Reputation: 697
I'm trying to animate an image using KineticJS to move across the screen, but I keep getting not a function errors. The image displays fine, but it keeps saying that imageObj.move is not a function and I have no idea why. I'm kinda new to javascript and KineticJS, so I could just be making a really basic error, so some help would be very welcome. Thanks!
window.onload = function(){ //init function
var stage = new Kinetic.Stage("container", 600, 600);
var fluffyImgLayer = new Kinetic.Layer();
var imageObj = new Image();
imageObj.onload = function(){
imageF = new Kinetic.Image({
x: 0,
y: 250,
image: imageObj,
});
fluffyImgLayer.add(imageF);
stage.add(fluffyImgLayer);
}
imageObj.src = "Flutter_Fluffy_100.png";
stage.onFrame(function(frame){
console.log("fired")
imageObj.move(10,10);
fluffyImgLayer.draw();
});
var period = 2000;
stage.start();
}
Upvotes: 1
Views: 5229
Reputation: 5219
Actually, to answer your question, the problem is that you're trying to use a KineticJS method on the image object (rather than the Kinetic.Image
object). Use this instead:
imageF.move(10,10);
Upvotes: 4
Reputation: 693
You could do something like this and be done with it:
imageObj.x += 3;
imageObj.y += 3;
You need to add var in front of imageF:
var imageF = new Kinetic.image({
Take a look at: http://www.html5canvastutorials.com/kineticjs/html5-canvas-kineticjs-image-tutorial/
The error your getting is because you didn't define move() anywhere. You could make a move function and allow the object to use it. Or, you could make a function like this:
function moveMyThing(myObj, xchange, ychange)
{
myObj.x += xchange;
myObj.y += ychange;
}
Then call it with:
moveMyThing(imageObj, 3, 3);
KineticJS tends to refresh around 60FPS if all is alright, so this 3 is actually quite fast. You'll also want to consider checking whether or not it is time to update your movement logic. It'd be best to uncouple them.
Ex:
stage.onFrame(function(frame){
console.log("fired")
time++;
if(readyToThink(time, 6)) //check if you want to do something
moveMyThing(imageObj,3,3); //Then move it...
fluffyImgLayer.draw();
});
function readyToThink(time, limit){
if(time > limit) //some amount of time to get here
{
time = 0; //reset counter
return true;
}
return false;
}
To account for the jumpiness, you can tween the motion.
Upvotes: 1