Reputation: 487
Im trying to create and delete arcs on events, to adding parts works fine and i'm saving them in arrays so i could delete them on calling an event listener by somehow that's not happening , I mean its working fine in the console as in the array values are decremented by its not updating in the canvas Code:
<script>
var myCanvas = document.getElementById("myCanvas");
myCanvas.width = window.innerWidth;
myCanvas.height = 500;
var c = myCanvas.getContext("2d");
var myArr = [];
myCanvas.addEventListener("click", function(){
var x = event.x;
var y = event.y;
var radius = 10;
myArr.push(new CreateCircle(x, y, radius, "#34495e"));
console.log( myArr );
});
window.addEventListener('keydown', function(){
myArr.splice(0,1);
console.log(myArr);
});
function CreateCircle(x, y, radius, color) {
this.x = x;
this.y = y;
this.radius = radius;
this.color = color;
this.draw = function() {
c.beginPath();
c.arc(this.x, this.y, this.radius, 0, Math.PI*2);
c.fillStyle = this.color;
c.fill();
}
this.draw();
}
</script>
Do i need to add an delete function in the constructor function and call it on keydown event , how do i go on doing it/fixing it ?
Upvotes: 0
Views: 85
Reputation: 318182
To remove the circles, you have to clear the canvas, and then redraw it with the modified array of circles.
First of all, return an object from the CreateCircle
method, so you have something to work with. There's no need for instances here.
Secondly, you could clear the canvas by resetting it's width, and then redraw based on the array, like this
var myCanvas = document.getElementById("myCanvas");
myCanvas.width = window.innerWidth;
myCanvas.height = 500;
var c = myCanvas.getContext("2d");
var myArr = [];
myCanvas.addEventListener("click", function() {
var x = event.x;
var y = event.y;
var radius = 10;
myArr.push(CreateCircle(x, y, radius, "#34495e"));
});
window.addEventListener('keydown', function() {
myArr.splice(0, 1);
myCanvas.width = myCanvas.width;
myArr.forEach(function(circle) {
CreateCircle(circle.x, circle.y, circle.r, circle.c)
})
});
function CreateCircle(x, y, radius, color) {
c.beginPath();
c.arc(x, y, radius, 0, Math.PI * 2);
c.fillStyle = color;
c.fill();
return {x: x, y: y, r: radius, c: color};
}
<canvas id="myCanvas"></canvas>
Upvotes: 1
Reputation: 190
You don't update canvas anywhere. You need to create some sort of "render" function which will clear previously rendered frame and then loops through circles in array and call .draw on all of them.
Tip: context.clearRect method is useful for clearing canvas.
Upvotes: 1