let canvas, ctx, W, H;
canvas = document.createElement('canvas');
document.body.appendChild(canvas);
ctx = canvas.getContext('2d');
let objArr = [];
const init = () => {
canvas.width = W = innerWidth;
canvas.height = H = innerHeight;
canvas.style.background = '#dedfda';
for (let i = 0; i <= 5; i++) {
let r = (i + 1) * 20;
objArr.push(new Rectangle(W / 2, H / 2, 10, 10, "red", innerWidth / 2, innerHeight / 2, r));
objArr[0].draw();
}
animate();
}
const random = (min = 0, max = 1) => Math.random() * (max - min) + min;
class Rectangle {
constructor(posX, posY, w, h, color, cx, cy, r) {
this.posX = posX;
this.posY = posY;
this.w = w;
this.h = h;
this.color = color;
this.cx = cx;
this.cy = cy;
this.r = r;
this.angle = 0;
}
draw() {
ctx.clearRect(0, 0, innerWidth, innerHeight);
ctx.fillStyle = this.color;
ctx.fillRect(this.posX, this.posY, this.w, this.h);
}
update() {
this.angle += 0.1;
this.posX = this.cx + this.r * Math.cos(this.angle);
this.posY = this.cy + this.r * Math.sin(this.angle);
this.draw();
}
}
const animate = () => {
objArr.forEach(e => {
e.update();
})
requestAnimationFrame(animate);
}
window.onload = init;
In this code, I'm expecting an output having 5 rectangles revolving around the center point of the window in different radius like the planets revolving around the Sun in solar system.
But I am getting only one rectangle and it's not even revolving.
Stucked and not getting why it's not working.
Your draw function is clearing every time and you are only referencing the first element of the array. Adjusting for both shows 6 objects revolving. Your loop runs from 0 to 5. If you want 5 objects, you'll need to set the upper bound to 4 instead.
let canvas, ctx, W, H;
canvas = document.createElement('canvas');
document.body.appendChild(canvas);
ctx = canvas.getContext('2d');
let objArr = [];
const init = () => {
canvas.width = W = innerWidth;
canvas.height = H = innerHeight;
canvas.style.background = '#dedfda';
// adjusted range
for (let i = 0; i <= 4; i++) {
let r = (i + 1) * 20;
objArr.push(new Rectangle(W / 2, H / 2, 10, 10, "red", innerWidth / 2, innerHeight / 2, r));
objArr[i].draw();
}
animate();
}
const random = (min = 0, max = 1) => Math.random() * (max - min) + min;
class Rectangle {
constructor(posX, posY, w, h, color, cx, cy, r) {
this.posX = posX;
this.posY = posY;
this.w = w;
this.h = h;
this.color = color;
this.cx = cx;
this.cy = cy;
this.r = r;
this.angle = 0;
}
draw() {
ctx.fillStyle = this.color;
ctx.fillRect(this.posX, this.posY, this.w, this.h);
}
update() {
this.angle += 0.1;
this.posX = this.cx + this.r * Math.cos(this.angle);
this.posY = this.cy + this.r * Math.sin(this.angle);
this.draw();
}
}
const animate = () => {
// moved clear here to happen just once on each animate
ctx.clearRect(0, 0, innerWidth, innerHeight);
objArr.forEach(e => {
e.update();
})
requestAnimationFrame(animate);
}
window.onload = init;
You are just drawing one rectangle. Pay attention to
objArr[0].draw()
Which should be
objArr[i].draw()
Also, I think everytime an Rectange object's draw method is called the whole canvas is cleared in this line
ctx.clearRect(0, 0, innerWidth, innerHeight);
Hence, only one rectangle appears at all times.
A solution would be to move the calls to clearRect and update from Rectangle to the animate function. This way it fits better with the program logic. A Rectangle being an object should only know how to draw itself not clearing the canvas and updating its position on the canvas.
Below is my solution.
let canvas, ctx, W, H;
canvas = document.createElement('canvas');
document.body.appendChild(canvas);
ctx = canvas.getContext('2d');
let objArr = [];
const init = () => {
canvas.width = W = innerWidth;
canvas.height = H = innerHeight;
canvas.style.background = '#dedfda';
for (let i = 0; i <= 5; i++) {
let r = (i + 1) * 20;
objArr.push(new Rectangle(W / 2, H / 2, 10, 10, "red", innerWidth / 2, innerHeight / 2, r));
objArr[i].draw();
}
animate();
}
const random = (min = 0, max = 1) => Math.random() * (max - min) + min;
class Rectangle {
constructor(posX, posY, w, h, color, cx, cy, r) {
this.posX = posX;
this.posY = posY;
this.w = w;
this.h = h;
this.color = color;
this.cx = cx;
this.cy = cy;
this.r = r;
this.angle = 0;
}
draw() {
ctx.fillStyle = this.color;
ctx.fillRect(this.posX, this.posY, this.w, this.h);
}
// Should be moved outside of this class.
update() {
this.angle += 0.1;
this.posX = this.cx + this.r * Math.cos(this.angle);
this.posY = this.cy + this.r * Math.sin(this.angle);
ctx.fillRect(this.posX, this.posY, this.w, this.h)
}
}
const animate = () => {
ctx.clearRect(0, 0, innerWidth, innerHeight);
objArr.forEach(e => {
e.update();
})
requestAnimationFrame(animate);
}
window.onload = init;