Javascript递归调用创建范围错误

Javascript递归调用创建范围错误,javascript,object,methods,stack-overflow,Javascript,Object,Methods,Stack Overflow,我试图让以下脚本正常工作,但当它进入continueAnimation函数时,它没有更新cPreloaderTimeout变量,并且它在“uncaughtrangeerror:超过最大调用堆栈大小”中运行 var loadingIcon = { cSpeed : 8, cWidth : 64, cHeight : 32, cTotalFrames : 7, cFrameWidth : 64, cImageSrc : 'sprites.pn

我试图让以下脚本正常工作,但当它进入continueAnimation函数时,它没有更新cPreloaderTimeout变量,并且它在“uncaughtrangeerror:超过最大调用堆栈大小”中运行

    var loadingIcon = {

    cSpeed : 8,
    cWidth : 64,
    cHeight : 32,
    cTotalFrames : 7,
    cFrameWidth : 64,
    cImageSrc : 'sprites.png',

    cImageTimeout : false,
    cIndex : 0,
    cXpos : 0,
    cPreloaderTimeout : false,
    SECONDS_BETWEEN_FRAMES : 0,

    startAnimation : function() {
        document.getElementById('loaderImage').style.backgroundImage='url('+ this.cImageSrc+')';
        document.getElementById('loaderImage').style.width=this.cWidth+'px';
        document.getElementById('loaderImage').style.height=this.cHeight+'px';

        //FPS = Math.round(100/(maxSpeed+2-speed));
        FPS = Math.round(100/this.cSpeed);
        SECONDS_BETWEEN_FRAMES = 1 / FPS;

        this.cPreloaderTimeout = setTimeout( this.continueAnimation(), SECONDS_BETWEEN_FRAMES/1000);

    },

    continueAnimation : function() {
        this.cXpos += this.cFrameWidth;
        //increase the index so we know which frame of our animation we are currently on
        this.cIndex += 1;

        //if our cIndex is higher than our total number of frames, we're at the end and should restart
        if (this.cIndex >= this.cTotalFrames) {
            this.cXpos =0;
            this.cIndex=0;
        }

        if(document.getElementById('loaderImage'))
            document.getElementById('loaderImage').style.backgroundPosition=(-this.cXpos)+'px 0';


        this.cPreloaderTimeout = setTimeout(this.continueAnimation(), SECONDS_BETWEEN_FRAMES*1000);
    },

    stopAnimation : function(){//stops animation
        clearTimeout( this.cPreloaderTimeout );
        this.cPreloaderTimeout = false;
    }

}

jQuery( document ).ready(function() {

    jQuery( document ).on("click", "#test", function(){

        var loader = loadingIcon;

        loader.startAnimation();

        setTimeout( loader.stopAnimation(), 3000);

    });
});

起初它是一个普通的javascript脚本,但我正试图从中生成一个对象,以便可以重复使用,同时多次使用。现在的问题是,在触发startAnimation或continueAnimation时,cPreloaderTimeout变量设置不正确。

您有几个问题

首先,您的cPreloaderTimeout不会像您想象的那样设置,因为您不会创建带有原型的对象,因此该函数中的作用域将是函数本身,而不是对象

其次,setTimeout接受一个函数,但您在尝试使用它时调用了该函数,因此发送给setTimeout的值将是函数的结果,而不是函数本身

请考虑以下格式:

function LoadIcon() {
  this.cSpeed = 8;
  // All your other properties
}

LoadIcon.prototype.startAnimation = function() { 
  // your startAnimation function, concluding with
  this.preloaderTimeout = setTimeout(this.continueAnimation.bind(this), SECONDS_BETWEEN_FRAMES/1000); 
}

// the rest of the methods built the same way

//then, your calling code would look like:

var loadIcon = new LoadIcon();
loadIcon.startAnimation();
编辑
我更新了setTimeout调用,因为我忘记了在回调触发时绑定到它以进行正确的作用域

因为您没有正确使用setTimeout。从setTimeoutthis.continueAnimation中删除。。。并阅读有关setTimeout的更多信息。注意:当您解决setTimeout问题时,您将陷入。我已经尝试了该格式,但在continueAnimation中,我不能使用“this”,因为此处不是LoadIcon,而是它的Window@MartijnBastiaansen对,对不起。这个问题现在已经解决了,请再看一看。