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
Closed. This question needs debugging details. It is not currently accepting answers.
Edit the question to include desired behavior, a specific problem or error, and the shortest code necessary to reproduce the problem. This will help others answer the question.
Closed 8 years ago.
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I have been doing a little experimenting with canvas, creating drawings using lines shapes text etc, and inserting .png files. The inserting .png files is the bit that I cannot get to work.
Edit:
Undesired behaviour of this code: I load shapes to the graphics context, then load an image file to the graphics context, however when the graphics context is drawn, the image is at behind the shapes, despite being drawn last.
I wanted the image file to be at the top, in front of the shapes.
Desired behaviour: To bring image file to the front of the canvas, so it is not hidden by shapes drawn in the graphics context.
function loadImage(name) {
images[name] = new Image();
images[name].src = "DogWalking/" + name + ".png";
images[name].onload = function() {
graphics.drawImage(this, 0, 300);
canvas.bringToFront(this);
};
}
the function for drawing is called here:
function draw() {
graphics.save(); // to make sure changes don't carry over from one call to the next
graphics.fillStyle = "transparent"; // background color
graphics.fillRect(0,0,wWidth, wHeight);
graphics.fillStyle = "black";
applyLimits(graphics,xleft,xright,ytop,ybottom,true);
graphics.lineWidth = pixelSize;
world.draw(graphics);
graphics.drawImage(images["dog-walking11"],200,200);
graphics.restore();
}
code for the whole page is
<!DOCTYPE html>
<html>
<meta charset="UTF-8">
<head>
<title>Hierarchical Modeling 2D</title>
<style>
#messagediv {
position: absolute;
left: 0;
top: 0;
width: 100%;
height: 100%;
z-index: 0;
background-color: indigo;
}
#canvasdiv {
position: absolute;
left: 0;
top: 0;
z-index: 10;
background-color: transparent;
}
</style>
<script type="text/javascript" src="rgbcolor.js"></script>
<script type="text/javascript">
"use strict";
var totalResources = 17;
var numResourcesLoaded = 0;
var images = {};
function loadImage(name) {
images[name] = new Image();
images[name].src = "DogWalking/" + name + ".png";
images[name].onload = function() {
//
graphics.drawImage(this, 0, 300);
canvas.bringToFront(this);
}
}
var canvas; // DOM object corresponding to the canvas
var graphics; // 2D graphics context for drawing on the canvas
var ctx; // 2D graphics context for drawing on the canvas
var myNumber = 0, myNumber2 = 0, myInterval, myInterval2, myelement, thisdiv, printx;
var mycoords = new Array();
var pcoords = new Array(); //coordinates of the portal.
//var pcoords = [[0,0], [50,300], [250,150]]; //coordinates of the portal.
var nocoords = 2;
var frameNumber = 0; // Current frame number.
var frameNumber2 = 0;
var sun;
var sun2;
var ground;
var world;
var pixelSize;
var wWidth;
var wHeight;
var portals = new Array("calendar1","alternativsearch","art1", "directory1");
var portalsval = new Array();
var portalsobj;
var leftj = new Array(3,1,4,2);
var forwards = "http://www.alternativworld.com";
// ---------------- Set Page Layout ----------------
// function to set size of canvas and location of portals
function pageLayout() {
var w = window, d = document, e = d.documentElement, g = d.getElementsByTagName('body')[0];
wWidth = w.innerWidth || e.clientWidth || g.clientWidth;
wHeight = w.innerHeight|| e.clientHeight|| g.clientHeight;
// Adjust wWidth and wHeight if ratio does not match scenary 7 by 5.
if (wWidth/wHeight != 7/5)
if (wWidth/wHeight > 7/5) {
var widthPortion = 5 * wWidth/wHeight;
wWidth = wWidth * 7 / widthPortion;
} else {
var heightPortion = 7 * wHeight/wWidth;
wHeight = wHeight * 5 / heightPortion;
}
var widthheight, localerror = false;
widthheight = Math.min(wWidth, wHeight);
if(widthheight < 400){
var localerror = true;
}
if (localerror == true)
alert("Warning, the page size of your browser or your screen resolution may be too small to correctly view this web page.");
var theCanvas = d.getElementById("theCanvas");
theCanvas.height = wHeight;
theCanvas.width = wWidth;
}
//Function to listen to the mouse events and see if a link is selected.
function doMouseDown(evt) {
var r = canvas.getBoundingClientRect();
var x = Math.round(evt.clientX - r.left);
var y = Math.round(evt.clientY - r.top);
alert(evt.clientX+ " " + evt.clientY);
for (var i = portals.length+1; i >= 0; i--) {
var p = pcoords[i];
if (Math.abs(p[0] - x) <= 50 && Math.abs(p[1] - y) <= 50) {
document.location.href = forwards;
return;
} else if (Math.abs(0 - x) <= 50 && Math.abs(0 - y) <= 50){
document.location.href = "http://www.alternativeuk.co.uk";
return;
}
}
}
// ---------------- The object-oriented scene graph API ------------------
/**
* The base class for all nodes in the scene graph data structure.
*/
function SceneGraphNode() {
this.fillColor = null; // If non-null, the default fillStyle for this node.
this.strokeColor = null; // If non-null, the default strokeStyle for this node.
}
SceneGraphNode.prototype.doDraw = function(g) {
// This method is meant to be abstract and must be
// OVERRIDDEN in any actual object in the scene graph.
// It is not meant to be called; it is called by draw().
throw "doDraw not implemented in SceneGraphNode"
}
SceneGraphNode.prototype.draw = function(g) {
// This method should be CALLED to draw the object
// represented by this SceneGraphNode. It should NOT
// ordinarily be overridden in subclasses.
graphics.save();
if (this.fillColor) {
g.fillStyle = this.fillColor;
}
if (this.strokeColor) {
g.strokeStyle = this.strokeColor;
}
this.doDraw(g);
graphics.restore();
}
SceneGraphNode.prototype.setFillColor = function(color) {
// Sets fillColor for this node to color.
// Color should be a legal CSS color string, or null.
this.fillColor = color;
return this;
}
SceneGraphNode.prototype.setStrokeColor = function(color) {
// Sets strokeColor for this node to color.
// Color should be a legal CSS color string, or null.
this.strokeColor = color;
return this;
}
SceneGraphNode.prototype.setColor = function(color) {
// Sets both the fillColor and strokeColor to color.
// Color should be a legal CSS color string, or null.
this.fillColor = color;
this.strokeColor = color;
return this;
}
/**
* Defines a subclass, CompoundObject, of SceneGraphNode to represent
* an object that is made up of sub-objects. Initially, there are no
* sub-objects.
*/
function CompoundObject() {
SceneGraphNode.call(this); // do superclass initialization
this.subobjects = []; // the list of sub-objects of this object
}
CompoundObject.prototype = new SceneGraphNode(); // (makes it a subclass!)
CompoundObject.prototype.add = function(node) {
// Add node a subobject of this object. Note that the
// return value is a reference to this node, to allow chaining
// of method calls.
this.subobjects.push(node);
return this;
}
CompoundObject.prototype.doDraw = function(g) {
// Just call the sub-objects' draw() methods.
for (var i = 0; i < this.subobjects.length; i++)
this.subobjects[i].draw(g);
}
/**
* Define a subclass, TransformedObject, of SceneGraphNode that
* represents an object along with a modeling transformation to
* be applied to that object. The object must be specified in
* the constructor. The transformation is specified by calling
* the setScale(), setRotate() and setTranslate() methods. Note that
* each of these methods returns a reference to the TransformedObject
* as its return value, to allow for chaining of method calls.
* The modeling transformations are always applied to the object
* in the order scale, then rotate, then translate.
*/
function TransformedObject(object) {
SceneGraphNode.call(this); // do superclass initialization
this.object = object;
this.rotationInDegrees = 0;
this.scaleX = 1;
this.scaleY = 1;
this.translateX = 0;
this.translateY = 0;
}
TransformedObject.prototype = new SceneGraphNode(); // (makes it a subclass!)
TransformedObject.prototype.setRotation = function(angle) {
// Set the angle of rotation, measured in DEGREES. The rotation
// is always about the origin.
this.rotationInDegrees = angle;
return this;
}
TransformedObject.prototype.setScale = function(sx, sy) {
// Sets scaling factors.
this.scaleX = sx;
this.scaleY = sy;
return this;
}
TransformedObject.prototype.setTranslation = function(dx,dy) {
// Set translation mounts.
this.translateX = dx;
this.translateY = dy;
return this;
}
TransformedObject.prototype.doDraw = function(g) {
// Draws the object, with its modeling transformation.
g.save();
if (this.translateX != 0 || this.translateY != 0) {
g.translate(this.translateX, this.translateY);
}
if (this.rotationInDegrees != 0) {
g.rotate(this.rotationInDegrees/180*Math.PI);
}
if (this.scaleX != 1 || this.scaleY != 1) {
g.scale(this.scaleX, this.scaleY);
}
this.object.draw(g);
g.restore();
}
/**
* A subclass of SceneGraphNode representing filled triangles.
* The constructor specifies the vertices of the triangle:
* (x1,y1), (x2,y2), and (x3,y3).
*/
function Triangle(x1,y1,x2,y2,x3,y3) {
SceneGraphNode.call(this);
this.x1 = x1;
this.y1 = y1;
this.x2 = x2;
this.y2 = y2;
this.x3 = x3;
this.y3 = y3;
}
Triangle.prototype = new SceneGraphNode();
Triangle.prototype.doDraw = function(g) {
g.beginPath();
g.moveTo(this.x1,this.y1);
g.lineTo(this.x2,this.y2);
g.lineTo(this.x3,this.y3);
g.closePath();
g.fill();
}
/**
* Directly create a line object as a SceneGraphNode with a
* custom doDraw() method. line is of length 1 and
* extends along the x-axis from (0,0) to (1,0).
*/
var line = new SceneGraphNode();
line.doDraw = function(g) {
g.beginPath();
g.moveTo(0,0);
g.lineTo(1,0);
g.stroke();
}
/**
* Directly create a filled rectangle object as a SceneGraphNode with a
* custom doDraw() method. filledRect is a square with side 1, centered
* at (0,0), with corners at (-0.5,-0.5) and (0.5,0.5).
*/
var filledRect = new SceneGraphNode();
filledRect.doDraw = function(g) {
g.fillRect(-0.5,-0.5,1,1);
}
/**
* Directly create a rectangle object as a SceneGraphNode with a
* custom doDraw() method. rect is a square with side 1, centered
* at (0,0), with corners at (-0.5,-0.5) and (0.5,0.5). Only the
* outline of the square is drawn.
*/
var rect = new SceneGraphNode();
rect.doDraw = function(g) {
g.strokeRect(-0.5,-0.5,1,1);
}
/**
* Directly create a filled circle object as a SceneGraphNode with a
* custom doDraw() method. filledCircle is a circle with radius 0.5
* (diameter 1), centered at (0,0).
*/
var filledCircle = new SceneGraphNode();
filledCircle.doDraw = function(g) {
g.beginPath();
g.arc(0,0,0.5,0,2*Math.PI);
g.fill();
}
var clickHere = new SceneGraphNode();
clickHere.doDraw = function(g) {
g.fillText("click here :)",0,0)
}
/**
* Directly create a circle object as a SceneGraphNode with a
* custom doDraw() method. filledCircle is a circle with radius 0.5
* (diameter 1), centered at (0,0). Only the outline of the circle
* is drawn.
*/
var circle = new SceneGraphNode();
circle.doDraw = function(g) {
g.beginPath();
g.arc(0,0,0.5,0,2*Math.PI);
g.stroke();
}
var dog = new SceneGraphNode();
dog.doDraw = function(g) {
g.drawImage(images["dog-walking11"],-2, 2);
alert(images["dog-walking11"].name);
}
// -------------------- Specific to this application ----------------------------
/*
* Define two extra basic objects as SceneGraphNodes with custom doDraw() methods.
* One represents the ground, the other a vane for a windmill.
*/
var ground = new SceneGraphNode();
ground.doDraw = function(g) {
g.beginPath();
g.moveTo(0,-1);
g.lineTo(0,0.8);
g.lineTo(1.5,1.65);
g.lineTo(1.8,1.3);
g.lineTo(3,2.1);
g.lineTo(4.7,0.7);
g.lineTo(6.1,1.2);
g.lineTo(7,0.8);
g.lineTo(7,-1);
g.closePath();
g.fill();
}
var windmillVane = new SceneGraphNode();
windmillVane.doDraw = function(g) {
g.beginPath();
g.moveTo(0,0);
g.lineTo(0.5,0.1);
g.lineTo(1.5,0);
g.lineTo(0.5,-0.1);
g.closePath();
g.fill();
}
var world; // A SceneGraphNode representing the entire picture. This should
// be created in the createWorld() method.
var pixelSize; // The size of one pixel, in the transformed coordinates.
// This is used as the default width of a stroke.
var background = "#C8C8FF"; // A CSS color string giving the background color.
// the draw() function fills the canvas with this color.
var xleft = 0; // The requested xy-limits on the canvas, after the
var xright = 7; // coordinate transformation has been applied.
var ybottom = -1; // The transformation is applied in the draw() function.
var ytop = 4;
var frameNumber = 0; // Current frame number.
var cart; // TransformedObjects that are animated.
var wheel;
var sun;
var clickText1;
var clickText2;
var rotor;
/**
* Create the scene graph data structure. The global variable world must
* refer to the root node of the scene graph. This function is called in
* the init() function.
*/
function createWorld() {
pageLayout();
var i;
var sunTemp = new CompoundObject();
sunTemp.setColor("yellow"); // color for filled circle and light rays
for (i = 0; i < 12; i++) { // add the 12 light rays, with different rotations
sunTemp.add( new TransformedObject(line).setScale(0.75,0.75).setRotation(i*30) );
}
sunTemp.add( filledCircle ); // the face of the sun
sunTemp.add( new TransformedObject(circle).setColor("#B40000") ); // outlines the face
sun = new TransformedObject(sunTemp);
clickText1 = new TransformedObject(clickHere).setColor("#B40000").setScale(0.01,-0.01);
var wheelTemp = new CompoundObject();
wheelTemp.setColor("black"); // color for all but one of the subobjects
wheelTemp.add( new TransformedObject(filledCircle).setScale(2,2) );
wheelTemp.add( new TransformedObject(filledCircle).setScale(1.6,1.6).setColor("#CCCCCC") );
wheelTemp.add( new TransformedObject(filledCircle).setScale(0.4,0.4) );
for (i = 0; i < 12; i++) { // add the 12 spokes
wheelTemp.add( new TransformedObject(line).setRotation(i*30) );
}
wheel = new TransformedObject(wheelTemp);
var cartTemp = new CompoundObject();
cartTemp.setColor("red"); // color for the rectangular body of the cart
cartTemp.add( new TransformedObject(wheel).setScale(0.8,0.8).setTranslation(1.5,-0.1) );
cartTemp.add( new TransformedObject(wheel).setScale(0.8,0.8).setTranslation(-1.5,-0.1) );
cartTemp.add( new TransformedObject(filledRect).setScale(5,2).setTranslation(0,1) ); // the body of the cart
cart = new TransformedObject(cartTemp).setScale(0.3,0.3);
clickText2 = new TransformedObject(clickHere).setColor("yellow").setScale(0.01,-0.01);
var rotorTemp = new CompoundObject(); // a "rotor" consisting of three vanes
rotorTemp.setColor( "#C86464" ); // color for all of the vanes
rotorTemp.add( windmillVane );
rotorTemp.add( new TransformedObject(windmillVane).setRotation(120) );
rotorTemp.add( new TransformedObject(windmillVane).setRotation(240) );
rotor = new TransformedObject(rotorTemp);
var windmill = new CompoundObject();
windmill.setColor("#E0C8C8"); // color for the pole
windmill.add( new TransformedObject(filledRect).setScale(0.1,3).setTranslation(0,1.5) ); // the pole
windmill.add( new TransformedObject(rotor).setTranslation(0,3) ); // the rotating vanes
world = new CompoundObject();
world.setColor("#00961E"); // color used for the ground only
world.add(ground);
//world.add( new TransformedObject(filledRect).setScale(7,0.8).setTranslation(3.5,0).setColor("#646496") ); // road
//world.add( new TransformedObject(filledRect).setScale(7,0.06).setTranslation(3.5,0).setColor("white") ); // line in road
world.add( new TransformedObject(windmill).setScale(0.6,0.6).setTranslation(0.75,1) );
world.add( new TransformedObject(windmill).setScale(0.4,0.4).setTranslation(2.2,1.3) );
world.add( new TransformedObject(windmill).setScale(0.7,0.7).setTranslation(3.7,0.8) );
world.add( new TransformedObject(sun).setTranslation(5.5,3.3) );
world.add( new TransformedObject(clickText1).setTranslation(5.25,3.3) );
world.add( cart );
world.add( clickText2 );
//alert(2);
}
/**
* This will be called before each frame is drawn.
*/
function updateFrame() {
frameNumber++;
if (frameNumber>= 312){
frameNumber = 0;
frameNumber2 = 1;
}
cart.setTranslation(-3 + 13*(frameNumber % 300) / 300.0, 0);
clickText2.setTranslation(-3.3 + 13*(frameNumber % 300) / 300.0, 0.25);
if (typeof(pcoords[5]) != 'undefined') {
pcoords[5][0] = (-3.3 + 13*(frameNumber % 300) / 300.0-xleft)*canvas.width / (xright-xleft);
pcoords[5][1] = (0.25-ytop)*canvas.height / (ybottom-ytop);
}
wheel.setRotation(-frameNumber*3.1);
sun.setRotation(-frameNumber);
rotor.setRotation(frameNumber * 2.7);
}
// ------------------------------- graphics support functions --------------------------
/**
* Draw one frame of the animation. Probably doesn't need to be changed,
* except maybe to change the setting of preserveAspect in applyLimits().
*/
function draw() {
graphics.save(); // to make sure changes don't carry over from one call to the next
graphics.fillStyle = "transparent"; // background color
graphics.fillRect(0,0,wWidth, wHeight);
graphics.fillStyle = "black";
applyLimits(graphics,xleft,xright,ytop,ybottom,true);
graphics.lineWidth = pixelSize;
world.draw(graphics);
graphics.drawImage(images["dog-walking11"],200,200);
graphics.restore();
}
/**
* Applies a coordinate transformation to the graphics context, to map
* xleft,xright,ytop,ybottom to the edges of the canvas. This is called
* by draw(). This does not need to be changed.
*/
//pcoords[0][0] =
//pcoords[0][1]=
function applyLimits(g, xleft, xright, ytop, ybottom, preserveAspect) {
var width = canvas.width; // The width of this drawing area, in pixels.
var height = canvas.height; // The height of this drawing area, in pixels.
var k = portals.length;
var j;
var i = 0, widthheight, myradius;
var localerror = false;
if (pcoords.length < k) {
while (portals[i]){
j = i + 1;
if (width > 100){
var rWidth = width/(k + 1);
rWidth= Math.floor(rWidth);
} else {
var lWidth = 0;
var rWidth = 0;
}
if (height > 100){
var bHeight = height/(k + 1);
bHeight= Math.floor(bHeight);
} else {
var tHeight = 0;
var bHeight = 0;
}
var myleft = leftj[i] * rWidth - 50;
var mytop = j * bHeight - 50;
pcoords[i]= new Array;
pcoords[i][0] = myleft;
pcoords[i][1] = mytop;
i = i + 1;
}
}
if (preserveAspect) {
// Adjust the limits to match the aspect ratio of the drawing area.
var displayAspect = Math.abs(height / width);
var requestedAspect = Math.abs(( ybottom-ytop ) / ( xright-xleft ));
var excess;
if (displayAspect > requestedAspect) {
excess = (ybottom-ytop) * (displayAspect/requestedAspect - 1);
ybottom += excess/2;
ytop -= excess/2;
}
else if (displayAspect < requestedAspect) {
excess = (xright-xleft) * (requestedAspect/displayAspect - 1);
xright += excess/2;
xleft -= excess/2;
}
}
var pixelWidth = Math.abs(( xright - xleft ) / width);
var pixelHeight = Math.abs(( ybottom - ytop ) / height);
pixelSize = Math.min(pixelWidth,pixelHeight);
if (frameNumber == 4 || frameNumber == 5){
pcoords.push([(5.25-xleft)*width / (xright-xleft),(3.3-ytop)*height / (ybottom-ytop)]);
pcoords.push([(-3.3 + 13*(frameNumber % 300) / 300.0-xleft)*width / (xright-xleft), (0.25-ytop)*height / (ybottom-ytop)]);
}
g.scale( width / (xright-xleft), height / (ybottom-ytop) );
g.translate( -xleft, -ytop );
// if (frameNumber < 3)
}
//------------------ Animation framework ------------------------------
var animationTimeout = null; // A null value means the animation is off.
// Otherwise, this is the timeout ID.
function frame() {
// Draw one frame of the animation, and schedule the next frame.
updateFrame();
draw();
canvas.addEventListener("mousedown", doMouseDown, false);
animationTimeout = setTimeout(frame, 33);
}
function setAnimationRunning(run) {
if ( run ) {
if (animationTimeout == null) {
// If the animation is not already running, start
// it by scheduling a call to frame().
animationTimeout = setTimeout(frame, 33);
}
}
else {
if (animationTimeout != null) {
// If the animation is running, stop it by
// canceling the next scheduled call to frame().
clearTimeout(animationTimeout);
}
animationTimeout = null; // Indicates that animation is off.
}
}
//----------------------- initialization -------------------------------
function init() {
try {
canvas = document.getElementById("theCanvas");
if(typeof G_vmlCanvasManager != 'undefined') {
canvas = G_vmlCanvasManager.initElement(canvas);
}
graphics = canvas.getContext("2d");
}
catch (e) {
document.getElementById("message").innerHTML =
"Sorry, this page requires canvas graphics, but<br>" +
"it looks like your browser does not support it<br>" +
"Reported error: " + e;
return;
}
// add any other necessary initialization
document.getElementById("animateCheck").checked = true; // Make sure box is checked!
loadImage("dog-walking11");
createWorld();
setAnimationRunning(true); // start the animation
}
</script>
</head>
<body onload="init()" style="background-color: rgb(220,220,220)">
<div id="messagediv">
<h2>Hierarchical Modeling Example</h2>
<!-- For error reporting: the contents of the noscript tag are
shown only if JavaScript is not available. The paragraph with
id="message" is for reporting errors using JavaScript.-->
<noscript><b>This page requires JavaScript, which is<br>
not enabled in your browser.</b></noscript>
<p id="message" style="color:red"></p>
<p><input type="checkbox" id="animateCheck" onchange="setAnimationRunning(this.checked)">
<label for="animateCheck">Run Animation</label>
</p>
</div>
<div id="canvasdiv">
<canvas id="theCanvas" width= "400" height= "300"
style="background-color: transparent"></canvas>
</div>
</body>
</html>
It seems that I had to use graphics.drawImage() after using graphics.restore().
Though I was trying to draw the image in the correct order (after), compared to drawing the rectangles, circles etc, the shapes did not come out of the buffer onto the page until after the restore function().
When I was calling drawImage, I assumed that it was loading it onto the buffered canvas with the rest of the things, ready to be drawn in the correct order, when in fact it was putting it straight onto the page.
It seems strange since it was being called with the graphics context, so I thought it would be added to the rest of the canvas graphics, but i appear to be wrong.
I have a small Box2D thing (using box2dweb.js), but despite setting gravity to (0,0), and no forces/impulse being imparted on any objects, the only dynamic shape I have in the scene moves when I start the draw loop. I have no idea why O_O
Would anyone know why http://pomax.nihongoresources.com/downloads/temp/box2d/physics.html has the "ball" moving after hitting start?
The relevant bits of code are:
// shortcut aliasses
var d = Box2D.Dynamics,
v = Box2D.Common.Math,
s = Box2D.Collision.Shapes;
var ball,
gravity = new v.b2Vec2(0,0);
world = new d.b2World(gravity, true);
// setup the world box
var setupWorldBox = function(worldbox) {
var fixDef = new d.b2FixtureDef;
fixDef.density = 0;
fixDef.friction = 0;
fixDef.restitution = 0;
var bodyDef = new d.b2BodyDef;
bodyDef.type = d.b2Body.b2_staticBody;
bodyDef.position.x = worldbox.width/2;
bodyDef.position.y = worldbox.height/2;
fixDef.shape = new s.b2PolygonShape;
fixDef.shape.SetAsBox(worldbox.width/2, worldbox.height/2);
world.CreateBody(bodyDef).CreateFixture(fixDef);
}
// draw loop
var drawFrame = function() {
world.Step(1/60,10,10);
world.ClearForces();
ball.update(); // only updates the ball's DOM element position
requestAnimFrame(drawFrame);
};
// start the game
function start() {
var worldParent = document.querySelector("#world");
setupWorldBox(worldParent.getBoundingClientRect());
ball = new Ball(worldParent, document.querySelector(".ball"), d,v,s, world);
drawFrame();
}
For the main body, and the following code for defining the "ball":
var Ball = function(gamediv, element, d,v,s, world) {
var pbbox = gamediv.getBoundingClientRect();
var bbox = element.getBoundingClientRect();
this.el = element;
this.width = bbox.width;
this.height = bbox.height;
var bodyDef = new d.b2BodyDef;
bodyDef.type = d.b2Body.b2_dynamicBody;
var fixDef = new d.b2FixtureDef;
fixDef.shape = new s.b2PolygonShape;
fixDef.shape.SetAsBox(bbox.width/2, bbox.height/2);
bodyDef.position.x = bbox.left - pbbox.left;
bodyDef.position.y = bbox.top - pbbox.top;
this.b2 = world.CreateBody(bodyDef);
this.b2.CreateFixture(fixDef);
};
Ball.prototype = {
el: null,
b2: null,
width: 0, height: 0,
// Box2D position for the ball
center: function() { return this.b2.GetWorldCenter(); },
// update the DOM element based on Box2D position
update: function() {
var c = this.center();
this.el.style.left = c.x + "px";
this.el.style.top = c.y + "px";
}
};
Ball.prototype.constructor = Ball;
Neither of these bits of code introduces forces, as far as I can tell, so if anyone knows why the coordinates for the ball change anyway, please let me know, so I can turn this into something useful instead of something confusing =)
It turns out my code was creating a solid object as game world, which meant Box2D was trying to perform collision resolution because the "ball" was located inside another solid object.
The solution (based on http://box2d-js.sourceforge.net but with box2dweb API calls) was this:
// setup the world box
var setupWorldBox = function(worldbox) {
var worldAABB = new Box2D.Collision.b2AABB;
worldAABB.lowerBound.Set(0,0);
worldAABB.upperBound.Set(worldbox.width, worldbox.height);
var gravity = new b2Vec2(0, 0);
var doSleep = true;
var world = new b2World(worldAABB, gravity, doSleep);
[....]
}
I'm trying to create a way to store and load maps for an HTML5 canvas game. In order to do so, I must create new instances of objects (functions) referenced by a variable. This is my code.
function Map(w, h) {
if (typeof w == "undefined")
this.width = 640;
else
this.width = w;
if (typeof h == "undefined")
this.height = 480;
else
this.height = h;
this.obj = new Array();
this.x = new Array();
this.y = new Array();
this.backgroundColor = "#C0C0C0";
}
Map.prototype.addObject = function(cl, xx, yy) {
this.obj.push(cl);
this.x.push(xx);
this.y.push(yy);
}
function newInstance(o, x, y) {
this.tmp = new o(); //This is what doesn't work.
tmp.x = x;
tmp.y = y;
objects.push(tmp);
tmp.create();
}
Map.prototype.load = function() {
for (var i = 0; i < this.obj.length; i++) {
newInstance(this.obj[i], this.x[i], this.y[i]);
}
}
I want it to be used as such:
//When I create the map.
var mMain = new Map();
//This cannot be new Player() and new Block() because I don't want to load the map yet. I'm just creating the map.
mMain.addObject(Player, 320, 240);
mMain.addObject(Block, 0, 256);
mMain.addObject(Block, 32, 256);
//etc...
//When I load the map.
mMain.load();
Just an example of how the Player and Block objects work.
function Player() {
this.x = 0;
this.y = 0;
//Other variables irrelevant to this problem.
}
//Block object code
I figured out the problem. I had forgotten to check all of my code before posting, so I gave false information. Instead of "function Player()", I had "var Player = ObjectResource;" because I wanted it to extend the ObjectResource function. I just had to change it to what I had posted.
I'm trying to update the interval value x but not succeeding. I hope to eventually have different pawn objects with internal values I can update when keypress up/down/left/right to redraw the canvas.
Code Update: Able to update x, y values now, but not sure about creating seperate objects using modular JavaScript pattern.
JavaScript using jQuery 1.5.1:
//Constructors
var pawn = (function() {
var x = 25;
var y = 25;
var getX = function() {
return x;
};
var getY = function() {
return y;
};
function _drawPawn(x,y) {
var x = x || 25;
var y = y || 25;
var canvas = document.getElementById("canvas");
if (canvas.getContext) {
var b = $('body');
var winH = b.height();
var winW = b.width();
$(canvas).attr('height',winH).attr('width',winW);
var ctx = canvas.getContext("2d");
ctx.beginPath();
ctx.lineWidth="3";
ctx.arc(x, y, 10, 0, Math.PI * 2, true); // circle
ctx.stroke();
}
}
function left() {
x = 100;
y = 100;
}
return {
getX:getX,
getY:getY,
draw: function drawPawn(x,y) {
_drawPawn(x,y);
},
left:left
}
})();
//Init
$(function() {
var b = pawn;
b.left();
alert(b.getX());
var a = pawn;
alert(a.getX());
//b.draw();
});
and the html:
<canvas id="canvas" height="800px" width="600px">
Download a modern browser like Internet Explorer 9, Firefox, Safari or Chome to view this.
</canvas>
As it is currently written, your getX() function will be automatically invoked with the supplied (empty) parameter list, and return x, which is then equivalent to:
var getX = x;
which will give getX the value of x at the time it was declared.
To fix, removed the parentheses:
var getX = function() {
return x;
};
You also need to fix this function in your returned object:
draw: function drawPawn(x, y) {
_drawPawn(x, y);
}
Since the apparent intent is to call draw without parameters and use the currently bound x and y values, it should be:
draw: function drawPawn() {
_drawPawn(x, y);
}
First like alnitak said remove paranthese from getX, getY.
If u want different pawn objects you should use var b = new pawn()