2.4 Spikes hurt, floor does not

Spikes hurt, floor does not

Unit 2: Variables, Decisions, and Input · Lesson 2.4 if and else · code exercise, graded

One question, two outcomes, and exactly one of them happens. That is what else buys you over a second if.

What to write

  1. If the player is touching a Spike, take one off lives.
  2. Otherwise move 3 forward.
  3. Never do both in the same frame.

isTouching is taught properly in lesson 4.4. It is here because this lesson's own fill-in-the-code uses it, and there is no new idea in it: a method call with one argument that hands back true or false.

Your code

Press Run to watch your code on the grid. Nothing is recorded by Run, so press it as often as you like. Step goes one frame at a time, which is the view that actually explains what act() does.



What it is checked against

These are the examples you can see. There are also 2 hidden cases with different setups, so printing the answers below as text passes nothing.

Example 1: what we set up

World w = new World(12, 6, 32);
Harness h = new Harness();
w.addObject(h, 2, 3);
h.act();
System.out.println(h.getX() + "," + h.lives);

What it should print

5,3

Example 2: what we set up

World w = new World(12, 6, 32);
Harness h = new Harness();
w.addObject(h, 2, 3);
w.addObject(new Spike(), 2, 3);
h.act();
System.out.println(h.getX() + "," + h.lives);

What it should print

2,2

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