我实现了一个具有以下属性的Circle类:
方法:draw()
-在屏幕上绘制由指定属性描述的元素。
方法:move({x = 0, y = 0})
-沿矢量(x,y)移动绘制的对象-每次周期(100ms)都根据x和y的值更改(添加/减去)坐标。
还有内部方法update()
,该方法使用对象的相应颜色,x,y值更改绘制圆的位置。
告诉我为什么我的圆不以给定的坐标间隔1秒移动吗?
class Circle {
constructor(options) {
this.x = options.x;
this.y = options.y;
this.diameter = options.diameter;
this.color = options.color;
}
draw() {
let div = document.createElement('div');
div.style.position = 'absolute';
div.style.left = `${this.x}px`;
div.style.top = `${this.y}px`;
div.style.width = `${this.diameter}px`;
div.style.height = `${this.diameter}px`;
div.style.border = "1px solid;";
div.style.borderRadius = "50%";
div.style.backgroundColor = `${this.color}`;
document.body.appendChild(div);
}
move({x = 0, y = 0}) {
let circle = document.getElementsByTagName('div')[0];
setInterval(function moved() {
circle.style.left = circle.offsetLeft + x + "px";
circle.style.top = circle.offsetTop + y + "px";
}, 1000)
}
_update() {
this.x = x.move;
this.y = y.move;
}
}
let options = {
x: 100,
y: 100,
diameter: 100,
color: 'red'
};
let circle = new Circle(options);
circle.draw();
circle.move({x: 200, y: 200});
答案 0 :(得分:2)
这是一个初始示例 (如果我知道了,想要的东西) ,可以用来获取想要的东西。
快速下载:
duration
选项传递给move(...)
方法来更改动画的持续时间,例如move({x: 100, y: 100, duration: 2500})
setInterval
开始置顶,以重新定位圈子x
和y
之间的坐标将根据给定的duration
的进度进行计算x
和y
的坐标将通过move(...)
设置为初始给定的坐标,并且圆的整个移动都完成了setInterval
对任何内容进行动画处理被许多人认为是不良做法。如果您想要一种更好的动画方法,请阅读window.requestAnimationFrame()
函数。我在这里使用setInterval
,因为动画不是这个问题的主要主题。
class Circle {
constructor(options) {
Object.assign(this,
// the default options of the Circle constructor
{
x: 10,
y: 10,
diameter: 50,
color: 'red'
},
// the options, that were passed and will be used to override the default options
options
);
// the circle's move/update animation interval in ms (similar to FPS in games)
this.updateInterval = 100;
}
draw() {
const div = document.createElement('div');
div.style.position = 'absolute';
div.style.width = `${this.diameter}px`;
div.style.height = `${this.diameter}px`;
div.style.border = "1px solid;";
div.style.borderRadius = "50%";
div.style.backgroundColor = `${this.color}`;
document.body.appendChild(div);
// store the reference to the div element for later use
this.circle = div;
// use the refacterd positioning function
this._reposition();
}
move({x = 0, y = 0, duration = 1000}) {
// store coordinates to use, when the circle will be moved
this.initialX = this.x;
this.initialY = this.y;
this.destX = x,
this.destY = y;
// store the current time in ms
this.startTime = Date.now();
this.duration = duration
// if a previous setInterval of this circle instance is still running, clear it (stop it)
clearInterval(this.intervalId);
// start the update (tick/ticker in games)
this.intervalId = setInterval(this._update.bind(this), this.updateInterval);
}
_update() {
// calculate the elapsed time
const elapsed = Date.now() - this.startTime;
// calculate the progress according to the total given duration in percent
let progress = elapsed / this.duration;
// bound to [n..1]
if (progress > 1) {
progress = 1;
}
// set the x and y coordinates according to the progress...
this.x = this.initialX + (this.destX * progress);
this.y = this.initialY + (this.destY * progress);
// ...and reposition the circle
this._reposition();
console.log('update', this.x, this.y, progress);
// stop the update, when the end is reached
if (elapsed >= this.duration) {
console.log('stopped', this.x, this.y, progress);
clearInterval(this.intervalId);
}
}
_reposition() {
// set the position of the circle instance
this.circle.style.left = `${this.x}px`;
this.circle.style.top = `${this.y}px`;
}
}
const options = {
x: 10,
y: 10,
diameter: 50,
color: 'red'
};
const circle = new Circle(options);
circle.draw();
circle.move({x: 300, y: 50});