This is a really broad question, but I'll give you my advice. Start looking at setup -
function setup () {
createCanvas(300,500) // where is the canvas created?
background(3) // background(3)? 3?
// does this set the background? on what?
bola = createCircle(circleOpts) // this is better
// createCircle accepts an input and it returns a value
// don't forget: const bola = ...
}
In general, you'll want to design functions that accept inputs and return outputs. Let's even think about the types of inputs and outputs they might have
createCircle : (x: Int, y: Int, r: Int) -> Element
moveCircle : (Element, x: Int, y: Int) -> Element
createCanvas : (h: Int, w: Int, bg: Int, elements: [Element]) -> Canvas
setBackground : (c: Canvas, bg: Int) -> Canvas
draw: (c: Canvas, e: Element) -> Canvas
Let's answer your question broadly here. We will implement createCircle which constructs a simple object. moveCircle will accept a Circle as input, but it will not mutate it -
const createCircle = (x, y, r) =>
({ Element: "circle", x, y, r })
const moveCircle = (circle, x, y) =>
createCircle // <-- moveCircle creates a new circle
( circle.x + x // using the circle's x value added to the new x
, circle.y + y // and the circle's y value added to the new y
, circle.r // the circle's radius, r, is unchanged
)
const circle =
createCircle (0, 0, 2)
const movedCircle =
moveCircle (circle, -3, 3) // <-- circle is NOT mutated
console.log
( circle // { Element: "circle", x: 0, y: 0, r: 2 }
, movedCircle // { Element: "circle", x: -3, y: 3, r: 2 }
, circle // { Element: "circle", x: 0, y: 0, r: 2 }
)
We'll continue implementing more of your program. Each function has sensible parameters and produces an output
const createCanvas = (h = 100, w = 100, bg = 0, elements = []) =>
({ h, w, bg, elements })
const setBackground = (canvas, bg) =>
createCanvas // <-- similar technique as moveCircle
( canvas.h // we create a new canvas using the canvas's height
, canvas.w // and the canvas's width
, bg // setting the new bg here
, canvas.elements // and keeping the existing canvas's elements
)
const draw = (canvas, element) =>
createCanvas // <-- same technique as above
( canvas.h // ...
, canvas.w // ...
, canvas.bg // same canvas bg this time
, append // append the new element to
( canvas.elements // the canvas's elements
, element
)
)
const append = (xs, x) =>
xs .concat ([ x ]) // <-- immutability everywhere (ie, no [].push)
Lastly I'll introduce render. This is our side effect that takes a Canvas and renders it to the screen. A hallmark feature of side-effecting (impure) functions is that they have no return value (null, undefined, or void) -
render: (c: Canvas) -> Void
const render = (canvas) =>
{ console.log (`creating ${canvas.w}x${canvas.h} with bg:${canvas.bg}`)
for (const elem of canvas.elements)
console.log (`rendering`, elem)
}
This just "renders" the Canvas to the console, but the effect is the same. Write to stdout, a file, send it across the network, it doesn't matter; What matters is we kept everything pure up until this point.
Here's what a program might look like that uses our functions above -
const main = () =>
{ const canvas =
setBackground // set background
( createCanvas (300, 500) // on a 300x500 canvas
, 3 // to bg:3 (yellow?)
)
const circle =
createCircle (0, 0, 2)
render (draw (canvas, circle)) // <-- render is an efffect
// creating 500x300 with bg:3
// rendering { Element: "circle", x: 0, y: 0, r: 2 }
const movedCircle =
moveCircle (circle, -3, 3)
render (draw (canvas, movedCircle)) // <-- effect
// creating 500x300 with bg:3
// rendering { Element: "circle", x: -3, y: 3, r: 2 }
}
You can verify the results in your own browser below
const createCanvas = (h = 100, w = 100, bg = 0, elements = []) =>
({ h, w, bg, elements })
const setBackground = (canvas, bg) =>
createCanvas
( canvas.h
, canvas.w
, bg
, canvas.elements
)
const createCircle = (x, y, r) =>
({ Element: "circle", x, y, r })
const moveCircle = (circle, x, y) =>
createCircle
( circle.x + x
, circle.y + y
, circle.r
)
const append = (xs, x) =>
xs .concat ([ x ])
const draw = (canvas, element) =>
createCanvas
( canvas.h
, canvas.w
, canvas.bg
, append
( canvas.elements
, element
)
)
const render = (canvas) =>
{ console.log (`creating ${canvas.w}x${canvas.h} with bg:${canvas.bg}`)
for (const elem of canvas.elements)
console.log (`rendering`, elem)
}
const main = () =>
{ const canvas =
setBackground
( createCanvas (300, 500)
, 3
)
const circle =
createCircle (0, 0, 2)
render (draw (canvas, circle))
// creating 500x300 with bg:3
// rendering { Element: "circle", x: 0, y: 0, r: 2 }
const movedCircle =
moveCircle (circle, -3, 3)
render (draw (canvas, movedCircle))
// creating 500x300 with bg:3
// rendering { Element: "circle", x: -3, y: 3, r: 2 }
}
main ()
I want to briefly revisit createCanvas and change it from -
const createCanvas = (h = 100, w = 100, bg = 0, elements = []) =>
({ h, w, bg, elements })
to -
const createCanvas = (h = 100, w = 100, bg = 0, elements = []) =>
({ Element: "canvas", h, w, bg, elements })
This would allow canvases to be composed of other canvases. Designing composable data types is a cornerstone of functional programming -
const canvas =
createCanvas
( 300
, 500
, 0
, [ shape1, shape2, shape3 ] // <-- containing a few elements ...
)
const quadCanvas = (canvas) =>
createCanvas
( canvas.h * 2
, canvas.w * 2
, canvas.bg
, [ canvas, canvas, canvas, canvas ] // <-- rough example
)
// 1 canvas [%*$]
// quadCanvas [%*$][%*$]
// (2x2) [%*$][%*$]
Then our render function could expand to something more like -
const render = (canvas) =>
{ console.log (`creating ${canvas.w}x${canvas.h} with bg:${canvas.bg}`)
for (const elem of canvas.elements)
switch (elem.Element) {
case 'circle': renderCirlce (elem) // <-- break complex tasks into smaller ones
case 'line': renderLine (elem)
case ... // <-- room for as many cases as you need
case 'canvas': render (elem) // <-- recursion! functional!
default: throw Error (`cannot render unknown Element type: ${elem.Element}`)
// <-- you must handle every scenario in your program
}
}
const renderCircle = (circle) =>
{ ... }
const renderLine = (circle) =>
{ ... }
.... // <-- define element-specific renderers
Hopefully this gets your feet wet and gives you clearer picture of how to think about data and processes in a functional way.