patternMinor
Flood game implementation
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implementationgameflood
Problem
There is the implementation of flood game on my GitHub.
The app.coffee is the main part of project:
I build assets with Grunt and use grunt-serve as a simple HTTP server.
P.S.: I use styles from another implementation
The app.coffee is the main part of project:
class Square
colors = [
'orange',
'green',
'red',
'blue',
'violet',
'yellow',
]
constructor: (@game, @node)->
@node.on 'click', =>
@game.flood(@color)
reset: ->
@controlled = false
color = colors[Math.floor(Math.random() * colors.length)]
@setColor(color)
setColor: (color)->
@node.removeClass(@color)
@color = color
@node.addClass(@color)
class Game
DIMENSION = 14
SIZE = DIMENSION * DIMENSION
constructor: ($tbody)->
@limit = 25
@grid = []
for i in [0...DIMENSION]
$tr = $ ''
$tbody.append $tr
@grid.push []
for j in [0...DIMENSION]
$td = $('').html(' ')
$tr.append $td
@grid[i].push(new Square(@, $td))
@top = @grid[0][0]
@reset()
reset: ->
for i in [0...DIMENSION]
for j in [0...DIMENSION]
@grid[i][j].reset()
@top = @grid[0][0]
@top.controlled = true
@flood(@top.color)
@setTurnCounter(0)
setTurnCounter: (counter)->
$counter = $ '#count'
@turn = counter
$counter.toggleClass 'bad', @turn > @limit
$('#counter-used').text(@turn)
flood: (color)->
if @top.color is color
return
@setTurnCounter(@turn + 1)
@_flood(0, 0, color, [])
if @hasWon()
setTimeout(
=>
@decreaseLimit()
@reset()
2000
)
decreaseLimit: ()->
@expected--
_flood: (i, j, color, checked)->
if i
for i in [0...DIMENSION]
for j in [0...DIMENSION]
if not @grid[i][j].controlled
return false
return true
(($, Game)->
tbody = $('tbody')
game = new Game(tbody)
btnRestart = $('#btn-restart')
btnRestart.on 'click', (e)->
e.preventDefault()
game.reset()
)(jQuery, Game)I build assets with Grunt and use grunt-serve as a simple HTTP server.
P.S.: I use styles from another implementation
Solution
Overall, it's not bad. I only have some minor observations on the code itself:
-
You're setting, and re-setting
-
-
Why does
-
Doesn't seem like
-
You could postfix a couple of
-
in
Here's a (simplified) refactored version, just for fun.
-
You're setting, and re-setting
@top in both the constructor and reset.-
SIZE isn't used for anything.-
Why does
reset call flood? As far as I can tell, there's no need at all.-
Doesn't seem like
decreaseLimit has a point.-
You could postfix a couple of
if/unless statements and cut down on indentation.-
in
_flood the if i
-
When looping through the @grid (in reset and hasWon) there's no need to use a [0...DIMENSION] range. You can just use regular CoffeeScript for...in loops:
for row in @grid
for square in row
# do something with square...
-
The IIFE at the end could be written more idiomatically using the do keyword
do ($ = jQuery, Game) ->
...
Structurally, I have a few notes:
-
You inject both the Game object and a td element into Square, so Square doesn't really have that much to do. In fact, the first thing it does is set an event listener on the element that the game object created, and set it to call back to the game object. It just seems a roundabout way to set things up.
I'd probably move the td creation to Square.
-
You pass a tbody element to the Game constructor, which is nice. But Game also directly accesses #count and #counter-user. So it's not really decoupled from the markup at all.
-
Somewhat similarly: You pass in jQuery as $ in the IIFE that kicks things off. That's a perfectly good pattern. However, Game just uses $` "raw". So you're sort of half-way following the pattern.Here's a (simplified) refactored version, just for fun.
Code Snippets
return unless 0 <= i < DIMENSION and 0 <= j < DIMENSIONsquare = @grid[i]?[j]
return unless square?for row in @grid
for square in row
# do something with square...do ($ = jQuery, Game) ->
...Context
StackExchange Code Review Q#67287, answer score: 3
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