原生JS实现拖拽

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <meta http-equiv="X-UA-Compatible" content="ie=edge">
    <title>拖拽</title>
</head>
<body>
    <style>
        *{
            margin: 0px;
            padding: 0px;
        }
        #box{
            width: 100px;
            height: 100px;
            background-color: red;
            position: absolute;
            left: 0;
            top: 0;
            cursor: pointer;
        }
    </style>
    <div id="box"></div>
    <script>
        var oBox = document.getElementById('box');
        var body = document.getElementsByTagName('body')[0];
        function bindEvent(ele,wrap) {
            // 鼠标落下 down -- move -- up
            var X, //点击时鼠标x
                Y, //点击时鼠标Y
                boxL, //点击时盒子居左的距离
                boxT, //点击时盒子居上的距离
                disL, //点击时鼠标距离盒子左边的距离
                disT; //点击时鼠标距离盒子上边的距离
            var drag = false;
            ele.onmousedown = function (e) {
                // 获取鼠标落下来的时候的x,y坐标
                drag = true;
                var event = e || window.event;
                X = event.clientX;
                Y = event.clientY;
                boxl = ele.offsetLeft;
                boxT = ele.offsetTop;
                disL = X - boxl;
                disT = Y - boxT;
            }
            body.onmousemove = function (e) {
                var event = e || window.event;
                if (drag) {
                    ele.style.left = event.clientX - disL + 'px';
                    ele.style.top = event.clientY - disT + 'px';      
                }
            }
            ele.onmouseup = function () {
                drag = false;
            }
        }
        bindEvent(oBox,body);
    
    </script>
</body>
</html>

移动端 author zhangxinxu

<!doctype html>
<html>

<head>
    <meta charset="utf-8">
    <meta name="viewport" content="width=device-width,initial-scale=1,user-scalable=no">
    <title>移动端可拖拽效果</title>
    <style>
        .ball {
            position: fixed;
            line-height: 2.75rem;
            width: 2.75rem;
            height: 2.75rem;
            padding: .5rem;
            text-align: center;
            border-radius: 99px;
            color: #fff;
            /*border: 1rem solid transparent;*/
            background-color: #00bc12;
            background-clip: padding-box;
            text-decoration: none;
            top: 13em;
        }
    </style>
</head>

<body>
    <div style="height: 2000px;">拖拽效果测试,PC浏览器访问,需打开控制台进入移动模式。</div>
    <a href="https://blog.csdn.net/qq_38881495" id="ball" class="ball">拖我</a>
    <script>
        /**
     * @Inertia.js
     * @author zhangxinxu
     * @version
     * @Created: 18-11-07
     * @description 拖动元素,并且具有惯性和边缘反弹效果
     */

        (function (global, factory) {
            if (typeof define === 'function' && (define.amd || define.cmd)) {
                define(factory);
            } else {
                global.Inertia = factory();
            }
        }(this, function () {
            'use strict';

            var Inertia = function (ele, options) {
                var defaults = {
                    // 是否吸附边缘
                    edge: true
                };

                var params = {};
                options = options || {};
                for (var key in defaults) {
                    if (typeof options[key] !== 'undefined') {
                        params[key] = options[key];
                    } else {
                        params[key] = defaults[key];
                    }
                }

                var data = {
                    distanceX: 0,
                    distanceY: 0
                };

                var win = window;

                // 浏览器窗体尺寸
                var winWidth = win.innerWidth;
                var winHeight = win.innerHeight;

                if (!ele) {
                    return;
                }

                // 设置transform坐标等方法
                var fnTranslate = function (x, y) {
                    x = Math.round(1000 * x) / 1000;
                    y = Math.round(1000 * y) / 1000;

                    ele.style.webkitTransform = 'translate(' + [x + 'px', y + 'px'].join(',') + ')';
                    ele.style.transform = 'translate3d(' + [x + 'px', y + 'px', 0].join(',') + ')';
                };

                var strStoreDistance = '';
                // 居然有android机子不支持localStorage
                if (ele.id && win.localStorage && (strStoreDistance = localStorage['Inertia_' + ele.id])) {
                    var arrStoreDistance = strStoreDistance.split(',');
                    ele.distanceX = +arrStoreDistance[0];
                    ele.distanceY = +arrStoreDistance[1];
                    fnTranslate(ele.distanceX, ele.distanceY);
                }

                // 显示拖拽元素
                ele.style.visibility = 'visible';

                // 如果元素在屏幕之外,位置使用初始值
                var initBound = ele.getBoundingClientRect();

                if (initBound.left < -0.5 * initBound.width ||
                    initBound.top < -0.5 * initBound.height ||
                    initBound.right > winWidth + 0.5 * initBound.width ||
                    initBound.bottom > winHeight + 0.5 * initBound.height
                ) {
                    ele.distanceX = 0;
                    ele.distanceY = 0;
                    fnTranslate(0, 0);
                }

                ele.addEventListener('touchstart', function (event) {
                    // if (data.inertiaing) {
                    //   return;
                    // }

                    var events = event.touches[0] || event;

                    data.posX = events.pageX;
                    data.posY = events.pageY;

                    data.touching = true;

                    if (ele.distanceX) {
                        data.distanceX = ele.distanceX;
                    }
                    if (ele.distanceY) {
                        data.distanceY = ele.distanceY;
                    }

                    // 元素的位置数据
                    data.bound = ele.getBoundingClientRect();

                    data.timerready = true;
                });

                // easeOutBounce算法
                /*
                * t: current time(当前时间);
                 * b: beginning value(初始值);
                 * c: change in value(变化量);
                 * d: duration(持续时间)。
                **/
                var easeOutBounce = function (t, b, c, d) {
                    if ((t /= d) < (1 / 2.75)) {
                        return c * (7.5625 * t * t) + b;
                    } else if (t < (2 / 2.75)) {
                        return c * (7.5625 * (t -= (1.5 / 2.75)) * t + 0.75) + b;
                    } else if (t < (2.5 / 2.75)) {
                        return c * (7.5625 * (t -= (2.25 / 2.75)) * t + 0.9375) + b;
                    } else {
                        return c * (7.5625 * (t -= (2.625 / 2.75)) * t + 0.984375) + b;
                    }
                };

                document.addEventListener('touchmove', function (event) {
                    if (data.touching !== true) {
                        return;
                    }

                    // 当移动开始的时候开始记录时间
                    if (data.timerready == true) {
                        data.timerstart = +new Date();
                        data.timerready = false;
                    }

                    event.preventDefault();

                    var events = event.touches[0] || event;

                    data.nowX = events.pageX;
                    data.nowY = events.pageY;

                    var distanceX = data.nowX - data.posX,
                        distanceY = data.nowY - data.posY;

                    // 此时元素的位置
                    var absLeft = data.bound.left + distanceX,
                        absTop = data.bound.top + distanceY,
                        absRight = absLeft + data.bound.width,
                        absBottom = absTop + data.bound.height;

                    // 边缘检测
                    if (absLeft < 0) {
                        distanceX = distanceX - absLeft;
                    }
                    if (absTop < 0) {
                        distanceY = distanceY - absTop;
                    }
                    if (absRight > winWidth) {
                        distanceX = distanceX - (absRight - winWidth);
                    }
                    if (absBottom > winHeight) {
                        distanceY = distanceY - (absBottom - winHeight);
                    }

                    // 元素位置跟随
                    var x = data.distanceX + distanceX, y = data.distanceY + distanceY;
                    fnTranslate(x, y);

                    // 缓存移动位置
                    ele.distanceX = x;
                    ele.distanceY = y;
                }, { // fix #3 #5
                        passive: false
                    });

                document.addEventListener('touchend', function () {
                    if (data.touching === false) {
                        // fix iOS fixed bug
                        return;
                    }
                    data.touching = false;

                    // 计算速度
                    data.timerend = +new Date();

                    if (!data.nowX || !data.nowY) {
                        return;
                    }

                    // 移动的水平和垂直距离
                    var distanceX = data.nowX - data.posX,
                        distanceY = data.nowY - data.posY;

                    if (Math.abs(distanceX) < 5 && Math.abs(distanceY) < 5) {
                        return;
                    }

                    // 距离和时间
                    var distance = Math.sqrt(distanceX * distanceX + distanceY * distanceY), time = data.timerend - data.timerstart;

                    // 速度,每一个自然刷新此时移动的距离
                    var speed = distance / time * 16.666;

                    // 经测试,2~60多px不等
                    // 设置衰减速率
                    // 数值越小,衰减越快
                    var rate = Math.min(10, speed);

                    // 开始惯性缓动
                    data.inertiaing = true;

                    // 反弹的参数
                    var reverseX = 1, reverseY = 1;

                    // 速度计算法
                    var step = function () {
                        if (data.touching == true) {
                            data.inertiaing = false;
                            return;
                        }
                        speed = speed - speed / rate;

                        // 根据运动角度,分配给x, y方向
                        var moveX = reverseX * speed * distanceX / distance, moveY = reverseY * speed * distanceY / distance;

                        // 此时元素的各个数值
                        var bound = ele.getBoundingClientRect();

                        if (moveX < 0 && bound.left + moveX < 0) {
                            moveX = 0 - bound.left;
                            // 碰触边缘方向反转
                            reverseX = reverseX * -1;
                        } else if (moveX > 0 && bound.right + moveX > winWidth) {
                            moveX = winWidth - bound.right;
                            reverseX = reverseX * -1;
                        }

                        if (moveY < 0 && bound.top + moveY < 0) {
                            moveY = -1 * bound.top;
                            reverseY = -1 * reverseY;
                        } else if (moveY > 0 && bound.bottom + moveY > winHeight) {
                            moveY = winHeight - bound.bottom;
                            reverseY = -1 * reverseY;
                        }

                        var x = ele.distanceX + moveX, y = ele.distanceY + moveY;
                        // 位置变化
                        fnTranslate(x, y);

                        ele.distanceX = x;
                        ele.distanceY = y;

                        if (speed < 0.1) {
                            speed = 0;
                            if (params.edge == false) {
                                data.inertiaing = false;

                                if (win.localStorage) {
                                    localStorage['Inertia_' + ele.id] = [x, y].join();
                                }
                            } else {
                                // 边缘吸附
                                edge();
                            }
                        } else {
                            requestAnimationFrame(step);
                        }
                    };

                    var edge = function () {
                        // 时间
                        var start = 0, during = 25;
                        // 初始值和变化量
                        var init = ele.distanceX, y = ele.distanceY, change = 0;
                        // 判断元素现在在哪个半区
                        var bound = ele.getBoundingClientRect();
                        if (bound.left + bound.width / 2 < winWidth / 2) {
                            change = -1 * bound.left;
                        } else {
                            change = winWidth - bound.right;
                        }

                        var run = function () {
                            // 如果用户触摸元素,停止继续动画
                            if (data.touching == true) {
                                data.inertiaing = false;
                                return;
                            }

                            start++;
                            var x = easeOutBounce(start, init, change, during);
                            fnTranslate(x, y);

                            if (start < during) {
                                requestAnimationFrame(run);
                            } else {
                                ele.distanceX = x;
                                ele.distanceY = y;

                                data.inertiaing = false;
                                if (win.localStorage) {
                                    localStorage['Inertia_' + ele.id] = [x, y].join();
                                }
                            }
                        };
                        run();
                    };

                    step();
                });
            };

            return Inertia;
        }));
    </script>
    <script>
        new Inertia(document.getElementById('ball'));
    </script>
</body>

</html>
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