By Earle Castledine
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Extra resources for Jump Start CoffeeScript
It’s time to introduce default arguments! Default arguments let us specify a value to use if the calling code fails to pass a value of its own. drawImage @sprites, col * w, row * h, w, h, x, y, w * scale, h * scale We can assign a value directly to the parameter name. When calling the function, if we fail to supply w, h, and scale arguments, they’ll be magically set for us. In our game, this is perfect. For the majority of the time, we’ll want normal-size tiles. ), as we won’t be needing a screen full of random tiles any longer.
First up, we need to learn enough CoffeeScript to be able to code anything. There may be a cleaner and more efficient way to code our solutions, but we want to be able to solve any problem that comes our way. If we’re successful, we can feel more comfortable about finishing our game in time (and we can convince our manager to let us use CoffeeScript for the mega-corporate client project they just won). Our secondary goal is to apply our newfound knowledge to the task of properly bootstrapping our game, and putting some real assets on the screen: a title screen, or some characters and backgrounds.
The first is because of the optional parentheses: strategy () -> # do something strategy() -> # do something Despite having only a one-space difference, these two declarations perform very different operations. The first calls the strategy function with one parameter, that being the anonymous function. The second calls strategy with zero parameters, and applies the anonymous function to the result of strategy (the result would itself have to be a function for this code to work). The difference is much more obvious if we also include the optional empty parentheses for the second call: strategy() () -> #do something The second gotcha involves lining up your code blocks when using anonymous functions as parameters.