我正在学习使用javascript的物理引擎的基础知识,并希望将所有引擎和游戏数据保存在一个对象中,但在递归调用draw函数进行动画处理时无法使用'this'关键字现场。我可以成功调用有效的单独绘制函数,但实现多个对象动画不会那么容易
这是一个带有工作测试平台的简单codepen。
这是页面
<!doctype html>
<html>
<head>
<style type="text/css">
#obj{
width: 50px;
height: 200px;
background: red;
position: absolute;
left: 100px;
bottom: 200px;
}
#ground{
width: 100%;
height: 200px;
background: #222;
position: absolute;
bottom: 0;
left: 0;
}
</style>
</head>
<body>
<div id="content">
<section>
<button onclick="draw()">draw()</button><br>
<button onclick="obj.draw()">obj.draw()</button>
</section>
<article>
<div id="obj"></div>
<div id="ground"></div>
</article>
</div> <!-- END CONTENT -->
</body>
<script type="text/javascript">
var obj = {
// variables
id: 'obj',
width: 50,
height: 200,
angle: 30,
speed: 20,
acceleration: 4/60,
deceleration: 2/60,
moving: false,
jumping: false,
// Get methods
x: function(){return parseInt(window.getComputedStyle(document.getElementById(this.id)).left)},
y: function(){return parseInt(window.getComputedStyle(document.getElementById(this.id)).bottom)},
// engine methods
scale_x: function(){return Math.cos((this.angle * Math.PI) / 180)},
scale_y: function(){return Math.sin((this.angle * Math.PI) / 180)},
velocity_x: function(){return this.speed * this.scale_x()},
velocity_y: function(){return this.speed * this.scale_y()},
cx: function(){return this.x() + this.width},
cy: function(){return this.y() + this.height},
// set methods
setAngle: function(val){this.angle = val},
setAcceleration: function(val){this.acceleration = val / 60},
setDeceleration: function(val){this.deceleration = val / 60},
setSpeed: function(val){this.speed = val},
setMoving: function(val){this.moving = val},
setJumping: function(val){this.jumping = val},
draw: function(){
document.getElementById(this.id).style.left = (this.speed++) + 'px';
window.requestAnimationFrame(this.draw);
}
}
function draw(){
document.getElementById(obj.id).style.left = (obj.speed++) + 'px';
window.requestAnimationFrame(draw);
}
</script>
</html>
感谢您的帮助,
安德鲁
答案 0 :(得分:1)
请注意您将obj.draw
称为:
<button onclick="obj.draw()
第一次调用obj.draw时,上下文与多次调用requestAnimationFrame时的上下文不同,作为重绘前的回调函数。
因此,请尝试将此保存在回调函数范围之外的变量中。
类似的东西:
var obj = {
//...
draw: function () {
var sender = this;
var draw = function () {
document.getElementById(sender.id).style.left = (sender.speed++) + 'px';
window.requestAnimationFrame(draw);
}
draw();
}
}
以下是updated demo的结果。