ackvonhuelio ok; so what did i just read???? what is ES6 Javascript, what is ES5 javascript, where do i find this ES6 javascript,

    person ES5 and ES6 are different versions of Javascript. think of ES6 like an update. In ES6 they added some changes to functions, variables, and just in general some new stuff to use. Most browsers and websites use the updated version, but code.org is stuck in ES5 for whatever reason.

      Letti42 And what about this
      addEventListener('mouseup', (event) => {mouse.holding = false})
      addEventListener('mouseup', (event) => {mouse.holding = true})

        Letti42 Tbh code.org's programming system isnt even ES5, it's something less than that . . .

        person You just read some constructor code. ES6 is ES5 javascript but with some updates (read more here (https://www.w3schools.com/js/js_es6.asp))

        Also there's ES7, 8, 9 and 10, but with only a small update

        You don't 'FIND' the newer versions, your browser should already support them. The way newer versions might not be compatible for all browsers thoug (es7, 8, 9, 10, you'd have to do your own reasearch).

        If you're using cdo, they're never gonna update it, so if you want to

        get there

        you can just download your own code editor (i recommend sublime text cause u can auto save)

        ok ima take a wild guess, Gerald van baron the second

        ASmartCoder dawg didn't even read my reply‼️‼️😂🥶🥶💯

        addEventListener('mouseup', (event) => {mouse.holding = false})
        addEventListener('mouseup', (event) => {mouse.holding = true})

        ->>

        addEventListener('mouseup', () => mouse.holding = false);
        addEventListener('mouseup', () => mouse.holding = true);

        if you want to make it even shorter:

        .onmouseup = ()=> mouse.holding = false;

        also 2 onmouseup events? or are they for different elements

          Though I am wondering.. are you still using a p5 library? If you are then there isn't much different from code.org's es5, other than a bit more freedom with some functions... it all still does the same thing

            Letti42 Not really
            sprites have a limited amount of things that you can actually implement on.
            For example, the main properites of sprites that we all know is x, y, width, height, rotation. But you're limited in a way. Cdo pre-built the constructor, the canvas, and some other things, and making your own class is forbidden (class for sprites)

              Letti42
              calling someone a dog is dehumanizing.
              morons like you keep pulling our society down.

                ASmartCoder
                a sprite is just a constructor, so you can(actually I did once) add a bunch of properties and then define your own usages for those properties
                for example,:
                // made a new sprite function cuz i don't wanna go through CDO code and find what the actual sprite constructor is called in order to make a prototype function thingy
                function makeySprite(x,y){
                this.sprite = createSprite(x,y);
                this.sprite.dog = 0;
                }
                makeySprite.prototype.dehumanize = function(){
                this.sprite.dog += 1;
                };
                var sprite = new makeySprite(200,200);
                sprite.dehumanize();

                  technically thats just calling them a furry

                  ackvonhuelio yo please tell me your joking 😂😂 aint no way mans think I called him an actual dog

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