[英]Using a javascript constructor to re-initialize an existing object
我正在使用此功能為我的粒子系統創建粒子:
function particle()
{
this.speed = {x: -1.5+Math.random()*3, y: -12+Math.random()*12};
this.location = {x: 50, y: 150};
this.radius = 5+Math.random()*8;
this.life = 4+Math.random()*8;
this.remaining_life = this.life;
this.r = 255;
this.g = 140;
this.b = 30;
}
我在動畫過程中使用此功能來更新粒子特征:
particle.prototype.updateparticle = function()
{
this.remaining_life--;
this.radius--;
this.location.x += this.speed.x;
this.location.y += this.speed.y;
if(this.remaining_life < 0 || this.radius < 0)
{
this.speed = {x: -1.5+Math.random()*3, y: -12+Math.random()*12};
this.location = {x: 50, y: 150};
this.radius = 5+Math.random()*8;
this.life = 4+Math.random()*8;
this.remaining_life = this.life;
this.r = 255;
this.g = 140;
this.b = 30;
}
}
有什么辦法可以避免冗余代碼?
我也嘗試使用this = new particle()
,但是沒有用。 我想不出它為什么不起作用的原因。 為什么不呢?
完全不相關的注釋是,Firefox無法處理粒子動畫嗎? Chrome使用了我5%的CPU。 Firefox使用大約30種,仍然落后! 我有i5 2500k,所以應該不是問題。 我正在運行兩者的最新版本。
應用函數,將當前對象作為this
參數傳遞:
particle.prototype.updateparticle = function()
{
this.remaining_life--;
this.radius--;
this.location.x += this.speed.x;
this.location.y += this.speed.y;
if(this.remaining_life < 0 || this.radius < 0)
{
particle.apply(this);
}
}
創建原型函數以初始化值
function particle() {
this.init();
}
particle.prototype.init = function(){
this.speed = {x: -1.5+Math.random()*3, y: -12+Math.random()*12};
this.location = {x: 50, y: 150};
this.radius = 5+Math.random()*8;
this.life = 4+Math.random()*8;
this.remaining_life = this.life;
this.r = 255;
this.g = 140;
this.b = 30;
}
particle.prototype.updateparticle = function() {
this.remaining_life--;
this.radius--;
this.location.x += this.speed.x;
this.location.y += this.speed.y;
if(this.remaining_life < 0 || this.radius < 0) {
this.init();
}
}
您可以使其成為另一個函數,並在需要時調用。
function particle()
{
this.initialize();
}
particle.prototype.initialize = function(){
this.speed = {x: -1.5+Math.random()*3, y: -12+Math.random()*12};
this.location = {x: 50, y: 150};
this.radius = 5+Math.random()*8;
this.life = 4+Math.random()*8;
this.remaining_life = this.life;
this.r = 255;
this.g = 140;
this.b = 30;
}
particle.prototype.updateparticle = function()
{
this.remaining_life--;
this.radius--;
this.location.x += this.speed.x;
this.location.y += this.speed.y;
if(this.remaining_life < 0 || this.radius < 0)
{
this.initialize();
}
}
function particle(x, y, r, g, b) {
this.location = {x: x, y: y};
this.r = r;
this.g = g;
this.b = b;
// Group everything that randomises in update()
this.update = function() {
this.speed = {x: -1.5+Math.random()*3, y: -12+Math.random()*12};
this.radius = 5+Math.random()*8;
this.life = 4+Math.random()*8;
this.remaining_life = this.life;
}
this.update();
}
particle.prototype.updateparticle = function() {
this.remaining_life--;
this.radius--;
this.location.x += this.speed.x;
this.location.y += this.speed.y;
if(this.remaining_life < 0 || this.radius < 0) {
this.update();
}
}
//Instantiation
var p1 = new particle(50, 150, 255, 140, 30);
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