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shake.js
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//首先定义一下,全局变量
let audioCtx = wx.createAudioContext('myAudio')
let lastTime = 0;//此变量用来记录上次摇动的时间
let x = 0,
y = 0,
z = 0,
lastX = 0,
lastY = 0,
lastZ = 0;//此组变量分别记录对应x、y、z三轴的数值和上次的数值
let shakeSpeed = 210;//设置阈值
//编写摇一摇方法
function shake(acceleration) {
var nowTime = new Date().getTime();//记录当前时间
//如果这次摇的时间距离上次摇的时间有一定间隔 才执行
if (nowTime - lastTime > 100) {
var diffTime = nowTime - lastTime;//记录时间段
lastTime = nowTime;//记录本次摇动时间,为下次计算摇动时间做准备
x = acceleration.x;//获取x轴数值,x轴为垂直于北轴,向东为正
y = acceleration.y;//获取y轴数值,y轴向正北为正
z = acceleration.z;//获取z轴数值,z轴垂直于地面,向上为正
//计算 公式的意思是 单位时间内运动的路程,即为我们想要的速度
var speed = Math.abs(x + y + z - lastX - lastY - lastZ) / diffTime * 10000;
console.log(speed)
if (speed > shakeSpeed) {//如果计算出来的速度超过了阈值,那么就算作用户成功摇一摇
wx.stopAccelerometer()
audioCtx.setSrc('http://123.207.0.183/application/images/s.mp3')
audioCtx.play()
wx.showLoading({
title: '寻找大神中...'
})
setTimeout(function () {
//console.log(e.data)
audioCtx.setSrc('http://123.207.0.183/application/images/r.mp3')
audioCtx.play()
wx.hideLoading();
wx.startAccelerometer()
}, 2000)
}
lastX = x;//赋值,为下一次计算做准备
lastY = y;//赋值,为下一次计算做准备
lastZ = z;//赋值,为下一次计算做准备
}
}
module.exports = shake;
//wx.startAccelerometer()