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Revising a friends code to make it more reusable. This example uses a little bit of modular coding and a little bit of Parasitic Inheritance and Overriding Members concepts.
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var ATTACKS = (function (self) { | |
var moveList = { | |
slam: { | |
name: "Slam", | |
power: 20, | |
physical: true, | |
magic: false, | |
atkdelay: 400, | |
atkhold: 0, | |
special: null | |
}, | |
slash: { | |
name: "Slash", | |
power: 25, | |
physical: true, | |
magic: false, | |
atkdelay: 400, | |
atkhold: 0, | |
special: true | |
}, | |
flash: { | |
name: "Flash", | |
power: 10, | |
physical: false, | |
magic: true, | |
atkdelay: 400, | |
atkhold: 500, | |
special: null | |
}, | |
iceball: { | |
name: "IceBall", | |
power: 35, | |
physical: false, | |
magic: true, | |
atkdelay: 700, | |
atkhold: 900, | |
special: true | |
}, | |
shadowdash: { | |
name: "ShadowDash", | |
power: 50, | |
physical: false, | |
magic: true, | |
atkdelay: 2000, | |
atkhold: 900, | |
special: true | |
}, | |
finisher: { | |
name: "Finisher", | |
power: 100, | |
physical: false, | |
magic: true, | |
atkdelay: 700, | |
atkhold: 900, | |
special: true | |
} | |
}; | |
function getSelectedMove(att) { | |
var selected = moveList[att]; | |
return selected; | |
} | |
return { | |
getMoves: function (att) { | |
//console.log(moveList[att]); | |
var result = getSelectedMove(att); | |
return result; | |
} | |
}; | |
}(ATTACKS || {})); | |
var createCharacter = function (name, type, level, attack, life, maxlife, m, s) { | |
var char = { | |
name: name, | |
type: type, | |
level: level, | |
attack: attack, | |
life: life, | |
maxlife: maxlife, | |
moves: getmoves(m), | |
src: s | |
}; | |
function getmoves(makeList) { | |
var temp = {}; | |
for (var prop in makeList) { | |
var move = ATTACKS.getMoves(prop); | |
temp[prop] = move; | |
} | |
return temp; | |
} | |
return char; | |
}; | |
var createNPC = function (name, type, level, attack, life, maxlife, m, s, num){ | |
var npc = createCharacter(name, type, level, attack, life, maxlife, m, s); | |
npc.num = num; | |
//var cpuFunct = Object.getOwnPropertyDescriptor(npc, "funct"); | |
Object.defineProperty(npc, "funct", { | |
get : function(){ | |
var choseCpuAttack = Math.floor(Math.random()* this.num); | |
return choseCpuAttack; | |
} | |
}); | |
return npc; | |
}; | |
var hero = createCharacter("Hero Boy", "hero", 1, 10, 300, 300, | |
{ | |
shadowdash: '', | |
iceball: '' | |
} | |
, "img.png"); | |
console.log("hero is created from createCharacter"); | |
console.log(hero); | |
var enemy = createNPC("Evil Man", "enemy", 1, 10, 300, 300, | |
{ | |
slam: '', | |
flash : '', | |
finisher: '' | |
}, "img.png", 3); | |
console.log("enemy is created from createNPC which inherits from createCharacter"); | |
console.log(enemy); | |
function NPCActions(char){ | |
var mov = char.moves; | |
var choseCPUAttack = char.funct; | |
var arr = []; | |
for (var prop in mov){ | |
arr.push(prop); | |
} | |
console.log("enemy props : " +arr); | |
var a = char.moves[arr[choseCPUAttack]]; | |
console.log("Selected enemy prop : "); | |
console.log(a); | |
} | |
NPCActions(enemy); | |
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