Uncle Bob's classic implemented in JavaScript
The game consists of 10 frames as shown above. In each frame the player has two opportunities to knock down 10 pins. The score for the frame is the total number of pins knocked down, plus bonuses for strikes and spares.
A spare is when the player knocks down all 10 pins in two tries. The bonus for that frame is the number of pins knocked down by the next roll. So in frame 3 above, the score is 10 (the total number knocked down) plus a bonus of 5 (the number of pins knocked down on the next roll.)
A strike is when the player knocks down all 10 pins on his first try. The bonus for that frame is the value of the next two balls rolled.
In the tenth frame a player who rolls a spare or strike is allowed to roll the extra balls to complete the frame. However no more than three balls can be rolled in tenth frame.
- Write class "BowlingGame" that has two methods
- roll(pins)
- called each time the player rolls a ball. The argument is the number of pins knocked down.
- score()
- called only after the very end of the game. Returns total score of the game.
- roll(pins)
One game
A game has 10 frames
A frame has one or two rolls
The tenth frame has two or three rolls. It's different from all the other frames
The score function must iterate through all the frames, and calculate all their scores
The score for a spare or a strike depends on the frames successor
- Create directory bowling-game
- Create bowlingGame.js
- Create bowlingGame-tests.js
// bowlingGame-tests.js
describe("BowlingGame", function() {
});
Install and configure karma test-runner
npm install -g karma
npm install -g karma-mocha
npm install -g karma-chai
karma init
Testing framework: mocha
Require.js: no
Capture browser: PhantomJS
Source and test files: *.js
Excluded:
Run tests on change: yes
Open the created configuration file and change frameworks: ['mocha'],
to frameworks: ['mocha', 'chai'],
.
Kick-start the test runner typing karma start
and hitting ENTER
describe("BowlingGame", function() {
it("handle gutter game", function() {
var game = new BowlingGame();
for (var i = 0; i < 20; i++) {
game.roll(0);
}
expect(game.score()).to.equal(0);
});
});
describe("BowlingGame", function() {
var game;
beforeEach(function(){
game = new BowlingGame();
});
function rollMany (n, pins) {
for (var i = 0; i < n; i++) {
game.roll(pins)
}
}
it("handle gutter game", function() {
rollMany(20, 0);
expect(game.score()).to.equal(0);
});
it("should handle all ones", function() {
rollMany(20, 1);
expect(game.score()).to.equal(20);
});
});
describe("BowlingGame", function() {
var game;
beforeEach(function(){
game = new BowlingGame();
});
function rollMany (n, pins) {
for (var i = 0; i < n; i++) {
game.roll(pins)
}
}
function rollSpare() {
game.roll(5);
game.roll(5);
}
it("handle gutter game", function() {
rollMany(20, 0);
expect(game.score()).to.equal(0);
});
it("should handle all ones", function() {
rollMany(20, 1);
expect(game.score()).to.equal(20);
});
it("should handle one spare", function() {
rollSpare();
game.roll(3);
rollMany(17, 0);
expect(game.score()).to.equal(16);
});
});
describe("BowlingGame", function() {
var game;
beforeEach(function(){
game = new BowlingGame();
});
function rollMany (n, pins) {
for (var i = 0; i < n; i++) {
game.roll(pins)
}
}
function rollSpare() {
game.roll(5);
game.roll(5);
}
function rollStrike() {
game.roll(10);
}
it("should handle gutter game", function() {
rollMany(20, 0);
expect(game.score()).to.equal(0);
});
it("should handle all ones", function() {
rollMany(20, 1);
expect(game.score()).to.equal(20);
});
it("should handle one spare", function() {
rollSpare();
game.roll(3);
rollMany(17, 0);
expect(game.score()).to.equal(16);
});
it("should handle one strike", function() {
rollStrike();
game.roll(3);
game.roll(4);
rollMany(16, 0);
expect(game.score()).to.equal(24);
});
});
describe("BowlingGame", function() {
var game;
beforeEach(function(){
game = new BowlingGame();
});
function rollMany (n, pins) {
for (var i = 0; i < n; i++) {
game.roll(pins)
}
}
function rollSpare() {
game.roll(5);
game.roll(5);
}
function rollStrike() {
game.roll(10);
}
it("should handle gutter game", function() {
rollMany(20, 0);
expect(game.score()).to.equal(0);
});
it("should handle all ones", function() {
rollMany(20, 1);
expect(game.score()).to.equal(20);
});
it("should handle one spare", function() {
rollSpare();
game.roll(3);
rollMany(17, 0);
expect(game.score()).to.equal(16);
});
it("should handle one strike", function() {
rollStrike();
game.roll(3);
game.roll(4);
rollMany(16, 0);
expect(game.score()).to.equal(24);
});
it("should handle a perfect game", function() {
rollMany(12, 10);
expect(game.score()).to.equal(300);
});
});
var BowlingGame = function() {
this.rolls = [];
this.currentRoll = 0;
};
BowlingGame.prototype.roll = function(pins) {
this.rolls[this.currentRoll++] = pins;
};
BowlingGame.prototype.score = function() {
var score = 0;
var frameIndex = 0;
var self = this;
function sumOfBallsInFrame() {
return self.rolls[frameIndex] + self.rolls[frameIndex + 1];
}
function spareBonus() {
return self.rolls[frameIndex + 2];
}
function strikeBonus() {
return self.rolls[frameIndex + 1] + self.rolls[frameIndex + 2];
}
function isStrike() {
return self.rolls[frameIndex] === 10;
}
function isSpare() {
return self.rolls[frameIndex] + self.rolls[frameIndex + 1] === 10;
}
for (var frame = 0; frame < 10; frame++) {
if (isStrike()) {
score += 10 + strikeBonus();
frameIndex++;
} else if (isSpare()) {
score += 10 + spareBonus();
frameIndex += 2;
} else {
score += sumOfBallsInFrame();
frameIndex += 2;
}
}
return score;
};