以下代码在首次调用该函数时有效。但是,当我再次调用setup()函数时,速度会增加(图像下降得更快)。我试图找出如何保持初始速度,而不是每次调用函数时都增加速度。我已经和他一起工作了好几天。任何帮助将不胜感激。
(为什么我需要这个:我正在开发一项功能,允许用户在4种不同类型的下降图像之间切换。用户将点击图像,这将触发该功能。但是,每次用户点击下降速度增加。)
<canvas id="canvasRegn" width="1000" height="450"style="margin:100px;position:relative;z-index:999999;opacity:0.2;">
var ctx;
var imgBg;
var imgDrops;
var x = 0;
var y = 0;
var noOfDrops = 50;
var fallingDrops = [];
function drawBackground(){
ctx.drawImage(imgBg, 0, 0); //Background
}
function draw() {
drawBackground();
for (var i=0; i< noOfDrops; i++)
{
ctx.drawImage (fallingDrops[i].image, fallingDrops[i].x, fallingDrops[i].y); //The rain drop
fallingDrops[i].y += fallingDrops[i].speed; //Set the falling speed
if (fallingDrops[i].y > 450) { //Repeat the raindrop when it falls out of view
fallingDrops[i].y = -25 //Account for the image size
fallingDrops[i].x = Math.random() * 1000; //Make it appear randomly along the width
}
}
}
function setup() {
var canvas = document.getElementById('canvasRegn');
if (canvas.getContext) {
ctx = canvas.getContext('2d');
imgBg = new Image();
imgBg.src = "/BACKGROUND.png";
setInterval(draw, 36);
for (var i = 0; i < noOfDrops; i++) {
var fallingDr = new Object();
fallingDr["image"] = new Image();
fallingDr.image.src = '/image.png';
fallingDr["x"] = Math.random() * 1000;
fallingDr["y"] = Math.random() * 5;
fallingDr["speed"] = 3 + Math.random() * 5;
fallingDrops.push(fallingDr);
}
}
}
setup();
答案 0 :(得分:1)
您没有取消之前的setInterval
。在第二次setup
通话后,您每个单位时间执行draw
两次,依此类推。
...
var fallingDrops = [];
var timer = null;
...
clearInterval(timer);
timer = setInterval(draw, 36);
...
答案 1 :(得分:0)
setInterval调用可能相互堆叠,导致drawBackground比你想象的更频繁地发生。
创建一个变量来保存您的&#39; setInterval&#39;:
var drawRepeater = setInterval(draw, 36);
在重新调用setInterval:
之前添加clearIntervalclearInterval(drawRepeater);
var drawRepeater = setInterval(draw, 36);