All good until I trying to put the for loop in(no matter what I am meant to use the loop for).
<canvas id="MyCanvas" width="400" height="400"
style="border:1px solid #000000;">
</canvas>
<script>
function(){
var c = document.getElementById("MyCanvas");
var ctx = c.getContext("2d");
ctx.beginPath();
ctx.arc(200,200,200,0,2*Math.PI);
ctx.stroke();
ctx.beginPath();
ctx.arc(200,0,10,0,2*Math.PI);
ctx.stroke();
for(int i=0; i<2; i++){
return i;}
}
</script>
Here is your code refactored:
Save each circle definition in a javascript object:
var circle1={x:200,y:200,radius:200};
var circle2={x:200,y:0,radius:10};
Save all the circle-objects in an array:
var circles=[];
circles.push(circle1);
circles.push(circle2);
Create a function that draws 1 circle from a specified circle-object:
function drawCircle(circle){
ctx.beginPath();
ctx.arc(circle.x,circle.y,circle.radius,0,2*Math.PI);
ctx.closePath();
ctx.stroke();
}
Create a function that iterates through the array and draws all the circles:
function drawAll(){
for(var i=0;i<circles.length;i++){
drawCircle(circles[i]);
}
}
Putting it all together...Here's a demo:
var c=document.getElementById("canvas");
var ctx=c.getContext("2d");
var cw=canvas.width;
var ch=canvas.height;
var circles=[];
circles.push({x:200,y:200,radius:200});
circles.push({x:200,y:0,radius:10});
drawAll();
function drawAll(){
for(var i=0;i<circles.length;i++){
drawCircle(circles[i]);
}
}
function drawCircle(circle){
ctx.beginPath();
ctx.arc(circle.x,circle.y,circle.radius,0,2*Math.PI);
ctx.closePath();
ctx.stroke();
}
body{ background-color: ivory; }
canvas{border:1px solid red;}
<canvas id="canvas" width=400 height=400></canvas>
There is no int
keyword in JavaScript. You should use the var
keyword instead. Also note that each function can only have 1 returned value. The for
loop in your code doesn't make a lot of sense.
In html
<canvas id="MyCanvas" width="400" height="400"
style="border:1px solid #000000;">
</canvas>
In script
</script>
for(var i=0; i<2; i++){
var c = document.getElementById("MyCanvas");
var ctx = c.getContext("2d");
ctx.beginPath();
ctx.arc(200,200,50,0,2*Math.PI);
ctx.stroke();
ctx.beginPath();
ctx.arc(200,10,10,0,2*Math.PI);
ctx.stroke();
}
</script>
see jsfiddle Demo