Initiation of an object inside another
I have a piece of js software that is structured like so:
obj = new object[id]();
function wrapperFunction (e) {
var pos = findPos(this);
e._x = e.pageX - pos.x;
e._y = e.pageY - pos.y;
var func = obj[e.type];
if (func) {
func(e);
}
}
__
obj.line = function () {
this.started = false;
this.mousedown = function (e) {
}
this.mousemove = function (e) {
if (this.started) {
}
}
this.mouseup = funct开发者_如何学Goion (e) {
if (this.started) {
}
}
}
The above code block is duplicated for multiple shapes so there is also a obj.square obj.circle
etc...
I also have a shape object that is as follows.
function Shape (type, color, height, width, radius, x, y) {
this.type = type;
this.color = color;
this.h = height;
this.w = width;
this.r = radius;
this.points = ["x","y"];
this.points["x"] = [x];
this.points["y"] = [y];
};
I would like to initiate the shape object on a mousedown
for each obj.* and populate the shape object with the propper info.
Now for the issue.
The radius
is calcuated on every mousemove
as well as height
and width
but when I add shapes = new Shape(circle, black, 10, 10, null, e._x, e._y)
to the mousemove
so it looks like...
this.mousemove = function (e) {
if (this.started) {
shapes = new Shape(circle, black, 10, 10, null, e._x, e._y);
}
}
The shape object does not create.
If I create the shape object inside the wrapper function instead of the mousemove
then the object initiates but I cannot use radius
or height/width
.
How can I create an object inside another object inside a wrapper function so I can use calculated terms inside the created object? Is there an alternate route to take besides what I am doing?
Aside from wonkiness in the obj = new object[this.id]();
line, I think you're just missing a this
keyword:
this.mousemove = function (e) {
if (this.started) {
this.shapes = new Shape(circle, black, 10, 10, null, e._x, e._y);
}
}
Edit just noticed more wonkiness in your code (yes, that's a technical term :). I think you want to change these lines in the constructor:
this.points = ["x","y"]; // creates an array, which is indexed by numbers
this.points["x"] = [x]; // tacks on some ad-hoc properties to the array, which
this.points["y"] = [y]; // doesn't really make sense
to this:
this.points = {x: x, // I think this is what you actually mean to do.
y: y};
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