Page({ onReady: function() {  this.position = {    x: 150,    y: 150,    vx: 2,    vy: 2   },   this.obj = {    offset: 0,    baseLine: 40,    direction: 1,    waveDirection: 1   },   // var offset = 5   this.drawQuadraticCurve3()  this.interval = setInterval(this.drawQuadraticCurve3, 1)  console.log(">>>>>>>>>" + this.obj.offset) }, /**  * 画大波浪  */ drawQuadraticCurve3: function() {  var obj = this.obj  var startX = 20,   itemWidth = 100,   offset = obj.offset,   baseLine = obj.baseLine,   waveHeight = 10,   direction = obj.direction,   waveDirection = obj.waveDirection   const ctx = wx.createCanvasContext('myCanvas3')    function getWaveHeigh(i) {   if (i % 2 == 0) {    // return baseLine + waveHeight   }   return baseLine - waveHeight  }  ctx.beginPath()  ctx.moveTo(-itemWidth * 6, baseLine)  ctx.setFillStyle('#4BF6EE')  for (var i = -6; i < 5; i++) {   startX = i * itemWidth;   var currentX = startX + (itemWidth / 2) + offset   var currentY = getWaveHeigh(i)   var currentEndX = startX + itemWidth + offset   ctx.quadraticCurveTo(currentEndX - 10,    currentY, currentEndX, baseLine)   ctx.stroke()  }  //填充海水  ctx.lineTo(0, 2000)  ctx.setFillStyle('#4BF6EE')  ctx.fill()   ctx.draw()    if (obj.waveDirection == 1) {   obj.offset = obj.offset + 1  } else if (obj.waveDirection == -1) {   obj.offset = obj.offset - 1  }  if (obj.offset == 400) {   obj.offset = 0  }  if (obj.offset == 50 || obj.offset == 1) {   // obj.waveDirection = obj.waveDirection * -1  }    // if (direction == 1) {  //  obj.baseLine = obj.baseLine + 1  // } else if (direction == -1) {  //  obj.baseLine = obj.baseLine - 1  // }  if (obj.baseLine >= 50 || obj.baseLine <= 40) {   console.log("<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<")   //obj.direction = (obj.direction * -1)  } }, onUnload: function() {  clearInterval(this.interval) }})