这是我试图使更新停止运行的代码段,以便可以在画布上放置一个点。当我尝试putPoint
返回return时clicked = true
,无论是否单击,它都使clicked等于true。我只想在单击时返回true。
var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext("2d");
//canvas.width = window.innerWidth;
//canvas.height = window.innerHeight;
var radius = 2;
var dragging = false; // wether or not the mouse button is held down
ctx.lineWidth = radius * 2;
var canvasPos = getPosition(canvas);
var mouseX = 0;
var mouseY = 0;
var clicked = false;
// here is where I declare clicked = true globally
function update() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.beginPath();
ctx.arc(mouseX, mouseY, radius, 0, 2 * Math.PI, true);
ctx.fill();
requestAnimationFrame(update);
}
canvas.addEventListener("mousemove", setMousePosition, false);
function setMousePosition(e) {
mouseX = e.clientX;
mouseY = e.clientY;
}
//console.log("before update " + clicked);
if (clicked != true) {
update();
//console.log("inside update " +clicked);
}
// here is the code I want to stop when I click
//console.log("after update " + clicked);
function putPoint() {
//e.clientX and e.clientY get the mouse position
ctx.beginPath();
//e.clientX and e.clientY get the mouse position
ctx.arc(mouseX - 10, mouseY - 10, radius, 0, Math.PI * 2);
//ctx.arc(e.offsetX, e.offsetY, radius, 0, Math.PI * 2);
ctx.fill();
//console.log("inside putPoint " + clicked);
}
//putPoint puts a dot on the canvas at the mouse position. But it wont fire unless
//I stop update, which tracks my dot.
//console.log("after putPoint " + clicked);
canvas.addEventListener("mousedown", putPoint);
//console.log(putPoint());
//console.log(clicked);
function getPosition(el) {
var xPosition = 0;
var yPosition = 0;
while (el) {
xPosition += (el.offsetLeft - el.scrollLeft + el.clientLeft);
yPosition += (el.offsetTop - el.scrollTop + el.clientTop);
el = el.offsetParent;
}
return {
x: xPosition,
y: yPosition
};
}
<canvas id=myCanvas>
</canvas>
下面是该问题的较小复制。基本上,当我单击元素时,我试图将变量更新为true。但是当我在测试函数中返回true或什至将clicked设置为true时,无论是否单击,它仍显示为true。它不会动态改变。也许我使用了错误的事件?我不确定。
var clicked = false;
console.log(clicked);
function test () {
return true;
}
clicked = test();
console.log(clicked);
document.getElementsByTagName("h1")[0].addEventListener("mousedown", test);
我根据第一段的使用和未使用(例如,拖动变量)部分的线索进行推断,但是在我看来,您正在尝试绘制一个用鼠标跟踪的点,然后单击一下发生事件后,您想在鼠标之后开始拖动拖动点,直到释放该单击。
我认为您在执行不同的语句时会误解。在第二个代码段中,“测试”事件处理程序功能之外的所有语句仅执行一次。每次单击鼠标都会调用“测试”功能,但仅返回true且不会更改“已单击”的值。因此,该语句:
var clicked = false;
...以及以下声明:
clicked = test();
...每个只执行一次。这是一个简单的示例,向您展示如何跟踪该值的切换。尝试一次简单的单击,然后在释放前先按住一下第二秒钟以了解其想法。
var clicked = false;
var clickableArea = document.getElementById("clickable");
clickableArea.addEventListener('mousedown', function() {
clicked = true;
console.log('Clicked, value of clicked var: ' + clicked);
});
clickableArea.addEventListener('mouseup', function() {
clicked = false;
console.log('Released, value of clicked var: ' + clicked);
});
<div id="clickable">Click Me</div>
移动鼠标,然后单击并拖动鼠标。
var canvas, ctx;
var radius = 2;
var mouseX = 0;
var mouseY = 0;
var clicked = false;
var dragging = false;
// manages the drawing cycle
function putPoint() {
// clear the canvas if not dragging, or just before the first draw of a dragging cycle
if(!dragging) {
ctx.clearRect(0, 0, canvas.width, canvas.height);
}
dragging = clicked;
// draw
var offset = dragging ? 10 : 0;
ctx.beginPath();
ctx.arc(mouseX-offset, mouseY-offset, radius, 0, 2 * Math.PI, true);
ctx.fill();
// kick off another cycle
requestAnimationFrame(putPoint);
}
// event handlers
function trackMouse(e) {
mouseX = e.clientX;
mouseY = e.clientY;
}
function startedDragging() {
clicked = true;
}
function quitDragging() {
clicked = false;
dragging = false;
}
// only runs once when called below, sets things up, starts the drawing cycle
function start() {
canvas = document.getElementById("myCanvas");
ctx = canvas.getContext("2d");
ctx.lineWidth = radius * 2;
// attach events to handlers
canvas.addEventListener("mousemove", trackMouse, false);
canvas.addEventListener("mousedown", startedDragging);
canvas.addEventListener("mouseup", quitDragging);
requestAnimationFrame(putPoint);
}
start(); // calling start to kick things off
<canvas id="myCanvas">
</canvas>
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