I have a class like:
function run(){
this.interval;
this.start = function(){
this.interval = setInterval(\'this.draw()\',1000);
};
this.draw = function()
The value of this
is set depending on how a function is called. When you call a function as a constructor using new
then this
will refer to the object being created. Similarly when you call a function with dot notation like run.start()
then this
will refer to run
. But by the time the code run by the setInterval
is called this
doesn't mean what you think. What you can do is save a reference to this
and then use that reference, like the following:
function Run(){
var self = this;
self.start = function(){
self.interval = setInterval(function() { self.draw(); },1000);
};
self.draw = function(){
//some code
};
}
var run = new Run();
run.start();
Note also that you've created a function called run
and a variable called run
- you need to give them different names. In my code (bearing in mind that JS is case sensitive) I've changed the function name to start with a capital "R" - which is the convention for functions intended to be run as constructors.
EDIT: OK, looking at the other answers I can see that just maybe I overcomplicated it and as long as draw()
doesn't need to access this
it would've been fine to just say:
this.interval = setInterval(this.draw, 1000);
But my point about not giving your constructor and later variable the same name still stands, and I'll leave all the self
stuff in because it is a technique that you will need if draw()
does need to access this
. You would also need to do it that way if you were to add parameters to the draw()
function.
The bind() method!
See the following example in ES6:
<!DOCTYPE html>
<html>
<body>
<canvas id="canvas" width="200" height="200" style="border: 1px solid black"></canvas>
<script>
class Circles {
constructor(canvas, r = 5, color = 'red') {
this.ctx = canvas.getContext('2d')
this.width = canvas.width
this.height = canvas.height
this.r = r
this.color = color
setInterval(
this.draw.bind(this),
1000
)
}
draw() {
this.ctx.fillStyle = this.color
this.ctx.beginPath()
this.ctx.arc(
Math.random() * this.width,
Math.random() * this.height,
this.r,
0,
2 * Math.PI
)
this.ctx.fill()
}
}
</script>
<script>
var canvas = document.querySelector('#canvas')
var circles = new Circles(canvas)
</script>
</body>
</html>
function run(){
this.interval;
this.start = function(){
this.interval = setInterval(this.draw,1000);
};
this.draw = function(){
//some code
}
;}
var run = new run();
run.start();