2017-03-03 79 views
-1

代码说明:Car对象会根据鼠标位置定期更新其位置和方向。我是requestAnimationFrame函数,可以更平滑地渲染帧。我的程序有什么问题 - 短程序

问题: 当我在绘图函数中时,汽车对象的x和y坐标是NAN。 汽车不显示在画布上。

代码:

<!DOCTYPE html> 
<html> 
<head> 
<style type="text/css"> 
body { 
    overflow:hidden; 
} 
</style> 

</head> 
<body> 

<canvas id="myCanvas"> 
</canvas> 

<script> 

// requestAnimationFrame initialization with cross-browser compatibility 
(function(){ 
    var requestAnimationFrame = window.requestAnimationFrame || 
           window.mozRequestAnimationFrame || 
           window.webkitRequestAnimationFrame || 
           window.msRequestAnimationFrame; 
    window.requestAnimationFrame = requestAnimationFrame; 
})(); 



// canvas and context objects 
var myCanvas = document.getElementById("myCanvas"); 
myCanvas.width = window.innerWidth; 
myCanvas.height = window.innerHeight; 
var ctx = myCanvas.getContext("2d"); 
myCanvas.addEventListener('mousemove', updateMousePos, false); 


//mouse position coordinates 
var mousex; 
var mousey; 

//constructor for a Car object with methods to update position, orientation, and draw the car 
function Car(x, y, orientation, id, type) { 
    //x and y are the cooredinates of the center of a car object 
    this.x = x; 
    this.y = y; 
    this.type = type; 
    this.speed = 5; //default speed = 5 
    this.isAlive = 1; 
    this.stillExists = 1; 
    this.id = id; 
    this.orientation = orientation; 
    this.img = new Image(); 
    this.img.source = 'car1.png'; 
    this.img.width = 200; 
    this.img.height = 100; 

    //this method computes a new positin and orientation of our car. 
    this.updatePosAndOrien = function(){ 

     //caclcuate car orientation using mousex and mousey and x y position of our car using atan2 
     var targetX = mousex - this.x; 
     var targetY = mousey - this.y; 
     var trgtOrien = Math.atan2(targetY, targetX); 
     this.orientation = trgtOrien; 

     //calculate new positon of car using speed and current location of car 
     var dx = mousex -this.x; 
     var dy = mousey - this.y; 
     //distance between mouse and car 
     var distance = Math.sqrt(dx*dx + dy*dy); 

     //Now we compute xspeed and yspeed of car - which are displacements along x and y axis 
     var factor = distance/this.speed; 
     var xspeed = dx/factor; 
     var yspeed = dy/factor; 

     //set new positon of car 
     this.x = this.x + xspeed; 
     this.y = this.y+ yspeed; 
    }; 

    //draw method that draws the car on canvas 
    this.draw = function() { 
     this.img.x = this.x; 
     this.img.y = this.y; 
     this.img.orientation = this.orientation; 

     this.img.onload = function() { 

      ctx.save();//save context 
      //translate context origin to center of image 
      ctx.translate(Math.round(this.x), Math.round(this.y)); 
      ctx.rotate(this.orientation); //rotate context 
      ctx.drawImage(img, -(this.width/2), -(this.height/2), 
       this.width, this.height);//draw img 
      ctx.restore(); //restore context 
     } 
    }; 
} 

/*this function update mouse position upon mouse movement*/ 
function updateMousePos(evt) { 
    var rect = myCanvas.getBoundingClientRect(); 
    mousex = evt.clientX - rect.left; 
    mousey = evt.clientY - rect.top; 
    //log mouse position 
    console.log("mouse postion: "+mousex+", "+mousey); 
} 

//defining car and starting the rendering 
var ourCar = new Car(300, 400, 2, 111, 1); 
console.log("car: "+ourCar.x+", "+ourCar.y); 


/*This function draws everything using requestFrameAnimation(). */ 
function drawIt() { 
    // Use the identity matrix while clearing the canvas 
    ctx.setTransform(1, 0, 0, 1, 0, 0); 
    ctx.clearRect(0, 0, myCanvas.width, myCanvas.height); 

    //update orientation of player 
    ourCar.updatePosAndOrien(); 
    console.log("car in drawIt: "+ourCar.x+", "+ourCar.y); //prints NAN for both 

    //Draw car 
    console.log("drawing the car"); 
    ourCar.draw(); 

    requestAnimationFrame(drawIt); 
} 

//start rendering 
requestAnimationFrame(drawIt); 


</script> 
</body> 
</html> 
+0

在'ctx.drawImage(IMG, - (this.width/2), - (this.height/2),this.width,this.height);'你使用未定义的'img'变量而不是'this.img'。 – Xufox

+0

疯狂的猜测:'mousex'和'mousey'是'undefined'这将导致'NaN's遍布'updatePosAndOrien()' – Thomas

回答

1

有几件事情会在这里的...

首先,requestAnimationFrame(drawIt)运行在页面加载。如果鼠标还没有移动,那么mousex和mousey是NaN。此外,drawIt会继续调用它自己,所以如果你看看控制台,它只会重复NaN。我不确定你的目标是什么,但是你可能想要检查ourCar.x和ourCar.y的有效值,如果没有任何设置,请返回。

至于图片,首先像xufox说的,你使用的是img而不是this.img。但是,由于此时您处于函数内部,因此您不想使用它,因为它指的是实际的img标记本身。您应该在该功能之外设置一个变量并将其设置为与此相同。

其次,为了让img.onload触发,你需要设置图像的src属性。

JS小提琴和下面的代码与评论和控制台消息来说明,以及为了使它工作的更新,您可能需要重构您的需求。

https://jsfiddle.net/2dd4rv9u/

// canvas and context objects 
var myCanvas = document.getElementById("myCanvas"); 
myCanvas.width = window.innerWidth; 
myCanvas.height = window.innerHeight; 
var ctx = myCanvas.getContext("2d"); 
myCanvas.addEventListener('mousemove', updateMousePos, false); 

//mouse position coordinates 
var mousex; 
var mousey; 

//constructor for a Car object with methods to update position, orientation, and draw the car 
function Car(x, y, orientation, id, type) { 
    //x and y are the cooredinates of the center of a car object 
    this.x = x; 
    this.y = y; 
    this.type = type; 
    this.speed = 5; //default speed = 5 
    this.isAlive = 1; 
    this.stillExists = 1; 
    this.id = id; 
    this.orientation = orientation; 
    this.img = new Image(); 
    this.img.source = 'http://www.iconsdb.com/icons/preview/black/car-xxl.png'; 
    this.img.width = 200; 
    this.img.height = 100; 

    //this method computes a new positin and orientation of our car. 
    this.updatePosAndOrien = function(){ 

     //caclcuate car orientation using mousex and mousey and x y position of our car using atan2 
     var targetX = mousex - this.x; 
     var targetY = mousey - this.y; 
     var trgtOrien = Math.atan2(targetY, targetX); 
     this.orientation = trgtOrien; 

     //calculate new positon of car using speed and current location of car 
     var dx = mousex -this.x; 
     var dy = mousey - this.y; 
     //distance between mouse and car 
     var distance = Math.sqrt(dx*dx + dy*dy); 

     //Now we compute xspeed and yspeed of car - which are displacements along x and y axis 
     var factor = distance/this.speed; 
     var xspeed = dx/factor; 
     var yspeed = dy/factor; 

     //set new positon of car 
     this.x = this.x + xspeed; 
     this.y = this.y+ yspeed; 
    }; 

    //draw method that draws the car on canvas 
    this.draw = function() { 
     this.img.x = this.x; 
     this.img.y = this.y; 
     this.img.orientation = this.orientation; 
     var self = this; 

     this.img.onload = function() { 
      console.log('DRAWING'); 
      console.log(this); 
      console.log(this.img); 
      console.log(self.img.x); 

      ctx.save();//save context 
      //translate context origin to center of image 
      ctx.translate(Math.round(self.x), Math.round(self.y)); 
      ctx.rotate(self.orientation); //rotate context 

      // I set these to 0 because I didn't check the math and wanted to show 
      // that the car would draw 
      ctx.drawImage(self.img, 0, 0);//draw img 
      ctx.restore(); //restore context 
     } 

     this.img.src = this.img.source; 
    }; 
} 

/*this function update mouse position upon mouse movement*/ 
function updateMousePos(evt) { 
    var rect = myCanvas.getBoundingClientRect(); 
    mousex = evt.clientX - rect.left; 
    mousey = evt.clientY - rect.top; 
    //log mouse position 
    console.log("mouse postion: "+mousex+", "+mousey); 
} 

//defining car and starting the rendering 
var ourCar = new Car(300, 400, 2, 111, 1); 
console.log("car: "+ourCar.x+", "+ourCar.y); 


/*This function draws everything using requestFrameAnimation(). */ 
function drawIt() { 
    if (isNaN(ourCar.x)) return; 

    // Use the identity matrix while clearing the canvas 
    ctx.setTransform(1, 0, 0, 1, 0, 0); 
    ctx.clearRect(0, 0, myCanvas.width, myCanvas.height); 

    //update orientation of player 
    ourCar.updatePosAndOrien(); 
    console.log("car in drawIt: "+ourCar.x+", "+ourCar.y); //prints NAN for both 

    //Draw car 
    console.log("drawing the car"); 
    ourCar.draw(); 

    requestAnimationFrame(drawIt); 
} 

//start rendering 
requestAnimationFrame(drawIt); 
+0

感谢您的帮助。 –