I'm trying to understand jQuery classes but it is not going very well.
My goal is to use a class this way (or to learn a better way to do it):
var player = new Player($("playerElement"));
player.InitEvents();
Using other people's examples, this is what I tried:
$.Player = function ($) {
};
$.Player.prototype.InitEvents = function () {
$(this).keypress(function (e) {
var key = e.which;
if (key == 100) {
MoveRight();
}
if (key == 97) {
MoveLeft();
}
});
};
$.Player.prototype.MoveRight = function () {
$(this).css("right", this.playerX += 10);
}
$.Player.prototype.MoveLeft = function () {
$(this).css("right", this.playerX -= 10);
}
$.Player.defaultOptions = {
playerX: 0,
playerY: 0
};
The end goal is to have a character moving on the screen left and right using the keyboard letters A
and D
.
I have a feeling that I'm doing something very wrong with this "class" but I'm not sure why.
(sorry for my English)
To add a new class, we use jQuery addClass() method. The addClass() method is used to add more classes and their attributes to each selected element.
Javascript does not use class-based inheritance. So, you can't make classes in Javascript, except to emulate them using workarounds that are IMHO clumsy and complicated. Javascript is a prototypal language. Using the new keyword creates a new object based on the prototype property of the constructor object.
jQuery is a JavaScript library, so it operates on top of JavaScript. It cannot exist on its own, so you can't use one over the other. You can use just JavaScript or JavaScript and jQuery. jQuery was introduced to make development with JavaScript easier.
HTML. The this Keyword is a reference to DOM elements of invocation. We can call all DOM methods on it. $() is a jQuery constructor and in $(this), we are just passing this as a parameter so that we can use the jQuery function and methods.
An important issue is that you have to assign the passed jQuery object/element to a this.element
- or another this.propertyName
- so you can access it later inside the instance's methods.
You also cannot call MoveRight()
/MoveLeft()
directly like that because those functions are not defined up in the scope chain, but rather in the prototype of your instance's Constructor, hence you need a reference to the instance itself to call these.
Updated and commented code below:
(function ($) { //an IIFE so safely alias jQuery to $
$.Player = function (element) { //renamed arg for readability
//stores the passed element as a property of the created instance.
//This way we can access it later
this.element = (element instanceof $) ? element : $(element);
//instanceof is an extremely simple method to handle passed jQuery objects,
//DOM elements and selector strings.
//This one doesn't check if the passed element is valid
//nor if a passed selector string matches any elements.
};
//assigning an object literal to the prototype is a shorter syntax
//than assigning one property at a time
$.Player.prototype = {
InitEvents: function () {
//`this` references the instance object inside of an instace's method,
//however `this` is set to reference a DOM element inside jQuery event
//handler functions' scope. So we take advantage of JS's lexical scope
//and assign the `this` reference to another variable that we can access
//inside the jQuery handlers
var that = this;
//I'm using `document` instead of `this` so it will catch arrow keys
//on the whole document and not just when the element is focused.
//Also, Firefox doesn't fire the keypress event for non-printable
//characters so we use a keydown handler
$(document).keydown(function (e) {
var key = e.which;
if (key == 39) {
that.moveRight();
} else if (key == 37) {
that.moveLeft();
}
});
this.element.css({
//either absolute or relative position is necessary
//for the `left` property to have effect
position: 'absolute',
left: $.Player.defaultOptions.playerX
});
},
//renamed your method to start with lowercase, convention is to use
//Capitalized names for instanceables only
moveRight: function () {
this.element.css("left", '+=' + 10);
},
moveLeft: function () {
this.element.css("left", '-=' + 10);
}
};
$.Player.defaultOptions = {
playerX: 0,
playerY: 0
};
}(jQuery));
//so you can use it as:
var player = new $.Player($("#playerElement"));
player.InitEvents();
Fiddle
Also note that JavaScript does not have actual "classes" (at least not until ES6 gets implemented) nor Methods (which by definition are associated exclusively to Classes), but rather Constructors which provide a sweet syntax that resembles classes. Here's an awesome article written by TJ Crowder regarding JS's "fake" methods, it is a little advanced but everyone should be able to learn something new from reading it:
http://blog.niftysnippets.org/2008/03/mythical-methods.html
When you use this
inside your Player
prototype functions, this
points to the current Player object.
But when you use $(this).keypress
it requires that this
points to an HTML element.
The two simply are incompatible. There is only one this
and it points to the current Player object, not to an HTML element.
To fix your problem, you will need to pass the HTML element into the Player object upon its creation or into the relevant function calls.
You can pass the element into the Player object upon construction like this:
$.Player = function ($, element) {
this.element = element;
};
$.Player.prototype.InitEvents = function () {
$(this.element).keypress(function (e) {
var key = e.which;
if (key == 100) {
MoveRight();
}
if (key == 97) {
MoveLeft();
}
});
};
$.Player.prototype.MoveRight = function () {
$(this.element).css("right", this.playerX += 10);
}
$.Player.prototype.MoveLeft = function () {
$(this.element).css("right", this.playerX -= 10);
}
$.Player.defaultOptions = {
playerX: 0,
playerY: 0
};
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