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我正在使用canvas創建一個頁面加載器,並使用es6類......雖然目前我無法使它正常工作..其中一個原因是我無法找到一種方法來清除帆布在進展中。有沒有辦法從畫布中清除某個元素而不消除其他元素?
這是我到目前爲止的代碼:
class Loader {
constructor (width, height) {
this.width = width
this.height = height
}
_init() {
this._createCanvas()
this._bindEvents()
}
// create canvas
_createCanvas() {
this.canvas = document.createElement("canvas")
document.body.appendChild(this.canvas)
this.canvas.id = "canvas"
this.canvas.width = loader.width
this.canvas.height = loader.height
}
_throttle (callback, delay) {
let last
let timer
return function() {
let context = this
let now = +new Date()
let args = arguments
if (last && now < last + delay) {
clearTimeout(timer)
timer = setTimeout(function() {
last = now
callback.apply(context, args)
}, delay)
} else {
last = now
callback.apply(context, args)
}
}
}
// resize canvas
_resizeCanvas() {
// resize canvas
var canvasRatio = this.canvas.height/this.canvas.width;
var windowRatio = window.innerHeight/window.innerWidth;
var width;
var height;
if (windowRatio < canvasRatio) {
height = window.innerHeight;
width = height/canvasRatio;
} else {
width = window.innerWidth;
height = width * canvasRatio;
}
this.canvas.width = width
this.canvas.height = height
}
_bindEvents() {
// create events listeners
this.resizeCanvas = this._throttle(function (event) {
this._resizeCanvas()
}.bind(this), 250)
window.addEventListener('resize', this.resizeCanvas, false)
}
_unbindEvents() {
// remove events listeners
window.removeEventListener('resize', this.resizeCanvas, false)
}
}
class Snake {
constructor(options = {}) {
this.options = {
x: options.x,
y: options.y,
height: options.height,
width: options.width,
isMoving: options.isMoving || false,
hasDispatched: options.hasDispatched || false,
nextSnakeCallback: options.nextSnakeCallback || null,
speed: options.speed || 4
}
}
_init() {
this._drawSnake()
}
start() {
this.options.isMoving = true;
}
reset() {
this.options.hasDispatched = false;
}
setNextSnakeCallback (callback) {
this.options.nextSnakeCallback = callback;
}
_drawSnake() {
this.canvas = document.getElementById("canvas")
this.ctx = this.canvas.getContext("2d")
this.ctx.beginPath()
this.ctx.rect(
this.options.x,
this.options.y,
this.options.width,
this.options.height)
this.ctx.fillStyle = "#f44242"
this.ctx.fill()
}
_clearSnake() {
this.ctx.clearRect(this.options.x, this.options.y, this.options.width, this.options.height);
}
}
class SnakeTop extends Snake {
constructor (options) {
super(options)
}
_init() {
super._drawSnake()
this._moveSnakeToRight()
super._clearSnake()
}
reset() {
this.options.x = this.options.height;
}
_moveSnakeToRight() {
if(this.options.isMoving){
this._clearSnake()
this._drawSnake()
if(this.options.x > loader.width - this.options.width && !this.options.hasDispatched){
this.options.hasDispatched = true;
if(this.options.nextSnakeCallback) {
this.setNextSnakeCallback()
}
} else if(this.options.x >= loader.width){
this.options.isMoving = false;
}
this.options.x += this.options.speed
}
window.requestAnimationFrame(this._moveSnakeToRight.bind(this));
}
}
class SnakeRight extends Snake {
constructor (options = {}) {
super(options)
}
_init() {
super._drawSnake()
this._moveSnakeDown()
super._clearSnake()
}
_moveSnakeDown() {
if(this.options.isMoving) {
this._clearSnake()
this._drawSnake()
if(this.options.y > loader.height - this.options.height && !this.options.hasDispatched){
this.options.hasDispatched = true;
if(this.options.nextSnakeCallback) {
this.setNextSnakeCallback()
}
} else if (this.options.y > loader.height) {
this.options.isMoving = false
}
this.options.y += this.options.speed
}
window.requestAnimationFrame(this._moveSnakeDown.bind(this));
}
}
class SnakeBottom extends Snake {
constructor (options = {}) {
super(options)
}
_init() {
super._drawSnake()
this._moveSnakeToLeft()
super._clearSnake()
}
_moveSnakeToLeft() {
if (this.options.isMoving) {
this._clearSnake()
this._drawSnake()
if(this.options.x < 0 && !this.options.hasDispatched){
this.options.hasDispatched = true
if(this.options.nextSnakeCallback) {
this.setNextSnakeCallback()
}
} else if (this.options.x < this.options.width) {
this.options.isMoving = false
}
this.options.x -= this.options.speed
}
window.requestAnimationFrame(this._moveSnakeToLeft.bind(this));
}
}
class SnakeLeft extends Snake {
constructor(options = {}) {
super(options)
}
_init() {
super._drawSnake()
this._moveSnakeUp()
super._clearSnake()
}
_moveSnakeUp() {
if(this.options.isMoving) {
this._clearSnake()
this._drawSnake()
if(this.options.y < 0 && !this.options.hasDispatched) {
this.options.hasDispatched = true
if(this.options.nextSnakeCallback) {
this.setNextSnakeCallback()
}
} else if (this.options.y > - this.canvas.height) {
this.options.isMoving = false
}
this.options.y -= this.options.speed
}
window.requestAnimationFrame(this._moveSnakeUp.bind(this));
}
}
// defining the elements on the DOM
let loader = new Loader (600, 600)
loader._init()
//CREATE SNAKES
let snakeT = new SnakeTop ({
x: - 300,
y: 0,
height: 20,
width: 300
})
snakeT._init()
//ASSIGN NEXT SNAKE callback
snakeT.setNextSnakeCallback (()=>{
snakeR.reset();
snakeR.start();
});
//START FIRST SNAKE
snakeT.start();
等建設其他3個元素。
你可以從的jsfiddle看,我的功能drawSnake()保留後的其他
https://jsfiddle.net/ombqfzjq/
在我的研究,我發現,清除矩形溺水的矩形,而不是使用
ctx.clearRect(0,0,canvasWidth,canvasHeight);
,清理畫布,我可以使用
ctx.clearRect(square.x,square.y,square.w,square.h);
應該代替清潔EA ch單個矩形... 因此,在我的班級中,我建立了_clearSnake()函數,然後在需要時將其調用到我的子類。
我的邏輯有什麼問題?我如何改進我的代碼?
謝謝..有效! –