这是一个无限循环,但我不能为我的生活找出原因

时间:2013-12-20 02:36:02

标签: javascript jquery loops canvas infinite

所以,我正在制作一个小型的网络应用程序,以便在使用画布时变得更好,但我被卡住了。我想要一个旋转的n边多边形(线条图已经有效)。游戏循环遍历网格数组(网格上的每个点都包含Point()对象的子类),并在每个上调用tick()方法。一切正常,直到它碰到一个ShapePoint()对象(中间的鼠标放在画布上)。 ShapePoint的tick()方法在某种程度上是一个无限循环。如果你把一个console.log(“hi”)放在里面,它会给你大约2000条“hi”消息,所以它正在工作(理论上)。有趣的是,尽管它正在循环通过stoke(),但没有任何事情发生!

//################################################################
//                 THIS IS THE PROBLEM CLASS.
//  So pretty much, when the game loop calls the tick() funciton
//  of ANY ShapePoint object, everything hangs.  The game is still
//  looping through the ENTIRE tick() function (put console.log()
//  functions in and you'll see what I mean) continually, but the
//  effects it is supposed to display aren't shown.
//
//################################################################
    function ShapePoint(x, y, sides) {
        //position variable
        this.positionOnCanvas = [x, y];
        //number of sides
        this.N = sides;
        //current step
        this.step = 0;
        //the array to store all the angle data
        this.thetas = new Array(this.N);
        //the array to store all the vertex data
        this.vertList = new Array(this.N);
        //function to increase all the angels by an even amount
        this.stepPoints = function(s) {
            //for every side
            for (i=0; i<this.N; i++) {
                //multiply the current 'i' value by ((360/number of sides) + current step).  This serves to create points at even intervals all the way around a circle, and have it increase by s every loop
                this.thetas[i] = i*((360/this.N) + s);
                //get the x value with 40*cos(angle for this point).  Same for y, only with sin.  Round both to 2 decimal places
                this.vertList[i] = [Math.round((40*(Math.cos(this.thetas[i])))*100)/100, Math.round((40*(Math.sin(this.thetas[i])))*100)/100];
                //if the current angle is between 90 and 180...
                if (this.thetas[i]>=90 && this.thetas[i]<=180) {
                    //invert the x value
                    this.vertList[i][0] *= -1;
                //else if the angle is between 180 and 270...
                } else if (this.thetas[i]>=180 && this.thetas[i]<=270) {
                    //invert both the x and the y values
                    this.vertList[i][0] *= -1;
                    this.vertList[i][1] *= -1;
                //else if the angle is between 270 and 360...
                } else if (this.thetas[i]>=270 && this.thetas[i]<=360) {
                    //invert the y value
                    this.vertList[i][1] *= -1;
                }
            //nothing needed for 0-90 because both are positive
            }
        }
        this.tick = function() { //<<<<<<<<THIS IS THE PROBLEM FUNCTION!
            //setup all the points forward
            this.stepPoints(this.step);
            //for every side in this polyogn...
            for (i=0; i<this.N; i++) {
                //shorten the location of the positions
                var posX = this.vertList[i][0] + this.positionOnCanvas[0];
                var posY = this.vertList[i][1] + this.positionOnCanvas[1];
                //begin drawing
                ctx.beginPath();
                //move to the x and y location of the current point
                ctx.moveTo(posX, posY);
                //if point is not the last in the array...
                if (i < this.N-1) {
                    //draw a line to the next point in the array
                    ctx.lineTo(this.vertList[i+1][0] + this.positionOnCanvas[0], this.vertList[i+1][1] + this.positionOnCanvas[1]);
                //else...
                } else {
                    //draw a line to the first point in the array
                    ctx.lineTo(this.vertList[0][0] + this.positionOnCanvas[0], this.vertList[0][1] + this.positionOnCanvas[1]);
                }
                //draw a line
                ctx.strokeStyle = "#000000";
                ctx.lineWidth = 0.5;
                //end
                ctx.stroke();
                //draw the vertex
                ctx.fillStyle = "orange";
                ctx.fillRect(posX-2, posY-2, 4, 4);
            }
            //draw the origin of the polygon
            ctx.fillStyle = "lightPurple";
            ctx.fillRect(this.positionOnCanvas[0]-2, this.positionOnCanvas[1]-2, 4, 4);
            //if the step is greater than 360, set it to 0
            this.step = this.step % 36; //(thanks Neikos!)
        }
    }
    ShapePoint.prototype = new Point();

所以我花了几个小时调整不同的东西,我不能为我的生活看到问题是什么!如果有人能搞清楚,那就太棒了。如果您需要更多关于如何实现这一点的上下文,我已经为您创建了JSFiddle。在此先感谢,这个地方总是很有帮助!

编辑::我确实意识到我的代码有点笨拙,但是我输入了所有内容真正帮助我下次学习的内容

1 个答案:

答案 0 :(得分:5)

user2310289在上述评论中是正确的:您在istepPoints中使用了一个全局tick变量,因此这些方法会干扰彼此。

在某些语言中,方法中使用的变量是隐式本地的,除非另有声明,但JavaScript不是这些语言之一。在JavaScript中,您需要使用var关键字来声明您的局部变量,否则它们是隐式全局变量。