我正在尝试用paper.js制作游戏,但有些东西不起作用,所以我简化了一些事情,而且......再也没有工作了。
我尝试使用已经创建的命名空间paperscript
的paper.js,但它太难调试,所以我尝试使用javascript directly。
即使使用超级简单的代码在浏览器周围移动球......它也无效。
这是我的代码:
<!DOCTYPE html>
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>Bouncing ball</title>
<link rel="stylesheet" href="../css/style.css">
<script type="text/javascript" src="../../lib/paper.js"></script>
<script type="text/javascript">
var ball;
function game(_view) {
console.log("game!");
ball = new Ball();
this.view = _view;
console.log(ball);
}
paper.install(window);
window.onload = function() {
var canvas = document.getElementById('canvas');
paper.setup(canvas);
view.onFrame = onFrame;
game(view);
}
var Ball = Base.extend({
initialize: function() {
this.position = new Point(100, 100);
this.velocity = new Point(3, 0);
this.path = new Path.Circle(location, 25);
this.path.strokeColor = 'black';
this.path.fillColor = 'black';
},
iterate: function() {
this.position += this.velocity;
this.path.position = this.position;
return this;
}
});
function onFrame(event) {
ball.iterate();
//console.log(ball);
};
</script>
</head>
<body>
<canvas id="canvas" resize></canvas>
</body>
</html>
我一直在犯这个错误:
未捕获的TypeError:无法调用未定义的方法'iterate'
答案 0 :(得分:2)
当您分配onFrame
处理程序时,会调用一个setter函数setOnFrame
,它会立即调用帧处理程序。由于此时未初始化ball
,因此函数调用失败。
setOnFrame: function(onFrame) {
this._onFrame = onFrame;
if (!onFrame) {
delete this._onFrameCallback;
return;
}
var that = this,
requested = false,
before,
time = 0,
count = 0;
this._onFrameCallback = function(param, dontRequest) {
requested = false;
if (!that._onFrame)
return;
paper = that._scope;
requested = true;
if (!dontRequest) {
DomEvent.requestAnimationFrame(that._onFrameCallback,
that._canvas);
}
var now = Date.now() / 1000,
delta = before ? now - before : 0;
that._onFrame(Base.merge({
delta: delta,
time: time += delta,
count: count++
}));
before = now;
that.draw(true);
};
if (!requested)
this._onFrameCallback(); //here your onFrame function is called
},
如果您查看this jsFiddle,并确保在开发工具中设置break on exceptions
,则可以看到堆栈。然后解决方案是在分配处理程序之前初始化ball
。
答案 1 :(得分:2)
只有一个可能的原因,ball
在调用onFrame
时尚未定义。在创建onFrame
后分配ball
,或在ball
内查看onFrame
。
答案 2 :(得分:2)
我已经创建了一个库folio.js来处理这个问题。它还处理动画。以下是使用folio.js的示例。
<!doctype html>
<!--[if lt IE 7]> <html class="no-js lt-ie9 lt-ie8 lt-ie7"> <![endif]-->
<!--[if IE 7]> <html class="no-js lt-ie9 lt-ie8"> <![endif]-->
<!--[if IE 8]> <html class="no-js lt-ie9"> <![endif]-->
<!--[if gt IE 8]><!--><html class="no-js"> <!--<![endif]-->
<head>
<!-- META -->
<meta charset="utf-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge,chrome=1">
<meta name="description" content="">
<title>Ball</title>
<script type="text/javascript" src="paper-core.js"></script>
<script type="text/javascript" src="paper.folio.js"></script>
<script type="text/javascript">
// ------------------------------------------------------------------------
// Properties
// ------------------------------------------------------------------------
// the core folio namespace
var f = folio;
// define ball variable
var ball;
// ------------------------------------------------------------------------
// Setup
// ------------------------------------------------------------------------
function Setup() {
ball = new Ball();
};
// ------------------------------------------------------------------------
// Update
// ------------------------------------------------------------------------
/*
* Update() is called every frame
*/
function Update(event) {
ball.iterate();
};
// ------------------------------------------------------------------------
// Draw
// ------------------------------------------------------------------------
function Draw() {
};
// ------------------------------------------------------------------------
// Classes
// ------------------------------------------------------------------------
var Ball = Base.extend({
initialize: function() {
this.position = new Point(100, 100);
this.velocity = new Point(3, 0);
this.path = new Path.Circle(this.position, 25);
this.path.strokeColor = 'black';
this.path.fillColor = 'black';
},
iterate: function() {
this.path.position.x += this.velocity.x;
this.path.position.y += this.velocity.y;
return this;
}
});
</script>
<meta http-equiv="x-dns-prefetch-control" content="off"/>
</head>
<body>
<canvas resize="true" id="canvas"></canvas>
</body>
</html>