I'm just starting to grasp how JavaScript works w/ Behavioral Delegation/Composition/Mixins etc, and I think its pretty neat. However when I create a new object using this pattern. I just noticed that both of them share the same 'items' prop. value. We all know that JS has really no Class at all. I'm just wondering, how can I implement the correct way of this design pattern w/o using any class, also addressing that shared state between different 'Players'. Thanks.
var Player = {
init: function(name, level) {
this.name = name
this.level = level
},
getLevel: function() {
return this.level
}
}
var Inventory = {
items: ['Wooden Sword', 'Small Potion', ...],
addItem: function(item) {
this.items.push(item)
},
removeItem: function(item) {
var i = this.items.indexOf(item)
if (i === -1) return
this.items.splice(i, 1)
}
}
// ..
var mario = Object.assign(Object.create(Player), Inventory)
mario.init('Mario', 1)
mario.addItem('Nice hat')
mario.items // ['Wooden Sword', 'Small Potion', 'Nice hat']
var luigi = Object.assign(Object.create(Player), Inventory)
luigi.init('Luigi', 1)
luigi.items // ['Wooden Sword', 'Small Potion', 'Nice hat'] ?
// Should be ['Wooden Sword', 'Small Potion']
Object.assign
does not assign a deep copied structure from source to target object. Thus mario.addItem('Nice hat')
already changes Inventory.items
that remains a shared reference of mario
and luigi
. A poor men's approach like mario.items = Array.from(Inventory.items)
as well as luigi.items = Array.from(Inventory.items)
right after creating each Player
instance does already help. Writing a createPlayer
factory that does encapsulate object creation, Inventory
composition and "cloning"/copying items
would be even better ...
var Player = {
init: function (name, level) {
this.name = name
this.level = level
},
getLevel: function () {
return this.level
}
}
var Inventory = {
items: ['Wooden Sword', 'Small Potion'],
addItem: function (item) {
this.items.push(item)
},
removeItem: function (item) {
var i = this.items.indexOf(item);
if (i === -1) {
return this.items.splice(i, 1);
}
}
}
function createPlayer(name, level) {
var player = Object.assign(Object.create(Player), Inventory);
player.items = Array.from(Inventory.items);
player.init(name, level);
return player;
}
var mario = createPlayer('Mario', 1);
mario.addItem('Nice hat');
console.log('mario.items : ', mario.items); // ['Wooden Sword', 'Small Potion', 'Nice hat']
var luigi = createPlayer('Luigi', 1);
console.log('luigi.items : ', luigi.items); // ['Wooden Sword', 'Small Potion']
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