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为什么小球的渲染要放到render函数,不能放到addballs函数里面吗


var WINDOW_WIDTH = 1024;

var WINDOW_HEIGHT = 768;

var RADIUS = 8;

var MARGIN_TOP = 60;

var MARGIN_LEFT = 30;


//var endTime = new Date();

//endTime.setTime( endTime.getTime() + 3600*1000 )

var curShowTimeSeconds = 0;


var balls = [];

const colors = ["#33B5E5","#0099CC","#AA66CC","#9933CC","#99CC00","#669900","#FFBB33","#FF8800","#FF4444","#CC0000"];


window.onload = function(){


    WINDOW_WIDTH = document.body.clientWidth;

    WINDOW_HEIGHT = document.body.clientHeight;


    MARGIN_LEFT = Math.round(WINDOW_WIDTH / 10);

    RADIUS = Math.round(WINDOW_WIDTH * 4 / 5 / 108) - 1;


    MARGIN_TOP = Math.round(WINDOW_HEIGHT / 5);


    var canvas = document.getElementById('canvas');

    var context = canvas.getContext("2d");


    canvas.width = WINDOW_WIDTH;

    canvas.height = WINDOW_HEIGHT;


    curShowTimeSeconds = getCurrentShowTimeSeconds();

    setInterval(

        function(){

            render( context );

            update();

        }

        ,

        30

    );

}


function getCurrentShowTimeSeconds() {

    var curTime = new Date();

    var ret = curTime.getHours() * 3600 + curTime.getMinutes() * 60 + curTime.getSeconds();


    return ret;

}


function update(){


    var nextShowTimeSeconds = getCurrentShowTimeSeconds();


    var nextHours = parseInt( nextShowTimeSeconds / 3600);

    var nextMinutes = parseInt( (nextShowTimeSeconds - nextHours * 3600)/60 );

    var nextSeconds = nextShowTimeSeconds % 60;


    var curHours = parseInt( curShowTimeSeconds / 3600);

    var curMinutes = parseInt( (curShowTimeSeconds - curHours * 3600)/60 );

    var curSeconds = curShowTimeSeconds % 60;


    if( nextSeconds != curSeconds ){

        if( parseInt(curHours/10) != parseInt(nextHours/10) ){

            addBalls( MARGIN_LEFT + 0 , MARGIN_TOP , parseInt(curHours/10) );

        }

        if( parseInt(curHours%10) != parseInt(nextHours%10) ){

            addBalls( MARGIN_LEFT + 15*(RADIUS+1) , MARGIN_TOP , parseInt(curHours/10) );

        }


        if( parseInt(curMinutes/10) != parseInt(nextMinutes/10) ){

            addBalls( MARGIN_LEFT + 39*(RADIUS+1) , MARGIN_TOP , parseInt(curMinutes/10) );

        }

        if( parseInt(curMinutes%10) != parseInt(nextMinutes%10) ){

            addBalls( MARGIN_LEFT + 54*(RADIUS+1) , MARGIN_TOP , parseInt(curMinutes%10) );

        }


        if( parseInt(curSeconds/10) != parseInt(nextSeconds/10) ){

            addBalls( MARGIN_LEFT + 78*(RADIUS+1) , MARGIN_TOP , parseInt(curSeconds/10) );

        }

        if( parseInt(curSeconds%10) != parseInt(nextSeconds%10) ){

            addBalls( MARGIN_LEFT + 93*(RADIUS+1) , MARGIN_TOP , parseInt(nextSeconds%10) );

        }


        curShowTimeSeconds = nextShowTimeSeconds;

    }


    updateBalls();


    // console.log( balls.length);

}


function updateBalls(){


    for( var i = 0 ; i < balls.length ; i ++ ){


        balls[i].x += balls[i].vx;


    var c = 1.0;

if( balls[i].y + RADIUS + balls[i].vy >= WINDOW_HEIGHT ){

   c = ( WINDOW_HEIGHT - (balls[i].y+ RADIUS) ) / balls[i].vy;

   // console.log( c );

}

        

balls[i].y += balls[i].vy;

balls[i].vy += c * balls[i].g;;


        if( balls[i].y >= WINDOW_HEIGHT-RADIUS ){

            balls[i].y = WINDOW_HEIGHT-RADIUS;

      balls[i].vy = - Math.abs(balls[i].vy)*0.75;

        }

    }


    var cnt = 0

    for( var i = 0 ; i < balls.length ; i ++ )

        if( balls[i].x + RADIUS > 0 && balls[i].x -RADIUS < WINDOW_WIDTH )

            balls[cnt++] = balls[i]


    while( balls.length > cnt ){

        balls.pop();

    }

}


function addBalls( x , y , num ){


    for( var i = 0  ; i < digit[num].length ; i ++ )

        for( var j = 0  ; j < digit[num][i].length ; j ++ )

            if( digit[num][i][j] == 1 ){

                var aBall = {

                    x:x+j*2*(RADIUS+1)+(RADIUS+1),

                    y:y+i*2*(RADIUS+1)+(RADIUS+1),

                    g:1.5+Math.random(),

                    vx:Math.pow( -1 , Math.ceil( Math.random()*1000 ) ) * 4,

                    vy:-5,

                    color: colors[ Math.floor( Math.random()*colors.length ) ]

                }


                balls.push( aBall )

            }

}


function render( cxt ){


    cxt.clearRect(0,0,WINDOW_WIDTH, WINDOW_HEIGHT);


    // var hours = parseInt( curShowTimeSeconds / 3600);

    // var minutes = parseInt( (curShowTimeSeconds - hours * 3600)/60 );

    // var seconds = curShowTimeSeconds % 60;

    var nowTime = new Date();

    var hours = nowTime.getHours();

    var minutes = nowTime.getMinutes();

    var seconds = nowTime.getSeconds();


    renderDigit( MARGIN_LEFT , MARGIN_TOP , parseInt(hours/10) , cxt );

    renderDigit( MARGIN_LEFT + 15*(RADIUS + 1) , MARGIN_TOP , parseInt(hours%10) , cxt );

    renderDigit( MARGIN_LEFT + 30*(RADIUS + 1) , MARGIN_TOP , 10 , cxt );

    renderDigit( MARGIN_LEFT + 39*(RADIUS + 1) , MARGIN_TOP , parseInt(minutes/10) , cxt);

    renderDigit( MARGIN_LEFT + 54*(RADIUS + 1) , MARGIN_TOP , parseInt(minutes%10) , cxt);

    renderDigit( MARGIN_LEFT + 69*(RADIUS + 1) , MARGIN_TOP , 10 , cxt);

    renderDigit( MARGIN_LEFT + 78*(RADIUS + 1) , MARGIN_TOP , parseInt(seconds/10) , cxt);

    renderDigit( MARGIN_LEFT + 93*(RADIUS + 1) , MARGIN_TOP , parseInt(seconds%10) , cxt);


    for( var i = 0 ; i < balls.length ; i ++ ){

        cxt.fillStyle=balls[i].color;


        cxt.beginPath();

        cxt.arc( balls[i].x , balls[i].y , RADIUS , 0 , 2*Math.PI , false );

        cxt.closePath();


        cxt.fill();

    }

}


function renderDigit( x , y , num , cxt ){


    cxt.fillStyle = "rgb(0,102,153)";


    for( var i = 0 ; i < digit[num].length ; i ++ ) {

        for(var j = 0 ; j < digit[num][i].length ; j ++ ) {

            if( digit[num][i][j] == 1 ){

                cxt.beginPath();

                cxt.arc( x+j*2*(RADIUS+1)+(RADIUS+1) , y+i*2*(RADIUS+1)+(RADIUS+1) , RADIUS , 0 , 2*Math.PI )

                cxt.closePath();


                cxt.fill();

            }

        }

    }

}


正在回答

1 回答

因为通过仔细观察,你可以看到, render函数里面,不单单有小球的渲染,也有着关于时间的渲染,而这两个渲染实际上是有关联的,因为每一次时间的变化都会激发小球的变化,而把他们放在一起,个人认为是很好的,这样代码看上去也更有逻辑。

2 回复 有任何疑惑可以回复我~

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为什么小球的渲染要放到render函数,不能放到addballs函数里面吗

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