Learn Intermediate OOP by Building a Platformer Game - Step 112

Tell us what’s happening:

I am not able to understand how to fulfill the second rule , I dont understand how to select the index and the testing does not guide me towards the solution , I manage to simply writeo ut the first rule but I have no clue as to why the second one does not work , this is what I write as the second rule :
checkpoints[index].claimed === 0 || checkpoints[index -1].claimed === true

Your code so far

<!-- file: index.html -->

/* file: styles.css */

/* file: script.js */
// User Editable Region
const startBtn = document.getElementById("start-btn");
const canvas = document.getElementById("canvas");
const startScreen = document.querySelector(".start-screen");
const checkpointScreen = document.querySelector(".checkpoint-screen");
const checkpointMessage = document.querySelector(".checkpoint-screen > p");
const ctx = canvas.getContext("2d");
canvas.width = innerWidth;
canvas.height = innerHeight;
const gravity = 0.5;
let isCheckpointCollisionDetectionActive = true;

const proportionalSize = (size) => {
  return innerHeight < 500 ? Math.ceil((size / 500) * innerHeight) : size;
}

class Player {
  constructor() {
    this.position = {
      x: proportionalSize(10),
      y: proportionalSize(400),
    };
    this.velocity = {
      x: 0,
      y: 0,
    };
    this.width = proportionalSize(40);
    this.height = proportionalSize(40);
  }
  draw() {
    ctx.fillStyle = "#99c9ff";
    ctx.fillRect(this.position.x, this.position.y, this.width, this.height);
  }
  
  update() {
    this.draw();
    this.position.x += this.velocity.x;
    this.position.y += this.velocity.y;

    if (this.position.y + this.height + this.velocity.y <= canvas.height) {
      if (this.position.y < 0) {
        this.position.y = 0;
        this.velocity.y = gravity;
      }
      this.velocity.y += gravity;
    } else {
      this.velocity.y = 0;
    }

    if (this.position.x < this.width) {
      this.position.x = this.width;
    }

    if (this.position.x >= canvas.width - 2 * this.width) {
      this.position.x = canvas.width - 2 * this.width;
    }
  }
}

class Platform {
  constructor(x, y) {
    this.position = {
      x,
      y,
    };
    this.width = 200;
    this.height = proportionalSize(40);
  }
  draw() {
    ctx.fillStyle = "#acd157";
    ctx.fillRect(this.position.x, this.position.y, this.width, this.height);
  }
}

class CheckPoint {
  constructor(x, y, z) {
    this.position = {
      x,
      y,
    };
    this.width = proportionalSize(40);
    this.height = proportionalSize(70);
    this.claimed = false;
  };

  draw() {
    ctx.fillStyle = "#f1be32";
    ctx.fillRect(this.position.x, this.position.y, this.width, this.height);
  }
  claim() {
    this.width = 0;
    this.height = 0;
    this.position.y = Infinity;
    this.claimed = true;
  }
};

const player = new Player();

const platformPositions = [
  { x: 500, y: proportionalSize(450) },
  { x: 700, y: proportionalSize(400) },
  { x: 850, y: proportionalSize(350) },
  { x: 900, y: proportionalSize(350) },
  { x: 1050, y: proportionalSize(150) },
  { x: 2500, y: proportionalSize(450) },
  { x: 2900, y: proportionalSize(400) },
  { x: 3150, y: proportionalSize(350) },
  { x: 3900, y: proportionalSize(450) },
  { x: 4200, y: proportionalSize(400) },
  { x: 4400, y: proportionalSize(200) },
  { x: 4700, y: proportionalSize(150) },
];

const platforms = platformPositions.map(
  (platform) => new Platform(platform.x, platform.y)
);

const checkpointPositions = [
  { x: 1170, y: proportionalSize(80), z: 1 },
  { x: 2900, y: proportionalSize(330), z: 2 },
  { x: 4800, y: proportionalSize(80), z: 3 },
];

const checkpoints = checkpointPositions.map(
  (checkpoint) => new CheckPoint(checkpoint.x, checkpoint.y, checkpoint.z)
);

const animate = () => {
  requestAnimationFrame(animate);
  ctx.clearRect(0, 0, canvas.width, canvas.height);

  platforms.forEach((platform) => {
    platform.draw();
  });

  checkpoints.forEach(checkpoint => {
    checkpoint.draw();
  });

  player.update();

  if (keys.rightKey.pressed && player.position.x < proportionalSize(400)) {
    player.velocity.x = 5;
  } else if (keys.leftKey.pressed && player.position.x > proportionalSize(100)) {
    player.velocity.x = -5;
  } else {
    player.velocity.x = 0;

    if (keys.rightKey.pressed && isCheckpointCollisionDetectionActive) {
      platforms.forEach((platform) => {
        platform.position.x -= 5;
      });

      checkpoints.forEach((checkpoint) => {
        checkpoint.position.x -= 5;
      });
    
    } else if (keys.leftKey.pressed && isCheckpointCollisionDetectionActive) {
      platforms.forEach((platform) => {
        platform.position.x += 5;
      });

      checkpoints.forEach((checkpoint) => {
        checkpoint.position.x += 5;
      });
    }
  }

  platforms.forEach((platform) => {
    const collisionDetectionRules = [
      player.position.y + player.height <= platform.position.y,
      player.position.y + player.height + player.velocity.y >= platform.position.y,
      player.position.x >= platform.position.x - player.width / 2,
      player.position.x <=
        platform.position.x + platform.width - player.width / 3,
    ];

    if (collisionDetectionRules.every((rule) => rule)) {
      player.velocity.y = 0;
      return;
    }

    const platformDetectionRules = [
      player.position.x >= platform.position.x - player.width / 2,
      player.position.x <=
        platform.position.x + platform.width - player.width / 3,
      player.position.y + player.height >= platform.position.y,
      player.position.y <= platform.position.y + platform.height,
    ];

    if (platformDetectionRules.every(rule => rule)) {
      player.position.y = platform.position.y + player.height;
      player.velocity.y = gravity;
    };
  });


  checkpoints.forEach((checkpoint, index, checkpoints) => {
    const checkpointDetectionRules = [
      player.position.x >= checkpoint.position.x,
      player.position.y >= checkpoint.position.y,
      player.position.y + player.height <=
        checkpoint.position.y + checkpoint.height,
      isCheckpointCollisionDetectionActive
player.position.x - player.width <= checkpoint.position.x - checkpoint.width + player.width * 0.9,
index === 0 && checkpoints[index - 1].claimed === true


    ];
  });

}


const keys = {
  rightKey: {
    pressed: false
  },
  leftKey: {
    pressed: false
  }
};

const movePlayer = (key, xVelocity, isPressed) => {
  if (!isCheckpointCollisionDetectionActive) {
    player.velocity.x = 0;
    player.velocity.y = 0;
    return;
  }

  switch (key) {
    case "ArrowLeft":
      keys.leftKey.pressed = isPressed;
      if (xVelocity === 0) {
        player.velocity.x = xVelocity;
      }
      player.velocity.x -= xVelocity;
      break;
    case "ArrowUp":
    case " ":
    case "Spacebar":
      player.velocity.y -= 8;
      break;
    case "ArrowRight":
      keys.rightKey.pressed = isPressed;
      if (xVelocity === 0) {
        player.velocity.x = xVelocity;
      }
      player.velocity.x += xVelocity;
  }
}

const startGame = () => {
  canvas.style.display = "block";
  startScreen.style.display = "none";
  animate();
}

const showCheckpointScreen = (msg) => {
  checkpointScreen.style.display = "block";
  checkpointMessage.textContent = msg;
  if (isCheckpointCollisionDetectionActive) {
    setTimeout(() => (checkpointScreen.style.display = "none"), 2000);
  }
};

startBtn.addEventListener("click", startGame);

window.addEventListener("keydown", ({ key }) => {
  movePlayer(key, 8, true);
});

window.addEventListener("keyup", ({ key }) => {
  movePlayer(key, 0, false);
});





// User Editable Region

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Challenge Information:

Learn Intermediate OOP by Building a Platformer Game - Step 112

It’s helpful if we can see your full code, pasted into the boxes above.
I can see that your second rule isn’t quite correct however.

The second rule should check if index is strictly equal to 0 or if the previous checkpoint(checkpoints[index - 1].claimed ) is true.

The first part of this condition should be checking the value of index (not checkpoints[index].claimed).

apologies , this is the relevant code for this step
player.position.x - player.width <= checkpoint.position.x - checkpoint.width + player.width * 0.9,

index === 0 && checkpoints[index - 1].claimed === true
I tried with the index but im unsure why it still does not work

You should be using the Logical OR operator, as you were in your previous attempt. You’ve changed it to Logical AND though.

I just now added the full code to the question , I switched to the OR operator and it still does not work, this is the code for this step:

player.position.x - player.width <= checkpoint.position.x - checkpoint.width + player.width * 0.9,
index === 0 || checkpoints[index - 1].claimed === true

and this is what I should be writing:
You will need to add two more checkpoint detection rules to the checkpointDetectionRules array.

The first rule should check if the player’s x position minus the player’s width is less than or equal to the checkpoint’s x position minus the checkpoint’s width plus the player’s width multiplied by 0.9. This will ensure that the player is close enough to the checkpoint to claim it.

The second rule should check if index is strictly equal to 0 or if the previous checkpoint(checkpoints[index - 1].claimed) is true. This will ensure that the player can only claim the first checkpoint or a checkpoint that has already been claimed.

Found the problem , somehow managed to delete a coma on an earlier condition , did not know the site does not replace the previous code after refeshing , welp

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