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218 changes: 110 additions & 108 deletions index.js
Original file line number Diff line number Diff line change
Expand Up @@ -9,148 +9,150 @@ const LEFT_ARROW = 37 // use e.which!
const RIGHT_ARROW = 39 // use e.which!
const ROCKS = []
const START = document.getElementById('start')

var gameInterval = null

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;
function checkCollision(rock) {
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 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

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

//There's been a collision if one of three things is true:
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
function createRock(x) {
const rock = document.createElement('div');
rock.className = 'rock';
rock.style.left = `${x}px`;
var top = 0;
rock.style.top = top;
GAME.appendChild(rock);

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


rock.style.top = `${top += 2}px`;
if (checkCollision(rock)) {
return endGame();
}

if (top < 400) {
window.requestAnimationFrame(moveRock);
}
else {
rock.remove();
}



}


window.requestAnimationFrame(moveRock);
ROCKS.push(rock);
return rock;

}




function endGame() {
var 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().
*/

/**
* 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.
*/
clearInterval(gameInterval);

for (let i=0; i<ROCKS.length; i++){
ROCKS[i].remove();
}


document.removeEventListener('keydown',moveDodger);


window.alert("YOU LOSE!");

START.innerText = "Start Again?";
START.style.display = '';

}

// We should kick off the animation of the rock around here.
function moveDodger(e) {


// 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
}
if (e.which === LEFT_ARROW) {

/**
* 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() {
}
moveDodgerLeft();
e.preventDefault();
e.stopPropagation();
}

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.which === RIGHT_ARROW) {
e.preventDefault();
e.stopPropagation();
moveDodgerRight();
}

}

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

window.requestAnimationFrame(function(){
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(){
var leftNumbers = DODGER.style.left.replace('px', '');
var left = parseInt(leftNumbers, 10);
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
return parseInt(p.split('px')[0]) || 0;
}

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

START.style.display = 'none'
START.style.display = 'none' ;

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