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index.js
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index.js
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/**
* 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)
}