javascript base object to create 2 other objects with different methods - javascript

I've been playing around with javascript for years, but I'm trying to get serious now. Studying, and into Objects.
I want to create a base object, and use it to create 2 other objects that are slightly different.
I thought this would work :
function movingObject(x, y, z){
this.x = x;
this.y = y;
this.z = z;
}
var positiveMover = new movingObject(x, y, z);
positiveMover.prototype.move = function(a, b){
yadda yadda
}
var negativeMover = new movingObject(x, y, z);
negativeMover.prototype.move = function(b, a){
adday adday
}
var pic = postiveMover(1, 2, 3);
pic.move(20, 10);
I get a undefined error on the move.....pretty sure I've got the wrong idea. Any advice would be appreciated - links to information, or the right keywords to google

I think it is more like two classes, that you want to build :
function movingObject(x, y, z){
this.x = x; this.y = y; this.z = z;
}
// positive mover : child class of movingObject
function positiveMover (x, y, z) {
// use parent class's constructor.
movingObject.apply(this,arguments);
};
// inherit parent's class.
positiveMover.prototype = Object.create(movingObject.prototype);
positiveMover.prototype.move = function(a, b){ yadda yadda }
However, if you seek a per-instance choice of a method, you could do :
function movingObject(x, y, z, movingMethod){
this.x = x; this.y = y; this.z = z;
this.move = movingMethod;
}
Or just set the move property of a moving object, thus overriding the default prototype :
function movingObject(x, y, z){
this.x = x; this.y = y; this.z = z;
}
movingObject.prototype.move= function(a,b) { /*some default code*/}
var oneMover = new movingObject(0,0,0);
oneMover.move = function(a,b) { /* some specific code */ };

Related

How to add object variable to an array using "new"?

I've got this object variable:
var Background = {
x: 0,
y: 0,
speed: 4,
initialize: function (x, y){
this.x = x;
this.y = y;
move: function(){
this.x -= this.speed;
}
};
And I'd like to create new object variable and add it to an array:
background_container = []
background_container.push(new Background())
But it throws an error:
"Uncaught TypeError: Background is not a constructor"
Although it works with normal:
function name() {}
var test_var = new name()
So my guess is that "new" works only for functions. But how can I do it with variable objects like the one before? (I want to have multiple of them in one array and not just multiple references to one object)
With ES5 and below you can create a function which acts as a constructor. Use this inside to bind properties to the current object which is returned from the new operator. Also you can leave the initalize function (if you intend to use this only one time) and pass parameters into the function or constructor directly.
function Background(x, y) {
this.x = x || 0;
this.y = y || 0;
this.speed = 4;
this.move = function() {
this.x -= this.speed;
}
};
var backgrounds = [];
backgrounds.push(new Background(1, 3));
console.log(backgrounds[0].x);
console.log(backgrounds[0].y);
With ES6 and higher you can use Ecmascript's new syntax for creating classes.
class Background {
constructor(x = 0, y = 0) {
this.x = x;
this.y = y;
this.speed = 4;
}
move() {
this.x -= this.speed;
}
};
const backgrounds = [];
backgrounds.push(new Background(1,3));
console.log(backgrounds[0].x);
console.log(backgrounds[0].y);

JS object inheritance with attributes

Im trying to get a very simple inheritance pattern for my Project going, extending from a base class into a specialized class. However, my specialized class's attributes are being overwritten by the parent's attributes.
Why is that and how can i fix it ?
thanks,
function Ship(className, x, y){
this.className = className;
this.x = x;
this.y = y;
this.speed = 0;
}
function Corvette(className, x, y){
this.className = className;
this.x = x;
this.y = y;
this.speed = 100;
Ship.call(this, className, x, y)
}
Corvette.prototype = Object.create(Ship.prototype);
var ship = new Ship("Biggie", 50, 50);
var corvette = new Corvette("Smallish", 50, 50);
console.log(Corvette.className) // "Smallish" - correct via parameter.
console.log(Corvette.speed) // should be 100, is 0 - not correct, "static" from parent attribute
console.log(Corvette.constructor.name) // Ship
Why you have the same properties in the child object which are already in the parent's?
I suggest you to do
function Ship(className, x, y, speed = 0) {
this.className = className;
this.x = x;
this.y = y;
this.speed = speed;
}
function Corvette(className, x, y, speed = 100) {
Ship.call(this, className, x, y, speed);
}
Corvette.prototype = Object.create(Ship.prototype);
Corvette.prototype.constructor = Corvette;
var ship = new Ship("Biggie", 50, 50);
var corvette = new Corvette("Smallish", 50, 50);
console.log(corvette.className) // "Smallish" - correct via parameter.
console.log(corvette.speed) // should be 100, is 0 - not correct, "static" from parent attribute
console.log(corvette.constructor.name) // Ship
and if your browser supports some features of ES6 use this feature ES6 classes.
class Ship { // And also Ship is an abstractionm so you can use `abstract` keyword with it
constructor(className, x, y, speed = 0) {
this.className = className;
this.x = x;
this.y = y;
this.speed = speed;
}
}
class Corvette extends Ship {
constructor(className, x, y, speed = 100) {
super(className, x, y, speed);
}
}
var ship = new Ship("Biggie", 50, 50);
var corvette = new Corvette("Smallish", 50, 50);
console.log(corvette.className) // "Smallish" - correct via parameter.
console.log(corvette.speed) // should be 100, is 0 - not correct, "static" from parent attribute
console.log(corvette.constructor.name) // Ship
You only need to move Ship.call(this, className, x, y) at the start of Corvette function.
Also, next time, before posting code, check it is correct, you wrote console.log(Corvette) instead of console.log(corvette)
Another thing: you do not need to repeat params you do not want to overwrite
function Ship(className, x, y){
this.className = className;
this.x = x;
this.y = y;
this.speed = 0;
}
function Corvette(className, x, y){
Ship.call(this, className, x, y)
this.speed = 100;
}
Corvette.prototype = Object.create(Ship.prototype);
var ship = new Ship("Biggie", 50, 50);
var corvette = new Corvette("Smallish", 50, 50);
console.log(corvette.className)
console.log(corvette.speed)
console.log(corvette.constructor.name)
You should invoke the parentclass contructor first and then override the properties, this way the properties set by Corvette will not be changed by the parent class i.e.:
function Corvette(className, x, y){
Ship.call(this, className, x, y)
this.speed = 100;
}

JS Using prototype function in prototype

Hey i'am writing a little object :
function Point(x, y) {
this.x = x;
this.y = y;
this.angle = Math.sqrt(x * x + y * y);
this.radius = Math.atan(y / x);
};
Point.prototype = {
constructor: Point,
calculateRadius: function(x, y) {
return Math.sqrt(x * x + y * y);
},
calculateAngle: function(x, y) {
return Math.atan(y / x);
},
cartToRad: function(x, y) {
this.radius = calculateRadius(x, y);
this.angle = calculateAngle(x, y);
}
};
var coords = new Point(0, 0);
coords.cartToRad(5, 0.523);
And that throw an error:
ReferenceError: calculateRadius is not defined.
Is it possible to use prototype functions in other prototype functions?
You need to reference them as properties of this, just like any other property.

Why var a is undefined? Javascript OOP

I have this code. It creates an object with x and y field. I want to add a method, which creates new object with additional width and height fields. But despite my tryings it keeps returning undefined. What is wrong?
JSFiddle
function $ (x, y) {
this.x = x;
this.y = y;
return this;
}
$.prototype.$ = function (x, y) {
this.width = x - this.x;
this.height = y - this.y;
return this;
}
var a = $(10,10).$(30,30);
alert(a.width);
var a = (new $(10,10)).$(30,30); //You need new
alert(a.width);
Also it might not be a good idea to have an instance function of a class to have the same name as the class -- it is a little confusing.
Here is how you can do what you want to do with 2 "Point" objects (as asked for in the comments):
var Point = (function(){
var Point = function(x, y) {
this.width = x;
this.height = y;
}
Point.prototype.removePoint = function(point) {
return new Point(point.width - this.width, point.height - this.height);
}
return Point;
})()
var a = new Point(10,10);
var b = new Point(30,30);
var c = a.removePoint(b);
alert(c.width);
Fiddle: http://jsfiddle.net/maniator/d3fx7/
You missed the new before $; This works:
var a = new $(10,10).$(30,30);

How to instantiate a class(ClassA) inside another class(ClassB) and use the ClassA object as a property in ClassB in JavaScript?

Consider the following code:
function Coord(x, y) {
this.x = x;
this.y = y;
}
function Ellipse() {
this.Text = Text;
this.Cx = Cx;
this.Cy = Cy;
this.Rx = Rx;
this.Ry = Ry;
}
Now in the function Ellipseinstead of using Cx, Cy etc. I want to instantiate the function Coord for each pair to achieve something as follows:
function Coord(x, y) {
this.x = x;
this.y = y;
}
function Ellipse() {
this.Text = Text;
Coord C = new C(); // where C has its own properties x and y
Coord R = new R(); // where R has its own properties x and y
}
Try this:
function Coord(x, y) {
this.x = x;
this.y = y;
}
function Ellipse(text, cx, cy, rx, ry) {
this.text = text;
var c = new Coord(cx, cy);
var r = new Coord(rx, ry);
}
I don't know how you thought of Coord C = new C() but it's absolutely wrong. JavaScript variables have no types.
Also from where are you getting Text, Cx, Cy, etc? Shouldn't they be passed as arguments to the constructor?

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