我有一张沿着屏幕缓慢移动的滑动图片。一旦他们离开屏幕,他们就会回到功能区的背面。所以当你在网页上但是当你离开并且其中一个图像超出范围时,一切正常。它被放回了错误的地方。我认为它可能与requestAnimationFrame有关,但我不知道会导致这种情况。
function tick(timePassed)
{
//dont worry about it
area.tick();
//updates the imgs X position
for (var i = 0; i < loadedImgs.length; i++)
{
loadedImgs[i].x -= (timePassed * 10) / 1000;
if (loadedImgs[i].x + loadedImgs[i].width <= 0)
{
loadedImgs[i].x = totalLength - loadedImgs[i].width;
}
}
//updates there y position based on scroll wheel
dy -= dy * .1;
y += dy / 10;
}
缓冲功能
//buffer function
function update()
{
buffer.clearRect(0, 0, width, 600);
area.draw();//this has nothing to do with what going on
if (showAlert)//checks to see if a message is needed
{
buffer.font = "30px monospace";
var strings = alertMessage.split(" ");
var charCount = 0;
var line = 0;
for(var i =0;i<strings.length;i++)
{
buffer.fillText(strings[i], (width / 5) + (charCount* letterSize), 300 + (line * 30));
if (Math.floor(charCount/50) > 0)
{
line++;
charCount = 0;
}
else
{
charCount += strings[i].length + 1;
}
}
}
else
{
//paints all imgs
for (var i = 0; i < loadedImgs.length; i++)
{
buffer.drawImage(loadedImgs[i].obj, loadedImgs[i].x, y);
}
}
//dont worry about it
buffer.drawImage(area.canvas, (width / 2) - (area.width / 2), y + 1000);
//calls the render
render();
}
渲染功能
function render()
{
//paints to main canvas
ctx.clearRect(0, 0, width, 600);
ctx.drawImage(b, 0, 0);
}
保持时间
function renderLoop(time)
{
var timePassed = time - lastRender;
if (timePassed < 33) { window.requestAnimationFrame(renderLoop); return; }
window.requestAnimationFrame(renderLoop);
lastRender = time;
tick(timePassed);
update();
}
答案 0 :(得分:1)
requestAnimationFrame
会在其浏览器标签失去焦点时停止,因此当焦点返回renderLoop
时的时间远远超出您的预期时间。
这会导致renderLoop假定已经过了更长的时间并且正在重新定位。