JavaScript Graphics
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| Pass | Test | Message | |
|---|---|---|---|
| - | Test results will show here. | - |
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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