I'd like to create a potentially unlimited amount of instances of a certain class within my javascript document:
let trees;
const treespawn = () => {
let x = random(50, windowWidth - 50);
let y = random(windowHeight /22, windowHeight / 1.13);
for (let i = 0; i < 20; i++) {
trees[i] = new Trees(x, y);
return trees[i];
}
}
function draw() {
background(0, 111, 10);
trees.trunk();
trees.leaves();
trees.shudder();
}
class Trees {
constructor(x, y) {
stuff--stuff--stuff
}
trunk() {
stuff--stuff--stuff
}
leaves() {
stuff--stuff--stuff
}
shudder() {
stuff--stuff--stuff
}
}
Some points:
the trees variable is declared globally because I can't think of a way to keep my class function calls in scope.
I'm using p5 hence the function draw. I've created all my other classes in the setup() function.
Basic explanation:
I'd like to create my Trees class object many times and have them appear on my canvas at the start of each level of the game I'm making. This would require around 20 trees per level inside the parameters set to let x and let y. In higher levels of my game I may want to increase the amount of trees.
You can see how simply writing out 20-30 variable declarations, creating those classes and calling all of the functions inside each class would be impractical.
I realise this must be done with some sort of array methodology.
Can anyone help me here?
Thanks in advance!
Update:
This is as far as I've gotten and no console error message but I see no trees on the canvas.
function draw() {
background(0, 111, 10);
() => {
let x = random(50, windowWidth - 50);
let y = random(windowHeight /22, windowHeight / 1.13);
for (let i = 0; i < 20; i++) {
trees[i] = new Trees(x, y);
trees[i].trunk();
trees[i].leaves();
trees[i].shudder();
}
}
}
Update
random is not a native Javascript function, so if you're not getting it from a library or from elsewhere, you might need to define it:
function random(lowerBound, upperBound) {
var range = upperBound - lowerBound + 1;
return Math.floor(Math.random() * range);
}
Try this:
class Trees {
constructor() {
stuff--stuff--stuff
}
trunk() {
stuff--stuff--stuff
}
leaves() {
stuff--stuff--stuff
}
shudder() {
stuff--stuff--stuff
}
}
const treespawn = () => {
let x = random(50, windowWidth - 50);
let y = random(windowHeight /22, windowHeight / 1.13);
return new Trees(x, y);
}
let trees = [];
for (let i = 0; i < 20; i++) {
trees.push(treespawn());
}
function draw() {
background(0, 111, 10);
trees.forEach(tree => {
tree.trunk();
tree.leaves();
tree.shudder();
});
}
Related
I'm trying to have a few circles drawn on the screen that do not move after initialization. Right now it is constantly drawing them to the screen instead of keeping them there. Here's the code:
for (let i = 0; i < 1; i++) {
//location
const r = random(100, 900);
const r2 = random(900, 100);
//size
const rS = random(50, 250);
const rS2 = random(250, 50);
//draw the ellipse with parameters
ellipse(r, r2, rS, rS2);
}
(This is with the p5.js library)
It sounds like your code is in the draw() function, which is called multiple times a second. Since you call random() every single time, it creates new parameters every single time. Instead, you should assign parameters to a variable somewhere else (like in the setup function) and then use those in the draw function. Something like:
var ellipses = [];
function setup() {
createCanvas(640, 480);
for (let i = 0; i < 1; i++) {
ellipses.push({
r: random(100, 300),
r2: random(300, 100),
rS: random(50, 250),
rS2: random(250, 50)
});
}
}
function draw() {
clear();
//location
//draw the ellipse with parameters
ellipses.forEach(function (e) {
ellipse(e.r, e.r2, e.rS, e.rS2);
})
}
<script src="https://unpkg.com/p5#1.1.9/lib/p5.min.js"></script>
I have created several different versions of Pong, and stored them as different functions. I have then tried to access these functions using buttons on the screen, with each button press being mapped to its corresponding function. However, when I click one of the buttons none of the functions are loaded and the user can only see the menu screen; basically nothing happens.
You're very close, you have the right idea. What I've done is I've setup how I would do this using just your Epilepsymode code (mainly because I was curious to see what it looked like) :D
I have added a flag so you can know which game is currently active, you'll have to do something like this for all the games and disable their corresponding flags when they're not active.
let isEpilepsyMode = false;
let epilepsyMode; // represents the epilepseMode object
function setup() {
createCanvas(400,400)
background(0)
menu();
}
function draw() {
if (isEpilepsyMode) {
epilepsyMode.draw();
}
}
I've added a new handler for when you click the button:
button5.mousePressed(beginEpilepsyMode);
Handler:
function beginEpilepsyMode() {
isEpilepsyMode = true;
epilepsyMode = new Epilepsymode();
epilepsyMode.setup();
}
Setup and Draw are methods of the Epilepsymode object, so in order to write epilepsyMode.setup():
function Epilepsymode() {
clear();
hideButtons();
let Lscore = 0;
let Rscore = 0;
let r2 = 0;
let b2 = 255;
let button;
balls = []
this.setup = function() {
createCanvas(800, 400);
menu();
ball = new Ball();
left = new Paddle(true);
right = new Paddle(false);
for (let i = 0; i <= 1000; i++) {
balls[i] = new Ball()
}
}
this.draw = function() {
background(0);
r2 = map(right.y, 0, 400, 255, 0)
b2 -= map(left.y, 400, 800, 0, 255)
background(r2, 0, b2)
for (let i = 0; i < balls.length; i++) {
balls[i].update();
balls[i].edges();
balls[i].show();
balls[i].checkPaddleRight(right)
balls[i].checkPaddleLeft(left)
}
ball.checkPaddleRight(right);
ball.checkPaddleLeft(left);
left.show();
right.show();
left.update();
right.update();
ball.update();
ball.edges();
ball.show();
fill(255);
textSize(32);
text(Lscore, 32, 40);
text(Rscore, width - 64, 40);
}
So if you go to this sketch you'll see that the epilepsy button produces the epilepsy version of your game.
I am struggling with the error of which throw me once I am trying to recursively change a colour. The error is: “Uncaught TypeError Cannot read property ‘map’ of undefined (sketch: line 18)” and reference to this piece of code: this.color.levels.map(x => x * 0.9) .
I supposed that’s because of a recursive and problem with “this” context. The “right” function which I’ve created executing just one time until above error is thrown.
Any ideas how to make this work or how to recursively change the colour referencing to the same object which I’ve been created?
My code: https://editor.p5js.org/grzegorz.kuguar#gmail.com/sketches/Syc1qQmnQ
<code> class Branch {
constructor(begin, end, strokeW, color, angle) {
this.begin = begin;
this.end = end;
this.angle = angle;
this.strokeW = strokeW;
this.color = color;
}
display() {
stroke(this.color);
strokeWeight(this.strokeW);
line(this.begin.x, this.begin.y, this.end.x, this.end.y);
}
right(angle) {
let direction = p5.Vector.sub(this.end, this.begin);
direction.rotate(angle);
let nextPoint = p5.Vector.add(direction, this.end);
let right = new Branch(this.end, nextPoint, this.strokeW*0.7, this.color.levels.map(x => x * 0.9)); //this line of code throw an error once I am trying to manipulate on the array
return right;
}
}
let tree = [];
let trunk;
let something; //just for check how looks like a p5.color object
function setup() {
createCanvas(400, 400);
background(20);
something = color(100, 230, 100);
console.log(something);
let x = createVector(width/2, height);
let y = createVector(width/2, height-100);
trunk = new Branch(x,y, 7, color(255,100, 100));
tree[0] = trunk;
tree.push(trunk);
}
function draw() {
for(let i = 0; i < tree.length; i++) {
tree[i].display();
}
}
function mousePressed() {
for(let i = tree.length-1; i >= 0; i--) {
tree.push(tree[i].right(Math.PI/4, 0.66));
}
}
The problem is in your use of map. You are doing:
this.col.levels.map(x => x * 0.9)
which returns an array, not a p5.Color object.
To create the new color object, instead use:
color.apply(this, this.col.levels.map(x => x * 0.9))
You can see the full sketch here
I am creating a small space invaders-like game.
In create function I create enemies
enemies = game.add.group();
enemies.enableBody = true;
enemies.physicsBodyType = Phaser.Physics.ARCADE;
enemies.x = 100;
enemies.y = 50;
for (var y = 1; y < 200; y += 50) {
for (var x = 233; x <= 800; x += 50) {
var enemy = enemies.create(x, y, 'enemy');
enemy.anchor.setTo(0.5, 0.5);
enemy.body.moves = false;
}
}
and bullets
bullets = game.add.group();
bullets.enableBody = true;
bullets.physicsBodyType = Phaser.Physics.ARCADE;
bullets.createMultiple(30, 'bullet');
bullets.setAll('anchor.x', 0.5);
bullets.setAll('anchor.y', 1);
bullets.setAll('outOfBoundsKill', true);
bullets.setAll('checkWorldBounds', true);
and set the overlap callback
game.physics.arcade.overlap(bullets, enemies, collisionHandler);
But, unfortunately, when the bullet overlaps an enemy, nothing happens.
Callback is
function collisionHandler (bullet, enemy) {
console.log("poft");
bullet.kill();
enemy.kill();
}
In your case you only need to check if there is a collision between both groups, so you would choose to use the 'overlap' method that will be evaluated in the function update:
function update() {
game.physics.arcade.overlap(bullets, enemies, collisionHandler, null, this);
}
The method receives five arguments, you can consult them here.
And simple example of Physics Arcade: Group vs Group
I've spent about 12 hours looking through this code, and fiddling with it, trying to find out where there's a recursion problem because I'm getting the, "maximum call stack size exceeded," error, and haven't found it. Someone smarter than me please help me!
so far, all I found was that when I make the object, spot, a circle, object, the problem disappears, but when I make it a, 'pip', I get this stack overflow error. I've gone over the pip class with a friggin' microscope, and still have no idea why this is happening!
var canvas = document.getElementById('myCanvas');
//-------------------------------------------------------------------------------------
// Classes
//-------------------------------------------------------------------------------------
//=====================================================================================
//CLASS - point
function point(x,y){
this.x = x;
this.y = y;
}
//=====================================================================================
// CLASS - drawableItem
function drawableItem() {
var size = 0;
this.center = new point(0,0);
this.lineWidth = 1;
this.dependentDrawableItems = new Array();
}
//returns the size
drawableItem.prototype.getSize = function getSize(){
return this.size;
}
// changes the size of this item and the relative size of all dependents
drawableItem.prototype.changeSize = function(newSize){
var relativeItemSizes = new Array;
relativeItemSizes.length = this.dependentDrawableItems.length;
// get the relative size of all dependent items
for (var i = 0; i < this.dependentDrawableItems.length; i++){
relativeItemSizes[i] = this.dependentDrawableItems[i].getSize() / this.size;
}
// change the size
this.size = newSize;
// apply the ratio of change back to all dependent items
for (var i = 0; i < relativeItemSizes.length; i++){
this.dependentDrawableItems[i].changeSize(relativeItemSizes[i] * newSize);
}
}
//moves all the vertices and every dependent to an absolute point based on center
drawableItem.prototype.moveTo = function(moveX,moveY){
//record relative coordinates
var relativeItems = new Array;
relativeItems.length = this.dependentDrawableItems.length;
for (var i = 0; i < relativeItems.length; i++){
relativeItems[i] = new point;
relativeItems[i].x = this.dependentDrawableItems[i].center.x - this.center.x;
relativeItems[i].y = this.dependentDrawableItems[i].center.y - this.center.y;
}
//move the center
this.center.x = moveX;
this.center.y = moveY;
//move all the items relative to the center
for (var i = 0; i < relativeItems.length; i++){
this.dependentDrawableItems[i].moveItemTo(this.center.x + relativeItems[i].x,
this.center.y + relativeItems[i].y);
}
}
// draws every object in dependentDrawableItems
drawableItem.prototype.draw = function(ctx){
for (var i = 0; i < this.dependentDrawableItems.length; i++) {
this.dependentDrawableItems[i].draw(ctx);
}
}
//=====================================================================================
//CLASS - circle
function circle(isFilledCircle){
drawableItem.call(this);
this.isFilled = isFilledCircle
}
circle.prototype = new drawableItem();
circle.prototype.parent = drawableItem.prototype;
circle.prototype.constructor = circle;
circle.prototype.draw = function(ctx){
ctx.moveTo(this.center.x,this.center.y);
ctx.beginPath();
ctx.arc(this.center.x, this.center.y, this.size, 0, 2*Math.PI);
ctx.closePath();
ctx.lineWidth = this.lineWidth;
ctx.strokeStyle = this.outlineColor;
if (this.isFilled === true){
ctx.fill();
}else {
ctx.stroke();
}
this.parent.draw.call(this,ctx);
}
//=====================================================================================
//CLASS - pip
function pip(size){
circle.call(this,true);
}
pip.prototype = new circle(false);
pip.prototype.parent = circle.prototype;
pip.prototype.constructor = pip;
//----------------------------------------------------------------------
// Objects/variables - top layer is last (except drawable area is first)
//----------------------------------------------------------------------
var drawableArea = new drawableItem();
var spot = new pip();
spot.changeSize(20);
drawableArea.dependentDrawableItems[drawableArea.dependentDrawableItems.length] = spot;
//------------------------------------------
// Draw loop
//------------------------------------------
function drawScreen() {
var context = canvas.getContext('2d');
context.canvas.width = window.innerWidth;
context.canvas.height = window.innerHeight;
spot.moveTo(context.canvas.width/2, context.canvas.height/2);
drawableArea.draw(context);
}
window.addEventListener('resize', drawScreen);
Here's the demo: http://jsfiddle.net/DSU8w/
this.parent.draw.call(this,ctx);
is your problem. On a pip object, the parent will be circle.prototype. So when you now call spot.draw(), it will call spot.parent.draw.call(spot), where this.parent is still the circle.prototype…
You will need to explicitly invoke drawableItem.prototype.draw.call(this) from circle.prototype.draw. Btw, you should not use new for the prototype chain.
Why would you write code like that? It's so difficult to understand and debug. When I'm creating lots of classes I usually use augment to structure my code. This is how I would rewrite your code:
var Point = Object.augment(function () {
this.constructor = function (x, y) {
this.x = x;
this.y = y;
};
});
Using augment you can create classes cleanly. For example your drawableItem class could be restructured as follows:
var DrawableItem = Object.augment(function () {
this.constructor = function () {
this.size = 0;
this.lineWidth = 1;
this.dependencies = [];
this.center = new Point(0, 0);
};
this.changeSize = function (toSize) {
var fromSize = this.size;
var ratio = toSize / fromSize;
this.size = toSize;
var dependencies = this.dependencies;
var length = dependencies.length;
var index = 0;
while (index < length) {
var dependency = dependencies[index++];
dependency.changeSize(dependency.size * ratio);
}
};
this.moveTo = function (x, y) {
var center = this.center;
var dx = x - center.x;
var dy = y - center.y;
center.x = x;
center.y = y;
var dependencies = this.dependencies;
var length = dependencies.length;
var index = 0;
while (index < length) {
var dependency = dependencies[index++];
var center = dependency.center;
dependency.moveTo(center.x + dx, center.y + dy);
}
};
this.draw = function (context) {
var dependencies = this.dependencies;
var length = dependencies.length;
var index = 0;
while (index < length) dependencies[index++].draw(context);
};
});
Inheritance is also very simple. For example you can restructure your circle and pip classes as follows:
var Circle = DrawableItem.augment(function (base) {
this.constructor = function (filled) {
base.constructor.call(this);
this.filled = filled;
};
this.draw = function (context) {
var center = this.center;
var x = center.x;
var y = center.y;
context.moveTo(x, y);
context.beginPath();
context.arc(x, y, this.size, 0, 2 * Math.PI);
context.closePath();
context.lineWidth = this.lineWidth;
context[this.filled ? "fill" : "stroke"]();
base.draw.call(this, context);
};
});
var Pip = Circle.augment(function (base) {
this.constructor = function () {
base.constructor.call(this, true);
};
});
Now that you've created all your classes you can finally get down to the drawing:
window.addEventListener("DOMContentLoaded", function () {
var canvas = document.getElementById("myCanvas");
var context = canvas.getContext("2d");
var drawableArea = new DrawableItem;
var spot = new Pip;
spot.changeSize(20);
drawableArea.dependencies.push(spot);
window.addEventListener("resize", drawScreen, false);
drawScreen();
function drawScreen() {
var width = canvas.width = window.innerWidth;
var height = canvas.height = window.innerHeight;
spot.moveTo(width / 2, height / 2);
drawableArea.draw(context);
}
}, false);
We're done. See the demo for yourself: http://jsfiddle.net/b5vNk/
Not only have we made your code more readable, understandable and maintainable but we have also solved your recursion problem.
As Bergi mentioned the problem was with the statement this.parent.draw.call(this,ctx) in the circle.prototype.draw function. Since spot.parent is circle.prototype the this.parent.draw.call(this,ctx) statement is equivalent to circle.prototype.draw.call(this,ctx). As you can see the circle.prototype.draw function now calls itself recursively until it exceeds the maximum recursion depth and throws an error.
The augment library solves this problem elegantly. Instead of having to create a parent property on every prototype when you augment a class augment provides you the prototype of that class as a argument (we call it base):
var DerivedClass = BaseClass.augment(function (base) {
console.log(base === BaseClass.prototype); // true
});
The base argument should be treated as a constant. Because it's a constant base.draw.call(this, context) in the Circle class above will always be equivalent to DrawableItem.prototype.draw.call(this, context). Hence you will never have unwanted recursion. Unlike this.parent the base argument will alway point to the correct prototype.
Bergi's answer is correct, if you don't want to hard code the parent name multiple times you could use a helper function to set up inheritance:
function inherits(Child,Parent){
Child.prototype=Object.create(Parent.prototype);
Child.parent=Parent.prototype;
Child.prototype.constructor=Child;
};
function DrawableItem() {
this.name="DrawableItem";
}
DrawableItem.prototype.changeSize = function(newSize){
console.log("changeSize from DrawableItem");
console.log("invoking object is:",this.name);
}
function Circle(isFilledCircle){
Circle.parent.constructor.call(this);
this.name="Circle";//override name
}
inherits(Circle,DrawableItem);
Circle.prototype.changeSize = function(newSize){
Circle.parent.changeSize.call(this);
console.log("and some more from circle");
};
function Pip(size){
Pip.parent.constructor.call(this,true);
this.name="Pip";
}
inherits(Pip,Circle);
var spot = new Pip();
spot.changeSize();
For a polyfill on Object.create look here.