这非常简单,但我似乎无法弄清楚如何做到这一点。我得到" Uncaught TypeError:this.resizeCanvas不是函数"来自Chrome中的控制台。该代码用于调整绘制模拟时钟的画布的大小。
<编辑> 粘贴整个代码,而不仅仅是让我头痛的问题 < /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>
答案 0 :(得分:2)
你需要更像这样的代码...
function tick() {
analogClock.draw();
//setInterval(tick, 1000); - WRONG
setTimeout(tick, 1000); // Or preferably use requestAnimationFrame.
}
window.addEventListener("load", function() {
tick();
});
然而,当我这样做时,它在Firefox中运行得非常糟糕。也许requestAnimationFrame可以更好地工作,但是有一些东西会锁定它,我无法完全指责。但是,这确实解决了当前问题的resizeCanvas以未定义的形式返回。当你删除勾选并只是调用resizeCanvas或直接绘制时,它们工作正常。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每次调用时调用画布的大小调整引起的。你可能不想那样做。如果窗口调整大小,您只需要调用它。
结果时钟倒置BTW。在Hands对象中,这可以纠正它......
this.rotation = -Math.PI / 2;
答案 1 :(得分:1)
问题的根源是setTimeout
和setInterval
调用的函数始终具有当前this
的{{1}}对象。在对象的方法上使用这些函数中的任何一个时,您必须使用包装函数或使用window
apply()
或
//wrapper
setTimeout(function(){analogClock.draw();}, 1000);
相反,你应该写:
//apply
setTimeout(function(){analogClock.draw.apply(analogClock), 1000);
或
function tick()
{
analogClock.draw();
}
document.addEventListener("DOMContentLoaded", function(){ setInterval(tick, 1000); })
答案 2 :(得分:0)
将clock.resize()
更改为myClock.resize()
。