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Javascript 对象在框架上没有方法_Javascript_Methods_Kineticjs - Fatal编程技术网

Javascript 对象在框架上没有方法

Javascript 对象在框架上没有方法,javascript,methods,kineticjs,Javascript,Methods,Kineticjs,很抱歉,这可能是一个非常愚蠢的问题,但我正在尝试学习如何使用KineticJS,并尝试修改教程()以使用静态图像而不是形状。不管它值多少钱,我正在尝试制作格伦·贝克头部的PNG动画,使其旋转(无论是在这里还是那里) 到目前为止,我已经克服了一系列错误,但我一直坚持使用“uncaughttypeerror:Object”没有方法“onFrame” 我在SO和其他网站上阅读了关于对象/方法的多个问题,虽然我认为我理解问题所在,但我不确定如何解决它: 据我所知,“无方法”错误意味着没有可调用的函

很抱歉,这可能是一个非常愚蠢的问题,但我正在尝试学习如何使用KineticJS,并尝试修改教程()以使用静态图像而不是形状。不管它值多少钱,我正在尝试制作格伦·贝克头部的PNG动画,使其旋转(无论是在这里还是那里)

到目前为止,我已经克服了一系列错误,但我一直坚持使用“uncaughttypeerror:Object”没有方法“onFrame”

我在SO和其他网站上阅读了关于对象/方法的多个问题,虽然我认为我理解问题所在,但我不确定如何解决它:

据我所知,“无方法”错误意味着没有可调用的函数。。?当然“onFrame”存在于动能内部,不过。。?我试着浏览一下Kinetic文档,看看它们是否在3.8.X(教程)和4.X(我正在使用的库)之间更改了名称,但看起来好像没有

这是我的密码:

<head>
    <script src="http://test.XXXXX.com/js/kinetic-v4.3.2.js"></script>
    <script>
        function animate(animatedLayer, beck, frame){
            var canvas = animatedLayer.getCanvas();
            var context = animatedLayer.getContext();

            // update
            var angularFriction = 0.2;
            var angularVelocityChange = beck.angularVelocity * frame.timeDiff * (1 - angularFriction) /     1000;
            beck.angularVelocity -= angularVelocityChange;

            if (beck.controlled) {
                beck.angularVelocity = (beck.rotation - beck.lastRotation) * 1000 / frame.timeDiff;
                beck.lastRotation = beck.rotation;
            }
            else {
                beck.rotate(frame.timeDiff * beck.angularVelocity / 1000);
                beck.lastRotation = beck.rotation;
            }

            // draw
            animatedLayer.draw();
        }

        window.onload = function(){
            console.log('stage =', stage); // DEBUG
            var stage = new Kinetic.Stage({ container: "container", width: 240, height: 320 });
            console.log('stage =', stage); // DEBUG
            var backgroundLayer = new Kinetic.Layer();
            var animatedLayer = new Kinetic.Layer();


            var beck = new Image();
              beck.onload = function() {

                    var beck = new Kinetic.Image({
                      x: 240,
                      y: stage.getHeight() / 2 - 59,
                      image: beckHead,
                      width: 150,
                      height: 230
                    });
                beckHead.src = "http://test.XXXXX.com/i/beckhead.png";
                animatedLayer.add(beck);
             };



            stage.on("mousedown", function(evt){
                this.angularVelocity = 0;
                this.controlled = true;
            });

            // add listeners to container
            stage.on("mouseup", function(){
                beck.controlled = false;
            }, false);

            stage.on("mouseout", function(){
                beck.controlled = false;
            }, false);

            stage.on("mousemove", function(){
                if (beck.controlled) {

                    var mousePos = stage.getMousePosition();
                    var x = (stage.width / 2) - mousePos.x;
                    var y = (stage.height / 2) - mousePos.y;
                    beck.rotation = 0.5 * Math.PI + Math.atan(y / x);

                    if (mousePos.x <= stage.width / 2) {
                        beck.rotation += Math.PI;
                    }
                }
            }, false);


            stage.add(backgroundLayer);
            stage.add(animatedLayer);

            // draw background
            var context = backgroundLayer.getContext();
            context.save();
            context.beginPath();
            context.moveTo(stage.width / 2, stage.height / 2);
            context.lineTo(stage.width / 2, stage.height);
            context.strokeStyle = "#555";
            context.lineWidth = 4;
            context.stroke();
            context.restore();

            stage.onFrame(function(frame){
            console.log("onFrame fired")
                animate(animatedLayer, beck, frame);
            });


            stage.start();
        };
    </script>
</head>
<body onmousedown="return false;">
    <div id="container"><canvas id="container"></canvas>
    </div>

</body>

函数animate(animatedLayer、beck、frame){
var canvas=animatedLayer.getCanvas();
var context=animatedLayer.getContext();
//更新
var Angular摩擦力=0.2;
var angularVelocityChange=beck.angularVelocity*frame.timeDiff*(1-角度摩擦力)/1000;
贝克角速度-=角速度变化;
如果(贝克控制){
beck.angularVelocity=(beck.rotation-beck.lastRotation)*1000/帧时间差;
beck.lastRotation=beck.rotation;
}
否则{
转向旋转(帧时间差*转向角速度/1000);
beck.lastRotation=beck.rotation;
}
//画
animatedLayer.draw();
}
window.onload=函数(){
console.log('stage=',stage);//调试
var stage=新的动能级({容器:“容器”,宽度:240,高度:320});
console.log('stage=',stage);//调试
var backgroundLayer=新的dynamic.Layer();
var animatedLayer=新的动能.Layer();
var beck=新图像();
beck.onload=函数(){
var beck=新的动力学图像({
x:240,
y:stage.getHeight()/2-59,
图片:贝克海德,
宽度:150,
身高:230
});
beckHead.src=”http://test.XXXXX.com/i/beckhead.png";
动画层。添加(贝克);
};
舞台打开(“鼠标向下”,功能(evt){
这个角速度=0;
这是真的;
});
//将侦听器添加到容器
stage.on(“mouseup”,function()){
beck.controlled=false;
},假);
stage.on(“mouseout”,function()){
beck.controlled=false;
},假);
stage.on(“mousemove”,function()){
如果(贝克控制){
var mousePos=stage.getMousePosition();
var x=(stage.width/2)-mousePos.x;
变量y=(stage.height/2)-mousePos.y;
beck.rotation=0.5*Math.PI+Math.atan(y/x);

如果(mousePos.x这是使用版本3.8.4的过时示例

<script src="http://www.html5canvastutorials.com/libraries/kinetic-v3.8.4.js">

,当前版本>4.3

<script src="http://www.html5canvastutorials.com/libraries/kinetic-v4.3.0-beta2.js"></script>

当前版本没有Stage#onFrame和Stage#start等方法

您可以使用此示例作为基础,然后添加stage.on(“mouseup/down/move/out”)以捕捉鼠标移动并影响动画


完美的答案是将旧示例转换为新版本,我以后可能会尝试。

示例似乎已经更新。我想作者会听你的。哈哈!谢谢你的帮助!:D