Learn Intermediate OOP by Building a Platformer Game - Step 65

Tell us what’s happening:I don’t understand what we ask me in the platform class creating

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.x = x;
  this.y = y;
}
}


const player = new Player();

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


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();
}

startBtn.addEventListener("click", startGame);

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

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

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Challenge Information:

Learn Intermediate OOP by Building a Platformer Game - Step 65

  • remove everything from “constructor” definition (i.e. {…})
  • this step wants you to create a “constructor” just initial definition / signature of it, implementation will follow in upcoming steps

happy coding :slight_smile:

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