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本系列为小技巧或知识点聚合,如果你想看更多相关内容,请在本系列文章的相关文章内查看: 一:支付倒计时 由于web 经验弱爆- - 一开始我的思路是找事件,但是看了半天API 基本都是点击触摸,通过物理触发- -
我居然忽略了生命周期,生命周期+线程不就完全OK吗~
事实证明,线程还是王道啊,一开始就应该这么搞嘛~ 度娘上面也看了很多都是用js写的,but,可能刚做没几天吧,我对js与微信小程序掌握还不够熟练 思路: - onLoad:function(options)调用倒计时方法函数
- 定义线程进行数据动态现实
- 日期转化成毫秒
- 定义线程动态显示
- 渲染倒计时
- 毫秒转成固定格式
- 处理分秒位数不足的补0
看代码了 wxml: <view class="pay_time"> <image src="{{imgUrls_pay_time}}"></image> <text>支付剩余时间:</text> <text>{{clock}} </text> </view>
wxjs: // pages/order/take_order/pay/pay.js var app = getApp() Page({ data: { imgUrls_pay_time: '/image/icon_orderstatus_countdown.png', "productName": "", "productPrice": "", "payDetail": [], "wxPayMoneyDesc": "", "expireTime": "", clock: '' }, onLoad: function (options) { // 页面初始化 options为页面跳转所带来的参数 new app.WeToast() var that = this; that.count_down(); }, onReady: function () { // 页面渲染完成 }, onShow: function () { // 页面显示 }, onHide: function () { // 页面隐藏 }, onUnload: function () { // 页面关闭 }, /* 毫秒级倒计时 */ count_down: function () { var that = this //2016-12-27 12:47:08 转换日期格式 var a = that.data.expireTime.split(/[^0-9]/); //截止日期:日期转毫秒 var expireMs = new Date(a[0], a[1] - 1, a[2], a[3], a[4], a[5]); //倒计时毫秒 var duringMs = expireMs.getTime() - (new Date()).getTime(); // 渲染倒计时时钟 that.setData({ clock: that.date_format(duringMs) }); if (duringMs <= 0) { that.setData({ clock: "支付已截止,请重新下单" }); // timeout则跳出递归 return; } setTimeout(function () { // 放在最后-- duringMs -= 10; that.count_down(); } , 10) }, /* 格式化倒计时 */ date_format: function (micro_second) { var that = this // 秒数 var second = Math.floor(micro_second / 1000); // 小时位 var hr = Math.floor(second / 3600); // 分钟位 var min = that.fill_zero_prefix(Math.floor((second - hr * 3600) / 60)); // 秒位 var sec = fill_zero_prefix(second % 60);// equal to => var sec = second % 60; return hr + ":" + min + ":" + sec + " "; }, /* 分秒位数补0 */ fill_zero_prefix: function (num) { return num < 10 ? "0" + num : num } })
tip:如果不进行位数补0 将会显示如下
二:滑动删除效果
item的布局:
推荐小程序优先使用flex布局,完全够用。这也是微信推荐的。
<view wx:for="{{cardTeams}}" wx:for-item="cardTeam" id="{{cardTeam.id}}" class="item" bindtouchstart="drawStart" bindtouchmove="drawMove" bindtouchend="drawEnd" style="right:{{cardTeam.right}}px"> <image class="img" src="" mode="scaleToFill"></image> <view class="number-wrapper"> <text class="name">{{cardTeam.name}}</text> <view class="count-wrapper"> <view class="decrease-btn">-</view> <text class="count">1</text> <view class="increase-btn">+</view> </view> <view class="price-wrapper"> <text class="unit">¥</text> <text class="price">99.80</text> </view> </view> <view class="ok"><view class="inner-ok">确定</view></view> <view class="remove" data-id="{{cardTeam.id}}" bindtap="delItem"><view>删除</view></view> </view>
主要是将删除按钮的设为绝对定位(position: absolute): .item .remove{ width: 60px; height: 100%; background-color: red; position: absolute; top: 0; right: -60px; display: flex; justify-content: center; align-items: center; }
Page({ data: { cardTeams:[{"id":"aaaaa", "name":"android教程", "url":"", "right":0, "startRight":0},{"id":"bbbb", "name":"小程序教程", "url":"", "right":0, "startRight":0}] }, drawStart : function(e){ // console.log("drawStart"); var touch = e.touches[0]; startX = touch.clientX; startY = touch.clientY; var cardTeams = this.data.cardTeams; for(var i in cardTeams){ var data = cardTeams[i]; data.startRight = data.right; } key = true; }, drawEnd : function(e){ console.log("drawEnd"); var cardTeams = this.data.cardTeams; for(var i in cardTeams){ var data = cardTeams[i]; if(data.right <= 100/2){ data.right = 0; }else{ data.right = maxRight; } } this.setData({ cardTeams:cardTeams }); }, drawMove : function(e){ //console.log("drawMove"); var self = this; var dataId = e.currentTarget.id; var cardTeams = this.data.cardTeams; if(key){ var touch = e.touches[0]; endX = touch.clientX; endY = touch.clientY; console.log("startX="+startX+" endX="+endX ); if(endX - startX == 0) return ; var res = cardTeams; //从右往左 if((endX - startX) < 0){ for(var k in res){ var data = res[k]; if(res[k].id == dataId){ var startRight = res[k].startRight; var change = startX - endX; startRight += change; if(startRight > maxRight) startRight = maxRight; res[k].right = startRight; } } }else{//从左往右 for(var k in res){ var data = res[k]; if(res[k].id == dataId){ var startRight = res[k].startRight; var change = endX - startX; startRight -= change; if(startRight < 0) startRight = 0; res[k].right = startRight ; } } } self.setData({ cardTeams:cardTeams }); } }, //删除item delItem: function(e){ var dataId = e.target.dataset.id; console.log("删除"+dataId); var cardTeams = this.data.cardTeams; var newCardTeams = []; for(var i in cardTeams){ var item = cardTeams[i]; if(item.id != dataId){ newCardTeams.push(item); } } this.setData({ cardTeams:newCardTeams }); }, onLoad: function () { console.log('onLoad:'+app.globalData.domain) } })
drawStart用于记录手指触碰时的位置,drawMove记录手指滑动的位置,两者的差值就是删除按钮的偏移量 drawEnd手指抬起时触发,用于设置弹回、摊开效果。目前我的是超过一半自动弹开,不足一半自动收回。 |