<commit_before>// Enemies our player must avoid
var Enemy = function() {
    // Variables applied to each of our instances go here,
    // we've provided one for you to get started

    // The image/sprite for our enemies, this uses
    // a helper we've provided to easily load images
    this.sprite = 'images/enemy-bug.png';

    // declare initialize function
    this.initialize();
};

// define initialize function to set the default location and speed
Enemy.prototype.initialize = function() {
    // set x equal -101 so ememies begin off the screen
    this.x = -101;
    // use random to set which row the ememies show
    this.y = (Math.floor(Math.random() * 3) + 1) * 80 - 15;
    this.speed = (Math.floor(Math.random() * 3) + 1) * 80 + 15;
}

// Update the enemy's position, required method for game
// Parameter: dt, a time delta between ticks
Enemy.prototype.update = function(dt) {
    // You should multiply any movement by the dt parameter
    // which will ensure the game runs at the same speed for
    // all computers.
    if (this.x <= 606){
        this.x += this.speed * dt;
    } else {
        // use initialize function to set the ememies
        // to the left of the canvas
        this.initialize();
    }
};

// Draw the enemy on the screen, required method for game
Enemy.prototype.render = function() {
    ctx.drawImage(Resources.get(this.sprite), this.x, this.y);
};

// Now write your own player class
// This class requires an update(), render() and
// a handleInput() method.
var Player = function() {
    // The image/sprite for our player, this uses
    // a helper we've provided to easily load images
    this.sprite = 'images/char-boy.png';
    // declare a initialize function
    this.initialize();
};

Player.prototype.initialize = function() {
    // define location variables x and y
    // set the default location
    this.x = 202;
    this.y = 405;
}

// Update the Player's position, required method for game
// Parameter: dt, a time delta between ticks
Player.prototype.update = function() {
    // relocate the player when reach the river
    if(this.y < 77) {
        this.initialize();
    }
};

// Draw the player on the screen, required method for game
Player.prototype.render = function() {
    ctx.drawImage(Resources.get(this.sprite), this.x, this.y);
};

Player.prototype.handleInput = function(key) {
    // change the player location
    // player can't go off screen
    switch(key) {
        case "left":
            this.x >= 101 ? this.x -= 101 : this.x;
            break;
        case "up":
            this.y >= 72 ? this.y -= 82 : this.y;
            break;
        case "right":
            this.x < 404 ? this.x += 101 : this.x;
            break;
        case "down":
            this.y <= 325 ? this.y += 82 : this.y;
            break;
    }
}

// Now instantiate your objects.
// Place all enemy objects in an array called allEnemies
// Place the player object in a variable called player
var allEnemies = [];
for (var i = 0; allEnemies.length < 3; i++){
    var bug = new Enemy();
    allEnemies.push(bug);
}

var player = new Player();

// Handle Collisions
function checkCollisions() {
    for(var j = 0; j < allEnemies.length; j++){
        // the location of player minus ememy location
        // when the collision happen the player on the default location
        if(Math.abs(player.x - allEnemies[j].x) < 80 && Math.abs(player.y - allEnemies[j].y) < 50){
            player.initialize();
        }<commit_msg>revise statement via jshint check<commit_after>// Enemies our player must avoid
var Enemy = function() {
    // Variables applied to each of our instances go here,
    // we've provided one for you to get started

    // The image/sprite for our enemies, this uses
    // a helper we've provided to easily load images
    this.sprite = 'images/enemy-bug.png';

    // declare initialize function
    this.initialize();
};

// define initialize function to set the default location and speed
Enemy.prototype.initialize = function() {
    // set x equal -101 so ememies begin off the screen
    this.x = -101;
    // use random to set which row the ememies show
    this.y = (Math.floor(Math.random() * 3) + 1) * 80 - 15;
    this.speed = (Math.floor(Math.random() * 3) + 1) * 80 + 15;
};

// Update the enemy's position, required method for game
// Parameter: dt, a time delta between ticks
Enemy.prototype.update = function(dt) {
    // You should multiply any movement by the dt parameter
    // which will ensure the game runs at the same speed for
    // all computers.
    if (this.x <= 606){
        this.x += this.speed * dt;
    } else {
        // use initialize function to set the ememies
        // to the left of the canvas
        this.initialize();
    }
};

// Draw the enemy on the screen, required method for game
Enemy.prototype.render = function() {
    ctx.drawImage(Resources.get(this.sprite), this.x, this.y);
};

// Now write your own player class
// This class requires an update(), render() and
// a handleInput() method.
var Player = function() {
    // The image/sprite for our player, this uses
    // a helper we've provided to easily load images
    this.sprite = 'images/char-boy.png';
    // declare a initialize function
    this.initialize();
};

Player.prototype.initialize = function() {
    // define location variables x and y
    // set the default location
    this.x = 202;
    this.y = 405;
};

// Update the Player's position, required method for game
// Parameter: dt, a time delta between ticks
Player.prototype.update = function() {
    // relocate the player when reach the river
    if(this.y < 77) {
        this.initialize();
    }
};

// Draw the player on the screen, required method for game
Player.prototype.render = function() {
    ctx.drawImage(Resources.get(this.sprite), this.x, this.y);
};

Player.prototype.handleInput = function(key) {
    // change the player location
    // player can't go off screen
    switch(key) {
        case "left":
            this.x -= (this.x >= 101 ? 101 : 0);
            break;
        case "up":
            this.y -= (this.y >= 72 ? 82 : 0);
            break;
        case "right":
            this.x += (this.x < 404 ? 101 : 0);
            break;
        case "down":
            this.y += (this.y <= 325 ? 82 : 0);
            break;
    }
};

// Now instantiate your objects.
// Place all enemy objects in an array called allEnemies
// Place the player object in a variable called player
var allEnemies = [];
for (var i = 0; allEnemies.length < 3; i++){
    var bug = new Enemy();
    allEnemies.push(bug);
}

var player = new Player();

// Handle Collisions
function checkCollisions() {
    for(var j = 0; j < allEnemies.length; j++){
        // the location of player minus ememy location
        // when the collision happen the player on the default location
        if(Math.abs(player.x - allEnemies[j].x) < 80 && Math.abs(player.y - allEnemies[j].y) < 50){
            player.initialize();
        }
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