Reputation: 27
Ok, I've got this piece of code, trying to create a fragmented "donut" shape in canvas:
for (var i = 0; i < numberOfItems; i++) {
var endingAngle = (startingAngle + itemLength) % (2 * Math.PI);
menuItem[i] = new Kinetic.Shape({
sceneFunc: function (context) {
context.beginPath();
context.arc(containerCenter, containerCenter, circleRadius, startingAngle, endingAngle, false);
context.lineTo(containerCenter + smallCircleRadius * Math.cos(endingAngle), containerCenter + smallCircleRadius * Math.sin(endingAngle));
context.arc(containerCenter, containerCenter, smallCircleRadius, endingAngle, startingAngle, true);
context.lineTo(containerCenter + circleRadius * Math.cos(startingAngle), containerCenter + circleRadius * Math.sin(startingAngle));
context.closePath();
context.fillStrokeShape(this);
},
fill: '#00ff00',
stroke: 'black',
strokeWidth: 1
});
layer.add(menuItem[i]);
startingAngle = endingAngle;
}
startingAngle is set from the outside of this snippet and is basically irrelevant (can have any value), numberOfItems is the number of segments, itemLength the length of each fragment as a percentage of circumference, circleRadius and smallCircleRadius the radii of the outer and inner circle of the donut shape respectively.
Now, when I try to input this as is, it won't draw anything on the canvas, just one line, which seems to be either the left-side line of the first fragment, or the right-side line of the last fragment - although that's irrelevant. If I change the code to constant values instead of the startingAngle and endingAngle, it works, and draws it correctly. What can be the issue here?
Upvotes: 0
Views: 71
Reputation: 105045
Your startingAngle and endingAngle variables no longer exist when the Kinetic.Shape is trying to draw itself.
Those angle variables disappear from scope when the for-loop ends.
To make the angles available in the sceneFunc you can add the angle properties to the .Shape itself:
menuItem[i].startingAngle=startingAngle;
menuItem[i].endingAngle=endingAngle;
Then you can retrieve the angles in your sceneFunc:
sceneFunc: function(ctx) {
var startingAngle=this.startingAngle;
var endingAngle=this.endingAngle
...
A Demo: http://jsfiddle.net/m1erickson/465qY/
Upvotes: 1