问题
I am trying to draw a line in a canvas. I am trying to make the line moving with time. I am using the following code to do so
var ctx = mycanvas.getContext('2d');
ctx.beginPath();
for (var x = 0; x < 200; x++) {
setInterval(draw(x, 0, ctx), 3000);
x = x++;
}
And here is the draw function
function draw(x, y, ctx) {
ctx.moveTo(10 + x, 400);
ctx.lineTo(11 + x, 400);
ctx.lineWidth = 10;
ctx.strokeStyle = "#ff0000";
ctx.stroke();
}
But the setInterval() function is not working and the line is being drawn instantly. Its not waiting for 3s to proceed to next pixel. Am I making a mistake?
回答1:
setInterval needs a function as the first parameter. Right now you are just calling draw(x,0,ctx)
and it returns undefined
. So your code is equivalent to setTimeout(undefined, 3000).
Instead you need to provide a callable function and invoke draw
from it. Try this:
setInterval(function() {
draw(x, 0, ctx);
}, 3000);
Another problem is due to typical closure in loop behavior. You will need to create separate scope to be able to work with individual values of x
:
for (var x = 0; x < 200; x++) {
(function(x) {
setInterval(function() {
draw(x, 0, ctx);
}, 3000 * x);
})(x);
x = x++;
}
Also check this question for more examples how to fix situations like this.
来源:https://stackoverflow.com/questions/28456898/javascript-setinterval-function-not-working-in-drawing-to-canvas