Tell us what’s happening:
Instruction:
Inside the constructor, add this.position
and assign it an object with the x
and y
coordinates.
Error Message:
The this.position
property should be an object with the x
and y
coordinates.
What is meant by “coordinates” if what I have is incorrect? I’ve tried a number of variations on this solution to no avail
Your code so far (specific to this problem)
class Platform {
constructor(x,y) {
this.position = {
x: x,
y: y,
};
}
}
WARNING
The challenge seed code and/or your solution exceeded the maximum length we can port over from the challenge.
You will need to take an additional step here so the code you wrote presents in an easy to read format.
Please copy/paste all the editor code showing in the challenge from where you just linked.
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: x,
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);
});
Your browser information:
User Agent is: Mozilla/5.0 (Macintosh; Intel Mac OS X 10_15_7) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/121.0.0.0 Safari/537.36
Challenge Information:
Learn Intermediate OOP by Building a Platformer Game - Step 66