Created
August 19, 2016 14:36
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BattleShips demo of how we can "subclass" in JS
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//from https://github.com/tristian2/BattleShipsJS | |
var TrisCorp = TrisCorp || {}; | |
TrisCorp.BattleShips = TrisCorp.BattleShips || {}; | |
TrisCorp.BattleShips.Ship = TrisCorp.BattleShips.Ship || {}; | |
/** | |
@constructor | |
@abstract | |
*/ | |
TrisCorp.BattleShips.Ship = function() { | |
if (this.constructor === TrisCorp.BattleShips.Ship) { | |
throw new Error("Can't instantiate abstract class!"); | |
} | |
// TrisCorp.BattleShips.Ship initialization... | |
//this.length = 0; | |
this.bowColumn = 0; | |
this.horizontal = false; | |
this.symbol = null; | |
this.hit = [false,false,false,false]; | |
this.sunk = false; | |
//this.shipType = null; //not needed | |
/* error getShipType: function() { | |
return this.shipType; | |
}*/ | |
}; | |
/* abstract Ship class***********************/ | |
TrisCorp.BattleShips.Ship.prototype.say = function() { | |
throw new Error("Abstract method!"); | |
} | |
TrisCorp.BattleShips.Ship.prototype.getShipType = function() { | |
return this.shipType; | |
} | |
TrisCorp.BattleShips.Ship.prototype.getLength = function() { | |
return this.length; | |
} | |
TrisCorp.BattleShips.Ship.prototype.toString = function() { | |
return this.string; | |
} | |
//new TrisCorp.BattleShips.Ship(); // throws Uncaught Error: Can't instantiate abstract class!(…) | |
/* BattleShip class ***********************/ | |
TrisCorp.BattleShips.BattleShip = function() { | |
TrisCorp.BattleShips.Ship.apply(this, arguments); | |
// TrisCorp.BattleShips.BattleShip initialization... | |
this.length = 4; | |
this.shipType = 'BattleShip'; | |
this.hit = [false,false,false,false]; | |
this.string = "B"; | |
}; | |
TrisCorp.BattleShips.BattleShip.prototype = Object.create(TrisCorp.BattleShips.Ship.prototype); | |
TrisCorp.BattleShips.BattleShip.prototype.constructor = TrisCorp.BattleShips.BattleShip; | |
/* Cruiser class ***********************/ | |
TrisCorp.BattleShips.Cruiser = function() { | |
TrisCorp.BattleShips.Ship.apply(this, arguments); | |
// TrisCorp.BattleShips.Cruiser initialization... | |
this.length = 3; | |
this.shipType = 'Cruiser'; | |
this.hit = [false,false,false]; | |
this.string = "C"; | |
}; | |
TrisCorp.BattleShips.Cruiser.prototype = Object.create(TrisCorp.BattleShips.Ship.prototype); | |
TrisCorp.BattleShips.Cruiser.prototype.constructor = TrisCorp.BattleShips.Cruiser; | |
/* Destroyer class ***********************/ | |
TrisCorp.BattleShips.Destroyer = function() { | |
TrisCorp.BattleShips.Ship.apply(this, arguments); | |
// TrisCorp.BattleShips.Destroyer initialization... | |
this.length = 2; | |
this.shipType = 'Destroyer'; | |
this.hit = [false,false]; | |
this.string = "D"; | |
}; | |
TrisCorp.BattleShips.Destroyer.prototype = Object.create(TrisCorp.BattleShips.Ship.prototype); | |
TrisCorp.BattleShips.Destroyer.prototype.constructor = TrisCorp.BattleShips.Destroyer; | |
/* Submarine class ***********************/ | |
TrisCorp.BattleShips.Submarine = function() { | |
TrisCorp.BattleShips.Ship.apply(this, arguments); | |
// TrisCorp.BattleShips.Submarine initialization... | |
this.length = 1; | |
this.shipType = 'Submarine'; | |
this.hit = [false]; | |
this.string = "S"; | |
}; | |
TrisCorp.BattleShips.Submarine.prototype = Object.create(TrisCorp.BattleShips.Ship.prototype); | |
TrisCorp.BattleShips.Submarine.prototype.constructor = TrisCorp.BattleShips.Submarine; | |
/* EmptySea class ***********************/ | |
TrisCorp.BattleShips.EmptySea = function() { | |
TrisCorp.BattleShips.Ship.apply(this, arguments); | |
this.firedAt = false; | |
this.shipType = 'EmptySea'; | |
this.string = "E"; | |
}; | |
TrisCorp.BattleShips.EmptySea.prototype = Object.create(TrisCorp.BattleShips.Ship.prototype); | |
TrisCorp.BattleShips.EmptySea.prototype.constructor = TrisCorp.BattleShips.Submarine; | |
TrisCorp.BattleShips.EmptySea.prototype.isSunk = function() { | |
return false; | |
} | |
TrisCorp.BattleShips.EmptySea.prototype.shootAt = function(row,column) { | |
return false; | |
} | |
TrisCorp.BattleShips.EmptySea.prototype.isSunk = function() { | |
return false; | |
} | |
TrisCorp.BattleShips.EmptySea.prototype.getFiredAt = function() { //can lose this when refactoring | |
return this.firedAt; | |
} | |
TrisCorp.BattleShips.EmptySea.prototype.setFiredAt = function() { //can lose this when refactoring | |
this.firedAt = true; | |
} | |
//usage | |
var cruiser = new TrisCorp.BattleShips.Cruiser(); | |
var battleship = new TrisCorp.BattleShips.BattleShip(); | |
var destroyer = new TrisCorp.BattleShips.Destroyer(); | |
var submarine = new TrisCorp.BattleShips.Submarine(); | |
console.log("ship type: "+ battleship.getShipType()); | |
console.log('length: '+battleship.getLength()); | |
console.log('string: '+battleship.toString()); | |
console.log('hit array: '+battleship.hit); | |
console.log("ship type: "+ cruiser.getShipType()); | |
console.log('string: '+ cruiser.toString()); | |
console.log('length: '+cruiser.getLength()); | |
console.log('hit array: '+cruiser.hit); //this shows that we dont actually need accessors in JS | |
console.log("ship type: "+ submarine.getShipType()); | |
console.log('string: '+ submarine.toString()); | |
console.log('length: '+ submarine.getLength()); | |
console.log('hit array: '+ submarine.hit); //this shows that we dont actually need accessors in JS | |
console.log("ship type: "+ destroyer.getShipType()); | |
console.log('string: '+ destroyer.toString()); | |
console.log('length: '+ destroyer.getLength()); | |
console.log('hit array: '+ destroyer.hit); //this shows that we dont actually need accessors in JS | |
var emptySea = new TrisCorp.BattleShips.EmptySea(); | |
console.log("ship type: "+ emptySea.getShipType()); | |
console.log('length: '+ emptySea.getLength()); | |
console.log('string: '+ emptySea.toString()); | |
console.log('hit array: '+ emptySea.hit); | |
console.log("shootAt: "+ emptySea.shootAt()); | |
console.log('sunk: '+ emptySea.isSunk()); | |
console.log('FiredAt: '+ emptySea.getFiredAt()); |
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