Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Please continue kids tutorial

edited March 2013 in Questions Posts: 41

I want you to keep up the kids tutorials, I've been waiting on a class tutorial for a while now, so could you continue, or does anybody have a link to an easy to understand class tutorial? (I'm 17 and am really interested in coding) :)

Comments

  • Posts: 182

    hey @pewbert i've found its easier to learn by experience, heres some code you can learn from, its littered with comments. Let me know if anything is unclear, i typed this during school

    main

    -- Class Tut
    
    function setup()
        newcircle = Circle(10,50,100)
        creates a new Circle called newcircle
    end
    
    function draw()
        background(40, 40, 50)
        strokeWidth(5)
        newcircle:draw()
        -- draws the Circle called newcircle
    end
    

    Circle class

    Circle = class() -- Creates the class circle
    
    -- function tells the computer that you're about to
    -- define a function, in this case the function which
    -- is called init, is a function defined for a Circle
    -- You know that its defined for a circle because Circle
    -- is written before the colon
    -- You know that the function is called init because
    -- init is typed after the colon
    
    function Circle:init(x, y, r) 
    
        -- init gets called when you make a circle
        -- e.g. newcircle = Circle(10, 50, 100)
        -- This creates a new circle with the x, y and r parameters specified
    
        self.x = x
        self.y = y
        self.r = r
    
        -- One reason you have to give the x value to the variable self.x
        -- is so that you can reach it in other functions
    
    end
    
    function Circle:draw()
    
        -- draw must be called manually
        -- e.g. newcircle:draw()
    
        ellipse(self.x, self.y, self.r)
    
        -- As you can see we are calling the x variable that was given in init
        -- because the magic variable self.x teleported it over here
    
    end
    
  • dave1707dave1707 Mod
    Posts: 7,555

    Here's a simple button class.


    supportedOrientations(PORTRAIT_ANY)      function setup()     buttonState=""     btab={}    -- button table     -- insert buttons in table     table.insert(btab,button(200,400,100,50,color(0,255,0),"button 1",color(255,0,0),b1func))     table.insert(btab,button(200,600,100,50,color(0,255,255),"button 2",color(255,0,0),b2func))     table.insert(btab,button(200,800,100,50,color(0,0,255),"button 3",color(255,0,0),b3func)) end function draw()    -- draw button in the table     background(40,40,50)     for b in pairs(btab) do         btab[b]:draw()     end     fill(255)     text(buttonState,200,900) end function touched(t)    -- check buttons in the table for being touched     for b in pairs(btab) do         btab[b]:touched(t)     end end function b1func()    -- call this function if button 1 is touched     buttonState="button 1 touched"     btab[1]:change() end function b2func()    -- call this function if button 2 is touched     buttonState="button 2 touched"     btab[2]:change() end function b3func()    -- call this function if button 3 is touched     buttonState="button 3 touched"     btab[3]:change() end button=class()     function button:init(x,y,w,h,bColor,bText,tColor,func)     self.x=x     -- x position     self.y=y     -- y position     self.w=w     -- width     self.h=h     -- height     self.buttonText=bText     self.textColor=tColor     self.l=self.x-self.w/2    -- left side of button     self.r=self.x+self.w+self.w/2    -- right side of button     self.t=self.y+self.h/2    -- top of button     self.b=self.y-self.h/2    -- bottom of button     self.func=func     -- function to call     self.changed=true     self.originalColor=bColor     self.changedColor=color(255,255,255)     self.buttonColor=bColor end function button:change()    -- change button color when touched     if self.changed then         self.buttonColor=self.changedColor     else         self.buttonColor=self.originalColor     end     self.changed=not self.changed     -- toggle changed true/false end function button:draw()    -- draw the button with color and text     rectMode(CENTER)     fill(self.buttonColor)     rect(self.x,self.y,self.w,self.h)     fill(self.textColor)     text(self.buttonText,self.x,self.y) end function button:touched(t)    -- check which button is touched     if t.state==BEGAN then         if t.x>self.l and t.x<self.r and t.y>self.b and t.y<self.t then             self.func()         end     end end
  • Posts: 41

    Wow thank you all so much very easy to understand now thanks!

  • Posts: 41

    And dalorbi that's perfectly clear :)

Sign In or Register to comment.