly)
var y3 = sy + ly + ly / 2 + random(0, ly)
}
//获取运行轨迹,及参数
var time = [0, random(timeMin, timeMax)]
var track = bezierCreate(sx, sy, x2, y2, x3, y3, ex, ey)
log("随机控制点A坐标:" + x2 + "," + y2)
log("随机控制点B坐标:" + x3 + "," + y3)
log("随机滑动时长:" + time[1])
//滑动
gestures(time.concat(track))
}