conditionals lesson hacks
conditionals hacks
Popcorn Hacks:
Develop a basic combat system that allows characters to engage in battles with enemies. This will help you practice using functions, conditionals, and basic game mechanics in JavaScript.
Popcorn Hack Part 1 - 1: Using initializeData
Function
- Add
speed
to theinitializeData(data = null)
function and give it a default value. - Add
seed
to the HTML output. - Add
speed
to the JSON data. - Test calling
initializeData
with no argument, and then using adata
JSON object as an argument.
%%html
<output id="output1"></output>
<script>
function intializeData(data = null) {
// Define default values
let scaleFactor = 9/16;
let animationRate = 1;
let position = [0, 0];
// add speed with default value 0
let speed = 1;
// Check if data is provided
if (data) {
scaleFactor = data.SCALE_FACTOR || scaleFactor;
animationRate = data.ANIMATION_RATE || animationRate;
position = data.INIT_POSITION || position;
speed = data.SPEED || speed;
}
document.getElementById("output1").innerHTML = `
<p>Scale Factor: ${scaleFactor}</p>
<p>Animation Rate: ${animationRate}</p>
<p>Initial Position: ${position}</p>
<p>Initial Speed: ${speed}</p>
`;
}
var data = {
SCALE_FACTOR: 1/1,
ANIMATION_RATE: 25,
INIT_POSITION: [100, 100],
SPEED: 10
}
// Uncomment one of the following lines to test the if statement in the function
//intializeData();
intializeData(data);
</script>
Popcorn Hack Part 1 - 2: Adding IJKL Key Conditions in handleKeyDown
- Add a
case
statement for each of the IJKL keys in thehandleKeyDown({ keyCode })
switch statement. - Send the key code for each IJKL key to the
gameObject.handleKeyDown
method. - Use
console.log()
to outputgameObject
.
%%javascript
class GameObject {
constructor() {
this.velocity = { x: 0, y: 0 };
this.direction = '';
this.xVelocity = 1;
this.yVelocity = 1;
}
handleKeyDown({ keyCode }) {
switch (keyCode) {
case 73: // 'I' key
this.direction = 'up';
break;
case 74: // 'J' key
this.direction = 'left';
break;
case 75: // 'K' key
this.direction = 'down';
break;
case 76: // 'L' key
this.direction = 'right';
break;
}
}
}
// Example usage
const gameObject = new GameObject();
console.log('Initial State:', gameObject);
gameObject.handleKeyDown({ keyCode: 73 }); // Simulate 'I' key press
console.log('After I Key Press:', gameObject);
gameObject.handleKeyDown({ keyCode: 74 }); // Simulate 'J' key press
console.log('After J Key Press:', gameObject);
gameObject.handleKeyDown({ keyCode: 75 }); // Simulate 'K' key press
console.log('After K Key Press:', gameObject);
gameObject.handleKeyDown({ keyCode: 76 }); // Simulate 'L' key press
console.log('After L Key Press:', gameObject);
<IPython.core.display.Javascript object>
Popcorn Hack 2: Creating a Simple Attack System
- Add a
boolean
variable namedcanAttack
, and set it tofalse
. - Use an
if
statement to check if the player can attack. - If
canAttack
isfalse
, output “Can’t attack.” - Use
Math.random()
to determine if the player is allowed to attack. (Tip: Use ChatGPT for help withMath.random()
if needed!) - This will pick a random number to decide if the attack can happen.
- Use
console.log()
for all outputs.
%%js
let canAttack = false
if (canAttack){
console.log("Can Attack")
}
else{
console.log("Can't Attack")
}
canAttack = Math.random() < 0.5 ? true : false
if (canAttack){
console.log("Can Attack")
}
else{
console.log("Can't Attack")
}
<IPython.core.display.Javascript object>
Popcorn Hack 3: Level Requirement Check
- Use the
ternary operator
to create an output if the player meets the level requirements. - If not, output a message telling the player they are under-leveled.
- Use
console.log()
to print your output.
%%js
//No code provided so creating new sample code
//Random number is used to generate boolean flag using ternary operator
let metLevelRequirement = Math.random() < 0.5? true: false
if (metLevelRequirement){
console.log("Met level requirement")
}
else {
console.log("Did not meet level requirement")
}
<IPython.core.display.Javascript object>
Homework:
Objectives
Option 1: Create a simple combat system.
- Allow characters to fight enemies.
- Use basic functions and conditionals in JavaScript.
- Focus on making it easy to understand how battles work.
Option 2: Make a dialogue system for your NPC (Non-Player Character).
- Use the
prompt()
function to ask the player for a response (choose a number from 1 to 4). - This dialogue should appear when the player gets close to the NPC and presses a button.
</span>
Additional Tips:
- For Option 1:
- Start by writing down what the characters and enemies will be. Create simple names and attributes (like health).
- Use
console.log()
to print out what's happening at each step. This will help you understand the flow of your code. - Look for example code online to see how others have created combat systems. Don't be afraid to borrow ideas!
- For Option 2:
- Plan out the dialogue options before you start coding. Write them down in a list.
- Use comments in your code to remind yourself what each part does. For example,
// Ask the player for a response
. - Test your code frequently. After writing a few lines, run it to see if it works before adding more.
// NPC Dialogue System
// NPC initial dialogue when the player approaches
function npcDialogue() {
// The dialogue options for the player to choose from
const dialogues = [
"Greetings, adventurer! Are you seeking knowledge or fortune?",
"These parts are not for the faint-hearted. Are you well-prepared?",
"Legends speak of a hidden treasure nearby. Are you interested?",
"Be wary of strangers. Not everyone is as friendly as I am!"
];
// NPC initial message
alert("NPC: Ah, a new face in these lands! You look like someone with a story to tell.");
// Display dialogue options to the player
const response = prompt(
"Choose a response:\n" +
"1. 'I'm looking for adventure!'\n" +
"2. 'I could use some guidance.'\n" +
"3. 'Tell me more about this treasure!'\n" +
"4. 'Thanks for the advice, I'll be careful.'"
);
// Handle the player's response based on their choice
switch (response) {
case "1":
alert("NPC: Adventure awaits around every corner here. Keep your wits about you!");
break;
case "2":
alert("NPC: The path ahead is treacherous. Seek the old sage in the village for wisdom.");
break;
case "3":
alert("NPC: Rumor has it that the treasure lies beneath the ancient oak, guarded by puzzles.");
break;
case "4":
alert("NPC: Wise choice. Trust only those you know. Good luck, traveler.");
break;
default:
alert("NPC: Hmm, I didn’t quite catch that.");
}
}
// Simulate the player getting close to the NPC and pressing a button
document.addEventListener("keydown", function(event) {
// Assuming "E" key is the interaction key
if (event.key === "E" || event.key === "e") {
npcDialogue();
}
});
Cell In[1], line 1
// NPC Dialogue System
^
SyntaxError: invalid syntax