Timeline for JavaScript-based War card game - follow-up
Current License: CC BY-SA 3.0
6 events
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Feb 21, 2017 at 20:14 | comment | added | mhodges |
@Robert Also, I wouldn't advise having a functions.js , if you separate into too many files, it becomes a dependency and scoping nightmare as the project grows, unless you set up something like requireJS or another script-loader. I think those functions would be just fine in the war.js file
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Feb 21, 2017 at 20:14 | comment | added | Robert | I never thought of it that way. | |
Feb 21, 2017 at 20:11 | comment | added | mhodges |
Well, if you think about dealing a stack of cards, they go in LIFO/FILO (last in, first out / first in, last out) order. Which is the definition of the data structure known as a stack in programming. So, if you are adding cards to an array that represents the player's deck of cards from index 0 --> n , they should come out in n --> 0 order to replicate the behavior of a physical stack of cards. Like I said, it doesn't really matter for this particular application, but it may be something that an employer looks at to see if you can make that connection and use the proper data structure.
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Feb 21, 2017 at 20:07 | vote | accept | Robert | ||
Feb 21, 2017 at 20:05 | comment | added | Robert |
I thought .pop() pulled the last element of an array. the player's current card should be the first element in the array, which is why I used .shift() . I did some reorganizing earlier and created a functions.js script that holds the PlayGame() and GameOver() functions as well as a couple more I made. I guess I should do another question later today or tomorrow to show everything I did. I never thought about initializing the arrays, thank you for that. Once again, thank you for your help and feedback.
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Feb 21, 2017 at 19:57 | history | answered | mhodges | CC BY-SA 3.0 |