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FroggerGame task #348

Merged
merged 2 commits into from
Sep 12, 2022
Merged

FroggerGame task #348

merged 2 commits into from
Sep 12, 2022

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OlexiyDobroskok
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OO JS (Frogger)

Demo |
Code base

The code is submitted in a dedicated feature branch.

Only code files are submitted.

Please, review.

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Hey!

Congratulations on your PR! 😎😎😎

Let's do some self-checks to fix most common issues and to make some improvements to the code before reviewers put their hands on the code.

Go through the requirements/most common mistakes listed/linked below and fix the code as appropriate.

If you have any questions to requirements/common mistakes feel free asking them here or in Students' chat.

When you genuinely believe you are done put a comment stating that you have completed self-checks and fixed code accordingly.

Also, be aware, that if you would silently ignore this recommendation, a mentor can think that you are still working on fixes. And your PR will not be reviewed. 😒

Frogger Arcade Game -- JS OO exercise check list

Relates to Object-Oriented JavaScript task.

Check-list - definition of done

  • employ ES6 features like const, let etc. (with exclusion of ES6 class syntax)

  • the code is very DRY

  • Requirements re Constants:

    • all numbers like block dimensions, initial locations are defined as named constants (e.g. const STEP = 101;) as otherwise numbers scattered across code base look cryptic; named constants add semantic meaning and improve readability
    • every number that has a semantic purpose (like those listed above) should be defined as constants; think of how your code reads - the closer to plain English the better
    • there are core constants and derived constants
      (e.g. derived constant const FIELD_WIDTH = BLOCK_WIDTH * BLOCKS_NUMBER;)
    • arrays of constants are also constants
      (e.g. const INITIAL_POSITIONS = [1,2,3,4].map(rowNumber => rowNumber * BLOCK_HEIGHT);)
    • const objects help organizing and structure const data even better
      (e.g. const PLAYER_CONF = { initialPosition: {x: 1, y: 5}, sprite: '...', ...etc... };
  • Requirements re OOP:

    • OO is implemented using JS prototype chain object model (not ES6 classes syntax)
    • classes do not refer to any global variables, like global variable player, which is an instance of Player class
      (referring to global constants and globals provided by the gaming platform like Resources is OK);
      Hint: pass Player instance as an argument to every enemy
    • Separation of Concerns principle is followed
      (e.g. update method does only rendering and doesn't contain any unrelated inline code; for example collision check is defined as a dedicated method and only called from inside update)
    • Nice To Have: properties common for some classes are generalized into a base class
      (e.g. there is Character base class, which is extended by Enemy and Player classes)
    • class extension is implemented using Subclass.prototype = Object.create(Superclass.prototype), not Subclass.prototype = new Superclass(params);; Helpful resource
  • Most common mistakes

    • Make sure target = condition ? valueWhenConditionTrue : valueWhenConditionFalse is used instead of condition ? target = valueWhenConditionTrue : target = valueWhenConditionFalse; Conditional (ternary) operator

Universal recommendations:

  • Give variables and functions meaningful names. Avoid generic names like item, element, key, object, array or their variations. Exception: helper functions that are specifically and intentionally designed to be multipurpose.
  • Function names should start with a verb as they denote actions; variables are normally nouns; boolean variables/functions start with is, does, has etc; variable containing multiple entities and functions returning lists contain entity name in plural form.
  • Have consistent code style and formatting. Employ Prettier to do all dirty work for you.
  • Use common sense or seek for an advice whenever requirements look ambiguous or unclear.

Also take a note of the requirements above and follow them in all your future projects.

By the way, you may proceed to the next task before this one is reviewed and merged.

Sincerely yours,
Submissions Kottachecker 😺

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stale bot commented Sep 12, 2022

This issue has been automatically marked as stale because there were no activity during last 14 days. It will be closed in 7 days if no further activity occurs. Thank you for your contributions.

А. Чому так?
Найбільш розповсюджена причина: Студент не реагує на коментарі змінами коду і не задає запитань через брак часу або зміну життєвих пріоритетів. Покинуті піари відволікають менторів. Коли у студента з'явиться час, він/вона зможе перевідкрити той самий піар і продовжити роботу.

Б. Що робити, якщо в піарі нема оновлень, оскільки не зрозуміло, що треба зробити?
Варіант 1. Задати питання в самому PR.
Варіант 2. Задати питання в студентському чаті.

В. А якщо я все зробив(ла) і це ментор не рев'юває мої зміни?

  1. Переконайся, що ти відреагував(ла) на всі коментарі або кодом, або запитаннями, або відповідями. Напиши в PR і в чаті, що чесно вважаєш, що все зроблено і попроси повторне рев'ю. Якщо щось не зрозуміло, задай запитання.
  2. Реагуй на коментарі як менторів, так і інших учасників, включаючи ботів.
  3. Не ігноруй прохання типу * "Let's do some self-checks ..." * "Go through the checklist below..." * "mark fulfilled requirements..." * "if you would silently ignore this recommendation, a mentor may think that you are still working on fixes"
    навіть якщо вони написані ботом. Боти помічники і ментори покладаються на те, що прохання і пропозиції бота дотримуються.
    Не лінись піти по лінках в коментарях, погуглити термінологію та скористатись Google Translate.
  4. Можливо, у менторів склалися інші пріоритети через роботу, сімейні обставини і т.п. В такому разі, якщо ти зробив(ла) рекомендоване вище, то волай в чаті, що PR позначений stale, наче, все зроблено, а ментори чомусь не реагують - рятуйте!

Г. Хіба недостатньо того, що я додав(ла) коміт із змінами?
Часто буває так, що бачиш новий коміт, ідеш перевіряти, змін багато, доводиться перечитувати весь код. А потім з'ясовується, що одна невеличка зміна "відкладена на потім" чи з'являється ще один коміт і знов треба перечитувати все. Любіть нас, спілкуйтеся з нами - і ми відповімо повною взаємністю.

Традиційна пропозиція: задай питання по вищенаписаному в студентському чаті.

@stale stale bot added the 💤 Stale label Sep 12, 2022
@al0tak al0tak self-assigned this Sep 12, 2022
@stale stale bot removed the 💤 Stale label Sep 12, 2022
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Cool work! Let's make some changes, check the comments below.

skinsList.after(result);
result.innerHTML = `Score: ${score}`;

function skinsListCreator() {
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We usually name functions after some action, so it must be a verb at its core. Like createSkinsList().

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Done)

let playerSprite = "images/char-cat-girl.png";

skinsList.addEventListener("click", function ({ target }) {
skins.forEach((skin) => {
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This is better done with Array.find().

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Good advice,Thank you!)

};

Player.prototype.render = function () {
ctx.drawImage(Resources.get(playerSprite), this.x, this.y);
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I believe playerSprite should be a part of the Player. Same way as Enemy's sprite.

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done


const allEnemies = ENEMIES_START_POSITION_Y.map((yPosition) => {
const xPosition = Math.floor(Math.random() * -200);
return (enemy = new Enemy(xPosition, yPosition, ENEMY_START_SPEED));
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You don't need the enemy = part, as parentheses.

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Oh....I am a noob< done :))

Added minor code changes.
Changed the name of the variable in the skins sheet function
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Well done!

@al0tak al0tak merged commit 0b29fdc into kottans:main Sep 12, 2022
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3 participants