let startx, starty
// 获得角度
function getAngle (angx, angy) {
return Math.atan2(angy, angx) * 180 / Math.PI
}
// 根据起点终点返回方向 1向上 2向下 3向左 4向右 0未滑动
function getDirection (startx, starty, endx, endy) {
const angx = endx - startx
const angy = endy - starty
let result = 0
// 如果滑动距离太短
if (Math.abs(angx) < 2 && Math.abs(angy) < 2) {
return result
}
const angle = getAngle(angx, angy)
if (angle >= -135 && angle <= -45) {
result = 1
} else if (angle > 45 && angle < 135) {
result = 2
} else if ((angle >= 135 && angle <= 180) || (angle >= -180 && angle < -135)) {
result = 3
} else if (angle >= -45 && angle <= 45) {
result = 4
}
return result
}
// 手指接触屏幕
document.addEventListener('touchstart', function (e) {
startx = e.touches[0].pageX
starty = e.touches[0].pageY
}, false)
// 手指离开屏幕
document.addEventListener('touchend', function (e) {
const endx = e.changedTouches[0].pageX
const endy = e.changedTouches[0].pageY
const direction = getDirection(startx, starty, endx, endy)
switch (direction) {
case 0:
alert('未滑动!')
break
case 1:
alert('向上!')
break
case 2:
alert('向下!')
break
case 3:
alert('向左!')
break
case 4:
alert('向右!')
break
default:
}
}, false)