I want to style the second elment in this array by adding a CSS Property
here is a global variable to define the array
<canvas id="canvas"></canvas>
<script>
var paddles = [2], // Array containing two paddles
function update() {
// Update scores
updateScore();
// Move the paddles on mouse move
// Here we will add another condition to move the upper paddle in Y-Axis
if(mouse.x && mouse.y) {
for(var i = 1; i < paddles.length; i++) {
p = paddles[i];
// the botoom paddle
if (i ==1){
p.x = mouse.x - p.w/2;
}else{
// the top paddle
//paddles[2].x = mouse.x - p.w/2;
debugger
paddles[2].style.backgroundColor="red";
}
}
}
and here what the style I want
paddles[2].style.backgroundColor="red";
when I use the debugger I face this problem
TypeError: paddles[2].style is undefined
UPDATE:
Since it looks like you are creating some kind of "pong" or "breakout" game, I decided to take my first stab at HTML canvas and do it myself for fun. Here is a simple version that shows how to:
setInterval
to redraw the canvas as it gets updated (original author)See the fiddle for working demo and full code: http://jsfiddle.net/z4ckpcLc/1/
I will not post the full code because I didn't write most of it.. I used the example from this site for the code for drawing the boxes and for keeping track of them in an array: http://simonsarris.com/project/canvasdemo/demo1.html
The function I added to this example is the arrowKeyMove()
handler, wired up to the onkeydown
event of document.body
via this line: document.body.onkeydown = arrowKeyMove;
function arrowKeyMove(e) {
var direction = 0; // -1 means left, 1 means right, 0 means no change
var moveFactor = 10; // higher factor = more movement when arrow keys pressed
var arrowKeyUsed = false; // to indicate which 'paddle' we are moving
switch (e.which) {
case 37:
// left arrow (upper paddle)
direction = -1;
arrowKeyUsed = true;
break;
case 39:
// right arrow (upper paddle)
direction = 1;
arrowKeyUsed = true;
break;
case 65:
// "a" key for left strafe (lower paddle)
direction = -1;
break;
case 68:
// "d" key for right strafe (lower paddle)
direction = 1;
break;
}
var boxIndex = 1; // box index defaults to lower paddle
if (arrowKeyUsed) { // if using arrow keys, we are moving upper paddle
boxIndex = 0;
}
var maxX = 240; // constrain movement to within 10px of box borders (240 == canvas width minus paddle width minus padding)
var minX = 20;
var box = boxes[boxIndex]; // grab the box; we will update position and redraw canvas
if((direction < 0 && box.x >= minX) || (direction > 0 && box.x <= maxX))
{
// move the box in the desired direction multiplied by moveFactor
box.x = box.x + (direction * moveFactor);
invalidate(); // invalidate canvas since graphic elements changed
}
}
ORIGINAL ANSWER:
Array items use zero-based indexing.
If you only have two paddles like you said, you must use index 1
, not 2
. And if you want to access the first paddle, use 0
, not 1
. You probably want your for loop to use var i=0
instead, and basically change places you are checking 1
to 0
.
For example:
paddles[0].style.backgroundColor="red"; // paddle 1
paddles[1].style.backgroundColor="red"; // paddle 2
Also, var array = [2]
does not create a two-array element. It creates a one-array element with an integer value of 2
For DOM elements you may want something like this:
<div id='paddle1'></div>
<div id='paddle2'></div>
<script type='text/javascript'>
var paddles = [];
paddles[0] = document.getElementById('paddle1');
paddles[1] = document.getElementById('paddle2');
paddles[0].style.backgroundColor="red"; // paddle 1 is red
paddles[1].style.backgroundColor="orange"; // paddle 2 is orange
</script>