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Start your free trialDebra Harris
248 PointsWhat is Guil assuming with the damage array?
I just wanted to understand Guil's thinking with the damage array. From how I view it, when the damage array is the same as the locations array, is that how a 'sunken ship' is determined? Then I assume that there will be some logic in place whereby once all ships have been damaged (all ships will have location and damage as the same array elements), a winner is determined?
Thanks for the help.
Regards, Deb
Zachary Eckstein
9,901 PointsZachary Eckstein
9,901 PointsFrom this setup, I would write a function that triggers after the fire function to check if each location on a ship is contained in the damage array (meaning all the spots on the ship have been hit). Then you could set a destroyed property on the ship. Then I would have the game check to see if all a player's ships had been destroyed and message the players. There are endless ways you could decide to set up and track to see when a ship has been 'destroyed' and when a player has won. You could simply track the number of destroyed ships as a property on the player object (counting up or down) and check for it after each turn and not deal with comparing the arrays to determine a winner, etc.
I'm sure someone who frequently codes game logic will have an opinion on best practices for handling these types of functions, but you can get it to work in a million different ways.