Created
August 4, 2014 20:46
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// A LESS TRITE EXAMPLE | |
// we might make an object to use in a game, for example let's think of | |
// Pokemon | |
function Pokemon(options) { | |
this.name = options.name; | |
this.hp = options.hp; | |
this.moves = options.moves; | |
this.attack = function() { | |
return this.moves[Math.floor(Math.random()*2)]; | |
} | |
} | |
var charmander = new Pokemon({ | |
name: "charmander", | |
hp: 300, | |
moves: [ | |
{name: "scratch", hp: 100}, | |
{name: "fire blast", hp: 400} | |
] | |
}); | |
var squirtle = new Pokemon({ | |
name: "squirtle", | |
hp: 200, | |
moves: [ | |
{name: "tackle", hp: 200}, | |
{name: "surf", hp: 300} | |
] | |
}); | |
var pikachu = new Pokemon({ | |
name: "pikachu", | |
hp: 400, | |
moves: [ | |
{name: "quick attack", hp: 200}, | |
{name: "thunderbolt", hp: 400} | |
] | |
}); | |
function battle(pokemon1, pokemon2) { | |
var attack1 = pokemon1.attack(); | |
var attack2 = pokemon2.attack(); | |
if (attack1.hp > pokemon2.hp ) { | |
return pokemon1.name + " attacked with " + attack1.name + " and defeated " + pokemon2.name; | |
} else if (attack2.hp > pokemon1.hp) { | |
return pokemon2.name + " attacked with " + attack2.name + " and defeated " + pokemon1.name; | |
} else { | |
return "it's a tie!"; | |
} | |
} |
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The max random move number should be the length of the moves array.
This is rad.