the thing is i got a JS class and want to create a n-ary method to its prototype (Whisp.prototype.draw) so it won't be instanced over and over again. What my browser console tells me is
Uncaught TypeError: w.draw is not a function
I probably misunderstood something about prototyping in JS, so here is the relevant part of code:
// Random generators
function randomInt(min, max)
{
return Math.floor(Math.random() * (max - min)) + min;
}
// Whisp object + its methods
var WHISP_TURN_CAP = 10, WHISP_WANDER_CAP = 2, WHISP_SIZE = 2,
WHISP_COUNT = 4;
var Whisp = function(position)
{
this.rotation = [];
this.position = position;
for (var i = 0; i < 3; i++)
this.rotation.push(randomInt(-WHISP_TURN_CAP, WHISP_TURN_CAP))
this.rotation.push(1)
}
Whisp.prototype.wander = function()
{
var angle;
for (var i = 0; i < 3; i++)
{
angle = randomInt(-WHISP_WANDER_CAP, WHISP_WANDER_CAP+1);
while (Math.abs(this.rotation[i] + angle) > WHISP_TURN_CAP)
angle = randomInt(-WHISP_WANDER_CAP, WHISP_WANDER_CAP+1);
this.rotation[i] += angle;
this.position = matrixProduct(this.position, i, this.rotation[i]);
}
};
Whisp.prototype.draw = function(center)
{
context.setFill('#60FF55');
context.fillOval(
center[0]+this.position[0]-WHISP_SIZE,
center[1]+this.position[1]-WHISP_SIZE,
center[0]+this.position[0]+WHISP_SIZE,
center[1]+this.position[1]+WHISP_SIZE
);
};
// Generate actual whisps
var whisps = [];
for (var i = 0; i < WHISP_COUNT; i++)
whisps.push(new Whisp([800,400,0,1]));
// Update function (drawing onto canvas)
var canvas = $('#backgroundCanvas')[0], context = canvas.getContext('2d');
function update()
{
for (var w in whisps)
{
w.draw([800,450]);
w.wander();
}
console.log('update();');
window.setTimeout(update, 20);
}
var whisps = [];
for (var i = 0; i < WHISP_COUNT; i++)
whisps.push(new Whisp([800,400,0,1]));
// Update function (drawing onto canvas)
var canvas = $('#backgroundCanvas')[0], context = canvas.getContext('2d');
function update()
{
for (var w in whisps)
{
w.draw([800,450]);
w.wander();
}
console.log('update();');
window.setTimeout(update, 20);
}
update();
all of it encased in $(document).ready(function(){ ... }). Thanks for your answers :).
You should avoid using for ...in
with arrays, as it doesn't iterate over undefined indices and doesn't guarantee to iterate the array in order.
See: Why is using "for...in" with array iteration a bad idea?
However the issue here is that w
stores the key of the item in the array in:
for (var w in whisps)
{
w.draw([800,450]);
w.wander();
}
Where it should be:
for (var w in whisps)
{
whisps[w].draw([800,450]);
whisps[w].wander();
}
Or even better:
for (var i = 0; i < whisps.length; i++) {
whisps[i].draw([800,450]);
whisps[i].wander();
}
It's also generally faster: Javascript for..in vs for loop performance
I notice you are using canvas
so don't care about IE8, in which case Array.prototype.forEach()
is another solution which I prefer as it creates a new scope for the iteration:
whisps.forEach(function(w) {
w.draw([800,450]);
w.wander();
});