I am messing around with the canvas element based off of tutorials online and have constructed the following page, here.
Here is my markup:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<title>Canvas Game</title>
<link rel="stylesheet" href="style.css">
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.4.4/jquery.min.js"></script>
<script src="script.js"></script>
</head>
<body>
<header>
<h1>Cool Canvas Bouncing Effect!</h1>
<p>Which would you like to see bounce around?</p>
<input id="beachBallButton" type="button" value="Beach Ball" />
<input id="avatarButton" type="button" value="Avatar" />
</header>
<br />
<canvas id="myCanvas" width="600" height="400">
Your browser does not support canvas!
</canvas>
</body>
</html>
And here is my JavaScript:
$(document).ready(function() {
const FPS;
var x = 0;
var y = 0;
var xDirection = 1;
var yDirection = 1;
var image = new Image();
image.src = null;
var canvas = document.getElementById('myCanvas');
var ctx = canvas.getContext('2d');
$('#avatarButton').click(function() {
x = 0;
y = 0;
FPS = 30;
image.src = 'avatar.png';
setInterval(draw, 1000 / FPS);
function draw() {
ctx.clearRect(0,0,canvas.width,canvas.height);
ctx.fillRect(0,0,canvas.width,canvas.height);
ctx.drawImage(image, x, y);
x += 1 * xDirection;
y += 1 * yDirection;
if (x >= 500)
{
x = 500;
xDirection = -1;
}
else if (x <= 0)
{
x = 0;
xDirection = 1;
}
if (y >= 300)
{
y = 300;
yDirection = -1;
}
else if (y <= 0)
{
y = 0;
yDirection = 1;
}
}
});
$('#beachBallButton').click(function() {
x = 0;
y = 0;
FPS = 60;
image.src = 'beachball.png';
setInterval(draw, 1000 / FPS);
function draw() {
ctx.clearRect(0,0,canvas.width,canvas.height);
ctx.fillRect(0,0,canvas.width,canvas.height);
ctx.drawImage(image, x, y);
x += 5 * xDirection;
y += 5 * yDirection;
if (x >= 450)
{
x = 450;
xDirection = -1;
}
else if (x <= 0)
{
x = 0;
xDirection = 1;
}
if (y >= 250)
{
y = 250;
yDirection = -1;
}
else if (y <= 0)
{
y = 0;
yDirection = 1;
}
}
});
});
Now, say you click on the Avatar
button, and then click on the Beach Ball
afterwards, the FPS is sped up. However, I reset the FPS variable within the click
functions of both functions. I also reset the x
and y
variables.
Additionally, I could just keep clicking the same button and the speed will increase dramatically as well.
Could someone help explain why this is happening?
Thanks!
MMM..... const FPS; <--- What is this?
As far as I remember, there is no constants in javascript. Anyway, if it is a constant, why you try to set it's value later several times? I think that this statement fails and the first time you set the FPS, you create a global var, and later this global var is shared by all the functions.
Also, you don't use clearInterval, and you are invoking a new setInterval every time you make a click, so if you click 3 times in "beachBallButton", you will have 3 setIntervals functions running, each of them executing the code. This is likely to cause the "speed up".