如何使用 jsPsych 心理物理学插件中的 'manual' 属性 调用函数来绘制刺激?
How to call a function to draw a stimulus using the 'manual' property in jsPsych psychophysics plugin?
我一直在尝试使用'manual'对象属性来绘制光栅刺激。我已经编写了一个函数来使用 drawFunc 绘制刺激。但是,我想在每次试验中更改一个输入参数,即使用 context.filter 的对比度级别。我想在刺激变量之外定义函数和输入参数,并通过提供相关参数来调用绘制补丁的函数。但是,这似乎不起作用。我每次都被迫定义函数。有办法解决吗?
var Left0 = {
obj_type: 'manual', // means a rectangle
startX: 550, // location in the canvas
startY: 325,
endX: 700,
endY: 325,
width: 300, // of the rectangle
height: 200,
horiz_pix_sec: 30,
show_start_time: 0,
motion_start_time: 2000,
drawFunc() {
context = jsPsych.currentTrial().context;
var pos = 0;
const gradLength = 100;
const my_gradient = context.createLinearGradient(400, 0, 600, 0);
const bands = 10;
const colors = ["#000", "#FFF"];
const stops = bands * colors.length;
while (pos <= stops) {
my_gradient.addColorStop(pos / stops, colors[pos % colors.length]);
pos++;
}
context.filter = 'contrast('+ CL1 +')';
context.fillStyle = my_gradient;
context.fillRect(500,325,gradLength,gradLength);
context.stroke();
}
};
//相反,我只想像这样定义一次函数。
function drawFunc (x1, y1, x2, y2, CL1, x,y) {
context = jsPsych.currentTrial().context;
var pos = 0;
const gradLength = 100;
const my_gradient = context.createLinearGradient(x1, y1, x2, y2);
const bands = 10;
const colors = ["#000", "#FFF"];
const stops = bands * colors.length;
while (pos <= stops) {
my_gradient.addColorStop(pos / stops, colors[pos % colors.length]);
pos++;
}
context.filter = 'contrast('+ CL1 +')';
context.fillStyle = my_gradient;
context.fillRect(x,y,gradLength,gradLength);
context.stroke();
}
//稍后再调用
var Left0 = {
obj_type: 'manual', // means a rectangle
startX: 550, // location in the canvas
startY: 325,
endX: 700,
endY: 325,
width: 300, // of the rectangle
height: 200,
horiz_pix_sec: 30,
show_start_time: 0,
motion_start_time: 2000,
drawFunc: drawFunc(400, 0, 600, 0, 0.5, 500, 325)
}
请帮助解决这个问题。
您可以将 drawFunc(...)
包装在匿名函数中:
var Left0 = {
obj_type: 'manual', // means a rectangle
startX: 550, // location in the canvas
startY: 325,
endX: 700,
endY: 325,
width: 300, // of the rectangle
height: 200,
horiz_pix_sec: 30,
show_start_time: 0,
motion_start_time: 2000,
drawFunc: function(){
drawFunc(400, 0, 600, 0, 0.5, 500, 325)
}
}
这是可行的,因为 drawFunc
参数需要一个函数。当您使用 drawFunc(...)
而不将其包装在匿名函数中时,参数是函数的 return 值 而不是函数本身。
我一直在尝试使用'manual'对象属性来绘制光栅刺激。我已经编写了一个函数来使用 drawFunc 绘制刺激。但是,我想在每次试验中更改一个输入参数,即使用 context.filter 的对比度级别。我想在刺激变量之外定义函数和输入参数,并通过提供相关参数来调用绘制补丁的函数。但是,这似乎不起作用。我每次都被迫定义函数。有办法解决吗?
var Left0 = {
obj_type: 'manual', // means a rectangle
startX: 550, // location in the canvas
startY: 325,
endX: 700,
endY: 325,
width: 300, // of the rectangle
height: 200,
horiz_pix_sec: 30,
show_start_time: 0,
motion_start_time: 2000,
drawFunc() {
context = jsPsych.currentTrial().context;
var pos = 0;
const gradLength = 100;
const my_gradient = context.createLinearGradient(400, 0, 600, 0);
const bands = 10;
const colors = ["#000", "#FFF"];
const stops = bands * colors.length;
while (pos <= stops) {
my_gradient.addColorStop(pos / stops, colors[pos % colors.length]);
pos++;
}
context.filter = 'contrast('+ CL1 +')';
context.fillStyle = my_gradient;
context.fillRect(500,325,gradLength,gradLength);
context.stroke();
}
};
//相反,我只想像这样定义一次函数。
function drawFunc (x1, y1, x2, y2, CL1, x,y) {
context = jsPsych.currentTrial().context;
var pos = 0;
const gradLength = 100;
const my_gradient = context.createLinearGradient(x1, y1, x2, y2);
const bands = 10;
const colors = ["#000", "#FFF"];
const stops = bands * colors.length;
while (pos <= stops) {
my_gradient.addColorStop(pos / stops, colors[pos % colors.length]);
pos++;
}
context.filter = 'contrast('+ CL1 +')';
context.fillStyle = my_gradient;
context.fillRect(x,y,gradLength,gradLength);
context.stroke();
}
//稍后再调用
var Left0 = {
obj_type: 'manual', // means a rectangle
startX: 550, // location in the canvas
startY: 325,
endX: 700,
endY: 325,
width: 300, // of the rectangle
height: 200,
horiz_pix_sec: 30,
show_start_time: 0,
motion_start_time: 2000,
drawFunc: drawFunc(400, 0, 600, 0, 0.5, 500, 325)
}
请帮助解决这个问题。
您可以将 drawFunc(...)
包装在匿名函数中:
var Left0 = {
obj_type: 'manual', // means a rectangle
startX: 550, // location in the canvas
startY: 325,
endX: 700,
endY: 325,
width: 300, // of the rectangle
height: 200,
horiz_pix_sec: 30,
show_start_time: 0,
motion_start_time: 2000,
drawFunc: function(){
drawFunc(400, 0, 600, 0, 0.5, 500, 325)
}
}
这是可行的,因为 drawFunc
参数需要一个函数。当您使用 drawFunc(...)
而不将其包装在匿名函数中时,参数是函数的 return 值 而不是函数本身。