Define the Pokemon
class using the given specifications in JavaScript(ES6)
- The
Pokemon
class should be defined. - A
Pokemon
object should be initialized, or constructed, by passing in 5 arguments, which should correspond to the following 5 properties in order:.name
,.attack
,.defense
,.health
, and.type
.- For example:
const charmander = new Pokemon("charmander", 12, 8, 30, "fire"); console.log(charmander.name); // charmander console.log(charmander.attack); // 12 console.log(charmander.defense); // 8 console.log(charmander.health); // 30 console.log(charmander.type); // fire
- Data type validation is not needed here. You can assume the following
property
:type pairings will always be used:.name
:string.attack
:number.defense
:number.health
:number.type
:string
Pokemon
objects should have atakeDamage()
method, which takes a number as an argument and properly reduces the.health
of thePokemon
by that number.- Note: if the
.health
would go below 0, the.health
should be set to 0 instead. - For example:
console.log(charmander.health); // 30 charmander.takeDamage(5); console.log(charmander.health); // 25 charmander.takeDamage(2000); console.log(charmander.health); // 0
- Note: if the
Pokemon
objects should have anattackOpponent()
method, which takes aPokemon
object as an argument (the opponent being attacked). This method should call thetakeDamage()
method belonging to the opposingPokemon
and provide the appropriate damage as an argument. Damage is calculated simply:DAMAGE = CURRENT_POKEMON_ATTACK - OPPONENT_POKEMON_DEFENSE
.- For example:
const charmander = new Pokemon("charmander", 12, 8, 30, "fire"); const bulbasaur = new Pokemon("bulbasaur", 7, 9, 35, "grass/poison"); console.log(charmander.attack); // 12 console.log(bulbasaur.defense); // 9 // 12 attack - 9 defense = 3 damage console.log(bulbasaur.health); // 35 charmander.attackOpponent(bulbasaur); // charmander attacks bulbasaur console.log(bulbasaur.health); // 32
- By default, attacking a
Pokemon
should do at the very least 1 damage. Consider what might happen if thePokemon
being attacked has a higher.defense
than the.attack
of the attackingPokemon
.
Pokemon
objects should have adisplay()
method, which takes no arguments and returns a string with the current pokemon's.name
in all caps,.type
in all caps and in parenthesis, and.health
with a forward-slash, "/", followed by the.health
thePokemon
was initialized with.- For example:
const pikachu = new Pokemon("pikachu", 9, 10, 25, "electric"); pikachu.display(); // "PIKACHU (ELECTRIC) 25/25" pikachu.health = 12; pikachu.display(); // "PIKACHU (ELECTRIC) 12/25"
The testing spec that will be used to score your code is provided within this repo.
- The "test.pokemon.js" and "testRunner.html" files work together for browser-based testing (using Mocha.js)
- Create a "pokemon.js" file, which should contain your code to define the
Pokemon
class - Open the "testRunner.html" file in any browser - you should see your test results
A simplified testing spec has also been provided ("simplified-pokemon-spec.js") - just copy and paste the code after your Pokemon
class definition and run it in a JavaScript environment.
Your submitted code will be run through the testing spec AS IS. Therefore, you are HIGHLY encouraged to make sure your code works before submitting it.
Make sure to remove any testing related code before you submit!
ONLY the class is defined. There is no additional code, such as console.logs or extraneous variables defined outside of the class in the global space (comments are OK, even encouraged 😉!).
Partial credit is given, since each test is broken down into smaller tests.
Compounded errors are taken into consideration. For example, if a method fails to properly return the correct number, any other test using that method would normally fail, too. However, as long as the rest of the code is in order, the error will only be counted once.
Passing all tests for a perfect score is NOT required to continue in the interview process.
ES6 JavaScript should be used when applicable - specifically, in defining the class along with its properties and methods; and variables are defined using const
or let
.
Additionally, although optimum code efficiency is not required, novice programming quirks may count against code style.
Some common quirks include:
- Making a condition statement with a boolean instead of using the boolean itself
- For example:
if(x===true){...}
instead ofif(x){...}
- For example:
- Not indenting code blocks
- Forgetting to return a value in a function or method