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
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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