问题
I'm a Ruby developer who finally decided to learn JavaScript seriously. So I purchased some books and I started to dive in, but I got stuck quickly when I tried to understand prototypal inheritance...
One of the examples of the book is the following. Given a Shape which prototype has a draw method, and two child shapes: a Triangle and a Rectangle which prototype inherit from Shape;
- when I call the draw function on Triangle and Rectangle instances the method will draw them properly.
- when I add a second method to show their name, every instance will log it properly.
Everything was understandable perfectly until I added a third method to fill the shapes... And only the last one get filled. no matter which one I call. Why? Is there something special in canvas?
Here is the code of the exercise:
function Point(x, y) {
this.x = x;
this.y = y;
}
function Shape() {
this.points = [];
this.init();
}
Shape.prototype = {
constructor: Shape,
init: function() {
if (this.context === undefined) {
Shape.prototype.context = document.getElementById('canvas').getContext('2d');
};
if (this.name === undefined) {
Shape.prototype.name = 'generic shape'
}
},
draw: function() {
var i, ctx = this.context;
ctx.strokeStyle = 'rgb(0,0,255)';
ctx.beginPath();
ctx.moveTo(this.points[0].x, this.points[0].y);
for (i = 1; i < this.points.length; i++) {
ctx.lineTo(this.points[i].x, this.points[i].y);
}
ctx.closePath();
ctx.stroke();
},
fill: function(color) {
var ctx = this.context;
ctx.fillStyle = color;
ctx.fill();
},
say_name: function() {
console.log('Hello my name is ' + this.name)
}
};
function Triangle(a, b, c) {
this.points = [a, b, c];
this.name = 'Triangle'
this.context = document.getElementById('canvas').getContext('2d');
}
function Rectangle(side_a, side_b) {
var p = new Point(200, 200);
this.points = [
p,
new Point(p.x + side_a, p.y), // top right
new Point(p.x + side_a, p.y + side_b), // bottom right
new Point(p.x, p.y + side_b) // bottom left
];
this.name = 'Rectangle'
this.context = document.getElementById('canvas').getContext('2d');
}
(function() {
var s = new Shape();
Triangle.prototype = s;
Rectangle.prototype = s;
})();
function testTriangle() {
var p1 = new Point(100, 100);
var p2 = new Point(300, 100);
var p3 = new Point(200, 0);
return new Triangle(p1, p2, p3);
}
function testRectangle() {
return new Rectangle(100, 100);
}
function make_me_crazy() {
var t = testTriangle();
var r = testRectangle();
t.draw();
r.draw();
t.say_name();
r.say_name();
t.fill('red');
}
make_me_crazy();
<canvas height='600' width='800' id='canvas' />
Thank you!
More details:
- Why the function
say_name
is working exactly I expect saying: 'I am a triangle' or 'I am a rectangle' and never 'I am a generic shape', but thefill
function fills the rectangle despite I'm calling it on a triangle instance? As people rightly answered to flip the two draw functions calls, I would specify better the following. The problem is not about the color of a shape, but the context pointer. why only the last shape is filled? If I add more shapes before callingfill
only the last one get filled. This means I'm doing something wrong referring to the canvas. I supposed it was "the place where I draw shapes" but it seems more like "the last active shape" - How can I fix that code to make it working correctly filling the shape I want whenever I want? I mean. what if I want to have a function which receive an instance of a particular shape and fills it?
- Is there any way to access a the draws contained into a canvas?
回答1:
The core of the problem is the context - your shapes are sharing the single context of the canvas, and therefore it is not straight-forward to flip back and forth between objects. Instead, think of your order-of-operations as handling a single shape at a time and only moving on to the next one when you are done with the former.
Note the order of calls in the make_me_crazy
function:
function Point(x, y) {
this.x = x;
this.y = y;
}
function Shape() {
this.points = [];
this.init();
}
Shape.prototype = {
constructor: Shape,
init: function(){
if (this.context === undefined) {
Shape.prototype.context = document.getElementById('canvas').getContext('2d');
};
if(this.name === undefined){
Shape.prototype.name = 'generic shape'
}
},
draw: function(){
var i, ctx = this.context;
ctx.strokeStyle = 'rgb(0,0,255)';
ctx.beginPath();
ctx.moveTo(this.points[0].x, this.points[0].y);
for (i = 1; i<this.points.length; i++) {
ctx.lineTo(this.points[i].x, this.points[i].y);
}
ctx.closePath();
ctx.stroke();
},
fill: function(color){
var ctx = this.context;
ctx.fillStyle = color;
ctx.fill();
},
say_name: function(){console.log('Hello my name is '+ this.name)}
};
function Triangle(a,b,c){
this.points = [a, b, c];
this.name = 'Triangle'
this.context = document.getElementById('canvas').getContext('2d');
}
function Rectangle(side_a, side_b){
var p = new Point(200, 200);
this.points = [
p,
new Point(p.x + side_a, p.y),// top right
new Point(p.x + side_a, p.y + side_b), // bottom right
new Point(p.x, p.y + side_b)// bottom left
];
this.name = 'Rectangle'
this.context = document.getElementById('canvas').getContext('2d');
}
(function(){
var s = new Shape();
Triangle.prototype = s;
Rectangle.prototype = s;
})();
function testTriangle(){
var p1 = new Point(100, 100);
var p2 = new Point(300, 100);
var p3 = new Point(200, 0);
return new Triangle(p1, p2, p3);
}
function testRectangle(){
return new Rectangle(100, 100);
}
function make_me_crazy(){
var t = testTriangle();
t.say_name();
t.draw();
t.fill('red');
var r = testRectangle();
r.draw();
r.say_name();
}
make_me_crazy();
<canvas height='600' width='800' id='canvas'></canvas>
回答2:
About the points of your question.
For the first one: the key is this line of code
if(this.name === undefined){
Shape.prototype.name = 'generic shape'
}
When you instantiate Rectangle
and Triangle
, both of them set name
.
In the other hand, the render
method is only available in the Shape
prototype.
About the second point (and the third one):
Maybe are you painting the Rectangle
over the Triangle
. Try to switch the order of the draw
calls to check it.
来源:https://stackoverflow.com/questions/42161164/javascript-prototype-inheritance-and-html-canvas