最近,我使用 Google Closure 研究 HTML Canvas。
但是 Google Closure 的性能非常缓慢。
当我运行我的代码时.. 它几乎崩溃了 Chrome 浏览器。
当然,我在不使用 Google Closure 的 HTML Canvas 代码中做了同样的事情;它超级快。
这是我使用 Google Closure (goog.graphics.CanvasGraphics) 的画布代码
由于我只是这个模块(goog.graphics.CanvasGraphics)的初学者,我不确定我做得对。我做错了什么吗?为什么这么慢??!!
这太令人沮丧了。
/**
* @param {Document} doct
*/
test.main = function(doct){
var dom = new goog.dom.DomHelper(doct);
/**
* goog.graphics.CanvasGraphics(width, height, opt_coordWidth, opt_coordHeight, opt_domHelper)
* @type {goog.graphics.CanvasGraphics}
*/
var canvas = new goog.graphics.CanvasGraphics(500, 500, null, null, dom);
canvas.render(dom.getElement('canvasTest2'))
canvas.balls = [];
function drawScreen () {
canvas.clear()
for (var i =0; i <canvas.balls.length; i++) {
ball = canvas.balls[i];
ball.x += ball.xunits;
ball.y += ball.yunits;
var ellipse = canvas.drawEllipse(ball.x, ball.y, ball.radius, ball.radius, null, ball.solidFill);
if (ball.x > canvas.width || ball.x < 0 ) {
ball.angle = 180 - ball.angle;
updateBall(ball);
} else if (ball.y > canvas.height || ball.y < 0) {
ball.angle = 360 - ball.angle;
updateBall(ball);
}
}
}
function updateBall(ball) {
ball.radians = ball.angle * Math.PI/ 180;
ball.xunits = Math.cos(ball.radians) * ball.speed;
ball.yunits = Math.sin(ball.radians) * ball.speed;
}
var numBalls = 80;
var maxSize = 15;
var minSize = 5;
var maxSpeed = maxSize+5;
for (var i = 0; i < numBalls; i++) {
var tempRadius = Math.floor(Math.random()*maxSize)+minSize;
var tempX = tempRadius*2 + (Math.floor(Math.random()*canvas.width)-tempRadius*2);
var tempY = tempRadius*2 + (Math.floor(Math.random()*canvas.height)-tempRadius*2);
var tempSpeed = maxSpeed-tempRadius;
var tempAngle = Math.floor(Math.random()*360);
var tempRadians = tempAngle * Math.PI/ 180;
var tempXunits = Math.cos(tempRadians) * tempSpeed;
var tempYunits = Math.sin(tempRadians) * tempSpeed;
var stroke = new goog.graphics.Stroke(3, '#333');
var solidFill = new goog.graphics.SolidFill('#333');
tempBall = {x:tempX,y:tempY,radius:tempRadius, speed:tempSpeed, stroke:stroke, solidFill:solidFill, angle:tempAngle, xunits:tempXunits, yunits:tempYunits}
canvas.balls.push(tempBall);
}
setInterval(drawScreen, 32);
}