draw function not looping as expected - javascript

I'm a beginner on here, so apologies in advance for naivety. I've made a simple image on Brackets using Javascript, trying to generate circles with random x and y values, and random colours. There are no issues showing when I open the browser console in Developer Tools, and when I save and refresh, it works. But I was expecting the refresh to happen on a loop through the draw function. Any clues as to where I've gone wrong?
Thanks so much
var r_x
var r_y
var r_width
var r_height
var x
var y
var z
function setup()
{
r_x = random()*500;
r_y = random()*500;
r_width = random()*200;
r_height = r_width;
x = random(1,255);
y= random(1,255);
z= random(1,255);
createCanvas(512,512);
background(255);
}
function draw()
{
ellipse(r_x, r_y, r_width, r_height);
fill(x, y, z);
}

Brackets.io is just your text editor (or IDE if you want to be technical) - so we can remove that from the equation. The next thing that baffles me is that something has to explicitly call your draw() method as well as the setup() method -
I'm thinking that you're working in some sort of library created to simplify working with the Canvas API because in the setup() method you're calling createCanvas(xcord,ycord) and that doesn't exist on it's own. If you want to rabbit hole on that task check out this medium article, it walks you thru all the requirements for creating a canvas element and then drawing on that canvas
Your also confirming that you're drawing at least 1 circle on browser refresh so i think all you need to focus on is 1)initiating your code on load and 2)a loop, and we'll just accept there is magic running in the background that will handle everything else.
At the bottom of the file you're working in add this:
// when the page loads call drawCircles(),
// i changed the name to be more descriptive and i'm passing in the number of circles i want to draw,
// the Boolean pertains to event bubbling
window.addEventListener("load", drawCircles(73), false);
In your drawCircles() method you're going to need to add the loop:
// im using a basic for loop that requires 3 things:
// initialization, condition, evaluation
// also adding a parameter that will let you determine how many circles you want to draw
function drawCircles(numCircles) {
for (let i = 0; i < numCircles; i++) {
ellipse(r_x, r_y, r_width, r_height);
fill(x, y, z);
}
}
here's a link to a codepen that i was tinkering with a while back that does a lot of the same things you are
I hope that helps - good luck on your new learning venture, it's well worth the climb!

Thank you so much for your help! What you say makes sense - I basically deleted the equivalent amount of code from a little training exercise downloaded through coursera, thinking that I could then essentially use it as an empty sandpit to play in. But there's clearly far more going on under the hood!
Thanks again!

Related

Simple Collision Detection in Javascript / Jquery?

I am working on a portion of a project that I am trying to detect when certain divs hit each other. In the code that I made, that doesn't work, I basically say take the first div's left amount, compare it to the other div's left amount, if they are within a certain amount it triggers an alert. If I get that much to work I am going to implant a way to say that if the distance between the two divs is 0 then it will run a certain function. I am afraid the scope of this project is too big for me, even though I am basically at the last part, because I have spent hours researching a simple way to add collision detection, but everything I find looks like rocket science to me, that is why I tried to create my own way below. So in summary, what I want to know is why my collision detection code doesn't work, how I can make it work if possible, and if not possible what is the next best option that I should use.
//Collision
function collision(){
var tri = $('#triangle');
var enemyPos = $('.object1').css('left');
var minHit = enemyPos - 32.5;
var maxHit = enemyPos + 32.5;
var triLoc = tri.css('left');
if(triLoc > minHit && triLoc < maxHit){
alert('hit');
}
}
collision();
}
}
full code: https://jsfiddle.net/kc59vzpy/
If the code you have above is definitely where the problem is, then you need to look at the enemyPos variable. Getting the left position also adds px, so enemyPos is 100px or something like that. When you add 32.5, you get 100px32.5 and when you subtract you get NaN, neither of which you want.
Before you add or subtract, use enemyPos = parseInt($('.object1').css('left')); to turn it into an actual number.

Should this For-Loop, in theory, work?

I have a question over at collision-detection about a similar issue, but it's not exactly the same. I had an issue with a new game project (I'm trying to learn more about HTML5 Canvases and Socket.io) in which my collisions weren't working. I thought that my issue was centered on collisions, but now I'm starting to think something different. The reason I have a different issue posted here at the for-loop area is because I'm not sure if my issue is for-loop related or collision-detection related. Either way, I'd be happy to take one of my questions down.
This code is looping every frame to get the active positions of bullets and ships. If the bullet touches the ship, it'll be removed and some health points will be removed from the ship.
Tutorial I was using: http://jlongster.com/Making-Sprite-based-Games-with-Canvas
That aside, here's my checkCollisions code. It seems that the collision function is working, because when I started to log all the positions every time we had an iteration, it seemed that the position of my object was changing every single time. Is this one of those for-loop issues where I'm going to need a callback?
Thank you so much in advance for all your help. I'll be sure to upvote/select every response that helps out! :)
SOLVED! Turns out one of my arrays wasn't being passed in correctly. I'd like to thank you guys for telling me to always split it into multiple functions, that really helped me figure that one out!
// Let's start out here: I have a players[] array
//that's essentially a list of all players on the server
// and their positions. I omitted server connection functionality since that's not my error
// source.
function checkCollisions() {
for (var i = 0; i < players.length; i++) { // Iterating through all players
var pos = [players[i].posX, players[i].posY];
var size = [SHIP_WIDTH, SHIP_HEIGHT]; // This is the size of each player, it's a ship game. So these are constants.
if (players[i].userId != PLAYER.userId) { // Each player has a userId object, this is just doublechecking if we're not uselessly iterating
for (var j = 0; j < bullets.length; j++) { // We're now looping through bullets, an array of all the bullets being shot by players
var pos2 = bullets[j].pos;
var size2 = BULLET_SIZE;
var sender = bullets[j].sender;
if (boxCollides(pos, size, pos2, size2)) { // Collision code
if (sender != players[i].userId) {
bullets.splice(j, 1);
i--; // Tried here with j--, and by removing the entire line. Unfortunately it doesn't work :(
break;
}
}
}
}
}
}
Have you tried using console.log to see where the program is breaking? This might help you determine if there are multiple bugs or if it's just this one. If there's something wrong in a previous statement, you may not know it if you've fixed the i-- / j-- ...?
Edit: AH I see that you've fixed things, after I'd posted this. Well congrats and good job!

Box2dWeb call function when objects collide

I'm fairly new to javascript and box2d, i was wondering if someone knows how i can call a custom function when two objects collide. I tried using some examples that uses the b2ContactListener without any succes. I've placed an object above another and let the standard Box2d physics do it's thing.
I recieve two console outputs, the first is null and the second is Ball with the following code:
var listener = new Box2D.Dynamics.b2ContactListener;
listener.BeginContact = function(contact) {
console.log(contact.GetFixtureA().GetBody().GetUserData());
console.log(contact.GetFixtureB().GetBody().GetUserData());
};.
The two objects that need to collide are a b2_dynamicbody (ball) and a b2PolygonShape. (rectangle). Using bodyDef.userData = "Ball"; in my Ball.js and bodyDef.userData = "Mouse"; in my Mouse.js i try to identify if they are hit. Instead only the ball is displayed.
Next to that i'm sure this is not the correct way for detecting collision :P I hope i've explained it well enough, could somebody steer me in the right direction?
Ok I solved it myself, apparently I had to add my custom event to the world I create with box2d. So, the issue was solved by me reading big chunks of box2d documentation/manual which can be found here:
I started with adding a String as UserData() to every object which can collide and has to do something else next to just colliding. Using the following code:
bodyDef.userData = "Car";
note: every object has to have it's own unique string.
Then I created a new contact listener (formulated in my question above) and listened for fixtures colliding with each other. When that happens, I 'save' the fixtures UserData() in variables which I can then use to look what objects collide with each other.
var contactListener = new Box2D.Dynamics.b2ContactListener;
contactListener.BeginContact = function(contact) {
var fixA = contact.GetFixtureA().GetBody().GetUserData();
var fixB = contact.GetFixtureB().GetBody().GetUserData();
// if else statement here...
};
world.SetContactListener(contactListener);
Finally, I added the last statement world.SetContactListener(contactListener); to add the event to the world, making it possible for it to listen to collisions, which I forgot to add and thus was my problem.
Hope someone finds this usefull!

Little simulation of gravity in JS using canvas

So, I am trying to create a few circles and then I want them to fall down. Here is the code and demo: demo FireBug tells me that the method "move" is not defined for undefined objects, so something must be wrong when I want to create an array of obects. Correct my mistakes and take into consideration that I have just started learning object oriented programming in JS.
Instead of creating multiple events, create one event and loop in there:
setInterval(function(){
ctx.clearRect(0,0,1000,1000); //Clear the canvas here
for (i = 0;i<bubble.length;++i)
{
bubble[i].move();
bubble[i].redraw();
}
},32);
The problem was a scope problem.
The way you had written it i had the value of 10 in all events where they where executing.
Working fiddle: http://jsfiddle.net/some/fGChQ/16/
Your other problem is that you clear the canvas in your redraw... For every circle.
I've made a fork of this that addresses the looping issues, there also appears to have been a problem with the clearing of the canvas rectangle that was causing some interference
for (i = 0;i<bubble.length - 1; ++i)
{
console.log(bubble[i].y)
setInterval(function(){
bubble[i].move();
bubble[i].redraw();
},32);
}
bubble.length is 10, array is index 0-9. bubble[10] is undefined, so you can't call the method move on it.

Canvas element not updating

I am trying to visualise a reinforcement agent moving through a 2d grid. I coded up a visualisation using canvas, and everytime my agent makes a move I try to update the grid. I was hoping to see an animation, but instead I see nothing until the agent has completed all this moves and I see the final state. If I step through with Google Chromes Developer tools then I can see the individual steps. I do not think it is a problem of my code just running to fast, because each step takes a couple of seconds.
My implementation is as follows, with the function gridWorld() called once to create a new object and executeAction called every time I want to draw. As shown I have used ctx.save(), and ctx.restore(), but that is only an attempt to solve this problem, and it seems to have made no difference.
Thanks
var execute gridWorld = function(action) {
var canvas = document.getElementById("grid");
this.ctx = canvas.getContext("2d");
this.executeAction = function(action) {
this.ctx.save()
// ... Do reinforcement learning stuff
// For every cell in grid, do:
this.ctx.fillStyle = "rgb(244,0,0)"
this.ctx.fillRect(positionX, poisitonY, 10,10)
this.ctx.restore();
}
}
Even if the code takes a long time to execute, the browser will not update the display until there is an actual break in the code. Use setTimeout() to cause a break in code execution whenever you want the canvas to update.
Your not going to see animations because they are happening way too fast. You need to break them up like in the following example.
Live Demo
If I did something like this for example
for(x = 0; x < 256; x++){
player.x = x;
ctx.fillStyle = "#000";
ctx.fillRect(0,0,256,256);
ctx.fillStyle = "#fff";
ctx.fillRect(player.x,player.y,4,4);
}
You would only ever see the player at the end of the board every time that function is called, and you wouldn't see any of the animations in between, because the loop runs too fast. Thats why in my live demo I do it in small increments and call the draw every 15 milliseconds so you have a chance to actually see whats being put on the canvas.

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