i error:
uncaught typeerror: rect.drawit not function
i don't understand why error happens? mean doing same here: http://www.w3schools.com/js/js_object_prototypes.asp
var context = document.getelementbyid("canv").getcontext("2d"); (var k = 0; k < 4; k++) { var rect = new recta(); rect.drawit(); } function recta() { this.x1 = math.floor(math.random() * context.canvas.width); this.y1 = math.floor(math.random() * context.canvas.height); this.x2 = math.floor(math.random() * context.canvas.width); this.y2 = math.floor(math.random() * context.canvas.height); this.x3 = math.floor(math.random() * context.canvas.width); this.y3 = math.floor(math.random() * context.canvas.height); this.x4 = math.floor(math.random() * context.canvas.width); this.y4 = math.floor(math.random() * context.canvas.height); }; recta.drawit = function () { context.moveto(this.x1, this.y1); context.lineto(this.x2, this.y2); context.stroke(); context.moveto(this.x2, this.y2); context.lineto(this.x3, this.y3); context.stroke(); context.moveto(this.x3, this.y3); context.lineto(this.x4, this.y4); context.stroke(); context.moveto(this.x4, this.y4); context.lineto(this.x1, this.y1); context.stroke(); };
<canvas id="canv"></canvas>
first define recta.prototype.drawit
use it.
function recta() { this.x1 = math.floor(math.random() * context.canvas.width); this.y1 = math.floor(math.random() * context.canvas.height); this.x2 = math.floor(math.random() * context.canvas.width); this.y2 = math.floor(math.random() * context.canvas.height); this.x3 = math.floor(math.random() * context.canvas.width); this.y3 = math.floor(math.random() * context.canvas.height); this.x4 = math.floor(math.random() * context.canvas.width); this.y4 = math.floor(math.random() * context.canvas.height); }; recta.prototype.drawit = function () { context.moveto(this.x1, this.y1); context.lineto(this.x2, this.y2); context.stroke(); context.moveto(this.x2, this.y2); context.lineto(this.x3, this.y3); context.stroke(); context.moveto(this.x3, this.y3); context.lineto(this.x4, this.y4); context.stroke(); context.moveto(this.x4, this.y4); context.lineto(this.x1, this.y1); context.stroke(); }; var context = document.getelementbyid("canv").getcontext("2d"); (var k = 0; k < 4; k++) { var rect = new recta(); rect.drawit(); }
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