I'm trying to create a very basic physics simulation in p5.js and I am using a class to create multiple instances of the shapes (which are currently all circles), I have a function that checks if the user clicks inside the area of a circle and if so allows them to drag it around but I ran into a problem. I need to have the program work out which object it is hovering but I'm not sure how I would do so, below I have the function working for only the first object (obj1). can I do something like {classname}.posX instead?
function whilePressed()
{
if (Math.pow(mouseX-obj1.posX,2)+(Math.pow(mouseY-obj1.posY,2))<=(Math.pow(obj1.size/2,2)) | grabbed == true)
{
grabbed = true;
if (firstGrab == true)
{
difX = (obj1.posX-mouseX);
difY = (obj1.posY-mouseY);
firstGrab = false;
}
obj1.posX = mouseX+difX;
obj1.posY = mouseY+difY;
}
}
below is the class (the draw function has a switch statement in it because I used to have a square as well but decided to get a circle working before implementing a square)
class primitive
{
constructor()
{
this.size = 50;
this.posX = canvasSize/2;
this.posY = canvasSize/2;
this.velX = 0;
this.velY = 0;
this.terminalVel = 15;
}
pos(x,y)
{
this.posX = x;
this.posY = y;
}
draw(shape = 'circle')
{
stroke(168,198,159);
fill(204,226,163);
switch (shape)
{
case 'circle':
circle(this.posX,this.posY,this.size);
break;
}
}
gravity()
{
if (this.velY < this.terminalVel)
{
this.velY = (this.velY+1);
}
else
{
this.velY = 20;
}
this.posY = this.posY+this.velY;
if (this.posY > groundLevel-(this.size/2))
{
this.posY = groundLevel-(this.size/2);
this.velY = 0;
}
}
}
You can create a static method on the primitive class like so:
First, create an array which has all the instances of the class in it.
This is the code:
Remember: I added the parameter name
to the constructor. That means when creating an instance do it like so:
var foo = new primitive("foo");
var PRIMITIVES = [];
// ...
constructor(name)
{
this.name = name;
this.size = 50;
this.posX = canvasSize/2;
this.posY = canvasSize/2;
this.velX = 0;
this.velY = 0;
this.terminalVel = 15;
PRIMITIVES.push(name);
}
Now, using the same mouse find principle, you can create a static method that finds and return the right instance.
static findInstance(mouseX, mouseY) {
for (var i = 0; i < PRIMITIVES.length; i++)
{
obj = window[PRIMITIVES[i]];
if (Math.pow(mouseX-obj.posX,2)+(Math.pow(mouseY-obj.posY,2))<=(Math.pow(obj.size/2,2)))
{
return obj;
}
}
}
Then, you can call primitive.findInstance(mouseX, mouseY)
, and it will return the right instance. If this doesn't work, please comment. I hope this helped you.