How to change a local class varible node js - node.js

I don't really know how to explain this but I will try my best
so I have a Card class in the file card.js that look like this:
class card {
constructor(name = "", portrait = "", bloodCost = 0, boneCost = 0, power = 0, health = 1, sigilList = []) {
this.name = name
this.portrait = portrait;
this.bloodCost = bloodCost;
this.boneCost = boneCost;
this.power = power;
this.health = health;
this.sigilList = sigilList;
}
attack(sigilList = [], board = [], oppositeCard = new card(), scale = 0) {
var oppositeCardHealth = 0
if (oppositeCard == blank) {
scale += this.power;
}
else {
oppositeCardHealth += this.power;
}
return [scale, oppositeCardHealth];
};
var wolf = new card("Wolf", ":wolf:", 2, 0, 3, 2);
module.exports = { wolf };
}
And a 'main.js' file like this:
const cardLib = require("./lib/card");
var broad = [cardLib.wolf, cardLib.wolf]
broad[0].health -= 2;
console.log(broad);
So what I want to do is only changing the health of the wolf in broad[0] with out changing the other one health. Which mean the program should return something like this:
[
card {
name: 'Wolf',
portrait: ':wolf:',
bloodCost: 2,
boneCost: 0,
power: 3,
health: 0,
sigilList: []
},
card {
name: 'Wolf',
portrait: ':wolf:',
bloodCost: 2,
boneCost: 0,
power: 3,
health: 2,
sigilList: []
}
]

This statement:
var broad = [cardLib.wolf, cardLib.wolf]
Put's two references to the exact same wolf object in your array. So, naturally, if you change one, the other will appear changed also because both spots in the array point at the exact same object.
If you want two separate, independent objects in the array, then you have to create two separate objects by creating a separate card. To do that from outside that file, it would be best to export the Card constructor so you can call it and create a separate card to put into the array. Another option would be to add a .copy() method to your Card object so you can create a copy of an existing object.
Here's an example of a .copy() method:
class card {
constructor(name = "", portrait = "", bloodCost = 0, boneCost = 0, power = 0, health = 1, sigilList = []) {
this.name = name
this.portrait = portrait;
this.bloodCost = bloodCost;
this.boneCost = boneCost;
this.power = power;
this.health = health;
this.sigilList = sigilList;
}
attack(sigilList = [], board = [], oppositeCard = new card(), scale = 0) {
var oppositeCardHealth = 0
if (oppositeCard == blank) {
scale += this.power;
} else {
oppositeCardHealth += this.power;
}
return [scale, oppositeCardHealth];
}
copy() {
let newCard = new card(
this.name,
this.portrait,
this.bloodCost,
this.boneCost,
this.power,
this.health,
this.sigilList.slice(0);
)
return newCard;
}
}
let wolf = new card("Wolf", ":wolf:", 2, 0, 3, 2);
module.exports = { wolf };
Which you can then use like this:
let broad = [cardLib.wolf, cardLib.wolf.copy()];
This implementation assumes that none of the instance variables except sigilList are objects that have to be copied themselves in order to be separate and that the sigilList array can be shallow copied with .slice(0) in order to be independent.

In your current code, wolf is a specific instance of a card. Your array has two references to the same object, so changing one of them will change them "both".
One approach could be to not hold a wolf variable, but instead provide a function to create such a wolf card:
// card.js:
class card {
// constructor and attack unchanged, removed for brevity's sake
}
var wolf = () => new card("Wolf", ":wolf:", 2, 0, 3, 2);
module.exports = { wolf };
// main.js:
const cardLib = require("./lib/card");
var broad = [cardLib.wolf(), cardLib.wolf()]; // wolf is a function that creates a a card
broad[0].health -= 2;
console.log(broad);

Related

Repeating {} in node

I have a "main" function that reads data from input data and generates an output dtoOut of a kind of Employee ID with a random name, surname, etc.
Example of input data
const dtoIn = {
count: 50,
age: {
min: 19,
max: 35
}
}
Example of output data
const dtoOut = [
{
gender: "male",
birthdate: "1993-08-07T00:00:00.000Z",
name: "Vratislav",
surname: "Sýkora",
workload: 40
}
with this code:
// main function
function main(input_data) {
// how many employees work at the firm
let dtoIn_counter = input_data.count
// minimal age of employees
let dtoIn_min = input_data.age.min
// maximal age of employees
let dtoIn_max = input_data.age.max
//output data
const dtoOut = {}
// for loop that counts the number of employees and repeats the process for each one
for (let i = 0; i < dtoIn_counter; i++) {
// randomly decides if the employee will be male or female and assigns first and last name
const male_female = getRandomArbitrary(1, 3)
if (male_female === 1){
dtoOut.name += male_name1[getRandomArbitrary(0, male_name1.length)]
dtoOut.surname += male_name2[getRandomArbitrary(0, male_name2.length)]
dtoOut.gender += "male"
dtoOut.workload += workload[getRandomArbitrary(0, workload.length)]
}
else {
dtoOut.name += female_name1[getRandomArbitrary(0, female_name1.length)]
dtoOut.surname += female_name2[getRandomArbitrary(0, female_name2.length)]
dtoOut.gender += "female"
dtoOut.workload += workload[getRandomArbitrary(0, workload.length)]
}
}
return dtoOut
}
I am struggling with how to put more of these "dictionaries" in the const without overwriting the already-made dictionary. So from my understanding is that what this code does so far is overwrite the output code 50 times and I would like to fix it but not really sure how.
Also if anybody knew how to randomly assign a birthrate from min, max age object and put it into the ISO Date-Time format - YYYY-MM-DDTHH:MM:SSZ that would be awesome.
Hopefully this question wont be too broad and I was clear in what I need help with. Thanks!
Are you looking to get back something like:
const result = main(input_data)
// Where result is:
[
{
gender: "male",
birthdate: "1993-08-07T00:00:00.000Z",
name: "Vratislav",
surname: "Sýkora",
workload: 40
},
... // <-- a bunch more objects
]
Maybe something like this?
const inputData = {
count: 50,
age: {
min: 18,
max: 50
}
}
function main(input_data) {
let dtoIn_counter = input_data.count
let dtoIn_min = input_data.age.min
let dtoIn_max = input_data.age.max
//output data
// turn this into an array to collect the entries in your for loop
const dtoOut = [] // <-- change to array
for (let i = 0; i < dtoIn_counter; i++) {
// we'll create a new object each time to get the employee data
let employee = {} // <-- use to track employee
// you'll have to reuse your existing logic but the idea is here
employee.name = `some name - ${i}`
employee.surname = `some surname - ${i}`
employee.gender = "male"
employee.workload = `a workload - ${i}`
// add this employee to the dtoOut array
dtoOut.push(employee) // <-- add employee to array
}
return dtoOut // finally, return the entire collection
}
const result = main(inputData)
console.log(result)
If you wanna set random names with no repeat and without changing the original random data arrays, you can store their indexes in arrays and remove the index of the random item that has been selected from that array each time.
const dtoOut = [{
gender: "male",
birthdate: "1993-08-07T00:00:00.000Z",
name: "Vratislav",
surname: "Sýkora",
workload: 40
}]
const input_data = {
count: 4,
age: {
min: 19,
max: 35
}
}
const randWorkloads = [40, 56, 12, 14]
const male_name1 = ["David", "Json", "Coby", "Tyler"]
const male_name2 = ["Davidson", "johnson", "Briant", "Smith"]
const female_name1 = ["Mary", "Rose", "Lilly", "Monica"]
const female_name2 = ["Williams", "Doe", "Joseph", "Hart"]
let workloadIndexes = [...Array(male_name1.length).keys()]
let maleNameIndexes = [...Array(male_name1.length).keys()];
let maleSurNameIndexes = [...Array(male_name2.length).keys()];
let femaleNameIndexes = [...Array(female_name1.length).keys()];
let femaleSurNameIndexes = [...Array(female_name2.length).keys()];
function getRandomArbitrary(min, max) {
return parseInt(Math.floor(Math.random() * (max - min) + min));
}
function main(input_data) {
// how many employees work at the firm
let dtoIn_counter = input_data.count
// minimal age of employees
let dtoIn_min = input_data.age.min
// maximal age of employees
let dtoIn_max = input_data.age.max
//output data
const arr = [...Array(dtoIn_counter).keys()]
const result = arr.reduce((acc, item) => {
const gender = getRandomArbitrary(1, 3) === 1 ? "male" : "female";
let name;
let surname;
let workloadIndex = Math.floor(Math.random() * (workloadIndexes.length - 1));
let index = workloadIndexes[workloadIndex];
const workload = randWorkloads[index];
workloadIndexes.splice(workloadIndex, 1);
const age = parseInt(getRandomArbitrary(dtoIn_min, dtoIn_max + 1))
if (gender === "female") {
let nameIndex = Math.floor(Math.random() * (femaleNameIndexes.length - 1));
let index1 = femaleNameIndexes[nameIndex];
name = female_name1[index1];
femaleNameIndexes.splice(nameIndex, 1);
let surnameIndex = Math.floor(Math.random() * (femaleSurNameIndexes.length - 1));
let index2 = femaleSurNameIndexes[surnameIndex];
surname = female_name2[index2];
femaleSurNameIndexes.splice(surnameIndex, 1);
} else {
let nameIndex = Math.floor(Math.random() * (maleNameIndexes.length - 1));
let index1 = maleNameIndexes[nameIndex];
name = male_name1[index1];
maleNameIndexes.splice(nameIndex, 1);
let surnameIndex = Math.floor(Math.random() * (maleSurNameIndexes.length - 1));
let index2 = maleSurNameIndexes[surnameIndex];
surname = male_name2[index2];
maleSurNameIndexes.splice(surnameIndex, 1);
}
const newEmployee = {
name,
surname,
gender,
workload,
age
}
return [...acc, newEmployee]
}, [])
return result
}
console.log(main(input_data))

How to find all words that "contain" or "unscramble" an input string using a Trie?

Here is a trie made to work on alphabets/scripts from any language.
class TrieNode {
constructor(key) {
// the "key" value will be the character in sequence
this.key = key;
// we keep a reference to parent
this.parent = null;
// we have hash of children
this.children = {};
// check to see if the node is at the end
this.end = false;
}
getWord() {
let output = [];
let node = this;
while (node !== null) {
output.unshift(node.key)
node = node.parent
}
return output.join('')
}
}
class Trie {
constructor() {
this.base = new TrieNode(null)
}
insert(word) {
let node = this.base
const points = Array.from(word)
for (const i in points) {
const point = points[i]
if (!node.children[point]) {
const child = node.children[point] = new TrieNode(point)
child.parent = node
}
node = node.children[point]
if (i == word.length - 1) {
node.end = true
}
}
}
contains(word) {
let node = this.base
const points = Array.from(word)
for (const i in points) {
const point = points[i]
if (node.children[point]) {
node = node.children[point]
} else {
return false
}
}
return node.end;
}
find(prefix) {
let node = this.base
let output = []
const points = Array.from(prefix)
for (const i in points) {
const point = points[i]
// make sure prefix actually has words
if (node.children[point]) {
node = node.children[point]
} else {
// there's none. just return it.
return output
}
}
const stack = [node]
while (stack.length) {
node = stack.shift()
// base case, if node is at a word, push to output
if (node.end) {
output.unshift(node.getWord())
}
// iterate through each children, call recursive findAllWords
for (var child in node.children) {
stack.push(node.children[child])
}
}
return output
}
}
After asking How to efficiently store 1 million words and query them by starts_with, contains, or ends_with? and getting some answers, I am wondering how the "contains" and "unscrambles" parts can be implemented as a trie. The prefix ("starts with") search is easily handled by the trie.
const fs = require('fs')
const Trie = require('./Trie')
const words = fs.readFileSync('tmp/scrabble.csv', 'utf-8')
.trim()
.split(/\n+/)
.map(x => x.trim())
const trie = new Trie()
words.forEach(word => trie.insert(word))
console.log(trie.find('zy'))
[
'zygodactylous', 'zygomorphies', 'zygapophysis',
'zygapophyses', 'zygomorphic', 'zymologies',
'zygospores', 'zygosities', 'zygomorphy',
'zygodactyl', 'zymurgies', 'zymograms',
'zymogenes', 'zygotenes', 'zygospore',
'zygomatic', 'zyzzyvas', 'zymosans',
'zymology', 'zymogram', 'zymogens',
'zymogene', 'zygotene', 'zygosity',
'zygomata', 'zyzzyva', 'zymurgy',
'zymotic', 'zymosis', 'zymoses',
'zymosan', 'zymogen', 'zymases',
'zygotic', 'zygotes', 'zygosis',
'zygoses', 'zygomas', 'zydecos',
'zymase', 'zygote', 'zygose',
'zygoma', 'zygoid', 'zydeco',
'zymes', 'zyme'
]
Here is the tmp/scrabble.csv I used.
The question is, can a trie be used to find all the words which "contain" some input string, or find all the words which "unscramble" the input string? I am curious how to accomplish this with a Trie. If a trie cannot do this efficiently, then knowing why not, and potentially what I should be looking at instead, will be a great answer as well.
From my initial thought-attempts at solving "contains", it seems I would have to create a trie which maps all possible combinations of substrings to the final word, but that seems like it will be an explosion of memory, so not sure how to better reason about this.
For "unscrambles", where you put in "caldku" and it finds "duck", amongst other possible words, I think possibly, similar to the linked answer to the other question, maybe sorting "duck" into "cdku", and then storing that in the trie, and then sorting the input to "acdklu", and then searching for "contains" using the previous algorithm, but hmm, no that will break in a few cases. So maybe a trie is not the right approach for these two problems? If it is, roughly how would you do it (you don't need to provide a full implementation, unless you'd like and it's straightforward enough).
Here is an answer to unscrambles that ALSO handles pagination. It actually returns [words, startOfNextPage]. So to find the next page you call it starting at startOfNextPage.
The idea is to normalize words by sorting the letters, and then storing the word in the trie once. When searching we can dig into the tree both for the next letter we want, and any letter before it (because the letter we want may come after). So we also store a lookup to know what letters might be found, so that we can break out early without having to look at a lot of bad options. And, of course, we include counts so that we can calculate how much of the trie we have explored and/or skipped over.
class Trie {
constructor(depth=0) {
this.depth = depth;
this.children = {};
this.words = [];
this.count = 0;
this.isSorted = false;
this.hasChildWith = {};
}
insert (word) {
if (word != undefined) {
this._insert(Array.from(word).sort(), word);
}
}
_insert (key, word) {
this.count++;
this.isSorted = false;
if (key.length == this.depth) {
this.words.push(word);
}
else {
for (let i = this.depth+1; i < key.length; i++) {
this.hasChildWith[key[i]] = true;
}
if (! this.children[key[this.depth]] ) {
this.children[key[this.depth]] = new Trie(this.depth+1);
}
this.children[key[this.depth]]._insert(key, word);
}
}
sort () {
if (! this.isSorted) {
this.words.sort();
let letters = Object.keys(this.children);
letters.sort();
// Keys come out of a hash in insertion order.
let orderedChildren = {};
for (let i = 0; i < letters.length; i++) {
orderedChildren[letters[i]] = this.children[letters[i]];
}
this.children = orderedChildren;
}
}
find (letters, startAt=0, maxCount=null) {
return this._find(Array.from(letters).sort(), 0, startAt, maxCount || this.count, 0);
}
_find (key, keyPos, startAt, maxCount, curPos) {
if (curPos + this.count < startAt) {
return [[], curPos + this.count];
}
this.sort(); // Make sure we are sorted.
let answer = [];
if (keyPos < key.length) {
// We have not yet found all the letters.
// tmpPos will track how much we looked at in detail
let tmpPos = curPos;
tmpPos += this.words.length;
for (const [k, v] of Object.entries(this.children)) {
if (k < key[keyPos]) {
// The next letter we want can be deeper in the trie?
if (v.hasChildWith[key[keyPos]]) {
// It is! Let's find it.
let result = v._find(key, keyPos, startAt, maxCount - answer.length, tmpPos);
answer = answer.concat(result[0]);
if (maxCount <= answer.length) {
// We finished our answer, return it and what we found.
return [answer, result[1]];
}
}
tmpPos += v.count; // Didn't find it, but track that we've seen this.
}
else if (k == key[keyPos]) {
// We found our next letter! Search deeper.
let result = v._find(key, keyPos+1, startAt, maxCount - answer.length, tmpPos);
answer = answer.concat(result[0]);
if (maxCount <= answer.length) {
// We finished the search.
return [answer, result[1]];
}
else {
// No other letter can match.
break;
}
}
else {
// Neither this or any later letter can match.
break;
}
}
// Return our partial answer and mark that we went
// through this whole node.
return [answer, curPos + this.count];
}
else {
// We have our letters and are recursively finding words.
if (startAt <= curPos + this.words.length) {
answer = this.words.slice(startAt - curPos);
if (maxCount <= answer.length) {
// No need to search deeper, we're done.
answer = answer.slice(0, maxCount);
return [answer, curPos + answer.length];
}
curPos += answer.length;
}
for (const child of Object.values(this.children)) {
let result = child._find(key, keyPos, startAt, maxCount - answer.length, curPos);
answer = answer.concat(result[0])
if (maxCount <= answer.length) {
return [answer, result[1]];
}
else {
curPos += child.count;
}
}
return [answer, curPos];
}
}
}
exports.Trie = Trie
And here is some code to test it with.
const fs = require('fs')
const AnagramTrie = require('./AnagramTrie')
const words = fs.readFileSync('tmp/scrabble.csv', 'utf-8')
.trim()
.split(/\n+/)
.map(x => x.trim())
const trie = new AnagramTrie.Trie()
words.forEach(word => trie.insert(word))
console.log(trie.find('b', 0, 12))
console.log(trie.find('b', 0, 6))
console.log(trie.find('b', 11, 6))
console.log(trie.find('zx', 0, 12))
console.log(trie.find('zx', 0, 6))
console.log(trie.find('zx', 60875, 6))
It will return words in the order of their sorted anagram, followed by the word itself. So if you search for admired you'll find unadmired first because the n in un comes before the r in admired. And you'll find that disembarrassed comes before either because it has 2 a's in it.
And here is an answer to contains. Note how, despite using a Trie both times, it needs a lot of customization to the problem we are solving.
Sample code to use it is like the other one. You can see the deduplication at work if you search for a. The answer aa (correctly) only comes up once. Also it is a little slower to start up because you have to put words into the data structure multiple times.
class Trie {
constructor(depth=0, key=[]) {
this.depth = depth;
this.children = {};
this.words = [];
this.count = 0;
this.isSorted = false;
this.path = key.slice(0, depth).join("");
this.char = key[this.depth-1];
}
insert (word) {
if (word != undefined) {
const key = Array.from(word);
for (let i = 0; i < key.length; i++) {
this._insert(key.slice(i), word);
}
}
}
_insert (key, word) {
this.count++;
if (this.depth == key.length) {
this.words.push(word);
}
else {
if (! this.children[key[this.depth]] ) {
this.children[key[this.depth]] = new Trie(this.depth+1, key);
}
this.children[key[this.depth]]._insert(key, word);
}
}
sort () {
if (! this.isSorted) {
this.words.sort();
let letters = Object.keys(this.children);
letters.sort();
// Keys come out of a hash in insertion order.
let orderedChildren = {};
for (let i = 0; i < letters.length; i++) {
orderedChildren[letters[i]] = this.children[letters[i]];
}
this.children = orderedChildren;
this.isSorted
}
}
find (letters, startAt=0, maxCount=null) {
// Defaults, special cases, etc.
if (this.count <= startAt) {
return [[], startAt];
}
if (maxCount == null) {
maxCount = this.count;
}
if (letters == "") {
// Special case.
this.sort();
answer = this.words.slice(startAt, startAt + maxCount);
return [answer, startAt + answer.length];
}
// We will do the recursive search.
const key = Array.from(letters);
// The challenge is that each word is stored multiple times.
// We want to only find them once. So we will stop searching as soon
// as we match our search string twice.
//
// This requires keeping track of where we are in trying to match our
// search string again. And if we fail, backtracking in our attempt
// to match.
//
// Here is the complication. Partial matches can overlap.
//
// Consider the following search string:
//
// search: a b a a b a c a b
// 0 1 2 3 4 5 6 7 8
//
// Now suppose that I'm looking for "c" at 6 next and it isn't an
// "c". Well I know I matched "aba" and should next check if I got
// character 3, "a". We can encode this logic in an array.
//
// a b a a b a c a b
// backtrackTo: [-1, 0,-1, 1, 0,-1, 3,-1, 0]
//
// So if I've matched through 5, I check "c", then "a", then "b"
// before deciding that I'm not still partway through a match.
//
// Let's calculate that backtrackTo. We will also calculate a
// variable, matchAtAtEnd. Which is how long our longest
// running match is at a full match.
// We start by assuming that we go back to the beginning.
let backtrackTo = [-1];
let rematches = [];
let matchAtEnd = 0;
for (let i = 1; i < key.length; i++) {
if (key[i] == key[0]) {
backtrackTo[i] = -1;
rematches.push(i);
}
else {
backtrackTo[i] = 0;
}
}
// In our example we have:
//
// backtrackTo = [-1, 0, -1, -1, 0, -1, 0, -1, 0]
// rematches = [2, 3, 5, 7]
//
// Now let `k` be the length of the current rematch.
let k = 1;
while (0 < rematches.length) {
let nextRematches = [];
for (let i = 0; i < rematches.length; i++) {
if (i + k == key.length) {
matchAtEnd = k-1;
}
else {
if (key[k] == key[i+k]) {
nextRematches.push(i);
}
else {
backtrackTo[i+k] = k;
}
}
}
rematches = nextRematches;
k++;
// In our example we get:
//
// k = 1
// backtrackTo = [-1, 0, -1, -1, 0, -1, 0, -1, 0]
// rematches = [2, 3, 5, 7]
// matchAtEnd = -1
//
// k = 2
// backtrackTo = [-1, 0, -1, 1, 0, -1, 0, -1, 0]
// rematches = [3, 7]
// matchAtEnd = -1
//
// k = 3
// backtrackTo = [-1, 0, -1, 1, 0, -1, 3, -1, 0]
// rematches = []
// matchAtEnd = 2
//
// and we see that we got the expected backtrackTo AND
// we have recorded the fact that at matching
// abaabacab we are currently also matching the ab at the
// start.
//
// Now let's find the first match.
let node = this;
for (let i = 0; i < key.length; i++) {
node = node.children[key[i]];
if (!node) {
return [[], startAt];
}
}
return node._find(key, startAt, maxCount, 0, backtrackTo, matchAtEnd)
}
_find (key, startAt, maxCount, curPos, backtrackTo, nextMatch) {
// console.log([key, startAt, maxCount, curPos, backtrackTo, nextMatch, [this.path, this.count]]);
// Skip me?
if ((curPos + this.count <= startAt) || (key.length <= nextMatch)) {
return [[], curPos + this.count];
}
this.sort();
let answer = [];
if (curPos < startAt) {
if (startAt < curPos + this.words.length) {
answer = this.words.slice(startAt-curPos, startAt-curPos+maxCount);
}
else {
curPos += this.words.length; // Count the words we are skipping.
}
}
else {
answer = this.words.slice(0, maxCount);
}
curPos += answer.length;
if (maxCount <= answer.length) {
return [answer, curPos];
}
for (const [k, v] of Object.entries(this.children)) {
let thisMatch = nextMatch;
while ((-1 < thisMatch) && (key[thisMatch] != k)) {
thisMatch = backtrackTo[thisMatch];
}
thisMatch++;
let partialAnswer = null;
[partialAnswer, curPos] = v._find(key, startAt, maxCount - answer.length, curPos, backtrackTo, thisMatch);
answer = answer.concat(partialAnswer);
if (maxCount <= answer.length) {
break; // We are done.
}
}
return [answer, curPos];
}
}
exports.Trie = Trie

How can i put an object inside a list on Initialization

So i have a Card class:
class Card {
constructor(name = "", portrait = "", bloodCost = 0, boneCost = 0, power = 0, health = 1, sigilList = ["No sigil"]) {
this.name = name
this.portrait = portrait;
this.bloodCost = bloodCost;
this.boneCost = boneCost;
this.power = power;
this.health = health;
this.sigilList = sigilList;
}
}
And a list call cardPool.
So how can I put a new Card object inside the cardPool list on initialize. For example:
console.log(cardPool)
// []
newCard = new Card("Test", "hi")
console.log(cardPool)
//
[
Card {
name: 'Test',
portrait: 'hi',
bloodCost: 0,
boneCost: 0,
power: 0,
health: 1,
sigilList: [ 'No sigil' ]
}
]
The solution I end up using is the one post by #TheBombSquad. By just writing cardPool.push(this) in the constructor
Use Proxy with the construct trap.
const cardPool = [];
class _Card {
constructor(name = "", portrait = "", bloodCost = 0, boneCost = 0, power = 0, health = 1, sigilList = ["No sigil"]) {
this.name = name
this.portrait = portrait;
this.bloodCost = bloodCost;
this.boneCost = boneCost;
this.power = power;
this.health = health;
this.sigilList = sigilList;
}
}
const Card = new Proxy(_Card, {
construct(target, args){
// Create an actual Card instance.
const newCard = new target(...args);
// Push the instance into cardPool.
cardPool.push(newCard);
// Return the created instance to be used like normal.
return newCard;
}
});
new Card('One', '1');
new Card('Two', '2');
new Card('Three', '3');
console.log(cardPool);
Creating a proxy is like appointing a middleman between you and the target object. A trap is like an instruction to the middleman of what it should do and when.
So when you use a Proxy with "construct" trap, it's basically telling the middleman to do something when new <target> is called. And in this case, the "something" is the cardPool push.
By doing this, you can always reuse the original _Card class for anything else where you don't want it to be pushed into cardPool.

Infinitely looping background as character moves in Phaser?

I have a background image and a separate ground image that I want to loop infinitely as long as the character is moving forward. When the character stops, the background and ground should not be moving. For similar games it is often suggested to add this.game.background.tilePosition.x -= 1
to the update function. This is not what I am looking for as it makes the background constantly move regardless of whether the character is moving. At the moment my background and ground images are repeating, but they are restricted to this.game.world.setBounds(0, 0, 1280, 800);. Any suggestions would be greatly appreciated. My code is below:
function Hero(game, x, y) {
Phaser.Sprite.call(this, game, x, y, 'player');
//rest of code for Hero constructor....
}
Hero.prototype = Object.create(Phaser.Sprite.prototype);
Hero.prototype.constructor = Hero;
//code for Hero.prototype....
PlayState = {};
PlayState.init = function () {
//code for keyboard...
};
PlayState.preload = function () {
this.game.load.json('level:1', 'data/level01.json');
this.game.load.image('ground', 'images/ground.png'); // I need this to
//repeat infinitely
this.game.load.image('background', 'images/background.png'); // I need
//this to repeat infinitely
this.game.load.spritesheet('player', 'images/player.png', 64, 64);
};
PlayState.create = function () {
this.game.world.setBounds(0, 0, 1280, 800);
this.game.background = this.game.add.tileSprite(0, 0,
this.game.world.width, 800, 'background');
this.game.ground = this.game.add.tileSprite(0, 680,
this.game.world.width, 166, 'ground');
this.game.physics.arcade.enable(this.game.ground);
this.game.ground.body.immovable = true;
this.game.ground.body.allowGravity = false;
this.game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;
this._loadLevel(this.game.cache.getJSON('level:1'));
};
PlayState.update = function () {
this.physics.arcade.collide(this.player, this.game.ground);
};
PlayState._loadLevel = function (data) {
this._spawnPlayer({player: data.player});
const GRAVITY = 1200;
this.game.physics.arcade.gravity.y = GRAVITY;
};
PlayState._spawnPlayer = function (data) {
this.player = new Hero(this.game, data.player.x, data.player.y);
this.game.add.existing(this.player);
this.game.camera.follow(this.player,
Phaser.Camera.FOLLOW_PLATFORMER);
};
window.onload = function () {
let game = new Phaser.Game(866, 520, Phaser.CANVAS, 'game');
game.state.add('play', PlayState);
game.state.start('play');
};
I have tried the following solution (see below) where I create a constructor function for the background. This idea is from an existing tutorial done in TypeScript that does exactly what I am looking for. However, I am not familiar with TypeScript so I have just tried to interpret the code from the tutorial as best I can and put it into Javascript but at the moment I am getting the error TypeError: "a is undefined"in the console. I am still learning Javascript and I can't see where I am going wrong. (I have included the keyboard logic and the character movement this time for clarity.)
function MyBackground(game, x, y) {
Phaser.Sprite.call(this, game, x, y, 'background');
}
MyBackground.prototype = Object.create(Phaser.Sprite.prototype);
MyBackground.prototype.constructor = MyScene;
MyBackground.prototype.repeatScene = function () {
this.nextFrame = new Phaser.Sprite(this.game, this.width, 0, "background", 0);
this.game.add.existing(this.nextFrame);
};
function Hero(game, x, y) {
Phaser.Sprite.call(this, game, x, y, 'player');
this.anchor.set(0.5, 0.5);
this.game.physics.enable(this);
this.body.collideWorldBounds = false;
this.animations.add('stop', [0]);
this.animations.add('run', [1, 2, 3, 4, 5], 14, true); // 14fps looped
this.animations.add('jump', [6]);
this.animations.add('fall', [7]);
this.animations.add('die', [8, 9, 8, 9, 8, 9, 8, 9], 12); // 12fps no loop
}
Hero.prototype = Object.create(Phaser.Sprite.prototype);
Hero.prototype.constructor = Hero;
Hero.prototype.move = function (direction) {
const SPEED = 200;
this.body.velocity.x = direction * SPEED;
// update image flipping & animations
if (this.body.velocity.x < 0) {
this.scale.x = -1;
}
else if (this.body.velocity.x > 0) {
this.scale.x = 1;
}
};
Hero.prototype.jump = function () {
const JUMP_SPEED = 600;
let canJump = this.body.touching.down;
if (canJump) {
this.body.velocity.y = -JUMP_SPEED;
}
return canJump;
};
Hero.prototype.bounce = function () {
const BOUNCE_SPEED = 200;
this.body.velocity.y = -BOUNCE_SPEED;
};
Hero.prototype.update = function () {
// update sprite animation, if it needs changing
let animationName = this._getAnimationName();
if (this.animations.name !== animationName) {
this.animations.play(animationName);
}
};
Hero.prototype.die = function () {
this.alive = false;
this.body.enable = false;
this.animations.play('die').onComplete.addOnce(function () {
this.kill();
}, this);
};
Hero.prototype._getAnimationName = function () {
let name = 'stop'; // default animation
if (!this.alive) {
name = 'die';
}
else if (this.body.velocity.y > 0 && !this.body.touching.down) {
name = 'fall';
}
else if (this.body.velocity.y < 0) {
name = 'jump';
}
else if (this.body.velocity.x !== 0 && this.body.touching.down ) {
name = 'run';
}
return name;
PlayState = {};
PlayState.init = function () {
this.game.renderer.renderSession.roundPixels = true;
this.keys = this.game.input.keyboard.addKeys({
left: Phaser.KeyCode.LEFT,
right: Phaser.KeyCode.RIGHT,
up: Phaser.KeyCode.UP
};
PlayState.preload = function () {
this.game.load.json('level:1', 'data/level01.json');
this.game.load.image('ground', 'images/ground.png'); // I need this to repeat infinitely
this.game.load.image('background', 'images/background.png'); // I need this to repeat infinitely
this.game.load.spritesheet('player', 'images/player.png', 64, 64);
};
PlayState.create = function () {
this.background = new MyBackground(this.game, 0, 0);
this.game.add.existing(this.MyBackground);
this.game.physics.arcade.enable(this.game.ground);
this.game.ground.body.immovable = true;
this.game.ground.body.allowGravity = false;
this.game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;
this._loadLevel(this.game.cache.getJSON('level:1'));
this.game.world.setBounds(0, 0, this.MyBackground.width * 2, 800);
};
PlayState.update = function () {
var backgroundWidth = this.game.stage.getChildAt(0).getBounds().width; //getChildAt(0) because the background is created first in create
if (this.x > backgroundWidth * .75) {
this.x = backgroundWidth * .25;
repeatScene();
};
this._handleInput();
this.physics.arcade.collide(this.player, this.game.ground);
};
PlayState._handleInput = function () {
if (this.keys.up.isDown) {
this.player.jump();
} else if (this.keys.right.isDown) { // move hero right
this.player.move(1);
} else if (this.keys.left.isDown) { // move hero left
this.player.move(-1);
} else { // stop
this.player.move(0);
}
};
PlayState._loadLevel = function (data) {
this._spawnPlayer({player: data.player});
const GRAVITY = 1200;
this.game.physics.arcade.gravity.y = GRAVITY;
};
PlayState._spawnPlayer = function (data) {
this.player = new Hero(this.game, data.player.x, data.player.y);
this.game.add.existing(this.player);
this.game.camera.follow(this.player, Phaser.Camera.FOLLOW_PLATFORMER);
};
window.onload = function () {
let game = new Phaser.Game(866, 520, Phaser.CANVAS, 'game');
game.state.add('play', PlayState);
game.state.start('play');
};

Move the sprite but don't collide with other sprites in the scene in Phaser

I'm referring to the official example on Phaser.io site, but have copied it here for reference below. What I want, and repeatedly fail to achieve is that the moving (with keyboard keys) starfield sprite would not collide with other vegies sprites.
I did go through the docs and looked here on SO and their forum, and it seems that the solutions should be easy enough; to just put the following code in the update() function:
game.world.bringToTop(sprite);
But, for some reason this is not working for me, so please tell me what I'm doing wrong.
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update });
function preload() {
game.load.image('sky', 'assets/skies/sky4.png');
game.load.image('starfield', 'assets/misc/starfield.jpg');
game.load.spritesheet('veggies', 'assets/sprites/fruitnveg64wh37.png', 64, 64);
}
var sprite;
var cursors;
var veggies;
function create() {
game.add.image(0, 0, 'sky');
// Enable p2 physics
game.physics.startSystem(Phaser.Physics.P2JS);
// Make things a bit more bouncey
game.physics.p2.defaultRestitution = 0.8;
// Add a sprite
sprite = game.add.tileSprite(300, 450, 200, 50, 'starfield');
// Enable if for physics. This creates a default rectangular body.
game.physics.p2.enable(sprite);
veggies = game.add.group();
veggies.enableBody = true;
veggies.physicsBodyType = Phaser.Physics.P2JS;
var vegFrames = [ 1, 3, 4, 8 ];
for (var i = 0; i < 10; i++)
{
var veg = veggies.create(game.world.randomX, game.world.randomY, 'veggies', game.rnd.pick(vegFrames));
veg.body.setCircle(26);
}
text = game.add.text(20, 20, 'move with arrow keys', { fill: '#ffffff' });
cursors = game.input.keyboard.createCursorKeys();
}
function update() {
sprite.body.setZeroVelocity();
game.world.bringToTop(veggies);
if (cursors.left.isDown)
{
sprite.body.moveLeft(400);
sprite.tilePosition.x -= 8;
}
else if (cursors.right.isDown)
{
sprite.body.moveRight(400);
sprite.tilePosition.x += 8;
}
if (cursors.up.isDown)
{
sprite.body.moveUp(400);
sprite.tilePosition.y -= 8;
}
else if (cursors.down.isDown)
{
sprite.body.moveDown(400);
sprite.tilePosition.y += 8;
}
}
edit: Solution which worked in the end thanks to SirSandman's answer:
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('stars', 'assets/misc/starfield.jpg');
game.load.spritesheet('ship', 'assets/sprites/humstar.png', 32, 32);
game.load.image('panda', 'assets/sprites/spinObj_01.png');
game.load.image('sweet', 'assets/sprites/spinObj_06.png');
}
var ship;
var starfield;
var cursors;
function create() {
// Enable P2
game.physics.startSystem(Phaser.Physics.P2JS);
// Turn on impact events for the world, without this we get no collision callbacks
game.physics.p2.setImpactEvents(true);
game.physics.p2.restitution = 0.8;
// Create our collision groups. One for the player, one for the pandas
var playerCollisionGroup = game.physics.p2.createCollisionGroup();
var pandaCollisionGroup = game.physics.p2.createCollisionGroup();
// This part is vital if you want the objects with their own collision groups to still collide with the world bounds
// (which we do) - what this does is adjust the bounds to use its own collision group.
game.physics.p2.updateBoundsCollisionGroup();
starfield = game.add.tileSprite(0, 0, 800, 600, 'stars');
starfield.fixedToCamera = true;
var pandas = game.add.group();
pandas.enableBody = true;
pandas.physicsBodyType = Phaser.Physics.P2JS;
for (var i = 0; i < 4; i++)
{
var panda = pandas.create(game.world.randomX, game.world.randomY, 'panda');
panda.body.setRectangle(40, 40);
// Tell the panda to use the pandaCollisionGroup
panda.body.setCollisionGroup(pandaCollisionGroup);
// Pandas will collide against themselves and the player
// If you don't set this they'll not collide with anything.
// The first parameter is either an array or a single collision group.
panda.body.collides(pandaCollisionGroup);
panda.body.velocity.x = 500;
panda.body.velocity.y = 500;
}
// Create our ship sprite
ship = game.add.sprite(200, 200, 'ship');
ship.scale.set(2);
ship.smoothed = false;
ship.animations.add('fly', [0,1,2,3,4,5], 10, true);
ship.play('fly');
game.physics.p2.enable(ship, false);
ship.body.setCircle(28);
ship.body.fixedRotation = true;
// Set the ships collision group
ship.body.setCollisionGroup(playerCollisionGroup);
// The ship will collide with the pandas, and when it strikes one the hitPanda callback will fire, causing it to alpha out a bit
// When pandas collide with each other, nothing happens to them.
game.camera.follow(ship);
cursors = game.input.keyboard.createCursorKeys();
}
function hitPanda(body1, body2) {
// body1 is the space ship (as it's the body that owns the callback)
// body2 is the body it impacted with, in this case our panda
// As body2 is a Phaser.Physics.P2.Body object, you access its own (the sprite) via the sprite property:
body2.sprite.alpha -= 0.1;
}
function update() {
ship.body.setZeroVelocity();
if (cursors.left.isDown)
{
ship.body.moveLeft(200);
}
else if (cursors.right.isDown)
{
ship.body.moveRight(200);
}
if (cursors.up.isDown)
{
ship.body.moveUp(200);
}
else if (cursors.down.isDown)
{
ship.body.moveDown(200);
}
if (!game.camera.atLimit.x)
{
starfield.tilePosition.x += (ship.body.velocity.x * 16) * game.time.physicsElapsed;
}
if (!game.camera.atLimit.y)
{
starfield.tilePosition.y += (ship.body.velocity.y * 16) * game.time.physicsElapsed;
}
}
function render() {
game.debug.text('Collide with the Pandas!', 32, 32);
}
I P2 you have to set the Collisiongroups in contrast to arcarde.
I think you have to set a collisiongroup for the sprite like that:
var veggCollisionGroup = game.physics.p2.createCollisionGroup();
and then define with which other groups this group shell collide like that in the Loop:
veggies.body.setCollisionGroup(veggCollisionGroup);
veggies.body.collides(veggCollisionGroup);
And then the your tilesprite should collide with your other tilesprites.
Source:
http://phaser.io/examples/v2/p2-physics/collision-groups
if i should be wrong you will find your answer in the examples. :)

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