Skip to content

first commit js error will fix later #754

New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Open
wants to merge 2 commits into
base: master
Choose a base branch
from
Open
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
221 changes: 149 additions & 72 deletions assignments/prototypes.js
Original file line number Diff line number Diff line change
Expand Up @@ -7,7 +7,7 @@

Each constructor function has unique properties and methods that are defined in their block comments below:
*/

/*
=== GameObject ===
* createdAt
Expand All @@ -16,13 +16,34 @@
* destroy() // prototype method that returns: `${this.name} was removed from the game.`
*/

function GameObject(attrs) {
this.createdAt = attrs.createdAt;
this.name = attrs.name;
this.dimensions = attrs.dimensions;
}

GameObject.prototype.destroy = function() {
return `${this.name} was removed from the game.`;
};

/*
=== CharacterStats ===
* healthPoints
* takeDamage() // prototype method -> returns the string '<object name> took damage.'
* should inherit destroy() from GameObject's prototype
*/

function CharacterStats(attrs) {
GameObject.call(this, attrs);
this.healthPoints = attrs.healthPoints;
}

CharacterStats.prototype = Object.create(GameObject.prototype);

CharacterStats.prototype.takeDamage = function() {
return `${this.name} took damage`;
};

/*
=== Humanoid (Having an appearance or character resembling that of a human.) ===
* team
Expand All @@ -32,79 +53,135 @@
* should inherit destroy() from GameObject through CharacterStats
* should inherit takeDamage() from CharacterStats
*/


function Humanoid(attrs) {
CharacterStats.call(this, attrs);
this.team = attrs.team;
this.weapons = attrs.weapons;
this.language = attrs.language;
}

Humanoid.prototype = Object.create(CharacterStats.prototype);

Humanoid.prototype.greet = function() {
return `${this.name} offers a greeting in ${this.language}`;
};

/*
* Inheritance chain: GameObject -> CharacterStats -> Humanoid
* Instances of Humanoid should have all of the same properties as CharacterStats and GameObject.
* Instances of CharacterStats should have all of the same properties as GameObject.
*/
* Inheritance chain: GameObject -> CharacterStats -> Humanoid
* Instances of Humanoid should have all of the same properties as CharacterStats and GameObject.
* Instances of CharacterStats should have all of the same properties as GameObject.
*/

// Test you work by un-commenting these 3 objects and the list of console logs below:

/*
const mage = new Humanoid({
createdAt: new Date(),
dimensions: {
length: 2,
width: 1,
height: 1,
},
healthPoints: 5,
name: 'Bruce',
team: 'Mage Guild',
weapons: [
'Staff of Shamalama',
],
language: 'Common Tongue',
});

const swordsman = new Humanoid({
createdAt: new Date(),
dimensions: {
length: 2,
width: 2,
height: 2,
},
healthPoints: 15,
name: 'Sir Mustachio',
team: 'The Round Table',
weapons: [
'Giant Sword',
'Shield',
],
language: 'Common Tongue',
});

const archer = new Humanoid({
createdAt: new Date(),
dimensions: {
length: 1,
width: 2,
height: 4,
},
healthPoints: 10,
name: 'Lilith',
team: 'Forest Kingdom',
weapons: [
'Bow',
'Dagger',
],
language: 'Elvish',
});

console.log(mage.createdAt); // Today's date
console.log(archer.dimensions); // { length: 1, width: 2, height: 4 }
console.log(swordsman.healthPoints); // 15
console.log(mage.name); // Bruce
console.log(swordsman.team); // The Round Table
console.log(mage.weapons); // Staff of Shamalama
console.log(archer.language); // Elvish
console.log(archer.greet()); // Lilith offers a greeting in Elvish.
console.log(mage.takeDamage()); // Bruce took damage.
console.log(swordsman.destroy()); // Sir Mustachio was removed from the game.
*/
const mage = new Humanoid({
createdAt: new Date(),
dimensions: {
length: 2,
width: 1,
height: 1,
},
healthPoints: 5,
name: "Bruce",
team: "Mage Guild",
weapons: ["Staff of Shamalama"],
language: "Common Tongue",
});

const swordsman = new Humanoid({
createdAt: new Date(),
dimensions: {
length: 2,
width: 2,
height: 2,
},
healthPoints: 15,
name: "Sir Mustachio",
team: "The Round Table",
weapons: ["Giant Sword", "Shield"],
language: "Common Tongue",
});

const archer = new Humanoid({
createdAt: new Date(),
dimensions: {
length: 1,
width: 2,
height: 4,
},
healthPoints: 10,
name: "Lilith",
team: "Forest Kingdom",
weapons: ["Bow", "Dagger"],
language: "Elvish",
});

// console.log(swordsman);
// console.log(mage.createdAt); // Today's date
// console.log(archer.dimensions); // { length: 1, width: 2, height: 4 }
// console.log(swordsman.healthPoints); // 15
// console.log(mage.name); // Bruce
// console.log(swordsman.team); // The Round Table
// console.log(mage.weapons); // Staff of Shamalama
// console.log(archer.language); // Elvish
// console.log(archer.greet()); // Lilith offers a greeting in Elvish.
// console.log(mage.takeDamage()); // Bruce took damage.
// console.log(swordsman.destroy()); // Sir Mustachio was removed from the game.

// Stretch task:
// * Create Villain and hero constructor functions that inherit from the Humanoid constructor function.
// * Give the hero and Villains different methods that could be used to remove health points from objects which could result in destruction if health gets to 0 or drops below 0;
// * Create two new objects, one a villain and one a hero and fight it out with methods!

function Villain(attrs) {
Humanoid.call(this, attrs);
this.speciaWeapon = attrs.speciaWeapon;
}

Villain.prototype = Object.create(Humanoid.prototype);
Villain.prototype.kryptonite = function(hero) {
hero.healthPoints = hero.healthPoints - 2;
if (hero.healthPoints <= 0) {
return `${this.name} uses ${this.speciaWeapon} and ${hero.destroy()}`;
} else {
return `${this.name} cast kryptonite ${hero.healthPoints} hp left`;
}
};

const vill = new Villain({
healthPoints: 12,
name: "xor",
speciaWeapon: "fire",
});

console.log(vill);

function Hero(attrs) {
Humanoid.call(this, attrs);
this.speciaWeapon = attrs.speciaWeapon;
}

Hero.prototype = Object.create(Humanoid.prototype);
Hero.prototype.SuperPower = function(villain) {
villain.healthPoints = villain.healthPoints - 4;
if (villain.healthPoints <= 0) {
return `${this.name} uses ${this.speciaWeapon} and ${villain.destroy()}`;
} else {
return `${this.name} cast kryptonite ${villain.healthPoints} hp left`;
}
};

const superHero = new Hero({
healthPoints: 12,
name: "Zabb",
speciaWeapon: "ice",
});

// Stretch task:
// * Create Villain and Hero constructor functions that inherit from the Humanoid constructor function.
// * Give the Hero and Villains different methods that could be used to remove health points from objects which could result in destruction if health gets to 0 or drops below 0;
// * Create two new objects, one a villain and one a hero and fight it out with methods!
console.log(superHero);
console.log(vill.kryptonite(superHero));
console.log(superHero.SuperPower(vill));
console.log(vill.kryptonite(superHero));
console.log(superHero.SuperPower(vill));
console.log(vill.kryptonite(superHero));
console.log(superHero.SuperPower(vill));
37 changes: 29 additions & 8 deletions assignments/this.js
Original file line number Diff line number Diff line change
@@ -1,26 +1,47 @@
/* The for principles of "this";
* in your own words. explain the four principle for the "this" keyword below.
*
* 1.
* 2.
* 3.
* 4.
* 1. Window/Global Object Binding
* 2. Implicit Binding
* 3. New Binding
* 4. Explicit Binding
*
* write out a code example of each explanation above
*/

// Principle 1

// code example for Window Binding
var person = {
firstName: "John",
lastName : "Doe",
id : 5566,
fullName : function() {
return this.firstName + " " + this.lastName;
}
};

// Principle 2

// code example for Implicit Binding
fullName : function() {
return this.firstName + " " + this.lastName;
}

// Principle 3

// code example for New Binding
function myFunction() {
return this;
}

// Principle 4

// code example for Explicit Binding
var person1 = {
fullName: function() {
return this.firstName + " " + this.lastName;
}
}
var person2 = {
firstName:"John",
lastName: "Doe",
}

console.log(person1.fullName.call(person2));