我可以在课堂上修改我的DOM吗?
这真的很简单,但我似乎无法弄清楚如何做到这一点。我在Chrome中从控制台得到“Uncaught TypeError:this.resizeCanvas不是函数”。该代码旨在调整绘制模拟时钟的画布大小。我可以在课堂上修改我的DOM吗?
<编辑> 粘贴代码的全部,而不仅仅是protion让我头疼 < /编辑>
JAVASCRIPT
function Hands(canvas)
{
this.angle = 0;
this.beginX = canvas.width/2;
this.beginY = canvas.height/2;
this.endX = 0;
this.endY = 0;
this.radius = 0;
this.length = 0;
this.modLength = 0;
this.color = '';
this.lineCap = '';
this.lineWidth = 0;
this.rotation = (Math.PI * 2)/4;
this.draw = function(ctx)
{
this.length = this.radius - this.modLength;
this.endX = this.beginX + Math.cos(this.angle - this.rotation) * this.length;
this.endY = this.beginY + Math.sin(this.angle - this.rotation) * this.length;
ctx.beginPath();
ctx.moveTo(this.beginX, this.beginY);
ctx.lineWidth = this.lineWidth;
ctx.strokeStyle = this.color;
ctx.lineCap = this.lineCap;
ctx.lineTo(this.endX, this.endY);
ctx.stroke();
};
}
function AnalogClock()
{
this.canvas = document.getElementById("clockface");
this.context = this.canvas.getContext('2d');
this.margin = 30;
this.rotation = (Math.PI * 2)/4; // Rotate 0 rad to be at top of circle
this.centerX = this.canvas.width/2;
this.centerY = this.canvas.height/2;
this.secondHand = new Hands(this.canvas);
this.secondHand.lineWidth = 3;
this.secondHand.modLength = 100;
this.secondHand.beginX = this.centerX;
this.secondHand.beginY = this.centerY;
this.secondHand.color = '#ff0000';
this.secondHand.radius = this.canvas.height/2.031;
this.minuteHand = new Hands(this.canvas);
this.minuteHand.lineWidth = 10;
this.minuteHand.modLength = 100;
this.minuteHand.beginX = this.centerX;
this.minuteHand.beginY = this.centerY;
this.minuteHand.color = '#101010';
this.minuteHand.radius = this.canvas.height/2.031;
this.hourHand = new Hands(this.canvas);
this.hourHand.lineWidth = 16;
this.hourHand.modLength = 175;
this.hourHand.beginX = this.centerX;
this.hourHand.beginY = this.centerY;
this.hourHand.color = '#101010';
this.hourHand.radius = this.canvas.height/2.031;
this.drawSecondHand = function(s)
{
this.secondHand.angle = (Math.PI * 2) * (s/60);
this.secondHand.draw(this.context);
};
this.drawMinuteHand = function(m)
{
this.minuteHand.angle = (Math.PI * 2) * (m/60);
this.minuteHand.draw(this.context);
};
this.drawHourHand = function(h)
{
this.hourHand.angle = (Math.PI * 2) * (h/12);
this.hourHand.draw(this.context);
};
this.drawDot = function(x, y, radius, radians, color)
{
this.context.beginPath();
this.context.arc(x, y, radius, 0, Math.PI * 2, false);
this.context.fillStyle = color;
this.context.fill();
};
this.drawClockFace = function()
{
var distance = this.centerY - 80;
for(i = 0; i < 60; i++)
{
var targetX = this.centerX + Math.cos(((Math.PI * 2) * (i/60)) - this.rotation) * distance;
var targetY = this.centerY + Math.sin(((Math.PI * 2) * (i/60)) - this.rotation) * distance;
this.drawDot(targetX, targetY, 3, this.minuteHand.color);
}
for(i = 0; i < 12; i++)
{
var targetX = this.centerX + Math.cos(((Math.PI * 2) * (i/12)) - this.rotation) * distance;
var targetY = this.centerY + Math.sin(((Math.PI * 2) * (i/12)) - this.rotation) * distance;
this.drawDot(targetX, targetY, 8, this.hourHand.color);
}
};
this.resizeCanvas = function()
{
this.canvas.width = window.innerWidth - this.margin;
this.canvas.height = window.innerHeight - this.margin;
};
this.draw = function()
{
var now = new Date();
this.resizeCanvas();
this.drawClockFace();
this.drawHourHand(now.getHours());
this.drawMinuteHand(now.getMinutes());
this.drawSecondHand(now.getSeconds());
this.drawDot(this.centerX, this.centerY, 10, this.secondHand.color); // Center dot
};
}
/********
LOAD APP
*********/
// ctx.translate(0.5, 0.5); // Anti-aliasing
var analogClock = new AnalogClock();
function tick()
{
setInterval(analogClock.draw, 1000);
analogClock.draw();
}
document.addEventListener("DOMContentLoaded", function(){ tick(); });
HTML
<!DOCTYPE html>
<html>
<head>
<style>
body {
background: #fefefe;
}
canvas {
background: #fefefe;
}
</style>
</head>
<body id="root">
<canvas id="clockface"></canvas>
<script src="clock.js"></script>
</body>
</html>
您需要更多这样的代码你的滴答......
function tick() {
analogClock.draw();
//setInterval(tick, 1000); - WRONG
setTimeout(tick, 1000); // Or preferably use requestAnimationFrame.
}
window.addEventListener("load", function() {
tick();
});
然而,当我这样做,它运行很差在Firefox。也许requestAnimationFrame会更好地工作,但有些东西是锁定它,我不能完全放在手指上。但是,这确实解决了当前resizeCanvas问题未定义的问题。当你删除勾号,只是调用resizeCanvas或直接绘制,他们工作正常。一旦滴答正确循环,它也可以正常工作。
我怀疑性能问题是由于在每个tick上调用画布的大小调整引起的。你可能不想这样做。您只需调用该窗口,如果窗口调整大小。
生成的时钟倒过来。在你手中的对象,这样可以解决它...
this.rotation = -Math.PI/2;
的确,我应该在负载中调用它来设置变量,然后才会在随后的调整大小。我不确定你的解决方案为什么能够工作,但确实如此。我也有一些修补程序可以做。会标记你回答正确。谢谢:) – fimas
你的表现很慢,因为你正在通过打勾来填补堆栈。您需要改用'setTimeout'。 –
@PrestonS是的。我刚刚在代码中复制了OP上面的内容。它当然应该是setTimeout或者通过requestAnimationFrame。谢谢 :) – ManoDestra
变化clock.resize()
到myClock.resize()
。
当我将代码复制到网站时,从我身边发现一个错字。它应该像你说的那样是'myClock.resize()'。错误仍然存在,无论是否进行编辑。 – fimas
你的问题的根源在于,通过功能和setTimeout
称为setInterval
总是有当前window
的this
对象。当一个对象的方法,使用这些功能前,你必须使用一个包装函数或使用apply()
//wrapper
setTimeout(function(){analogClock.draw();}, 1000);
或
//apply
setTimeout(function(){analogClock.draw.apply(analogClock), 1000);
相反,你应该写:
function tick()
{
analogClock.draw();
}
document.addEventListener("DOMContentLoaded", function(){ setInterval(tick, 1000); })
或
function tick()
{
analogClock.draw();
setInterval(analogClock.draw.apply(analogClock), 1000);
}
document.addEventListener("DOMContentLoaded", function(){ tick(); });
'myClock.resize();' – Igor
'myClock.resize();'? –
试过了,但错误依然存在。公然的错字从我身边。 – fimas