problem
I have a two-dimensional array calles "matrix", in which I added some arrays like this: [x,y]. Now, I want to remove a one element from that array, but the Array.prototype.splice is doing it twice.
My HTML
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>JS Bin</title>
</head>
<body>
<canvas id="mycanvas" width="160" height="160"></canvas>
</body>
</html>
JavaScript
var ctx = document.getElementById("mycanvas").getContext("2d"),
matrix = [];
for(var m = 0; m<5; m++)
for(var n = 0; n<5; n++)
matrix.push([m,n]);
function randPos(){
var z = Math.floor(Math.random()*matrix.length);
var m = matrix[z];
matrix.splice(z,1);
return m;
}
setInterval(function(){
var m = new Image();
m.src="http://blog.waterrightsimages.com/wordpress1/wp-content/themes/photocrati-theme/images/social/small-facebook.png";
m.onload = function(){
ctx.drawImage(this,randPos()[0]*32,randPos()[1]*32);
};
console.log(matrix.length);
}, 1000);
How can I fix that problem?
It seems like you run the function twice in ctx.drawImage(this,randPos()[0]*32,randPos()[1]*32);
have you tried this ctx.drawImage(this,matrix[0]*32,matrix[1]*32);
?
Since matrix
is global, you can call it inside setInterval
as follows
setInterval(function(){
var m = new Image();
m.src="http://blog.waterrightsimages.com/wordpress1/wp-content/themes/photocrati-theme/images/social/small-facebook.png";
m.onload = function(){
randPos();/*or matrix=randPos();*/
ctx.drawImage(this,matrix[0]*32,matrix[1]*32);
};
console.log(matrix.length);
}, 1000);
If I did understand correctly, you may try using this method for example:
var cars =
[
["BMW", "320"],
["Mercedes", "E220"],
["Dacia", "Logan"],
["Dacia", "Duster"],
["Ford", "Fiesta"],
["Infiniti", "FX30d"]
]
cars[4].splice(1,1);
console.log(cars);
Meaning you will remove from the 5th array (don't forget 0 is the first one) from your array the second element = Fiesta .
It is removing two items because you are calling splice
twice:
m.onload = function(){
ctx.drawImage(this,randPos()[0]*32,randPos()[1]*32);
};
randPos
is being invoked twice, which in turn calls splice
twice. Instead of trying inline the invocation like that, invoke it once and assign the result to a variable and then get the x/y positions from that variable.
m.onload = function(){
var pos = randPos();
ctx.drawImage(this, pos[0]*32, pos[1]*32);
};
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