- Introduction
- Chapter 1 Values, Types, and Operators
- Chapter 2 Program Structure
- Expressions and statements
- Variables
- Keywords and reserved words
- The environment
- Functions
- The console.log function
- Return values
- prompt and confirm
- Control flow
- Conditional execution
- while and do loops
- Indenting Code
- for loops
- Breaking Out of a Loop
- Updating variables succinctly
- Dispatching on a value with switch
- Capitalization
- Comments
- Summary
- Exercises
- Chapter 3 Functions
- Chapter 4 Data Structures: Objects and Arrays
- Chapter 5 Higher-Order Functions
- Chapter 6 The Secret Life of Objects
- Chapter 7 Project: Electronic Life
- Chapter 8 Bugs and Error Handling
- Chapter 9 Regular Expressions
- Creating a regular expression
- Testing for matches
- Matching a set of characters
- Repeating parts of a pattern
- Grouping subexpressions
- Matches and groups
- The date type
- Word and string boundaries
- Choice patterns
- The mechanics of matching
- Backtracking
- The replace method
- Greed
- Dynamically creating RegExp objects
- The search method
- The lastIndex property
- Parsing an INI file
- International characters
- Summary
- Exercises
- Chapter 10 Modules
- Chapter 11 Project: A Programming Language
- Chapter 12 JavaScript and the Browser
- Chapter 13 The Document Object Model
- Chapter 14 Handling Events
- Chapter 15 Project: A Platform Game
- Chapter 16 Drawing on Canvas
- Chapter 17 HTTP
- Chapter 18 Forms and Form Fields
- Chapter 19 Project: A Paint Program
- Chapter 20 Node.js
- Chapter 21 Project: Skill-Sharing Website
- Eloquent JavaScript
- Exercise Hints
- Program Structure
- Functions
- Data Structures: Objects and Arrays
- Higher-Order Functions
- The Secret Life of Objects
- Project: Electronic Life
- Bugs and Error Handling
- Regular Expressions
- Modules
- Project: A Programming Language
- The Document Object Model
- Handling Events
- Project: A Platform Game
- Drawing on Canvas
- HTTP
- Forms and Form Fields
- Project: A Paint Program
- Node.js
- Project: Skill-Sharing Website
A critter’s programming interface
Before we can start on the World
constructor, we must get more specific about the critter objects that will be living inside it. I mentioned that the world will ask the critters what actions they want to take. This works as follows: each critter object has an act
method that, when called, returns an action. An action is an object with a type
property, which names the type of action the critter wants to take, for example "move"
. The action may also contain extra information, such as the direction the critter wants to move in.
Critters are terribly myopic and can see only the squares directly around them on the grid. But even this limited vision can be useful when deciding which action to take. When the act
method is called, it is given a view object that allows the critter to inspect its surroundings. We name the eight surrounding squares by their compass directions: "n"
for north, "ne"
for northeast, and so on. Here’s the object we will use to map from direction names to coordinate offsets:
var directions = { "n": new Vector( 0, -1), "ne": new Vector( 1, -1), "e": new Vector( 1, 0), "se": new Vector( 1, 1), "s": new Vector( 0, 1), "sw": new Vector(-1, 1), "w": new Vector(-1, 0), "nw": new Vector(-1, -1) };
The view object has a method look
, which takes a direction and returns a character, for example "#"
when there is a wall in that direction, or " "
(space) when there is nothing there. The object also provides the convenient methods find
and findAll
. Both take a map character as an argument. The first returns a direction in which the character can be found next to the critter or returns null
if no such direction exists. The second returns an array containing all directions with that character. For example, a creature sitting left (west) of a wall will get ["ne", "e", "se"]
when calling findAll
on its view object with the "#"
character as argument.
Here is a simple, stupid critter that just follows its nose until it hits an obstacle and then bounces off in a random open direction:
function randomElement(array) { return array[Math.floor(Math.random() * array.length)]; } var directionNames = "n ne e se s sw w nw".split(" "); function BouncingCritter() { this.direction = randomElement(directionNames); }; BouncingCritter.prototype.act = function(view) { if (view.look(this.direction) != " ") this.direction = view.find(" ") || "s"; return {type: "move", direction: this.direction}; };
The randomElement
helper function simply picks a random element from an array, using Math.random
plus some arithmetic to get a random index. We’ll use this again later because randomness can be useful in simulations.
To pick a random direction, the BouncingCritter
constructor calls randomElement
on an array of direction names. We could also have used Object.keys
to get this array from the directions
object we defined earlier , but that provides no guarantees about the order in which the properties are listed. In most situations, modern JavaScript engines will return properties in the order they were defined, but they are not required to.
The “ || "s"
” in the act
method is there to prevent this.direction
from getting the value null
if the critter is somehow trapped with no empty space around it (for example when crowded into a corner by other critters).
This is a book about getting computers to do what you want them to do. Computers are about as common as screwdrivers today, but they contain a lot more hidden complexity and thus are harder to operate and understand. To many, they remain alien, slightly threatening things.
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