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421 lines (388 loc) Β· 11.8 KB
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// rings function
var getRings = function (dimensions) {
var row = 0;
var column = 0;
var alternateEmoji = '';
var repeatingEmoji = '';
var myOutputValue = '';
var index;
var indexToStopRepeatingEmojis;
var indexToStopAlternatingEmojis;
console.log('No. of dimensions: ' + dimensions);
if ((dimensions % 2) == 0) {
// ring game logic for even dimensions
while (row < (dimensions / 2)) {
// print the emojis for the upper half rows
alternateEmoji = 'π';
repeatingEmoji = 'π';
index = 0;
indexToStopAlternatingEmojis = column;
while (index < indexToStopAlternatingEmojis) {
// print the alternating emojis on the left side of the borders
myOutputValue += alternateEmoji;
if (alternateEmoji == 'π') {
alternateEmoji = 'π»';
} else {
alternateEmoji = 'π';
}
index += 1;
}
// determine which repeating emoji to use for that row
repeatingEmoji = alternateEmoji;
// determine at which index to stop repeating emojis for that row
indexToStopRepeatingEmojis = (dimensions - column);
while (index < indexToStopRepeatingEmojis) {
// print the top borders of the squares
myOutputValue += repeatingEmoji;
index += 1;
}
while (index < dimensions) {
// to print the alternating emojis to the right side of the square border
if (alternateEmoji == 'π') {
alternateEmoji = 'π»';
} else {
alternateEmoji = 'π';
}
myOutputValue += alternateEmoji;
index += 1;
}
myOutputValue += '<br>';
row += 1;
column += 1;
}
console.log('you are at column index: ' + column);
indexToStopAlternatingEmojis = column;
while (row < dimensions) {
// print emojis for lower half rows
alternateEmoji = 'π';
repeatingEmoji = 'π';
index = 0;
indexToStopAlternatingEmojis -= 1;
while (index < indexToStopAlternatingEmojis) {
// print the alternating emojis on the left side of the borders
myOutputValue += alternateEmoji;
if (alternateEmoji == 'π') {
alternateEmoji = 'π»';
} else {
alternateEmoji = 'π';
}
index += 1;
}
// determine which repeating emoji to use for that row
repeatingEmoji = alternateEmoji;
// determine at which index to stop repeating emojis for that row
indexToStopRepeatingEmojis = (column + 1);
while (index < indexToStopRepeatingEmojis) {
// print the bottom borders of the squares
myOutputValue += repeatingEmoji;
index += 1;
}
while (index < dimensions) {
// to print the alternating emojis to the right side of the square border
if (alternateEmoji == 'π') {
alternateEmoji = 'π»';
} else {
alternateEmoji = 'π';
}
myOutputValue += alternateEmoji;
index += 1;
}
myOutputValue += '<br>';
row += 1;
column += 1;
}
} else {
// rings game logic for odd dimensions
while (row < (Math.floor(dimensions / 2))) {
// print the emojis for the upper half rows
alternateEmoji = 'π';
repeatingEmoji = 'π';
index = 0;
indexToStopAlternatingEmojis = column;
while (index < indexToStopAlternatingEmojis) {
// print the alternating emojis on the left side of the borders
myOutputValue += alternateEmoji;
if (alternateEmoji == 'π') {
alternateEmoji = 'π»';
} else {
alternateEmoji = 'π';
}
index += 1;
}
// determine which repeating emoji to use for that row
repeatingEmoji = alternateEmoji;
// determine at which index to stop repeating emojis for that row
indexToStopRepeatingEmojis = (dimensions - column);
while (index < indexToStopRepeatingEmojis) {
// print the top borders of the squares
myOutputValue += repeatingEmoji;
index += 1;
}
while (index < dimensions) {
// to print the alternating emojis to the right side of the square border
if (alternateEmoji == 'π') {
alternateEmoji = 'π»';
} else {
alternateEmoji = 'π';
}
myOutputValue += alternateEmoji;
index += 1;
}
myOutputValue += '<br>';
row += 1;
column += 1;
}
console.log('you are at column index: ' + column);
// print alternating emojis for middle row
index = 0;
alternateEmoji = 'π';
while (index < dimensions) {
myOutputValue += alternateEmoji;
if (alternateEmoji == 'π') {
alternateEmoji = 'π»';
} else {
alternateEmoji = 'π';
}
index += 1;
}
myOutputValue += '<br>';
row += 1;
column += 1;
console.log('you are at column index: ' + column);
indexToStopAlternatingEmojis = (column - 1);
while (row < dimensions) {
// print emojis for lower half rows
alternateEmoji = 'π';
repeatingEmoji = 'π';
index = 0;
indexToStopAlternatingEmojis -= 1;
while (index < indexToStopAlternatingEmojis) {
// print the alternating emojis on the left side of the borders
myOutputValue += alternateEmoji;
if (alternateEmoji == 'π') {
alternateEmoji = 'π»';
} else {
alternateEmoji = 'π';
}
index += 1;
}
// determine which repeating emoji to use for that row
repeatingEmoji = alternateEmoji;
// determine at which index to stop repeating emojis for that row
indexToStopRepeatingEmojis = (column + 1);
while (index < indexToStopRepeatingEmojis) {
// print the bottom borders of the squares
myOutputValue += repeatingEmoji;
index += 1;
}
while (index < dimensions) {
// to print the alternating emojis to the right side of the square border
if (alternateEmoji == 'π') {
alternateEmoji = 'π»';
} else {
alternateEmoji = 'π';
}
myOutputValue += alternateEmoji;
index += 1;
}
myOutputValue += '<br>';
row += 1;
column += 1;
}
}
return myOutputValue;
};
// center square function
var getCenterSquare = function (dimensions) {
var rowCounter = 0;
var columnCounter;
var myOutputValue = '';
var checkInput = dimensions;
var getCanPlayOrNot = function () {
var result = checkInput % 2;
var answer;
if (result == 1) {
answer = 'yes';
} else {
answer = 'no';
}
return answer;
};
var canPlayOrNot = getCanPlayOrNot();
if (canPlayOrNot == 'no') {
// cannot play game
myOutputValue = 'Please enter an odd number dimension.';
} else if (canPlayOrNot == 'yes') {
// can play game
// to determine which column and row is center of square
var centerOfSquare = ((parseInt(dimensions) + 1) / 2) - 1;
console.log(centerOfSquare);
// logic for drawing the square
while (rowCounter < dimensions) {
columnCounter = 0;
// prints border of square
if (rowCounter == 0 || rowCounter == (dimensions - 1)) {
while (columnCounter < dimensions) {
myOutputValue += 'π';
columnCounter += 1;
}
} else {
// prints inside of square
while (columnCounter < dimensions) {
if (columnCounter == 0 || columnCounter == (dimensions - 1)) {
myOutputValue += 'π';
columnCounter += 1;
} else if (columnCounter == centerOfSquare && rowCounter == centerOfSquare) {
// prints center of square
myOutputValue += 'π';
columnCounter += 1;
} else {
myOutputValue += 'π»';
columnCounter += 1;
}
}
}
myOutputValue += '<br>';
rowCounter += 1;
}
}
return myOutputValue;
};
// outline square function
var getOutlineSquare = function (dimensions) {
var rowCounter = 0;
var columnCounter;
var myOutputValue = '';
// game logic for outline square
while (rowCounter < dimensions) {
columnCounter = 0;
if (rowCounter == 0 || rowCounter == (dimensions - 1)) {
while (columnCounter < dimensions) {
myOutputValue += 'π';
columnCounter += 1;
}
} else {
while (columnCounter < dimensions) {
if (columnCounter == 0 || columnCounter == (dimensions - 1)) {
myOutputValue += 'π';
columnCounter += 1;
} else {
myOutputValue += 'π»';
columnCounter += 1;
}
}
}
myOutputValue += '<br>';
rowCounter += 1;
}
return myOutputValue;
};
// upside down triangle function
var getUpsideDownTriangle = function (dimensions) {
var rowCounter = 0;
var columnCounter = dimensions;
var numOfColumns;
var myOutputValue = '';
// game logic for upside down triangle
while (rowCounter < dimensions) {
numOfColumns = columnCounter;
while (numOfColumns > 0) {
myOutputValue += 'π';
numOfColumns -= 1;
}
myOutputValue += '<br>';
rowCounter += 1;
columnCounter -= 1;
}
return myOutputValue;
};
// triangle function
var getTriangle = function (dimensions) {
var rowCounter = 0;
var columnCounter;
var myOutputValue = '';
var numOfColumns;
while (rowCounter < dimensions) {
columnCounter = 0;
numOfColumns = rowCounter + 1;
while (columnCounter < numOfColumns) {
myOutputValue += 'π';
columnCounter += 1;
}
myOutputValue += '<br>';
rowCounter += 1;
}
return myOutputValue;
};
// square function
var getSquare = function (dimensions) {
var rowCounter = 0;
var columnCounter;
var myOutputValue = '';
while (rowCounter < dimensions) {
columnCounter = 0;
while (columnCounter < dimensions) {
myOutputValue += 'π';
columnCounter += 1;
}
myOutputValue += '<br>';
rowCounter += 1;
}
return myOutputValue;
};
// number of characters function
var getNumberOfCharacters = function (dimensions) {
var counter = 0;
var myOutputValue = '';
while (counter < dimensions) {
myOutputValue += 'π';
counter += 1;
}
return myOutputValue;
};
// Initial mode when brower loads
var mode = 'game choosing mode';
var main = function (input) {
var myOutputValue;
// changing the mode according to what the user wants
if (mode == 'game choosing mode') {
if (input == 'number of characters') {
mode = 'number of characters';
} else if (input == 'square') {
mode = 'square';
} else if (input == 'triangle') {
mode = 'triangle';
} else if (input == 'upside down triangle') {
mode = 'upside down triangle';
} else if (input == 'outline square') {
mode = 'outline square';
} else if (input == 'center square') {
mode = 'center square';
} else if (input == 'rings') {
mode = 'rings';
}
myOutputValue = 'please enter number of dimensions';
} else if (mode == 'number of characters') {
var numberOfCharacters = getNumberOfCharacters(input);
myOutputValue = numberOfCharacters;
} else if (mode == 'square') {
var square = getSquare(input);
myOutputValue = square;
} else if (mode == 'triangle') {
var triangle = getTriangle(input);
myOutputValue = triangle;
} else if (mode == 'upside down triangle') {
var upsideDownTriangle = getUpsideDownTriangle(input);
myOutputValue = upsideDownTriangle;
} else if (mode == 'outline square') {
var outlineSquare = getOutlineSquare(input);
myOutputValue = outlineSquare;
} else if (mode == 'center square') {
var centerSquare = getCenterSquare(input);
myOutputValue = centerSquare;
} else if (mode == 'rings') {
var rings = getRings(input);
myOutputValue = rings;
}
return myOutputValue;
};