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Done #1301

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152 changes: 62 additions & 90 deletions index.js
Original file line number Diff line number Diff line change
@@ -1,6 +1,3 @@
/**
* Don't change these constants!
*/
const DODGER = document.getElementById('dodger')
const GAME = document.getElementById('game')
const GAME_HEIGHT = 400
Expand All @@ -12,135 +9,110 @@ 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;

const top = positionToInteger(rock.style.top);
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 dodgerRightEdge = dodgerLeftEdge + 40;
const rockLeftEdge = positionToInteger(rock.style.left)
const rockRightEdge = rockLeftEdge + 20;

// 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
}
if ( ((rockLeftEdge <= dodgerLeftEdge) && (rockRightEdge >= dodgerLeftEdge)) || ((rockLeftEdge >= dodgerLeftEdge) && (rockRightEdge <= dodgerRightEdge)) || ((rockLeftEdge <= dodgerRightEdge) && (rockRightEdge >= dodgerRightEdge)) ) return true;
return false;

}
}

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

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

// Hmmm, why would we have used `var` here?
var top = 0
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.
*/
rock.style.top = top;

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!)
/**
* If a rock collides with the DODGER,
* we should call endGame().
*/

if (checkCollision(rock)) 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.
*/

if (top < 380){
rock.style.top = `${top += 2}px`;
window.requestAnimationFrame(moveRock);
}

else rock.remove();

}

// 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
ROCKS.push(rock);
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);
for (let i=0; i<ROCKS.length; i++) ROCKS[i].remove();
window.removeEventListener('keydown', moveDodger);
alert("YOU LOSE!");
}

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!
*/
if (e.keyCode === LEFT_ARROW || e.which === LEFT_ARROW) {
moveDodgerLeft();
e.preventDefault();
e.stopPropagation();
}
else if (e.keyCode === RIGHT_ARROW || e.which === RIGHT_ARROW) {
moveDodgerRight();
e.preventDefault();
e.stopPropagation();
}
}

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)

function step() {
dodger.style.left = `${left - 4}px`
}

if (left > 0) {
window.requestAnimationFrame(step);
}
}

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

function step() {
dodger.style.left = `${left + 4}px`
}

if (left < 360 ) {
window.requestAnimationFrame(step);
}
}

/**
* @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
}
Expand All @@ -151,6 +123,6 @@ function start() {
START.style.display = 'none'

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