未捕获的TypeError:无法读取JavaScript中未定义的属性“width”
我创建了一个程序,可以使用w、a、s和d键在画布中上下左右移动矩形块。设置变量以表示画布宽度时出错。此代码行出现错误:未捕获的TypeError:无法读取JavaScript中未定义的属性“width”,javascript,html,canvas,Javascript,Html,Canvas,我创建了一个程序,可以使用w、a、s和d键在画布中上下左右移动矩形块。设置变量以表示画布宽度时出错。此代码行出现错误: var cw=canvas.width; 我一直试图在Chrome上使用此代码。以下是完整的代码: <html> <head> <script> var positionX=0; var positionY=0; var
var cw=canvas.width;
我一直试图在Chrome上使用此代码。以下是完整的代码:
<html>
<head>
<script>
var positionX=0;
var positionY=0;
var cw=canvas.width;
var ch=canvas.height;
var canvas=document.getElementById("canvas1");
window.addEventListener("keydown", onKeyPress, true);
function draw(){
var canvas=document.getElementById("canvas1");
var cw=canvas1.width;
var ch=canvas1.height;
var context=canvas.getContext("2d");
context.clearRect(0, 0, canvas.width, canvas.height);
context.fillStyle="green";
context.fillRect(positionX, positionY, 100, 100);
context.strokeStyle = 'black';
context.stroke();
}
function onKeyPress(e){
if (e.keyCode==87){
positionY=Math.max(0,positionY-15);
}
if (e.keyCode==83){
positionY=Math.min(cw-500,positionY+15);
}
if (e.keyCode==68){
positionX=Math.min(ch-500,positionX+50);
}
if (e.keyCode==65){
positionX=Math.max(0,positionX-50);
}
draw();
}
</script>
</head>
<body>
<div id="firstDiv">
<canvas id="canvas1" width="500" height="500" style="border: 1px solid black;"> </canvas>
</div>
</body>
</html>
var canvas=document.getElementByIdcanvas1 应该是: var canvas1=document.getElementByIdcanvas1 这里有一些问题
var positionY=0;
var cw=canvas.width;
var ch=canvas.height;
此处未定义画布变量。您正在尝试在设置画布的值之前访问画布
var canvas=document.getElementById("canvas");
var cw=canvas.width;
var ch=canvas.height;
及
没有变量canvas1,因此应该
var canvas1=document.getElementById("canvas1");
var cw=canvas1.width;
var ch=canvas1.height;
快速修复:
在呈现画布之前,不应运行与画布dom相关的脚本。下面是一个示例
您应该使用window.onload函数确保在尝试访问任何DOM对象之前加载HTML。这在语法上将JavaScript与HTML分离
var positionX = 0;
var positionY = 0;
var canvas = {};
var cw = 0;
var ch = 0;
var bw = 100;
var bh = 100;
// Set up initial values, after the page loads
window.onload = function(){
positionX = 0;
positionY = 0;
canvas = document.getElementById("canvas");
cw = canvas.width;
ch = canvas.height;
draw();
};
// Add keyboard listener
window.addEventListener("keydown", onKeyPress, true);
function draw(){
canvas=document.getElementById("canvas");
cw=canvas.width;
ch=canvas.height;
context=canvas.getContext("2d");
context.clearRect(0, 0, canvas.width, canvas.height);
context.fillStyle="green";
context.fillRect(positionX, positionY, bw, bh);
context.strokeStyle = 'black';
context.stroke();
}
function onKeyPress(e){
var dx = 50;
var dy = 15;
if (e.keyCode == 87){
console.log("w(87) up");
positionY=Math.max(0,positionY-dy);
}
else if (e.keyCode == 83){
console.log("s(83) down");
positionY = Math.min((positionY+dy), (ch-bh));
}
else if (e.keyCode == 68){
console.log("d(68) right");
positionX = Math.min((positionX+dx), (cw-bw));
}
else if (e.keyCode == 65){
console.log("a(65) left");
positionX=Math.max(0,positionX-dx);
}
draw();
}
canvas1是在哪里定义的?当脚本运行时,HTML还没有在DOM中。在你完成任务后写脚本HTML@user1049876你真的不应该编辑问题的标题,除非让它更清楚。如果其他人想引用此示例,他们不会搜索已解决的错误:已解决最好保留原始问题,或澄清问题所在。停止删除问题中的所有内容。你从你的问题中删除了所有相关信息,这对你的问题和帮助你的人都是有害的。你在这个问题上做到了,你在你身上做到了几乎一样。在问题解决后,请停止删除部分或全部问题-如果代码被删除,那么这个问题将不再对未来的访问者有用。对我很有帮助。谢谢
</head>
<body>
<div id="firstDiv">
<canvas id="canvas" width="500" height="500" style="border: 1px solid black;"> </canvas>
</div>
<script>
var positionX=0;
var positionY=0;
var canvas=document.getElementById("canvas");
var cw=canvas.width;
var ch=canvas.height;
window.addEventListener("keydown", onKeyPress, true);
function draw(){
var canvas=document.getElementById("canvas");
var cw=canvas.width;
var ch=canvas.height;
var context=canvas.getContext("2d");
context.clearRect(0, 0, canvas.width, canvas.height);
context.fillStyle="green";
context.fillRect(positionX, positionY, 100, 100);
context.strokeStyle = 'black';
context.stroke();
}
function onKeyPress(e){
if (e.keyCode==87){
positionY=Math.max(0,positionY-15);
}
if (e.keyCode==83){
positionY=Math.min(cw-500,positionY+15);
}
if (e.keyCode==68){
positionX=Math.min(ch-500,positionX+50);
}
if (e.keyCode==65){
positionX=Math.max(0,positionX-50);
}
draw();
}
</script>
</body>
var positionX = 0;
var positionY = 0;
var canvas = {};
var cw = 0;
var ch = 0;
var bw = 100;
var bh = 100;
// Set up initial values, after the page loads
window.onload = function(){
positionX = 0;
positionY = 0;
canvas = document.getElementById("canvas");
cw = canvas.width;
ch = canvas.height;
draw();
};
// Add keyboard listener
window.addEventListener("keydown", onKeyPress, true);
function draw(){
canvas=document.getElementById("canvas");
cw=canvas.width;
ch=canvas.height;
context=canvas.getContext("2d");
context.clearRect(0, 0, canvas.width, canvas.height);
context.fillStyle="green";
context.fillRect(positionX, positionY, bw, bh);
context.strokeStyle = 'black';
context.stroke();
}
function onKeyPress(e){
var dx = 50;
var dy = 15;
if (e.keyCode == 87){
console.log("w(87) up");
positionY=Math.max(0,positionY-dy);
}
else if (e.keyCode == 83){
console.log("s(83) down");
positionY = Math.min((positionY+dy), (ch-bh));
}
else if (e.keyCode == 68){
console.log("d(68) right");
positionX = Math.min((positionX+dx), (cw-bw));
}
else if (e.keyCode == 65){
console.log("a(65) left");
positionX=Math.max(0,positionX-dx);
}
draw();
}