canvas2d:cancelAnimationFrame 不工作
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【中文标题】canvas2d:cancelAnimationFrame 不工作【英文标题】:canvas2d: cancelAnimationFrame is not working 【发布时间】:2021-10-07 08:07:49 【问题描述】:问题
一旦蜂巢的每个项目移动到其结束位置(动画通过单击六边形开始),它就会触发stop()
。到目前为止,这有效。问题是stop()
在无限循环中被调用(请参阅控制台日志记录stop
),在我看来,cancelAnimationFrame
似乎不起作用。
目标
一旦蜂窝的每个项目移动到其结束位置,动画应该停止,因为无论如何都没有任何移动了。再次单击后,每个项目都会再次折叠到中间(与打开动画正好相反),有点像切换。
const canvas = document.querySelector('canvas');
const ctx = canvas.getContext("2d");
const hexagonArray = [];
var raf;
const items = [
heading: "Lorem Ipsum",
subheading: "dolor sit amet",
,
heading: "Lorem Ipsum",
subheading: "dolor sit amet",
,
heading: "Lorem Ipsum",
subheading: "dolor sit amet",
,
heading: "Lorem Ipsum",
subheading: "dolor sit amet",
,
heading: "Lorem Ipsum",
subheading: "dolor sit amet",
,
heading: "Lorem Ipsum",
subheading: "dolor sit amet",
,
heading: "Lorem Ipsum",
subheading: "dolor sit amet",
,
];
class Hexagon
constructor(heading, subheading, idx)
this.idx = idx;
this.sixtyDeg = Math.PI * 2 / 6;
this.radius = 80;
this.gap = 1.9;
this.fromX = canvas.width / 2;
this.fromY = canvas.height / 2;
this.toX = this.fromX + this.gap * this.radius * Math.sin(this.sixtyDeg * idx);
this.toY = this.fromY + this.gap * this.radius * Math.cos(this.sixtyDeg * idx);
this.x = this.fromX;
this.y = this.fromY;
this.frames = 100;
this.frame = 0;
this.speedX = this.toX / this.frames;
this.speedY = this.toY / this.frames;
this.isCurrent = false;
this.heading = heading;
this.subheading = subheading;
draw()
const sixtyDeg, radius, x, y, idx = this;
// ctx.fillStyle = "red";
// ctx.fillText(`no.$idx`, x, y);
ctx.beginPath();
for (let i = 0; i < 6; i++)
ctx.lineTo(
x + radius * Math.cos(sixtyDeg * i),
y + radius * Math.sin(sixtyDeg * i)
);
ctx.closePath();
ctx.fill();
update(shouldOpen)
this.x = expEaseInOut(
this.frame,
this.fromX,
this.toX - this.fromX,
this.frames
);
this.y = expEaseInOut(
this.frame,
this.fromY,
this.toY - this.fromY,
this.frames
);
if (
(shouldOpen ? this.frame < this.frames : this.frame > this.frames)
&& this.idx !== 0
)
this.frame = shouldOpen
? this.frame + 1 // open
: this.frame - 1; // close
else if (this.idx !== 0)
stop();
this.draw();
toggle()
let toggle = false;
this.update(!toggle);
toggle = !toggle;
function animate()
ctx.clearRect(0, 0, canvas.width, canvas.height);
hexagonArray.forEach((hexagon) =>
hexagon.toggle();
);
raf = window.requestAnimationFrame(animate);
function stop()
console.log('stop');
window.cancelAnimationFrame(raf);
canvas.addEventListener('click', function (event)
const
clientX,
clientY
= event;
hexagonArray.some((hexagon) =>
const isInRange = (
inRange(clientX, hexagon.x - hexagon.radius, hexagon.x + hexagon.radius)
&& inRange(clientY, hexagon.y - hexagon.radius, hexagon.y + hexagon.radius)
);
if (isInRange)
raf = window.requestAnimationFrame(animate);
return true;
);
);
function init()
items.forEach(( heading, subheading , idx) =>
hexagonArray.push(new Hexagon(heading, subheading, idx));
);
hexagonArray.forEach((hexagon) =>
hexagon.draw();
);
init();
/** -------------------------------------------------------------------------------- */
/** -------------------------------------------------------------------------------- */
/** -------------------------------------------------------------------------------- */
window.addEventListener('resize', function()
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
ctx.clearRect(0, 0, canvas.width, canvas.height);
init();
);
function expEaseInOut(frame, initPos, distance, frames)
frame /= frames / 2;
if (frame < 1) return distance/2 * Math.pow( 2, 10 * (frame - 1) ) + initPos;
frame--;
return distance/2 * ( -Math.pow( 2, -10 * frame) + 2 ) + initPos;
;
function inRange(n, min, max)
return ((n-min)*(n-max) <= 0);
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<script async src="index.js"></script>
<title>canvas2d</title>
</head>
<body>
<style>
body
min-width: 100vw;
min-height: 100vh;
background-color: lightgray;
canvas
background-color: gray;
</style>
<canvas
></canvas>
</body>
</html>
【问题讨论】:
您的变量raf
用于存储两个不同的id,但它显然只能指向其中一个。你将无法清除第一个。但您可能更喜欢存储一个全局布尔标志,并在再次调用 rAF 之前检查该标志是否打开。
【参考方案1】:
实际上问题是您在之后再次调用requestAnimationFrame,因此它一直在循环。
function animate()
ctx.clearRect(0, 0, canvas.width, canvas.height);
// You're updating the 6 hexagons & calling "cancelAnimationFrame" in here
hexagonArray.forEach((hexagon) =>
hexagon.toggle();
);
// BUT... you call the animation again just after, so it keeps looping
raf = window.requestAnimationFrame(animate);
如果您在更新逻辑和绘图之前调用动画,它不会循环
function animate()
raf = window.requestAnimationFrame(animate);
ctx.clearRect(0, 0, canvas.width, canvas.height);
hexagonArray.forEach((hexagon) =>
hexagon.toggle();
);
const canvas = document.querySelector('canvas');
const ctx = canvas.getContext("2d");
const hexagonArray = [];
let raf;
const items = [
heading: "Lorem Ipsum",
subheading: "dolor sit amet",
,
heading: "Lorem Ipsum",
subheading: "dolor sit amet",
,
heading: "Lorem Ipsum",
subheading: "dolor sit amet",
,
heading: "Lorem Ipsum",
subheading: "dolor sit amet",
,
heading: "Lorem Ipsum",
subheading: "dolor sit amet",
,
heading: "Lorem Ipsum",
subheading: "dolor sit amet",
,
heading: "Lorem Ipsum",
subheading: "dolor sit amet",
,
];
class Hexagon
constructor(heading, subheading, idx)
this.idx = idx;
this.sixtyDeg = Math.PI * 2 / 6;
this.radius = 80;
this.gap = 1.9;
this.fromX = canvas.width / 2;
this.fromY = canvas.height / 2;
this.toX = this.fromX + this.gap * this.radius * Math.sin(this.sixtyDeg * idx);
this.toY = this.fromY + this.gap * this.radius * Math.cos(this.sixtyDeg * idx);
this.x = this.fromX;
this.y = this.fromY;
this.frames = 100;
this.frame = 0;
this.speedX = this.toX / this.frames;
this.speedY = this.toY / this.frames;
this.isCurrent = false;
this.heading = heading;
this.subheading = subheading;
draw()
const sixtyDeg, radius, x, y, idx = this;
// ctx.fillStyle = "red";
// ctx.fillText(`no.$idx`, x, y);
ctx.beginPath();
for (let i = 0; i < 6; i++)
ctx.lineTo(
x + radius * Math.cos(sixtyDeg * i),
y + radius * Math.sin(sixtyDeg * i)
);
ctx.closePath();
ctx.fill();
update(shouldOpen)
this.x = expEaseInOut(
this.frame,
this.fromX,
this.toX - this.fromX,
this.frames
);
this.y = expEaseInOut(
this.frame,
this.fromY,
this.toY - this.fromY,
this.frames
);
if (
(shouldOpen ? this.frame < this.frames : this.frame > this.frames)
&& this.idx !== 0
)
this.frame = shouldOpen
? this.frame + 1 // open
: this.frame - 1; // close
else if (this.idx !== 0)
stop();
this.draw();
toggle()
let toggle = false;
this.update(!toggle);
toggle = !toggle;
function animate()
raf = window.requestAnimationFrame(animate);
ctx.clearRect(0, 0, canvas.width, canvas.height);
hexagonArray.forEach((hexagon) =>
hexagon.toggle();
);
function stop()
console.log('stop');
window.cancelAnimationFrame(raf);
canvas.addEventListener('click', function (event)
const
clientX,
clientY
= event;
hexagonArray.some((hexagon) =>
const isInRange = (
inRange(clientX, hexagon.x - hexagon.radius, hexagon.x + hexagon.radius)
&& inRange(clientY, hexagon.y - hexagon.radius, hexagon.y + hexagon.radius)
);
if (isInRange)
raf = window.requestAnimationFrame(animate);
return true;
);
);
function init()
items.forEach(( heading, subheading , idx) =>
hexagonArray.push(new Hexagon(heading, subheading, idx));
);
hexagonArray.forEach((hexagon) =>
hexagon.draw();
);
init();
/** -------------------------------------------------------------------------------- */
/** -------------------------------------------------------------------------------- */
/** -------------------------------------------------------------------------------- */
window.addEventListener('resize', function()
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
ctx.clearRect(0, 0, canvas.width, canvas.height);
init();
);
function expEaseInOut(frame, initPos, distance, frames)
frame /= frames / 2;
if (frame < 1) return distance/2 * Math.pow( 2, 10 * (frame - 1) ) + initPos;
frame--;
return distance/2 * ( -Math.pow( 2, -10 * frame) + 2 ) + initPos;
;
function inRange(n, min, max)
return ((n-min)*(n-max) <= 0);
body
min-width: 100vw;
min-height: 100vh;
background-color: lightgray;
canvas
background-color: gray;
<canvas width="440" height="440"></canvas>
【讨论】:
你完全正确!修复了问题。非常感谢!以上是关于canvas2d:cancelAnimationFrame 不工作的主要内容,如果未能解决你的问题,请参考以下文章