Reputation:
Game.prototype.run = function() {
window.setInterval(function() {
var thisLoop = new Date().getTime();
this.update();
this.render();
lastLoop = thisLoop;
}, 1000 / this.fps);
};
game.js:198Uncaught TypeError: Object [object DOMWindow] has no method 'update'
Why is this happening ? "this" should relate to the Game object.
Upvotes: 2
Views: 483
Reputation: 41533
Try this :
Game.prototype.run = function() {
var intervalCallBack = function() {
var thisLoop = new Date().getTime();
this.update();
this.render();
lastLoop = thisLoop;
};
var self = this;
window.setInterval(function(){intervalCallBack.call(self);}, 1000 / this.fps);
};
Because of the fact that setInterval
and setTimeout
executes your callback in the global context, your this
"pointer" that you used to refer to your game object is now referring to the global object (window
) , which of course has no method 'update'.
Upvotes: 0
Reputation: 649
DEMO: http://jsfiddle.net/kmendes/awzMn/
In this case there's no way you can do that because the setInterval function has a different scope. This is what you can do:
Game.prototype.run = function() {
var currentGame = this;
window.setInterval(function() {
var thisLoop = new Date().getTime();
currentGame.update();
currentGame.render();
lastLoop = thisLoop;
}, 1000 / this.fps);
};
Upvotes: 0
Reputation: 136154
No, this in the scope of the function refers to the function itself. Its somewhat hard to wrap your head around scoping in JS if you're not used to it.
The easy solution is to cache the context of "this" outside the anonymous function and use that instead.
Game.prototype.run = function() {
var game = this;
window.setInterval(function() {
var thisLoop = new Date().getTime();
game.update();
game.render();
lastLoop = thisLoop;
}, 1000 / this.fps);
};
Upvotes: 0
Reputation: 349142
Cache the this
variable, or use Function.bind
:
Game.prototype.run = function() {
var _this = this;
window.setInterval(function() {
var thisLoop = new Date().getTime();
_this.update();
_this.render();
lastLoop = thisLoop;
}, 1000 / this.fps);
};
Or, using Function.bind
:
Game.prototype.run = function() {
window.setInterval((function() {
...
}.bind(this), 1000 / this.fps);
};
this
in a function passed to setInterval
refers to the global window
object, or is undefined
(in strict mode).
Another method, similar to the first one. Pass this
as a parameter to the function (so that no extra local variable is used):
Game.prototype.run = function() {
window.setInterval(function(_this) {
var thisLoop = new Date().getTime();
_this.update();
_this.render();
lastLoop = thisLoop;
}, 1000 / this.fps, this);
};
Upvotes: 3