Is there a way to access an object within another object without the need to use a function

Having trouble accessing an object? Let's solve this mystery together. I'm trying to access 'ctx', but base.ctx keeps returning null (is there a closure involved?).

window.base = function () {

    var c = null,
        ctx = null;

    window.addEventListener("load", function(){
        c = document.getElementById("canvas");
        ctx = c.getContext("2d");
    }

}

After some investigation, I realized the solution was to create a function in base that returns ctx.

window.base = function () {

    var c = null,
        ctx = null;

    window.addEventListener("load", function(){
        c = document.getElementById("canvas");
        ctx = c.getContext("2d");
    }

    return {
        ctx: function(){return ctx;}
    };

}

Now, I'm able to access ctx, even though it requires a different syntax:

base.ctx().setStyle = "white";

I wish I could access it like this instead:

base.ctx.setStyle = "white";

Is there a way to achieve this? I believe there might be a solution involving 'this' or scope, but my JavaScript knowledge is limited at the moment.

Answer №1

base is a useful feature in programming.

To utilize it, follow these steps:

base().ctx()

If I were to write your code, it would look something like this:

window.addEventListener('load', function () {
    var base = function () {
        return document.getElementById("canvas").getContext("2d");
    }

    // Utilize base() for some action
});

You also have the option of simplifying by using the context directly:

window.addEventListener('load', function () {
    var base = document.getElementById("canvas").getContext("2d");
    // Perform an action
});

Answer №2

In order to solve my issue, I decided to store the values within an object named "inter". By updating the contents of this object, the changes became visible to other sections of code.

Subsequently, I utilized the following code snippet: base.ctx.fillStyle = "white";

I remained puzzled as to why the alternative method failed to yield results!

var base = function () {

var fps = 60,
    canvasWidth = 300,
    canvasHeight = 200,
    scaling = 1;

function updateCanvas(){
  ctx.putImageData(imageData, 0, 0);
}

var c = null,
    cStyle = null,
    updateGraphicsCallBack = null;

function initialiseCanvas(canvasName, theCallBack){
    updateGraphicsCallBack = theCallBack;
    c = document.getElementById(canvasName);
    cStyle = c.style;
    inter.ctx = c.getContext("2d");
    inter.imageData = inter.ctx.getImageData(0, 0, canvasWidth, canvasHeight);
    inter.imageArray = inter.imageData.data;
    inter.buff8 = new Uint8ClampedArray(inter.imageArray.buffer);
    inter.buff32 = new Uint32Array(inter.imageArray.buffer);

    cStyle.width = canvasWidth * scaling + "px";
    cStyle.height = canvasHeight * scaling + "px";
    c.width = canvasWidth;
    c.height = canvasHeight;
    inter.ctx.imageSmoothingEnabled = true;
    inter.ctx.fillStyle="#909090";

    //mouse = (typeof window.mouseInit !== "undefined") ? window.mouseInit(c) : null;
    //if(typeof window.db !== "undefined") window.db.setOutput("debugOutput");

    requestAnimationFrame(drawLoop);
}

var oldTimeStamp = 0, timeTweak = 0;
function drawLoop(currentTimeStamp) {
    currentTime = currentTimeStamp;

    if(typeof timeChart !== "undefined") timeChart.start();  

    setTimeout(
        function() {
            requestAnimationFrame(drawLoop);
        }, (1000 - ((currentTimeStamp - oldTimeStamp) - timeTweak)) / fps);

    updateGraphicsCallBack(currentTimeStamp);

    if(typeof timeChart !== "undefined") {
        timeChart.end();
        if(timeChart.currentFrameCount() > -1){
            var difference = timeChart.currentFrameCount() - fps;
            timeTweak += difference;
            if(timeTweak<-10000) timeTweak = -10000;
            if(timeTweak>10000) timeTweak = 10000;
        }
        inter.timeTweak = timeTweak;
    }

    oldTimeStamp = currentTimeStamp;
}

var inter = {
    updateCanvas: updateCanvas,
    ctx: null,//function(){return ctx;},
    canvasWidth: canvasWidth,
    canvasHeight: canvasHeight,
    fps: fps,
    scaling: scaling,
    imageData: null,
    imageArray: null,
    buff8: null,
    buff32: null,
    timeTweak: timeTweak,
    initialiseCanvas: initialiseCanvas
};

return inter;

}();

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