I'm first to OOP style in js, and this scope is very confusing to me.
$(document).ready(function() {
$("#cv").attr({
width: '860px',
height: '645px'
});
var ctx = new Blackboard($("#cv"));
});
function Blackboard(canvas) {
this.canvas = canvas;
this.ctx = this.canvas.get(0).getContext("2d");
this.drawing = false;
this.canvas.on('mousedown', this.press);
this.canvas.on('mousemove', this.move);
this.canvas.on('mouseup', this.end);
this.setShape();
}
Blackboard.prototype.setShape = function(color, width) {
this.color = 'white';
this.width = 1;
if (color != null) {
this.color = color;
}
if (width != null) {
this.width = width;
}
this.ctx.strokeStyle = this.color;
this.ctx.lineWidth = this.width;
}
Blackboard.prototype.press = function(event) {
console.log(this.ctx); // undefined!
this.ctx.beginPath();
this.ctx.moveTo(event.pageX, event.pageY);
this.drawing = true;
}
Blackboard.prototype.move = function(event) {
if (this.drawing) {
this.ctx.lineTo(event.pageX, event.pageY);
this.ctx.stroke();
}
}
Blackboard.prototype.end = function(event) {
this.drawing = false;
}
$("#cv")
is canvas element.
As I mentioned in comment, every this.ctx
in prototype methods are undefined
. Though I searched explanations about prototype more detail, I can't find what I'm misunderstanding about scope of this
.
You are in an event handler which this
does not refer to a Blackboard
. Use .bind
in your calls to on
.
this.end = this.end.bind(this);
this.canvas.on('mouseup', this.end);