requestAnimationFrame with this keyword

我的未来我决定 提交于 2019-11-27 00:37:14

I'm trying to pass display.draw which is the function in which webkitRequestAnimationFram resides.

webkitRequestAnimationFrame will presumably call the function you pass in, something like this:

function webkitRequestAnimationFrame(callback)
{
    // stuff...
    callback();
    // other stuff...
}

At this point, you have dissociated (detached) the draw function from its invocation context. You need to bind the function (draw) to its context (the instance of Display).

You can use Function.bind, but this requires JavaScript 1.8 support (or just use the recommended patch).

Display.prototype.draw = function()
{
    // snip...

    window.webkitRequestAnimationFrame(this.draw.bind(this));
};

Now that ES6/2015 is here, if you are using a transpiler then an arrow function has lexical this binding so instead of:

window.webkitRequestAnimationFrame(this.draw.bind(this));

you can do:

window.webkitRequestAnimationFrame(() => this.draw());

which is a bit cleaner.

I've used this effectively with Typescript transpiling to ES5.

I can't guarantee that this is a good idea and that I'm right, but running .bind on every requestAnimationFrame means creating a new function on every iteration. It just doesn't sound right to me.

That's why in my project I cached the bound function to avoid the anti-pattern.

Simple example:

var Game = function () {
    this.counter = 0;
    this.loop = function () {
        console.log(this.counter++); 
        requestAnimationFrame(this.loop);
    }.bind(this);
    this.loop();
}
var gameOne = new Game();

If you have a more complex project with prototype inheritance you can still create a cached function with "this" bound in object's constructor

var Game = function () {
    this.counter = 0;
    this.loopBound = this.loop.bind(this);
    this.loopBound();
}
Game.prototype.loop = function () {
    console.log(this.counter++); 
    requestAnimationFrame(this.loopBound);
}
var gameOne = new Game();

Thoughts? http://jsfiddle.net/3t9pboe8/ (look in the console)

how about this:

Display.prototype.draw = function(){
  this.cxt.clearRect(0, 0, this.canvas.width, this.canvas.height);
  //Animation stuff here.

  window.webkitRequestAnimationFrame( $.proxy(function() {this.draw()}, this) );
};

...assuming you use jquery

you have not to use "this". Keep it simple.

var game = {
      canvas:null,
      context:null,

    init:function(){
            // init canvas, context, etc
    },      

    update:function(){
        //do something
        game.render();                        
        requestAnimationFrame(game.update, game.canvas);        
    },            
};

Beside bind method, and arrow function solution (offered by Jamaes World's answer), Another (rather old) work around could be:

var self = this
window.webkitRequestAnimationFrame(
    function() {
        self.draw()
    }
);

And also you might want to use requestAnimationFrame shim to make it work on all browsers https://github.com/kof/animation-frame

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