canvas:并非弹出球对象数组中的所有对象都会出现

时间:2017-12-20 23:20:51

标签: javascript laravel-5 html5-canvas single-page-application vuejs-directive

我使用laravel 5.5,vuejs和vue-router创建了一个spa / rest / crud应用程序。现在我想到了这样一个想法:使用一个组件来登陆页面,并用画布调整一点。 (原来是p5.js,但我现在放弃了。)到目前为止一切顺利。我让Vue组件通过Vue-Router工作,对于前页我创建了一个带有自定义指令的组件,该指令将模板中的canvas元素提供给它的数据(以球对象的形式)

现在因为我不得不切换到我不熟悉的Canvas,我遇到了问题。作为测试,我将4个球放入阵列中。但只有1人出现。现在当我禁用clearRect功能时。他们确实以凌乱的方式出现。我不得不使用beginPath()显然是为了防止球落后于#39;。但是,当我这样做时,只有一个出现。也许这是一件我能忽视的简单事情。我发布了我认为导致问题的部分:

<script>            
export default {
    data: function(){
        return {

        }
    },
    directives: {
      bindCanvas: {

        inserted: function (el) {
            var ctx = el.getContext("2d");
            var Ball = function(x,y,r){
                this.position = {};
                this.position.x = x;
                this.position.y = y;
                //i could not use vectors so i came up with this solution
                this.velocity = {x:0,y:0};
                this.acceleration = {x:0,y:0};                  
                this.radius = r;
            };
            Ball.prototype.addForce = function(x,y){

                this.acceleration.x += x/1000;
                this.acceleration.y += y/1000;

            };
            Ball.prototype.move = function(){                   

                this.position.x += this.velocity.x;
                this.position.y += this.velocity.y;
                this.velocity.x += this.acceleration.x;
                this.velocity.y += this.acceleration.y;

                //reset acceleration to 0
                this.acceleration.x *= 0;
                this.acceleration.y *= 0;
            };
            Ball.prototype.display = function(){
                //here is the problem somewhere i think.
                ctx.clearRect(0,0,ctx.canvas.width,ctx.canvas.height);
                ctx.beginPath();
                ctx.fillStyle = 'rgb(255,0,0)';
                ctx.arc(this.position.x,this.position.y,this.radius,0, Math.PI*2);
                ctx.fill();
            };

            Ball.prototype.checkBorders = function(){
                if(this.position.x > ctx.canvas.width-(this.radius/2)){
                    this.velocity.x = this.velocity.x *-1;
                } else if (this.position.x < 0){
                    this.velocity.x *= -1;
                }
                if (this.position.y > ctx.canvas.height-(this.radius/2)){
                    this.velocity.y *= -1;
                } else if(this.position.y < 0){
                    this.velocity.y *= -1;
                }
            };

            Ball.prototype.checkMaxSpeed = function(){
                if(this.velocity.x > 0.5){
                    this.velocity.x = 0.5;
                }
                if(this.velocity.x < -0.5){
                    this.velocity.x = -0.5;
                }
                if(this.velocity.y > 0.5){
                    this.velocity.y = 0.5;
                }
                if(this.velocity.y < -0.5){
                    this.velocity.y = -0.5;
                }
            };

            var arrayOfBalls = [];

            for(var i=0;i<=3;i++){
                arrayOfBalls.push(new Ball(Math.random()*100,Math.random()*100,Math.random()*100));
            }


            var animate = function(){


                for(var j = arrayOfBalls.length-1; j>= 0; j--){
                arrayOfBalls[j].checkBorders();
                arrayOfBalls[j].checkMaxSpeed();
                arrayOfBalls[j].addForce(Math.random(),Math.random());
                arrayOfBalls[j].addForce(0,0.00098);

                arrayOfBalls[j].display();
                arrayOfBalls[j].move();
                }
                window.requestAnimationFrame(animate);

            };
            animate();
        }
      }
    },


}

1 个答案:

答案 0 :(得分:0)

正如我在评论中所提到的,问题是每个球的display()函数中的clearRect()调用。通常情况下,只需在动画的每个帧/循环中清除画布,因此clearRect可以放在动画函数的顶部,如此处所示......

var animate = function(){

    // Clear the canvas just once each animation frame here
    ctx.clearRect(0,0,ctx.canvas.width,ctx.canvas.height);

    for(var j = arrayOfBalls.length-1; j>= 0; j--) {
        arrayOfBalls[j].checkBorders();
        arrayOfBalls[j].checkMaxSpeed();
        arrayOfBalls[j].addForce(Math.random(),Math.random());
        arrayOfBalls[j].addForce(0,0.00098);

        arrayOfBalls[j].display();
        arrayOfBalls[j].move();
    }
    window.requestAnimationFrame(animate);
};