Salut tout le monde, j'ai une erreur de peluches et je ne suis pas sûr de ce dont il parle, c'est l'erreur: src/app/particles/particles.component.ts[4, 1]: Implement lifecycle hook interfaces (https://angular.io/docs/ts/latest/guide/style-guide.html#!#09-01)
La rangée 4 est la @Component({
ligne
J'ai lu le lien que cela donne et j'obtiens ce qu'il essaie de me dire (du moins, je pense bien :)), mais je ne vois pas comment cela s'applique dans ce cas.
Merci pour toute aide.
import { Component, ViewChild, ElementRef, HostListener} from '@angular/core';
import { Particle } from './particle';
@Component({
selector: 'km-particles',
styles: ['canvas { transition: opacity 0.5s cubic-bezier(0.4, 0.0, 0.2, 1);}'],
template: ` <canvas #canvas
[attr.width]='width'
[attr.height]='height'
[style.opacity]='opacity'>
</canvas>`
})
export class ParticlesComponent {
private ctx: CanvasRenderingContext2D;
private width: number;
private height: number;
private opacity: number;
private particles: Particle[];
private particleClearLoop: any;
public playParticles: boolean;
// get the element with the #canvas on it
@ViewChild('canvas') canvas: ElementRef;
// on window resize, restart the animation with the new boundaries
@HostListener('window:resize', ['$event'])
OnResize(event: Event) {
this.initAnim();
}
constructor() {
this.opacity = 0;
}
// wait for the view to init before using the element
ngAfterViewInit() {
this.ctx = this.canvas.nativeElement.getContext('2d');
// ok all is ready, start the particle animation
this.initAnim();
}
createParticles() {
this.particles = [];
// let's make us some particles
for (let i = 0; i < 150; i++) {
this.particles.Push(new Particle());
}
}
draw() {
// clear canvas
this.ctx.clearRect(0, 0, this.width, this.height);
// draw the particles
this.particles.forEach((particle) => {
particle.timestamp = Math.floor(Date.now());
particle.counter = particle.sign * (particle.timestamp / particle.speed * Math.PI);
this.ctx.beginPath();
// define the circleparticle
this.ctx.arc( particle.xPos + particle.radius * Math.cos(particle.counter / 100),
particle.yPos + particle.radius * Math.sin(particle.counter / 100),
particle.width,
0,
Math.PI * 2,
false);
this.ctx.globalAlpha = particle.alpha;
this.ctx.fillStyle = particle.color;
this.ctx.fill();
});
if (this.playParticles) {
requestAnimationFrame(this.draw.bind(this)); // AGAIN!
}
}
// init resize and make the particles
initAnim() {
this.playParticles = false;
this.opacity = 0; // so we don't see the flicker
clearInterval(this.particleClearLoop);
this.particleClearLoop = setTimeout(() => {
this.opacity = 1;
this.playParticles = true;
this.resize();
this.createParticles();
this.draw();
}, 500);
}
// method that resizes the canvas to the full width/height of the window
resize() {
this.width = window.innerWidth;
this.height = window.innerHeight;
}
}
vous utilisez ngAfterViewInit
Lifecycle Hook, il vous suffit d’ajouter ce qui suit pour rendre TSLint heureux,
export class ParticlesComponent implements AfterViewInit
J'espère que cela t'aides!!