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@theotherzach
Last active December 25, 2015 23:59
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describe "Bowling Scorer", ->
describe "gutter game", ->
Then -> expect(game.roll(0, 20).score()).toBe(0)
describe "all 1's", ->
Then -> expect(game.roll(1, 20).score()).toBe(20)
describe "spare", ->
Then -> expect(game.roll(5, 2).roll(3).roll(0, 17).score()).toBe(16)
describe "strike", ->
Then -> expect(game.roll(10).roll(3).roll(4).roll(0, 16).score()).toBe(24)
describe "perfect game", ->
Then -> expect(game.roll(10, 22).score()).toBe(300)
(function () {
function game(initialRolls, currentFrame) {
return {
roll: game.roll,
score: game.score,
_rolls: initialRolls || initializeRolls(),
_currentFrame: currentFrame || 0
};
}
game.roll = function (pins, numberOfRolls) {
var i,
rolls = _.clone(this._rolls);
currentFrame = this._currentFrame;
if (numberOfRolls === undefined) { numberOfRolls = 1; }
for (i = 0; i < numberOfRolls; i += 1) {
rolls[currentFrame] = pins;
currentFrame += 1;
}
return game(rolls, currentFrame);
};
game.score = function () {
var i,
frameIndex = 0,
result = 0,
rolls = this._rolls;
for (i = 0; i < 10; i += 1) {
if(isStrike(frameIndex, rolls)) {
result += scoreStrikeFrame(frameIndex, rolls);
frameIndex += 1;
} else if(isSpare(frameIndex, rolls)) {
result += scoreSpareFrame(frameIndex, rolls);
frameIndex += 2;
} else {
result += scoreOpenFrame(frameIndex, rolls);
frameIndex += 2;
}
}
return result;
};
function isStrike(frameIndex, rolls) {
return rolls[frameIndex] === 10;
}
function scoreStrikeFrame(frameIndex, rolls) {
return 10 + rolls[frameIndex + 1] + rolls[frameIndex + 2];
}
function isSpare(frameIndex, rolls) {
return rolls[frameIndex] + rolls[frameIndex + 1] === 10;
}
function scoreSpareFrame(frameIndex, rolls) {
return 10 + rolls[frameIndex + 2];
}
function scoreOpenFrame(frameIndex, rolls) {
return rolls[frameIndex] + rolls[frameIndex + 1];
}
function initializeRolls() {
var i, rolls = [];
for (i = 0; i < 22; i += 1) {
rolls[i] = 0;
}
return rolls;
}
window.game = game();
})();
@theotherzach

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Well, not really fluent since I'm returning a new object in each step of the chain rather than mutating the underlying one. The code is considerably uglier than the canonical bowling kata, but the API is pretty rad.

This API

game.roll(5, 2).roll(3).roll(0, 17).score()

vs the canonical API

this.game = new Game
this.game.roll(5, 2)
this.game.roll(3)
this.game.roll(0, 17)
this.game.score()

@theotherzach

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Oops. Just noticed that I forgot the "use strict"; at the top of the containing function in fluent-bowling.js

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