Question & Answer

Create a variable named my_circle to represent your Circle object. Set the radius of my_circle to 100. Set the initial position of my_circle to 250, 250. Once you’ve created your circle and set its size and position, you’ll need to add the following functionality: Create an event where each time the user presses the left arrow, the size of my_circle decreases by 10. Similarly, if the user presses the right arrow, the size of my_circle increases by 10

Create a variable named my_circle to represent your Circle object. Set the radius of my_circle to 100. Set the initial position of my_circle to 250, 250. Once you’ve created your circle and set its size and position, you’ll need to add the following functionality: Create an event where each time the user presses the left arrow, the size of my_circle decreases by 10. Similarly, if the user presses the right arrow, the size of my_circle increases by 10.

1 Answer

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Quizzma TeamOctober 25, 2025

Here’s a way to create a Circle object called `my_circle` and implement the described functionality in a programming environment like JavaScript with an HTML canvas:


// Create a Circle class

class Circle {

constructor(radius, x, y) {

this.radius = radius;

this.x = x;

this.y = y;

}

draw(context) {

context.beginPath();

context.arc(this.x, this.y, this.radius, 0, Math.PI * 2);

context.fill();

}

}

// Create an instance of Circle

let my_circle = new Circle(100, 250, 250);

// Function to handle key events

function handleKeyPress(event) {

if(event.key === "ArrowLeft") {

my_circle.radius -= 10; // Decrease the radius by 10

} else if(event.key === "ArrowRight") {

my_circle.radius += 10; // Increase the radius by 10

}

draw(); // Redraw the circle with updated size

}

// Function to draw the circle

function draw() {

const canvas = document.getElementById('myCanvas');

const context = canvas.getContext('2d');

context.clearRect(0, 0, canvas.width, canvas.height); // Clear previous drawings

my_circle.draw(context); // Draw the circle

}

// Event listener for key press

document.addEventListener('keydown', handleKeyPress);

// Initial draw