我有以下代码,我已经从其他人那里大致重做以帮助学习JavaScript。我收到以下错误:
Uncaught TypeError: flock.addBoid is not a function
at setup (boids.js:15)
at boids.js:1
有问题的函数在setup()
的开头调用,并在标记为FLOCK
的部分中不久定义。绝对不会拼写错误,这是addBoid
在文档中唯一出现的地方。我会把整个文档都包括在内,以防相关,但问题应该只是在开始。
除此错误的来源和解决方案外,我不需要任何有关我的代码的建议,谢谢。
setup();
draw();
//////////////////// SETUP ///////////////////////
var flock;
var ctx;
var c;
function setup(){
c = document.getElementById("boidCanvas");
ctx = c.getContext("2d");
flock = new Flock();
for(var i = 0; i < 100; i++){
var b = new Boid(ctx.width / 2, ctx.height / 2);
flock.addBoid(b);
}
}
function draw() {
ctx.fillStyle = "Blue";
ctx.fillRect(0,0,c.width,c.height);
//flock.run()
}
//////////////////// FLOCK ///////////////////////
function Flock(){
this.boids = [];
}
Flock.prototype.run = function(){
for(var i = 0; i < this.boids.length; i++){
this.boids[i].run(this.boids);
}
}
Flock.prototype.addBoid = function(b){
this.boids.push(b);
}
//////////////////// BOID ///////////////////////
function Boid(setx,sety){
this.acceleration = { x:0, y:0 };
this.velocity = { x:Math.floor(Math.random()*3)-1, y:Math.floor(Math.random()*3)-1 };
this.position = { x:setx, y:sety };
this.r = 3;
this.maxSpeed = 3;
this.maxForce = .05;
}
Boid.prototype.run = function(boids){
this.evaluate(boids);
this.update();
this.wrap();
this.render();
}
// force is a vector [x,y]
Boid.prototype.applyForce = function(force){
this.acceleration.x += force[0];
this.acceleration.y += force[1];
}
Boid.prototype.evaluate = function(boids){
var seperate = this.seperate(boids);
var align = this.align(boids);
var cohesion = this.cohesion(boids);
// Arbitrary Weights
seperate *= 1.5;
align *= 1.0;
cohesion *= 1.0;
this.applyForce(seperate);
this.applyForce(align);
this.applyForce(cohesion);
}
Boid.prototype.update = function(){
//update velocity
this.velocity += this.acceleration;
//fix velocity to max speed
var normal = normalize([this.velocity.x, this.velocity.y]);
this.velocity = constantMult(normal, this.maxSpeed);
//update position
this.position.x += this.velocity.x;
this.position.y += this.velocity.y;
//reset acceleration;
this.acceleration.x = 0;
this.acceleration.y = 0;
}
// target is a vector [x,y]
Boid.prototype.seek = function(target){
var desired = sub(target, [this.position.x, this.position.y]);
var normal = normalize(desired);
desired = constantMult(normal, this.maxSpeed);
var steer = sub(desired,[this.velocity.x, this.velocity.y])
normal = normalize(steer);
steer[0] = normal[0] * this.maxForce;
steer[1] = normal[1] * this.maxForce;
return steer;
}
Boid.prototype.render = function(){
var triangle = drawTriangle(this.velocity);
for(var i = 0; i < triangle.length; i++){
triangle[i] = constantMult(triangle[i], this.r);
}
for(i = 0; i < triangle.length; i++){
triangle[i] = add(triangle[i], this.position);
}
ctx.beginPath();
ctx.moveTo(triangle[0][0], triangle[0][1]);
for(i = 1; i < triangle.length; i++){
ctx.lineTo(triangle[i][0], triangle[i][1]);
}
ctx.closePath();
ctx.fillStyle = "White";
ctx.fill();
}
Boid.prototype.wrap = function(){
if(this.position.x < -this.r)
this.position.x = c.width + this.r;
else if(this.position.x > c.width + this.r)
this.position.x = -this.r;
if(this.position.y < -this.r)
this.position.y = c.height + this.r;
else if(this.position.y > c.height + this.r)
this.position.y = -this.r;
}
Boid.prototype.seperate = function(boids){
var desiredSeperation = 25.0;
var steer = [0,0];
var count = 0;
for(var i = 0; i < boids.length; i++){
var difference = sub(this.position, boids[i].position);
var d = Math.sqrt(Math.pow(difference[0],2), Math.pow(difference[1],2));
if(d < desiredSeperation){
var normalDiff = normalize(difference);
normalDiff = constantMult(normalDiff, 1/d);
steer = add(steer, normalDiff);
count++;
}
}
if(count > 0){
steer = constantMult(steer, 1/count);
steer = normalize(steer);
steer = constantMult(steer, this.maxSpeed);
steer = sub(steer, this.velocity);
steer = normalize(steer);
steer = constantMult(steer, this.maxForce);
}
return steer;
}
Boid.prototype.align = function(boids){
var neighborDistance = 50;
var sum = [0,0];
var count = 0;
for(var i = 0; i < boids.length; i++){
var difference = sub(this.position, boids[i].position);
var dist = Math.sqrt(Math.pow(difference[0],2), Math.pow(difference[1],2));
if(dist < neighborDistance){
sum = sum(sum, boids[i].velocity);
count++;
}
}
if(count > 0){
sum = constantMult(sum, 1/count);
sum = normalize(sum);
sum = constantMult(this.maxSpeed);
var steer = sub(sum, this.velocity);
steer = normalize(steer);
steer = constantMult(steer, this.maxForce);
return steer;
}
else
return [0,0];
}
Boid.prototype.cohesion = function(boids){
var neighborDistance = 50;
var sum = [0,0];
var count = 0;
for(var i = 0; i < boids.length; i++){
var difference = sub(this.position, boids[i].position);
var dist = Math.sqrt(Math.pow(difference[0],2), Math.pow(difference[1],2));
if(dist < neighborDistance){
sum = add(sum, boids[i].position);
count++;
}
}
if(count > 0){
sum = constantMult(sum, 1/count);
return this.seek(sum);
}
else
return [0,0];
}
//////////////////// HELPERS ///////////////////////
// returns the vector with the same direction as v but with magnitude 1 in the form [x,y]
// v is a vector in the form [x,y]
function normalize(v){
var magnitude = Math.sqrt(Math.pow(v[0],2) + Math.pow(v[1],2))
var normalX = v[0] / magnitude;
var normalY = v[1] / magnitude;
return [normalX, normalY];
}
function add(a,b){
var x = a[0]+b[0];
var y = a[1]+b[1];
return [x,y];
}
// returns a-b, [ax-bx, ay-by]
function sub(a,b){
var x = a[0]-b[0];
var y = a[1]-b[1];
return [x,y];
}
function mult(a,b){
var x = a[0]*b[0];
var y = a[1]*b[1];
return [x,y];
}
function constantMult(a, n){
for(var i = 0; i < a.length; i++){
a[i] *= n;
}
}
// creates an unscaled issoceles triangle centered at the origin
// returns a list of 3 lists, each containing the coordinates of a vertex, the first being the tip
// ie. [ [x1,y1], [x2,y2], [x3,y3] ]
// heading is a vector describing the direction of the triangle in the form [x,y]
// heading does not need to be normalized
function drawTriangle(heading){
heading = normalize(heading);
var v1 = [1,0];
var v2 = [-1, .5];
var v3 = [-1,-.5];
var thetaX = Math.acos(heading[0]);
var thetaY = Math.asin(heading[1]);
var theta;
if(thetaX >= 0)
theta = (Math.PI / 2) - thetaY;
else
theta = (Math.PI / 2) - thetaX;
function rotate(v){
var xp = (v[0] * Math.cos(theta)) - (v[1] * Math.sin(theta));
var yp = (v[1] * Math.cos(theta)) + (v[0] * Math.sin(theta));
return [xp, yp];
}
v1 = rotate(v1);
v2 = rotate(v2);
v3 = rotate(v3);
return [v1,v2,v3];
}
答案 0 :(得分:4)
将功能setup();
和draw();
移动到JavaScript文件的末尾。问题在于,函数addBoid()
并未提升到顶部,从而使setup();
和draw();
无法对其进行定义。
答案 1 :(得分:2)
您的函数声明在该块的顶部得到 hoisted 。
function Flock(){
this.boids = [];
}
在为原型添加属性时,这些属性不适合吊装,就像在声明变量之前访问变量(让声明的cause var可以吊装)一样。
Flock.prototype.run = function(){
for(var i = 0; i < this.boids.length; i++){
this.boids[i].run(this.boids);
}
}
Flock.prototype.addBoid = function(b){
this.boids.push(b);
}
在调用flock.addBoid
之前添加上述几行,即将setup
和draw
调用移至Javascript的结尾
//////////////////// SETUP ///////////////////////
var flock;
var ctx;
var c;
//////////////////// FLOCK ///////////////////////
function Flock(){
this.boids = [];
}
Flock.prototype.run = function(){
for(var i = 0; i < this.boids.length; i++){
this.boids[i].run(this.boids);
}
}
Flock.prototype.addBoid = function(b){
this.boids.push(b);
}
function setup(){
c = document.getElementById("boidCanvas");
ctx = c.getContext("2d");
flock = new Flock();
for(var i = 0; i < 100; i++){
var b = new Boid(ctx.width / 2, ctx.height / 2);
flock.addBoid(b);
}
}
function draw() {
ctx.fillStyle = "Blue";
ctx.fillRect(0,0,c.width,c.height);
//flock.run()
}
//////////////////// BOID ///////////////////////
function Boid(setx,sety){
this.acceleration = { x:0, y:0 };
this.velocity = { x:Math.floor(Math.random()*3)-1, y:Math.floor(Math.random()*3)-1 };
this.position = { x:setx, y:sety };
this.r = 3;
this.maxSpeed = 3;
this.maxForce = .05;
}
Boid.prototype.run = function(boids){
this.evaluate(boids);
this.update();
this.wrap();
this.render();
}
// force is a vector [x,y]
Boid.prototype.applyForce = function(force){
this.acceleration.x += force[0];
this.acceleration.y += force[1];
}
Boid.prototype.evaluate = function(boids){
var seperate = this.seperate(boids);
var align = this.align(boids);
var cohesion = this.cohesion(boids);
// Arbitrary Weights
seperate *= 1.5;
align *= 1.0;
cohesion *= 1.0;
this.applyForce(seperate);
this.applyForce(align);
this.applyForce(cohesion);
}
Boid.prototype.update = function(){
//update velocity
this.velocity += this.acceleration;
//fix velocity to max speed
var normal = normalize([this.velocity.x, this.velocity.y]);
this.velocity = constantMult(normal, this.maxSpeed);
//update position
this.position.x += this.velocity.x;
this.position.y += this.velocity.y;
//reset acceleration;
this.acceleration.x = 0;
this.acceleration.y = 0;
}
// target is a vector [x,y]
Boid.prototype.seek = function(target){
var desired = sub(target, [this.position.x, this.position.y]);
var normal = normalize(desired);
desired = constantMult(normal, this.maxSpeed);
var steer = sub(desired,[this.velocity.x, this.velocity.y])
normal = normalize(steer);
steer[0] = normal[0] * this.maxForce;
steer[1] = normal[1] * this.maxForce;
return steer;
}
Boid.prototype.render = function(){
var triangle = drawTriangle(this.velocity);
for(var i = 0; i < triangle.length; i++){
triangle[i] = constantMult(triangle[i], this.r);
}
for(i = 0; i < triangle.length; i++){
triangle[i] = add(triangle[i], this.position);
}
ctx.beginPath();
ctx.moveTo(triangle[0][0], triangle[0][1]);
for(i = 1; i < triangle.length; i++){
ctx.lineTo(triangle[i][0], triangle[i][1]);
}
ctx.closePath();
ctx.fillStyle = "White";
ctx.fill();
}
Boid.prototype.wrap = function(){
if(this.position.x < -this.r)
this.position.x = c.width + this.r;
else if(this.position.x > c.width + this.r)
this.position.x = -this.r;
if(this.position.y < -this.r)
this.position.y = c.height + this.r;
else if(this.position.y > c.height + this.r)
this.position.y = -this.r;
}
Boid.prototype.seperate = function(boids){
var desiredSeperation = 25.0;
var steer = [0,0];
var count = 0;
for(var i = 0; i < boids.length; i++){
var difference = sub(this.position, boids[i].position);
var d = Math.sqrt(Math.pow(difference[0],2), Math.pow(difference[1],2));
if(d < desiredSeperation){
var normalDiff = normalize(difference);
normalDiff = constantMult(normalDiff, 1/d);
steer = add(steer, normalDiff);
count++;
}
}
if(count > 0){
steer = constantMult(steer, 1/count);
steer = normalize(steer);
steer = constantMult(steer, this.maxSpeed);
steer = sub(steer, this.velocity);
steer = normalize(steer);
steer = constantMult(steer, this.maxForce);
}
return steer;
}
Boid.prototype.align = function(boids){
var neighborDistance = 50;
var sum = [0,0];
var count = 0;
for(var i = 0; i < boids.length; i++){
var difference = sub(this.position, boids[i].position);
var dist = Math.sqrt(Math.pow(difference[0],2), Math.pow(difference[1],2));
if(dist < neighborDistance){
sum = sum(sum, boids[i].velocity);
count++;
}
}
if(count > 0){
sum = constantMult(sum, 1/count);
sum = normalize(sum);
sum = constantMult(this.maxSpeed);
var steer = sub(sum, this.velocity);
steer = normalize(steer);
steer = constantMult(steer, this.maxForce);
return steer;
}
else
return [0,0];
}
Boid.prototype.cohesion = function(boids){
var neighborDistance = 50;
var sum = [0,0];
var count = 0;
for(var i = 0; i < boids.length; i++){
var difference = sub(this.position, boids[i].position);
var dist = Math.sqrt(Math.pow(difference[0],2), Math.pow(difference[1],2));
if(dist < neighborDistance){
sum = add(sum, boids[i].position);
count++;
}
}
if(count > 0){
sum = constantMult(sum, 1/count);
return this.seek(sum);
}
else
return [0,0];
}
//////////////////// HELPERS ///////////////////////
// returns the vector with the same direction as v but with magnitude 1 in the form [x,y]
// v is a vector in the form [x,y]
function normalize(v){
var magnitude = Math.sqrt(Math.pow(v[0],2) + Math.pow(v[1],2))
var normalX = v[0] / magnitude;
var normalY = v[1] / magnitude;
return [normalX, normalY];
}
function add(a,b){
var x = a[0]+b[0];
var y = a[1]+b[1];
return [x,y];
}
// returns a-b, [ax-bx, ay-by]
function sub(a,b){
var x = a[0]-b[0];
var y = a[1]-b[1];
return [x,y];
}
function mult(a,b){
var x = a[0]*b[0];
var y = a[1]*b[1];
return [x,y];
}
function constantMult(a, n){
for(var i = 0; i < a.length; i++){
a[i] *= n;
}
}
// creates an unscaled issoceles triangle centered at the origin
// returns a list of 3 lists, each containing the coordinates of a vertex, the first being the tip
// ie. [ [x1,y1], [x2,y2], [x3,y3] ]
// heading is a vector describing the direction of the triangle in the form [x,y]
// heading does not need to be normalized
function drawTriangle(heading){
heading = normalize(heading);
var v1 = [1,0];
var v2 = [-1, .5];
var v3 = [-1,-.5];
var thetaX = Math.acos(heading[0]);
var thetaY = Math.asin(heading[1]);
var theta;
if(thetaX >= 0)
theta = (Math.PI / 2) - thetaY;
else
theta = (Math.PI / 2) - thetaX;
function rotate(v){
var xp = (v[0] * Math.cos(theta)) - (v[1] * Math.sin(theta));
var yp = (v[1] * Math.cos(theta)) + (v[0] * Math.sin(theta));
return [xp, yp];
}
v1 = rotate(v1);
v2 = rotate(v2);
v3 = rotate(v3);
return [v1,v2,v3];
}
setup();
draw();