JavaScript Graphics
println(str); print(str); // Example: println("Hello world."); // Printing without a new line: print("Hello world. "); print("How are you?");
// Declare a variable var myVarName; // Initialize a variable var myVarName = 5; // Assign to an existing variable myVarName = 10; // Print a variable println(myVarName); println("The value is: " + myValue);
// Functions can take in values, called parameters. // The function below takes in a parameter called // 'input' and prints it. function printText(input) { println(input); } // Functions can also return a value. // The function below takes in a value, // adds two to it, and returns it. function addTwo(number) { return number + 2; }
// Read a string var str = readLine(prompt); // Read an integer var num = readInt(prompt); // Read a float var cost = readFloat(prompt); // Read a boolean var bool = readBoolean(prompt); // You should replace the word prompt with // the question you'd like to ask. For example: var name = readLine("What is your name? "); var age = readInt("What is your age? "); var finishedWork = readBoolean("Is your work done? ");
// Comparison operators return booleans (true/false values) x == y // is x equal to y x != y // is x not equal to y x > y // is x greater than y x >= y // is x greater than or equal to y x < y // is x less than y x <= y // is x less than or equal to y // Comparison operators in if statements if(x == y){ println("x and y are equal"); } if(x > 5){ println("x is greater than 5."); }
// Operators: + Addition - Subtraction * Multiplication / Division % Modulus (Remainder) () Parentheses (For order of operations) // Examples var z = x + y; var w = x * y; // Increment (add one) x++ // Decrement (subtract one) x-- // Shortcuts x = x + y; x += y; x = x - y; x -= y; x = x * y; x *= y; x = x / y; x /= y; // Absolute value var abs = Math.abs(x); // Square root var sqrt = Math.sqrt(x); // Rounding // Math.round() can be used to round numbers var pi = 3.14; var roundedPi = Math.round(pi); println(roundedPi); // prints out: 3 var goldenRatio = 1.618; var roundedGoldenRatio = Math.round(goldenRatio); println(roundedGoldenRatio); // prints out: 2 // Floor Division // Math.floor() can be used to perform floor // division. With floor division, only the // integer portion of the quotient is returned. // For example, 5/2 is 2.5, but with floor division, // the result is 2 and the .5 is discarded. var result = Math.floor(5/2); println(result); // prints out: 2
// Random integer between low and high Randomizer.nextInt(low, high); Randomizer.nextBoolean(); Randomizer.nextFloat(low, high); Randomizer.nextColor(); var roll = Randomizer.nextInt(1,6); var color = Randomizer.nextColor();
// returns the width of the canvas getWidth(); // returns the height of the canvas getHeight(); // Examples var height = getHeight(); // Returns the x coordinate of the center // of the canvas var center = getWidth() / 2; // Removes all objects from the canvas removeAll();
// To get the type of the object var type = obj.getType(); /* could return: 'Circle' 'Rectangle' 'Text' 'Line' */
// To make a circle var circle = new Circle(radius); // To set the location of the center of the circle circle.setPosition(x, y); // Example, red circle with 50px radius with center at (100, 200) var circle = new Circle(50); circle.setPosition(100, 200); circle.setColor(Color.red); // Get the radius circle.getRadius(); // returns 50 var curRadius = circle.getRadius(); // store in variable // Change the radius circle.setRadius(100); // Get the position of the center of the circle var x = circle.getX(); // x is 100 var y = circle.getY(); // y is 200 // Change the location of the circle var x = getWidth() / 2; var y = getHeight() / 2; circle.setPosition(x, y); // circle center is in the center of the screen // Adding to and removing from screen add(circle); // Add to screen remove(circle); // Remove from screen // Move the circle dx horizontally and dy vertically circle.move(dx, dy);
// To make a rectangle var rect = new Rectangle(width, height); // To set location of the upper left corner of rectangle rect.setPosition(x, y); // Example, 200x50 blue rectangle with upper left corner at (100, 200) var rect = new Rectangle(200, 50); rect.setPosition(100, 200); rect.setColor(Color.blue); // Get location of the upper left corner of the rectangle var x = rect.getX(); // x is 100 var y = rect.getY(); // y is 200 // Change location of the rectangle var x = getWidth() / 2; var y = getHeight() / 2; rect.setPosition(x, y) // upper left corner is at center of screen // Adding to and removing from screen add(rect); // Add rectangle remove(rect); // Remove rectangle // Move the rect dx horizontally and dy vertically rect.move(dx, dy);
// To make an arc var myArc = new Arc(radius, start, end, unit); // More specifically, the parameters are: // 1. radius of the arc // 2. starting angle of the arc // 3. ending angle of the arc // 4. angle unit (0 for degrees, 1 for radians) // To set the position of the center of the arc myArc.setPosition(x, y); // Example, a 90-degree arc with // radius of 50 and color of red: var myArc = new Arc(50, 0, 90, 0); myArc.setPosition(100, 200); myArc.setColor(Color.red); // Get the location of the center of the arc var x = myArc.getX(); // x is 100 var y = myArc.getY(); // y is 200 // Change the location of the center of the arc var x = getWidth() / 2; var y = getHeight() / 2; myArc.setPosition(x, y); // arc center is at center of screen // Adding to and removing from screen add(myArc); // Add arc remove(myArc); // Remove arc
// To draw a line from (x1, y1) to (x2, y2) var line = new Line(x1, y1, x2, y2); // Set the line color to green line.setColor(Color.green); // Set the line width to 10 pixels line.setLineWidth(10); // Adding to and removing from screen add(line); remove(line); // Move the line dx horizontally and dy vertically line.move(dx, dy); // Change the starting point of the line to (x1, y1) line.setPosition(x1, y1); // Change the end point of the line to (x2, y2) line.setEndpoint(x2, y2); //Get the starting point of the line var x = line.getX(); // x has same value as x1 var y = line.getY(); // y has same value as y1
// To make an Oval var oval = new Oval(width, height); // To set location of the center of the oval oval.setPosition(x, y); // Example, 200x50 blue oval with center at (100, 200) var oval = new Oval(200, 50); oval.setPosition(100, 200); oval.setColor(Color.blue); // Get location of the center of the oval var x = oval.getX(); // x is 100 var y = oval.getY(); // y is 200 // Change location of the oval var x = getWidth() / 2; var y = getHeight() / 2; oval.setPosition(x, y) // oval's center is at center of screen // Adding to and removing from screen add(oval); // Add oval remove(oval); // Remove oval // Move the oval dx horizontally and dy vertically oval.move(dx, dy);
// To make a graphical text object var txt = new Text(label, font); // To set the position of the lower left corner of the text txt.setPosition(x, y); // Example var txt = new Text("Hello, world!", "30pt Arial"); txt.setPosition(100, 200); txt.setColor(Color.blue); // Change what the text says txt.setText("Goodbye!"); // Get the location of the lower left corner of text var x = txt.getX(); // x is 100 var y = txt.getY(); // y is 200 // Change the location of the text var x = getWidth() / 2; var y = getHeight() / 2; txt.setPosition(x, y) // text's lower left corner is // in the center of the screen // Adding to and removing from screen add(txt); // Add text remove(txt); // Remove text // Move the text dx horizontally and dy vertically txt.move(dx, dy);
// A web image can be added to the graphics canvas // as a WebImage. WebImages are created, sized, // and positioned much like other graphics objects. // To create a new WebImage, use a URL that links // directly to the image on the Internet. // Use the Upload Tab in the editor to upload and create // a valid URL for your own image. var copter = new WebImage("https://upload.wikimedia.org/" + "wikipedia/commons/4/41/" + "Bell_206L3_%28D-HASA%29.jpg"); copter.setSize(300, 150); copter.setPosition(getWidth()/4, getHeight()/2); add(copter); // Adding copter to screen remove(copter); // Removing copter from screen // Note that the URL to the image must be directly // to the image file itself. It should generally end with // something like .png, .jpg, or another image file type.
// There are many color constants. You can set an objects // color like obj.setColor(color); // Specifically, obj.setColor(Color.RED); // List of available colors: Color.RED Color.GREEN Color.BLUE Color.YELLOW Color.CYAN Color.ORANGE Color.WHITE Color.BLACK Color.GRAY Color.PURPLE // You can also make your own color by giving a red, green, // and blue component like var color = new Color(r, g, b); // The values are between 0-255 for each component. After making // a new color, you can use it to set the color of an object. // For example, to set an existing rectangle called // rect to be brown: var brown = new Color(139, 69, 19); rect.setColor(brown); // Another way to set the color of an object is to use a // string with the hexadecimal color value with setColor. // For example, to set a rect object to be pink: rect.setColor("#FF66CC"); // Other fun functions // Return a random color var color = Color.randomRed(); var color = Color.randomGreen(); var color = Color.randomBlue(); // Get a random color from the randomizer var color = Randomizer.nextColor();
/** * The following graphic objects can be rotated: * - Rectangle * - Arc * - Line * - Oval * - Text * - WebImage */ // Set the rotation of the rectangle with these parameters: // 1. angle to rotate // 2. angle unit (0 for degrees, 1 for radians) // This will default to degrees. rect.setRotation(45, 0); // Sets rotation of the rectangle to 45 degrees rect.setRotation(45); // Does the same thing. rect.setRotation(Math.PI / 2, 1); // Sets rotation of the rectangle to Math.PI/2 radians // Add rotation with these parameters: // 1. angle to rotate // 2. angle unit (0 for degrees, 1 for radians) // This will default to degrees. rect.rotate(45, 0); // Rotates the rectangle by 45 degrees rect.rotate(45); // Does the same thing. rect.rotate(Math.PI / 2, 1); // Rotates the rectangle by Math.PI/2 radians
// A boolean is either true or false var myBoolean = true; var anotherBoolean = false; var result = readBoolean("Question? "); // Not Operator var x = !y; // x gets the opposite of y // And Operator var andExp = x && y; // Or Operator var orExp = x || y; // You can combine many booleans! var boolExp = x && (y || z);
if(BOOLEAN_EXPRESSION){ // code to execute if true } if(BOOLEAN_EXPRESSION){ // code if true } else { // code if false } if(x < 0){ println("x is negative."); } if(color == "red" || color == "blue" || color == "yellow"){ println("Primary color."); } else { println("Not a primary color."); } // You can use else if if you have multiple // conditions, but only one should happen. if(condition_1){ } else if(condition_2) { } else if(condition_3) { } else { } // You can always write these using nested // if/else. For example: if(condition_1){ // code here runs if condition 1 is true } else { if(condition_2){ // if condition 2 is true } else { // and here if condition 2 is false } }
var COUNT = 5; for(var i = 0; i < COUNT; i++){ /* Repeat code betweeen the brackets 5 times, * as the COUNT variable is 5. */ } // Print numbers 0-9 for(var i = 0; i < 10; i++){ println(i); }
while(boolean expression){ /* Repeat code betweeen brackets while * 'boolean expression' is true */ } // Countdown from from 15 to 10 var i = 15; while(i > 10){ println(i); i--; }
// This is a loop and a half format while(true){ // code if(condition){ break; } }
setTimer(fn, delay); // Create a timer stopTimer(fn); // Stop a timer // Example: call moveBall every 40 milliseconds function moveBall() { ball.move(x, y); } function start() { setTimer(moveBall, 40); }
// Mouse events are used to create programs // that respond to users' mouse clicks, drags, // and movements. // When the mouse event occurs, the function // registered with the event will be called. Note // that you leave out the parentheses () when // passing the name of the function. // Here is a list of mouse events that can be used: mouseMoveMethod(functionToCall); // on mouse movement mouseClickMethod(functionToCall); // on mouse clicks mouseDragMethod(functionToCall); // on mouse drags mouseDownMethod(functionToCall); // mouse button depressed mouseUpMethod(functionToCall); // mouse button released // Sample program using mouse events function start() { // Set up mouse callbacks mouseMoveMethod(onMouseMove); mouseClickMethod(addBall); mouseDragMethod(updateLine); } function onMouseMove(e) { println("Mouse is at (" + e.getX() + ", " + e.getY() + ")."); } function addBall(e) { var ball = new Circle(20); ball.setPosition(e.getX(), e.getY()); add(ball); } function updateLine(e) { line.setEndpoint(e.getX(), e.getY()); }
function start() { // Set up keyboard callbacks keyDownMethod(keyDown); keyUpMethod(keyUp); } function keyDown(e) { if (e.keyCode == Keyboard.LEFT) { ball.move(-5, 0); } if(e.keyCode == Keyboard.letter('K')){ println("You pressed K"); } } function keyUp(e) { println("You lifted up a key"); }
// To add a sound file to a program, first create a variable // to store the sound you want. Be sure to use a link // directly to the audio file itself (for example, // if it's an mp3, the link should end with .mp3). // The link must be a full URL to a sound file that // is available on the internet. var mySong = new Audio("link_to_sound_file.mp3"); // To play the file, use .play() mySong.play(); // To pause a file, use .pause() mySong.pause(); // To loop a file, first play the file, // then set .loop to true: mySong.play() mySong.loop = true;
/* * Create your own sound waves! */ // Construct a new Sound with a given note and sound wave type var sound = new Sound("C4", "square"); var sound2 = new Sound("C1", "sawtooth"); // Set the tone to either a frequency value or a note value sound.setFrequency(440); // 440 Hz sound.setFrequency("C4"); // Middle C note sound.setFrequency("A2"); // Low A note sound.setFrequency("A#8"); // High A sharp note /* * Set the oscillator type for the sound wave. Options are: * * Basic waves: "square", "sine", "triangle", or "sawtooth" * Fat waves: "fatsquare", "fatsine", "fattriangle", or "fatsawtooth" * AM waves: "amsquare", "amsine", "amtriangle", or "amsawtooth" * FM waves: "fmsquare", "fmsine", "fmtriangle", or "fmsawtooth" * Special waves: "pwm", or "pulse" * Drum sound: "drum" * Cymbal sound: "metal" */ sound.setOscillatorType("sine"); sound.setOscillatorType("square"); // Set the volume (in decibels) sound.setVolume(2); /* * Get information about the sound */ var currentVolume = sound.getVolume(); var currentNote = sound.getFrequency(); var currentOscillatorType = sound.getOscillatorType(); /* * Adding effects to the sound * Options are: "distortion", "reverb", * "tremolo", "vibrato", or "chebyshev" */ // Add a distortion effect at full capacity sound.setEffect("distortion", 1); // Add a tremolo effect at half capacity sound.setEffect("tremolo", 0.5); // Add a vibrato effect at 0 capacity sound.setEffect("vibrato", 0); /* * Starting and stopping the sound */ // Play the sound continuously sound.play(); // Play the sound for 3 seconds sound.playFor(3); // Stop playing the sound immediately sound.stop();
function start() { mouseClickMethod(turnRed); } // If you click on an object, turn it red. function turnRed(e) { var elem = getElementAt(e.getX(), e.getY()); if (elem != null) { elem.setColor(Color.red); } }
// Create an empty array var arr = []; // Create an array with values var arr = [1, 2, 4]; // An array can have any type var arr = [4, "hello", x]; // Access an element in an array var elem = arr[i]; var firstElem = arr[0]; // Set an element in an array arr[4] = 9; // Looping over an array for(var i = 0; i < arr.length; i++){ var cur = arr[i]; // process cur } // length of an array var length = arr.length; // Add to an array arr.push(elem); // Remove last element from array var last = arr.pop(); // Finding the index of an element in a list var index = arr.indexOf(5); // Remove an element from a list at index i arr.remove(i)
// Object literal var obj = { name: "Jeremy", color: "blue" }; // Objects/Maps have a collection of key, value pairs // Set a value obj["Jeremy"] = "123-4567"; // Get a value for a key var phone = obj["Jeremy"]; // Loop over an object for(var key in obj){ var val = obj[key]; // process key and val }
// Make a new set named "newSet" var newSet = new Set(); // Add to a set newSet.add(5); // Does a set contain a value newSet.contains(5); // returns a boolean // Number of elements in the set newSet.size(); // returns an integer // Make a new set named "setA" var setA = new Set(); // Add 2 numbers to the set setA.add(1); setA.add(2); // Make a new set named "setB" var setB = new Set(); // Add 2 numbers to the set setB.add(2); setB.add(3); // Assign setA to a new variable named "mutualSet" var mutualSet = setA; // Call the intersect function on "mutualSet" and pass in "setB" mutualSet.intersect(setB); return mutualSet; // returns a set with the shared values from "setA" and "setB"
// Create a grid named "newGrid" var newGrid = new Grid(rows, cols); // Get a value in a grid var elem = newGrid.get(row, col); // Set a value in a grid newGrid.set(row, col, val); // Getting dimensions var rows = newGrid.numRows(); var cols = newGrid.numCols(); // Is a row, col pair inbounds newGrid.inBounds(row, col); // Set all values in grid to initial value newGrid.init(0); // sets all grid values to 0 // Initialze a grid from an array newGrid.initFromArray([ [6, 3, 2], // 0th row [2, 5, 1], // 1st row [4, 3, 9], // 2nd row [1, 5, 1] // 3rd row ]);
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