EDIT: I've included more detail in the getNeighbor function
I know the following code is long, but I summarized as much as possible. I have the following code creating a hex map:
function Hex (col, row, ter) { //new class of Hexes with row, column, and terrain
this.col = col;
this.row = row;
this.ter = ter; }
function Map (num_col, num_row) { //create a map of Hexes of dimension num_col x num_row
this.num_col = num_col;
this.num_row = num_row;
this.hexArray = new Array();
for (i=0; i<num_col; i++) { //creates a 2D array of Hexes with "blank" terrain
this.hexArray[i] = new Array();
for (j=0; j<num_row; j++) {
this.hexArray[i][j] = new Hex(i, j, "blank"); }}
this.step1 = function() {
//assigns a terrain value to 30% of the hexes in the map ("seeds" the map) and returns an array called step1Array whose values are the seeded Hexes.
this.getNeighbor = function(hex) { //returns all the neighbors of the given hex in an array called neighborArray
var delta = [[1, -1, 0], [1, 0, -1], [0, 1, -1],
[-1, 1, 0], [-1, 0, 1], [0, -1, 1]];
this.neighborArray = new Array();
for (i=0; i<delta.length; i++) {
//get the coordinates of the neighbors and store them as newCol and newRow
if (newCol<0 || newRow<0 || newCol>this.num_col-1 || newRow>this.num_row-1 //skip any hexes that are out of bounds
|| this.hexArray[newCol][newRow].ter !== "blank") continue; //or that are already seeded
this.neighborArray.push(this.hexArray[newCol][newRow]); }
return this.neighborArray;
}
this.step2 = function() { //assigns a terrain value to all "blank" neighbors of the seeded hexes
for (i=0; i<this.step1Array.length; i++) {
this.getNeighbor(this.step1Array[i]);
if (this.neighborArray.length === 0) continue; //if there are no "blank" neighbors, continue to the next seeded Hex
else {
for (j=0; j<this.neighborArray.length; j++) { //else assign each blank neighbor a terrain value
var percent = Math.random();
var temp_col = this.neighborArray[i].col;
var temp_row = this.neighborArray[i].row;
//based on the value of "percent", assign this.hexArray[temp_col][temp_row].ter a given value
}
}
}
}
var testMap = new Map(3,3) //create a 3x3 map of hexes
testMap.step1(); //seed the map
testMap.step2(); //assign terrain values to neighbors of seeded hexes. get error.
My problem is that I get the following error when compiling: Uncaught TypeError: Cannot read property 'col' of undefined
I've experimented a lot with the step1 and getNeighbor functions, and they return accurate arrays of Hexes, so I don't think those are the problem.
I can't figure out what the problem is. Is there a problem with calling the getNeighbor function within the step2 function? for some reason it doesn't like
var temp_col = this.neighborArray[i].col;
this.neighborArray[i]has nocolproperty, but you're not showing us how that array is created, or what it looks like ?this.step1Array?this.neighbourArray[i]isundefined. There must have been an error in the logic such that not all cells of that array have been populated by the time of the call. (And this is why I like the functional approach and eschew mutable state, because it's impossible to tell now who "should have" populated this array...)