Ich versuche einen Teilchenstrahler ein- oder auszuschalten. Ich habe einen Reactjs-Code, der Regen/Schnee-Partikel mit dem Canvas-Element erstellt. Jede Idee, die ich habe, um die Animation richtig zu töten, führt immer noch zu Speicherlecks (in diesem Fall denke ich, es projiziert nur eine neue Leinwand über die alte und immer noch die ursprüngliche Animation im Speicher). Hier ist die Codepen.Stoppen Sie den Regen vor dem Fallen
Hier ist die Seite Code:
class CanvasComponent extends React.Component {
componentDidMount() {
this.BtnOnOff();
}
constructor() {
super();
this.toggleState = this.toggleState.bind(this);
this.state = {
isActive : false
}
}
toggleState() {
this.setState({isActive:!this.state.isActive});
this.BtnOnOff();
//console.log(this.state.isActive);
}
snowMaker() {
// Ref canvas & get context
const canvas = document.getElementById('canvas');
const ctx = canvas.getContext('2d');
// Weather Types/////////////
var liteSnow = 13; //code 13 for snow light fluries.
var snow = 16; //code 13 for snow fluries.
var hevySnow = 41; //code 41 for Heavy snow.
var hevySnow2 = 43; //code 43 for Heavy snow.
var DRain = 9; //code 9 for drizzel
var HRain = 3; //code 3/4 for Thunderstorms/severe thunderstorms
var Code = 43; // Code will take in the current weather code.
// Resize canvas
let width = canvas.width = window.innerWidth;
let height = canvas.height = window.innerHeight;
// Variables
if (Code === 13) { /// Make it snow (light fluries)
var drops = [];
var dropColour = "rgba(255,255,255,1)";
var dropLengths = [3, 3, 3, 3, 3, 3, 3];
var dropSkews = [-2, -1, 0, 1, 2];
var maxDrops = 100;
var velocity = 8;
var flutter = 5;
}
else if (Code === 16){ /// Make it snow (fluries)
var drops = [];
var dropColour = "rgba(255,255,255,1)";
var dropLengths = [3, 3, 3, 3, 3, 3, 3];
var dropSkews = [-2, -1, 0, 1, 2];
var maxDrops = 500;
var velocity = 7;
var flutter = 5;
}
else if (Code === 41||Code === 43){ /// Make it Heavy snow
var drops = [];
var dropColour = "rgba(255,255,255,1)";
var dropLengths = [3, 2, 3, 2, 3, 2, 3];
var dropSkews = [-3, -1, 0, 1, 3];
var maxDrops = 800;
var velocity = .5;
var flutter = 8;
}
else if (Code === 9){ /// Make it rain
var drops = [];
var dropColour = "rgba(255,255,255,0.41)";
var dropLengths = [4, 5, 3, 6, 2, 3, 3];
var dropSkews = [0, 0.2, 0, 0, 0.1];
var maxDrops = 100;
var velocity =1;
var flutter = 1;
}
else if (Code === 3||Code === 4){ /// Make it ThunderStorms
var drops = [];
var dropColour = "rgba(255,255,255,0.5)";
var dropLengths = [10, 8, 8, 8, 7, 15, 9];
var dropSkews = [-0.2, -0.3, -0.2, -0.2, 0.1];
var maxDrops = 1000;
var velocity = .8;
var flutter = .1;
}
// Raindrop class
class Droplet {
constructor(x, y, length, skew) {
this.x = x;
this.y = y;
this.length = length;
this.skew = skew;
}
// Move method
move() {
// Increment x & y
this.y += this.length/velocity;
this.x += this.skew/flutter;
// Set limits
if (this.y > height) {
this.y = 0;
}
if (this.x > width || this.x < 0) {
this.y = 0;
this.x = Math.floor(Math.random() * width);
}
}
// Draw method
draw(ctx) {
ctx.beginPath();
ctx.moveTo(this.x, this.y);
ctx.lineTo(this.x + this.skew, this.y + this.length);
ctx.strokeStyle = dropColour;
ctx.stroke();
}
}
// Create drops and push to array
for (let i = 0; i < maxDrops; i++) {
let instance = new Droplet(
Math.floor(Math.random() * width),
Math.floor(Math.random() * height),
randVal(dropLengths),
randVal(dropSkews)
);
drops.push(instance);
}
// Animation loop
function loop() {
// Clear Canvas
ctx.clearRect(0, 0, width, height);
// Draw/Move drops
for (let drop of drops) {
drop.move();
drop.draw(ctx);
}
// Animation Frame
requestAnimationFrame(loop)
}
// Begin animation
loop();
// Resize canvas - responsive
window.addEventListener('resize', resize);
function resize() {
width = canvas.width = window.innerWidth;
height = canvas.height = window.innerHeight;
}
// Function for random array values
function randVal(array) {
return array[Math.floor(Math.random() * array.length)];
}
}////////End of update canvas
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
snowKiller() {
// Ref canvas & get context
const canvas = document.getElementById('canvas');
const ctx = canvas.getContext('2d');
var Code = 13;
// Resize canvas
let width = canvas.width = window.innerWidth;
let height = canvas.height = window.innerHeight;
// Variables
if (Code === 13) { /// Make it snow (light fluries)
var drops = [];
var dropColour = "";
var dropLengths = [0];
var dropSkews = [0];
var maxDrops = 0;
var velocity = 0;
var flutter = 0;
}
// Raindrop class
class Droplet {
constructor(x, y, length, skew) {
this.x = x;
this.y = y;
this.length = length;
this.skew = skew;
}
// Move method
move() {
// Increment x & y
this.y += this.length/velocity;
this.x += this.skew/flutter;
// Set limits
if (this.y > height) {
this.y = 0;
}
if (this.x > width || this.x < 0) {
this.y = 0;
this.x = Math.floor(Math.random() * width);
}
}
// Draw method
draw(ctx) {
ctx.beginPath();
ctx.moveTo(this.x, this.y);
ctx.lineTo(this.x + this.skew, this.y + this.length);
ctx.strokeStyle = dropColour;
ctx.stroke();
}
}
// Create drops and push to array
for (let i = 0; i < maxDrops; i++) {
let instance = new Droplet(
Math.floor(Math.random() * width),
Math.floor(Math.random() * height),
randVal(dropLengths),
randVal(dropSkews)
);
drops.push(instance);
}
// Animation loop
function loop() {
// Clear Canvas
ctx.clearRect(0, 0, width, height);
// Draw/Move drops
for (let drop of drops) {
drop.move();
drop.draw(ctx);
}
// Animation Frame
requestAnimationFrame(loop)
}
// Begin animation
loop();
// Resize canvas - responsive
window.addEventListener('resize', resize);
function resize() {
width = canvas.width = window.innerWidth;
height = canvas.height = window.innerHeight;
}
// Function for random array values
function randVal(array) {
return array[Math.floor(Math.random() * array.length)];
}
}////////End of update canvas
BtnOnOff(){
const OnOff =$('#Button').attr('class');
if(OnOff=== "active"){
// alert('this is on!')
this.snowMaker();
}else {
this.snowKiller();
// alert('this is off!');
}
console.log(OnOff);
}
render() {
return (
<div>
<button id="Button" className={this.state.isActive ? 'inactive' : 'active'} onClick ={this.toggleState}>{this.state.isActive ? 'STOP' : 'START'}</button>
<canvas id="canvas"/>
</div>
);
}
}
ReactDOM.render(<CanvasComponent/>, document.getElementById('app'));
Idealy die Lösung wäre so etwas wie das Clearing request, aber ich kann nicht scheinen, um herauszufinden. Hilfe wäre sehr geschätzt. Dank
https://www.youtube.com/watch?v=m7jibFQ5Tno, HTH –