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[Attributes - Variables]
[Constructor – Initialising function]
[Methods- Functions]
}
Constructor
The constructor is the initialisation function of a class. This function is called when an new instance (a new object) of a class is created. An object is created with the command 'new' and the subsequent call to the constructor.
Attribute
Attributes are the variables of a class.
Methods
Methods are the functions of a class.
Child classes - Keyword 'extends'
A class can be derived from another class, keeping all the original's qualities and allowing us to make new ones. This new class inherits the methods and attributes of of the base class. However, if new methods or attributes in the child class have the same names as those in the base class, the base class properties are overwritten. To call the constructor of a base class (in the case of a child class), the keyword 'super' is used.
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var ball1; var ball2; var p1; var p2; var drag = false; function setup() { createCanvas(800,600); p1= createVector(); p2= createVector(); ball1 = new BouncingBall(100,100); ball2 = new BouncingBall(50,50); imageMode(CENTER); smooth(); } function draw() { background(255); fill(255,255,255,60); rect(0,0,width,height); if(drag) { // draw the direction of shoot p1.set(ball1._pos.x,ball1._pos.y,0); line(p1.x,p1.y,p2.x,p2.y); } // draw the balls ball1.draw(); ball2.draw(); } function mousePressed() { drag = true; p1.set(ball1._pos.x,ball1._pos.y,0); p2.set(mouseX,mouseY,0); } function mouseDragged() { p2.set(mouseX,mouseY,0); } function mouseReleased() { drag = false; // shooting direction calculation. var dir = p5.Vector.sub(p2,p1); // shorten the length dir.mult(0.09); //the ball is given a new direction ball1.set(p1,dir,0.993); ball2.set(p2,dir,0.95); } |
Example BouncingBall
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class BouncingBall { // constructor constructor(shapeWidth, shapeHeight) { this._pos = createVector(width/2, height/2); this._dir = createVector(0,0); this._dampV = 1; this._w = shapeWidth; this._h = shapeHeight; this._shape = loadImage("ball.png"); } // set the new position + direction + dampening set(pos,dir,dampV) { this._pos = pos; this._dir.add(dir); this._dampV = dampV; } // update the current position calcPos() { // curent position shifted this._pos.add(this._dir); // movement vector modified this._dir.mult(this._dampV); // test horisontal if(this._pos.x + this._w/2 > width) { this._dir.x *= -1; this._pos.x = width - this._w/2; } else if(this._pos.x - this._w/2 < 0) { this._dir.x *= -1; this._pos.x = this._w/2; } // test vertical if(this._pos.y + this._h/2 > height) { this._dir.y *= -1; this._pos.y = height - this._w/2; } else if(this._pos.y - this._h/2 < 0) { this._dir.y *= -1; this._pos.y = this._h/2; } } // draw the ball draw() { this.calcPos(); image(this._shape,this._pos.x,this._pos.y,this._w,this._h); } } |
Exercise
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A
Modify the program, so that several balls can be placed independently of each
otherother.
Exercise
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B
Extend the class again to make a third kind of ball. Modify its attributes and methods to create new kinds
of behaviorof behavior.
Example BallClass Extended
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class BallEx extends BouncingBall { constructor(size) { super(size,size); } function draw() { super.draw(); line(0, 0 , this._pos.x,this._pos.y); } } |
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