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Done #247

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338 changes: 182 additions & 156 deletions index.js
Original file line number Diff line number Diff line change
@@ -1,156 +1,182 @@
/**
* Don't change these constants!
*/
const DODGER = document.getElementById('dodger')
const GAME = document.getElementById('game')
const GAME_HEIGHT = 400
const GAME_WIDTH = 400
const LEFT_ARROW = 37 // use e.which!
const RIGHT_ARROW = 39 // use e.which!
const ROCKS = []
const START = document.getElementById('start')

var gameInterval = null

/**
* Be aware of what's above this line,
* but all of your work should happen below.
*/

function checkCollision(rock) {
// implement me!
// use the comments below to guide you!
const top = positionToInteger(rock.style.top)

// rocks are 20px high
// DODGER is 20px high
// GAME_HEIGHT - 20 - 20 = 360px;
if (top > 360) {
const dodgerLeftEdge = positionToInteger(DODGER.style.left)

// FIXME: The DODGER is 40 pixels wide -- how do we get the right edge?
const dodgerRightEdge = 0;

const rockLeftEdge = positionToInteger(rock.style.left)

// FIXME: The rock is 20 pixel's wide -- how do we get the right edge?
const rockRightEdge = 0;

if (false /**
* Think about it -- what's happening here?
* There's been a collision if one of three things is true:
* 1. The rock's left edge is < the DODGER's left edge,
* and the rock's right edge is > the DODGER's left edge;
* 2. The rock's left edge is > the DODGER's left edge,
* and the rock's right edge is < the DODGER's right edge;
* 3. The rock's left edge is < the DODGER's right edge,
* and the rock's right edge is > the DODGER's right edge.
*/) {
return true
}
}
}

function createRock(x) {
const rock = document.createElement('div')

rock.className = 'rock'
rock.style.left = `${x}px`

// Hmmm, why would we have used `var` here?
var top = 0

rock.style.top = top

/**
* Now that we have a rock, we'll need to append
* it to GAME and move it downwards.
*/


/**
* This function moves the rock. (2 pixels at a time
* seems like a good pace.)
*/
function moveRock() {
// implement me!
// (use the comments below to guide you!)
/**
* If a rock collides with the DODGER,
* we should call endGame().
*/

/**
* Otherwise, if the rock hasn't reached the bottom of
* the GAME, we want to move it again.
*/

/**
* But if the rock *has* reached the bottom of the GAME,
* we should remove the rock from the DOM.
*/
}

// We should kick off the animation of the rock around here.

// Add the rock to ROCKS so that we can remove all rocks
// when there's a collision.
ROCKS.push(rock)

// Finally, return the rock element you've created.
return rock
}

/**
* End the game by clearing `gameInterval`,
* removing all ROCKS from the DOM,
* and removing the `moveDodger` event listener.
* Finally, alert "YOU LOSE!" to the player.
*/
function endGame() {
}

function moveDodger(e) {
// implement me!
/**
* This function should call `moveDodgerLeft()`
* if the left arrow is pressed and `moveDodgerRight()`
* if the right arrow is pressed. (Check the constants
* we've declared for you above.)
* And be sure to use the functions declared below!
*/
}

function moveDodgerLeft() {
// implement me!
/**
* This function should move DODGER to the left
* (mabye 4 pixels?). Use window.requestAnimationFrame()!
*/
}

function moveDodgerRight() {
// implement me!
/**
* This function should move DODGER to the right
* (mabye 4 pixels?). Use window.requestAnimationFrame()!
*/
}

/**
* @param {string} p The position property
* @returns {number} The position as an integer (without 'px')
*/
function positionToInteger(p) {
return parseInt(p.split('px')[0]) || 0
}

function start() {
window.addEventListener('keydown', moveDodger)

START.style.display = 'none'

gameInterval = setInterval(function() {
createRock(Math.floor(Math.random() * (GAME_WIDTH - 20)))
}, 1000)
}
/**
* Don't change these constants!
*/
const DODGER = document.getElementById('dodger')
const GAME = document.getElementById('game')
const GAME_HEIGHT = 400
const GAME_WIDTH = 400
const LEFT_ARROW = 37 // use e.which!
const RIGHT_ARROW = 39 // use e.which!
const ROCKS = []
const START = document.getElementById('start')

var gameInterval = null

/**
* Be aware of what's above this line,
* but all of your work should happen below.
*/

function checkCollision(rock) {
// implement me!
// use the comments below to guide you!
const top = positionToInteger(rock.style.top)

// rocks are 20px high
// DODGER is 20px high
// GAME_HEIGHT - 20 - 20 = 360px;
if (top > 360) {
const dodgerLeftEdge = positionToInteger(DODGER.style.left)

// FIXME: The DODGER is 40 pixels wide -- how do we get the right edge?
const dodgerRightEdge = dodgerLeftEdge + 40;

const rockLeftEdge = positionToInteger(rock.style.left)

// FIXME: The rock is 20 pixel's wide -- how do we get the right edge?
const rockRightEdge = rockLeftEdge + 20;

return ((rockLeftEdge <= dodgerLeftEdge && rockRightEdge >= dodgerLeftEdge) ||
(rockLeftEdge >= dodgerLeftEdge && rockRightEdge <= dodgerRightEdge) ||
(rockLeftEdge <= dodgerRightEdge && rockRightEdge >= dodgerRightEdge))

}
}

function createRock(x) {
const rock = document.createElement('div')

rock.className = 'rock'
rock.style.left = `${x}px`

// Hmmm, why would we have used `var` here?
var top = 0

rock.style.top = top

/**
* Now that we have a rock, we'll need to append
* it to GAME and move it downwards.
*/
GAME.appendChild(rock)
/**
* This function moves the rock. (2 pixels at a time
* seems like a good pace.)
*/
function moveRock() {
// implement me!
// (use the comments below to guide you!)
rock.style.top = `${top += 2}px`
/**
* If a rock collides with the DODGER,
* we should call endGame().
*/
if(checkCollision(rock)){
return endGame()
}

/**
* Otherwise, if the rock hasn't reached the bottom of
* the GAME, we want to move it again.
*/
if(top < GAME_HEIGHT){
window.requestAnimationFrame(moveRock)
} else {
rock.remove()
}
/**
* But if the rock *has* reached the bottom of the GAME,
* we should remove the rock from the DOM.
*/
}

// We should kick off the animation of the rock around here.
window.requestAnimationFrame(moveRock)
// Add the rock to ROCKS so that we can remove all rocks
// when there's a collision.
ROCKS.push(rock)

// Finally, return the rock element you've created.
return rock
}

/**
* End the game by clearing `gameInterval`,
* removing all ROCKS from the DOM,
* and removing the `moveDodger` event listener.
* Finally, alert "YOU LOSE!" to the player.
*/
function endGame() {
clearInterval(gameInterval)

ROCKS.forEach(function(rock) { rock.remove() })

document.removeEventListener('keydown', moveDodger)

START.innerHTML = 'Play again?'
START.style.display = 'inline'

return alert('YOU LOSE!')
}

function moveDodger(e) {
const code = e.which

if ([LEFT_ARROW, RIGHT_ARROW].indexOf(code) > -1) {
e.preventDefault()
e.stopPropagation()
}

if (code === LEFT_ARROW) {
moveDodgerLeft()
} else if (code === RIGHT_ARROW) {
moveDodgerRight()
}
}

function moveDodgerLeft() {
// implement me!
/**
* This function should move DODGER to the left
* (mabye 4 pixels?). Use window.requestAnimationFrame()!
*/
var leftNumbers = dodger.style.left.replace('px', '')
var left = parseInt(leftNumbers, 10)

if (left > 0) {
dodger.style.left = `${left - 4}px`
}
}

function moveDodgerRight() {
// implement me!
/**
* This function should move DODGER to the right
* (mabye 4 pixels?). Use window.requestAnimationFrame()!
*/
window.requestAnimationFrame(function() {
const left = positionToInteger(DODGER.style.left)

if (left < 360) {
DODGER.style.left = `${left + 4}px`;
}
})
}

/**
* @param {string} p The position property
* @returns {number} The position as an integer (without 'px')
*/
function positionToInteger(p) {
return parseInt(p.split('px')[0]) || 0
}

function start() {
window.addEventListener('keydown', moveDodger)

START.style.display = 'none'

gameInterval = setInterval(function() {
createRock(Math.floor(Math.random() * (GAME_WIDTH - 20)))
}, 1000)
}