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Javascript setTimeout范围引用错误的变量

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我写了一个小函数来循环一个精灵表 . 在函数中,我有一个循环遍历帧的settimeout . 在最后一帧,超时被清除,计数器被设置为零 - 动画再次开始 .

这适用于一个动画,但是当我尝试调用许多动画时 - 它们都开始但无法循环,除了designSprite,它非常愉快地循环 . 我最后称之为designSprite anim ....

所以我猜这个问题是由于当我调用函数的新函数时变量被覆盖 - setTimeOut引用新变量?我迷茫了自己 . 我试图修复它,但仍然失败 .

谢谢,罗布

// Arrays to hold our sprite coordinates.
var animationSprite=[{"X":"-2","Y":"-2"},........ etc etc ];
var mediaSprite=[{"X":"-2","Y":"-2"},........ etc etc ];
var filmSprite=[{"X":"-2","Y":"-2"},........ etc etc ];
var designSprite=[{"X":"-2","Y":"-2"},........ etc etc ];

// call the loopAnim function, passing in the sprite array, and id of the div
loopAnim(animationSprite ,'#animationFrame')
loopAnim(mediaSprite ,'#mediaFrame')
loopAnim(filmSprite ,'#filmFrame')
loopAnim(designSprite ,'#designFrame')



function loopAnim(sprite , frameID) {

  var totalFrames = sprite.length; // count how many 'frames' are in our sprites array.
  var count = 0; // set up a basic counter to count which frame we're on.
  var theLoop = function(){
        // Move the background position of our frame by reading the X & Y co-ordinates from the sprites array.
      $(frameID).css("background-position" , sprite[count].X + "px " + sprite[count].Y + "px");
      count++; // increment the frame by 1 on each loop

      // if count is LESS than total number of frames, set a timeout to keep running the "theLoop" function              
        if (count < totalFrames){
            setAnim = setTimeout(theLoop, 60);
      // if count is greater than the total number of frames - clear our timeout. Reset the counter back to zero, and then run our loop function again
        } else {
            clearTimeout(setAnim);
            count = 0;
            theLoop();
        }
  }
  theLoop();
}

1 回答

  • 3

    setAnim 看起来好像't declared, meaning it'是一个全局变量 . 这意味着您对 loopAnim 的所有调用都在使用并覆盖相同的计时器ID引用 .

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