I am making a custom registration page with only 2 values Email and Password, later I will add confirm password as well, for my password field I have some restrictions and I am using some regex and also some custom made code to make the validation.
this is my validateField:
validateField(fieldName, value) {
let fieldValidationErrors = this.state.formErrors;
let emailValid = this.state.emailValid;
let passwordValid = this.state.passwordValid;
//let passwordValidConfirm = this.state.passwordConfirmValid;
switch(fieldName) {
case 'email':
emailValid = value.match(/^([\w.%+-]+)#([\w-]+\.)+([\w]{2,})$/i);
fieldValidationErrors.email = emailValid ? '' : ' is invalid';
break;
case 'password':
passwordValid = (value.length >= 5 && value.length <= 32) && (value.match(/[i,o,l]/) === null) && /^[a-z]+$/.test(value) && this.check4pairs(value) && this.check3InRow(value);
fieldValidationErrors.password = passwordValid ? '': ' is not valid';
break;
default:
break;
}
this.setState({formErrors: fieldValidationErrors,
emailValid: emailValid,
passwordValid: passwordValid,
//passwordValidConfirm: passwordValidConfirm
}, this.validateForm);
}
as you can see for
passwordValid
I have made some methods, this one
check3InRow
doesnt work the way I want it to work, this one makes sure, you have at least 3 letters in your string that are in a row so like "abc" or "bce" or "xyz".
check3InRow(value){
var counter3 = 0;
var lastC = 0;
for (var i = 0; i < value.length; i++) {
if((lastC + 1) === value.charCodeAt(i)){
counter3++;
if(counter3 >= 3){
alert(value);
return true;
}
}
else{
counter3 = 0;
}
lastC = value.charCodeAt(i);
}
return false;
}
this doesnt work correctly so it should accept this:
aabcc
as a password but not:
aabbc
You are starting your counter from 0 and looking for greater than equal to 3 which will never be 3 for 3 consecutive characters. Rest everything is fine with your code.
check3InRow(value) {
var counter3 = 1;
var lastC = 0;
for (var i = 0; i < value.length; i++) {
if ((lastC + 1) === value.charCodeAt(i)) {
counter3++;
if (counter3 >= 3) {
alert(value);
return true;
}
} else {
counter3 = 1;
}
lastC = value.charCodeAt(i);
}
return false;
}
Can we not do a simple version of that function? Like
function check3InRow2(value){
for (var i = 0; i < value.length-2; i++) {
const first = value.charCodeAt(i);
const second = value.charCodeAt(i+1);
const third = value.charCodeAt(i+2);
if(Math.abs(second - first) === 1 && Math.abs(third-second) === 1){
return true;
}
}
return false;
}
I mean complexity wise it is O(N) so maybe we can give this a try
Also adding the your function. When you are AT a char then you should consider counter with 1. Because if another one matches it will be 2 consecutive values.
function check3InRow(value) {
var counter3 = 1;
var lastC = value.charCodeAt(0);
for (var i = 1; i < value.length; i++) {
if ((lastC + 1) === value.charCodeAt(i)) {
counter3++;
if (counter3 >= 3) {
return true;
}
} else {
counter3 = 1;
}
lastC = value.charCodeAt(i);
}
return false;
}
I've created a Javascript-based Rock Paper Scissors game and it's pretty good so far. However, I want to create an option for "best out of 3" or "best out of 5". Please could some of you awesome JS people have a look at my code and see how I could implement the best of "x" scenario. Basically, I guess it comes down to the number of clicks.
Anyway, the code speaks for itself and here is a live example of the code:
Rock Paper Scissors Live Github Example
And the code:
(function(){
/*
* Rock, paper, scissors
*
* The classic game recreated in Javascript for playing in the browser.
*
*/
// create the choices
var choices = [
'rock',
'paper',
'scissors'
];
var CHOICES_LENGTH = choices.length;
// create the text for winning or drawing
var USER_WINS = "You win!";
var COMP_WINS = "Computer wins";
var DRAW = "Draw"
var MEH = '<i class="fa fa-meh-o" aria-hidden="true"></i>';
var SMILE = '<i class="fa fa-smile-o" aria-hidden="true"></i>';
var FROWN = '<i class="fa fa-frown-o" aria-hidden="true"></i>';
var score = 0;
var computer_score = 0;
var gameType;
var clicks = 0;
// score elements
var userScore = getById('score');
var compScore = getById('computerScore');
userScore.textContent = score;
compScore.textContent = computer_score;
// get the game area and get access to all the buttons
var game = getById('game');
var userChoices = game.getElementsByTagName('button');
var comp = getById('computer');
var compChoices = comp.getElementsByTagName('div');
// get the results element and hide it initially
var results = getById('results');
hide(results);
var gameOver = getById('gameOver');
hide(gameOver);
// get the intro element and the buttons for choosing a game type
var intro = getById('intro');
var bestOf3 = getById('bestOf3');
var bestOf5 = getById('bestOf5');
// start the best of 3 game
bestOf3.onclick = function() {
enableGame();
gameType = 3;
}
bestOf5.onclick = function() {
enableGame();
gameType = 5;
}
function enableGame() {
enable(userChoices);
hide(intro);
}
// add an onclick event to each button and disable them initially
for(var i = 0; i < userChoices.length; i++) {
userChoices[i].onclick = selection;
userChoices[i].disabled = true;
}
function computerSelection() {
var randomIndex = Math.floor(Math.random() * CHOICES_LENGTH);
var compChoice = choices[randomIndex];
return compChoice;
}
function selection() {
// get the user and computer choice
var chosen = this.id;
var comp = computerSelection();
// get the users chosen item
var chosenItem = getById(chosen);
// prepare the chosenCompItem so we can assign it to a dynamic id
var chosenCompItem;
if(comp === 'rock') {
chosenCompItem = getById('computerRock');
}
else if(comp === 'paper') {
chosenCompItem = getById('computerPaper');
}
else if(comp === 'scissors') {
chosenCompItem = getById('computerScissors');
}
// show results and disable all choices so no more can
// be made while waiting for the pop up to fade out
show(results);
reappear(results);
disable(userChoices);
disable(compChoices);
// make the selected item stand out from the rest
chosenItem.classList.add('selected');
chosenCompItem.classList.add('selected');
// decide who wins
if(chosen === comp) {
results.textContent = DRAW;
// ugly repetive code. what can I do???
timeout();
results.innerHTML += MEH;
}
else if(chosen === 'rock' && comp === 'scissors') {
results.textContent = USER_WINS;
score += 1;
userScore.textContent = score;
timeout();
results.innerHTML += SMILE;
}
else if(chosen === 'paper' && comp === 'rock') {
results.textContent = USER_WINS;
score += 1;
userScore.textContent = score;
timeout();
results.innerHTML += SMILE;
}
else if(chosen === 'scissors' && comp === 'paper') {
results.textContent = USER_WINS;
score += 1;
userScore.textContent = score;
timeout();
results.innerHTML += SMILE;
}
else {
results.textContent = COMP_WINS;
computer_score +=1;
compScore.textContent = computer_score;
timeout();
results.innerHTML += FROWN;
}
console.log(clicks);
}
// utilities
function getById(id) {
return document.getElementById(id);
}
function hide(element) {
element.style.display = 'none';
}
function show(element) {
element.style.display = 'block';
}
function disappear(element) {
element.className = 'disappear';
}
function reappear(element) {
element.className = 'reappear';
}
function disable(elements) {
for(var i = 0; i < elements.length; i++) {
elements[i].disabled = true;
elements[i].classList.add('unselected');
}
}
function enable(elements) {
for(var i = 0; i < elements.length; i++) {
elements[i].disabled = false;
elements[i].classList.add('default');
elements[i].classList.remove('selected', 'unselected');
}
}
function timeout() {
setTimeout(function(){
disappear(results);
enable(userChoices);
enable(compChoices);
}, 2000)
}
})();
The code has massive room for improvement but the main thing here is, how do I make it so the user gets only 3 or 5 plays??
Hope this all makes sense.
Thanks
Assuming your definition of best of "N" is the same as mine, my code should work.
My definition of "best of N" is:
To win, one person must win N/2 rounds, with N/2 being rounded up to the nearest whole number.
You could use this code:
if(userScore + compScore === gameType) { gameOver(); }
And use a simple if statement to see who won.
Hope this helped!
I am attempting to create a Tic Tac Toe game using Javascript as part of my learning on FreeCodeCamp and after my 5th attempt still haven't managed to get it to work. I think i'm doing the correct thing, but the computer AI is still making very stupid decisions and loosing.
Here is my entire AI function, which can be called using a console log to see the recommended move from the AI. However when i hard code values for moves already taken and ask for the next move, it doesn't pick what i would expect.
/*
Attempt to inplement a Tic Tac Toe minimax game
5th attempt, so hopefully this time it works!
*/
var util = require("util");
//These are all the winning square sequences, as string to make various things easier
var validRows = [
['00','01','02'], // left column
['10','11','12'], // middle column
['20','21','22'], // right column
['00','10','20'], // top row
['01','11','21'], // middle row
['02','12','22'], // bottom row
['00','11','22'], // Diag TL to BR
['20','11','02'] // Diag BL to TR
];
//Our scoring arrays for evaulating moves
var max1 = ['100','010','001'];
var min1 = ['200','020','002'];
var max2 = ['110','011'];
var min2 = ['220','022'];
var max3 = ['111'];
var min3 = ['222'];
//All the valid squares
var validSquaresFactory = ['00','10','20','01','11','21','02','12','22'];
//Store all the moves somewhere
//var computerMoves = ['10','22'];
//var userMoves = ['00','02'];
//Store all the moves somewhere
var computerMoves = ['11','22'];
var userMoves = ['00','01'];
function Board(minOrMax,computerMoves,userMoves){
this.computer = computerMoves;
this.user = userMoves;
this.minOrMax = minOrMax;
this.remaining = this.genRemaining();
this.complete = this.genComplete();
var results = this.getScore();
this.score = results[0];
this.winOrLoose = results[1];
}
Board.prototype.genRemaining = function(){
//Create an array of all moves taken
var takenMoves = this.computer.concat(this.user);
//Calculate all remaining squares
var validSquares = validSquaresFactory.filter(function(object){
return takenMoves.indexOf(object) === -1;
});
return validSquares;
}
Board.prototype.genComplete = function(){
return ((this.computer.length + this.user.length) === 9);
}
Board.prototype.flipMinOrMax = function(){
return (this.minOrMax === 'max') ? 'min' : 'max'
}
Board.prototype.genArrays = function(minOrMax,square){
var tempUser = this.user.slice(0);
var tempComputer = this.computer.slice(0);
if(minOrMax === 'min'){
tempUser.push(square);
} else {
tempComputer.push(square);
}
return [tempComputer,tempUser];
}
Board.prototype.generateBoards = function(minOrMax){
var boards = [];
var that = this;
this.remaining.forEach(function(remainingSquare){
var moves = that.genArrays(minOrMax,remainingSquare);
boards.push(new Board(minOrMax,moves[0],moves[1]));
})
//console.log(boards);
return boards;
}
Board.prototype.getScore = function(){
var that = this;
var winOrLoose = false;
var returnScore = validRows.reduce(function(storage,row,index,array){
var score = row.reduce(function(storage1,square){
if (that.computer.indexOf(square) !== -1) {
storage1 += '1';
} else if (that.user.indexOf(square) !== -1) {
storage1 += '2';
} else {
storage1 += '0';
}
return storage1;
},'')
var finalScore = 0;
if(max1.indexOf(score) != -1){
finalScore = 1;
} else if(min1.indexOf(score) != -1){
finalScore = -1;
} else if(max2.indexOf(score) != -1){
finalScore = 10;
} else if(min2.indexOf(score) != -1){
finalScore = -10;
} else if(max3.indexOf(score) != -1){
winOrLoose = true;
finalScore = 100;
} else if(min3.indexOf(score) != -1){
winOrLoose = false;
finalScore = -100;
}
storage.push(finalScore);
return storage;
},[])
var condensedReturnScore = returnScore.reduce(function(storage,score){
return storage+score;
})
return [condensedReturnScore,winOrLoose];
}
function generateMove(){
var board = new Board('max',computerMoves,userMoves);
var scores = [];
var boards = board.generateBoards('max');
boards.forEach(function(board){
scores.push(testMove(board,4));
});
scores = scores.map(function(score,index){
return [board.remaining[index],score];
});
var returnValue = scores.reduce(function(storage,score){
return (score[1].score > storage[1].score) ? score : storage;
});
return [returnValue[0],returnValue[1].score];
}
function testMove(masterBoard,count){
count --;
var boards = [];
boards = masterBoard.generateBoards(generateMinOrMax(masterBoard.minOrMax));
//console.log('/////////Master Board/////////');
//console.log(masterBoard);
//console.log(boards);
//console.log('//////////////////////////////');
boards = boards.map(function (move) {
if (move.complete === true || count === 0 || move.winOrLoose === true){
return move;
} else {
var returnScore = testMove(move,count);
return returnScore;
}
});
returnBoard = boards.reduce(function(storage,board,index,array){
if(board.minOrMax === 'max'){
return (board.score > storage.score) ? board : storage;
} else {
return (board.score < storage.score) ? board : storage;
}
});
return returnBoard;
}
function generateMinOrMax(minOrMax){
return (minOrMax === 'max') ? 'min' : 'max'
}
I've checked the scoring function and from what i can see it is returning the expected score for any move i try, but because of the shear number of possibilities calculated it's very hard to debug efficiently.
Any help/pointers on this would be most appreciated as i have really hit a brick wall with this, can't see the forrest for the trees e.t.c
If you would like to test this with the GUI, it's on codepen at - http://codepen.io/gazzer82/pen/yYZmvJ?editors=001
So after banging my head against this for day, as soon as i posted this i found the issues. Firstly using the wrong variable for minormax in my reduce function, so it wasn't flipping correctly and not setting the winOrLoose value correctly for a score of -100. Here is the corrected version.
*
Attempt to inplement a Tic Tac Toe minimax game
5th attempt, so hopefully this time it works!
*/
var util = require("util");
//These are all the winning square sequences, as string to make various things easier
var validRows = [
['00','01','02'], // left column
['10','11','12'], // middle column
['20','21','22'], // right column
['00','10','20'], // top row
['01','11','21'], // middle row
['02','12','22'], // bottom row
['00','11','22'], // Diag TL to BR
['20','11','02'] // Diag BL to TR
];
//Our scoring arrays for evaulating moves
var max1 = ['100','010','001'];
var min1 = ['200','020','002'];
var max2 = ['110','011'];
var min2 = ['220','022'];
var max3 = ['111'];
var min3 = ['222'];
//All the valid squares
var validSquaresFactory = ['00','10','20','01','11','21','02','12','22'];
//Store all the moves somewhere
//var computerMoves = ['10','22'];
//var userMoves = ['00','02'];
//Store all the moves somewhere
var computerMoves = ['00','20','01'];
var userMoves = ['10','11','02'];
//01,21,22 - 01//
function Board(minOrMax,computerMoves,userMoves){
this.computer = computerMoves;
this.user = userMoves;
this.minOrMax = minOrMax;
this.remaining = this.genRemaining();
this.complete = this.genComplete();
var results = this.getScore();
this.score = results[0];
this.winOrLoose = results[1];
}
Board.prototype.genRemaining = function(){
//Create an array of all moves taken
var takenMoves = this.computer.concat(this.user);
//Calculate all remaining squares
var validSquares = validSquaresFactory.filter(function(object){
return takenMoves.indexOf(object) === -1;
});
return validSquares;
}
Board.prototype.genComplete = function(){
return ((this.computer.length + this.user.length) === 9);
}
Board.prototype.flipMinOrMax = function(){
return (this.minOrMax === 'max') ? 'min' : 'max'
}
Board.prototype.genArrays = function(minOrMax,square){
var tempUser = this.user.slice(0);
var tempComputer = this.computer.slice(0);
if(minOrMax === 'min'){
tempUser.push(square);
} else {
tempComputer.push(square);
}
return [tempComputer,tempUser];
}
Board.prototype.generateBoards = function(minOrMax){
var boards = [];
var that = this;
this.remaining.forEach(function(remainingSquare){
var moves = that.genArrays(minOrMax,remainingSquare);
boards.push(new Board(minOrMax,moves[0],moves[1]));
})
//console.log(boards);
return boards;
}
Board.prototype.getScore = function(){
var that = this;
var winOrLoose = false;
var returnScore = validRows.reduce(function(storage,row,index,array){
var score = row.reduce(function(storage1,square){
if (that.computer.indexOf(square) !== -1) {
storage1 += '1';
} else if (that.user.indexOf(square) !== -1) {
storage1 += '2';
} else {
storage1 += '0';
}
return storage1;
},'')
var finalScore = 0;
if(max1.indexOf(score) != -1){
finalScore = 1;
} else if(min1.indexOf(score) != -1){
finalScore = -1;
} else if(max2.indexOf(score) != -1){
finalScore = 10;
} else if(min2.indexOf(score) != -1){
finalScore = -10;
} else if(max3.indexOf(score) != -1){
winOrLoose = true;
finalScore = 100;
} else if(min3.indexOf(score) != -1){
winOrLoose = true;
finalScore = -100;
}
storage.push(finalScore);
return storage;
},[])
var condensedReturnScore = returnScore.reduce(function(storage,score){
return storage+score;
})
return [condensedReturnScore,winOrLoose];
}
function generateMove() {
var board = new Board('max', computerMoves, userMoves);
if (board.remaining.length === 1) {
return [board.remaining[0], 0];
} else {
var scores = [];
var boards = board.generateBoards('max');
boards.forEach(function (board) {
scores.push(testMove(board, 4));
});
scores = scores.map(function (score, index) {
return [board.remaining[index], score];
});
var returnValue = scores.reduce(function (storage, score) {
return (score[1].score > storage[1].score) ? score : storage;
});
return [returnValue[0], returnValue[1].score];
}
}
function testMove(masterBoard,count){
count --;
var boards = [];
boards = masterBoard.generateBoards(generateMinOrMax(masterBoard.minOrMax));
boards = boards.map(function (move) {
if (move.complete === true || count <= 0 || move.winOrLoose === true){
return move;
} else {
var returnScore = testMove(move,count);
return returnScore;
}
});
returnBoard = boards.reduce(function(storage,board,index,array){
if(generateMinOrMax(masterBoard.minOrMax) === 'max'){
return (board.score > storage.score) ? board : storage;
} else {
return (board.score < storage.score) ? board : storage;
}
});
return returnBoard;
}
function generateMinOrMax(minOrMax){
return (minOrMax === 'max') ? 'min' : 'max'
}
function getScore(user,computer,minOrMax){
var that = this;
that.computer = computer;
that.user = user;
that.minOrMax = minOrMax;
var returnScore = validRows.reduce(function(storage,row,index,array){
var score = row.reduce(function(storage1,square){
if (that.computer.indexOf(square) !== -1) {
storage1 += '1';
} else if (that.user.indexOf(square) !== -1) {
storage1 += '2';
} else {
storage1 += '0';
}
return storage1;
},'')
var finalScore = 0;
if(max1.indexOf(score) != -1){
finalScore = 1;
} else if(min1.indexOf(score) != -1){
finalScore = -1;
} else if(max2.indexOf(score) != -1){
finalScore = 10;
} else if(min2.indexOf(score) != -1){
finalScore = -10;
} else if(max3.indexOf(score) != -1){
finalScore = 100;
} else if(min3.indexOf(score) != -1){
finalScore = -100;
}
storage.push(finalScore);
return storage;
},[])
var condensedReturnScore = returnScore.reduce(function(storage,score){
if(that.minOrMax === 'max'){
return (score >= storage) ? score : storage;
} else {
return (score <= storage) ? score : storage;
}
})
return condensedReturnScore;
}
I am using bubbleSort, and I can get the array to toggle from its original order to descending, but I am having trouble getting it to go from descending back to ascending. Should I just copy the bubbleSort code and flip the greater than/less than signs? Any help is appreciated!
var myStuff = [];
function myfunctionA() {
var enteredvalue = document.getElementById("numbers").value;
// alert(typeof Number(document.getElementById('numbers').value));
if (enteredvalue == "") {
alert("Input is not a number");
} else if (isNaN(enteredvalue)) {
alert('You need to enter a valid number!');
}
var elementExists = false;
var x = document.getElementById('numbers').value;
for (var i = 0; i < myStuff.length; i++) {
if (myStuff[i] == Number(x)) {
elementExists = true;
}
}
if(elementExists != true) {
myStuff.push(Number(enteredvalue));
alert('Thank You for entering a valid number.');
} else {
alert('Element is here');
}
}
function myfunctionB() {
window.alert(myStuff.length);
}
function myfunctionC() {
var sum = 0;
for(var i = 0; i < myStuff.length; i++) {
sum+=myStuff[i];
}
alert(sum);
}
function myfunctionD() {
if (myStuff.length == 0) {
alert("already empty");
} else {
myStuff = [];
}
alert("Array Empty");
}
function myfunctionE() {
alert(myStuff.join('\n'));
{
if (myStuff == []) {
alert("Enter something into Array")
}
}
}
function bubbleSort() {
var sorted = true;
var temp;
while(sorted) {
sorted = false;
for(var i = 0; i < myStuff.length-1; i++) {
if(myStuff[i] < myStuff[i+1]) {
temp = myStuff[i];
myStuff[i] = myStuff[i+1];
myStuff[i+1] = temp;
sorted = true;
}
}
}
}
First you'll need a toggle to tell which way you are going.
var isAscending = false;
Then in your bubbleSort function inside the for-statement, above the if-statement.
var sortComparison;
if (isAscending) sortComparison = myStuff[i] > myStuff[i];
if (!isAscending) sortComparison = myStuff[i] < myStuff[i];
Then replace your if-statement with:
if (sortComparison)
Finally, once you have finished sorting, you can toggle your variable:
isAscending = !isAscending;
Though, I'd recommend using a toggled variable and simply using sort() and reverse() instead.
https://jsfiddle.net/ytcax0qc/
I have a problem i want to check a variable.If its 0 then gain ++ after 1.5s.If its 10 then gain ++ after .4s.Its complicated.It doesnt really work.My code so far:
if(road == 1){setInterval(function(){stamina = stamina+1;document.getElementById("stamina").innerHTML = stamina;},1400);}
else if(road == 2){setInterval(function(){stamina = stamina+1;document.getElementById("stamina").innerHTML = stamina;},1300);}
else if(road == 3){setInterval(function(){stamina = stamina+1;document.getElementById("stamina").innerHTML = stamina;},1200);}
else if(road == 4){setInterval(function(){stamina = stamina+1;document.getElementById("stamina").innerHTML = stamina;},1100);}
else if(road == 5){setInterval(function(){stamina = stamina+1;document.getElementById("stamina").innerHTML = stamina;},1000);}
else if(road == 6){setInterval(function(){stamina = stamina+1;document.getElementById("stamina").innerHTML = stamina;},900);}
else if(road == 7){setInterval(function(){stamina = stamina+1;document.getElementById("stamina").innerHTML = stamina;},800);}
else if(road == 8){setInterval(function(){stamina = stamina+1;document.getElementById("stamina").innerHTML = stamina;},600);}
else if(road == 9){setInterval(function(){stamina = stamina+1;document.getElementById("stamina").innerHTML = stamina;},400);}
else if(road == 10){setInterval(function(){stamina = stamina+1;document.getElementById("stamina").innerHTML = stamina;},200);}
else{setInterval(function(){stamina++;document.getElementById("stamina").innerHTML = stamina;},1500);}
And the code to build a road is this:
function build_road() {
if ((wood + tavern) >= 29 && stone > 4 && road < 10) {
road++;
document.getElementById("road_count").innerHTML = road;
wood = (wood + tavern) - 20;
stone = stone - 5;
document.getElementById("wood").innerHTML = wood;
document.getElementById("stone").innerHTML = stone;
exp = exp + 20;
var x = document.getElementById("PROGRESS");
x.setAttribute("value", exp);
x.setAttribute("max", max);
if (exp == 100) {
exp = 0;
level++;
document.getElementById("level").innerHTML = level;
}
alert("Congratulations,You've create a Road,Now you gain stamina slightly faster.");
}
else {
alert("You need: 30Wood,5Stone .Maximum 10 Roads.")
}
}
Make reusable functions (it's often a good practice, when you a difficulties with a piece of code, to break it into small functions):
var staminaIncreaseTimer = null;
function configureStaminaIncrease(delay) {
if (staminaIncreaseTimer !== null)
clearInterval(staminaIncreaseTimer);
staminaIncreaseTimer = setInterval(function () {
increaseStamina();
}, delay);
}
function increaseStamina() {
stamina += 1;
document.getElementById("stamina").innerHTML = stamina;
}
Solution with an array (suggested by Jay Harris)
var roadIndex = road-1;
var ROAD_DELAYS = [1400, 1300, 1200, /*...*/];
var DEFAULT_DELAY = 1500;
if (roadIndex < ROAD_DELAYS.length) {
configureStaminaIncrease(ROAD_DELAYS[roadIndex]);
} else {
configureStaminaIncrease(DEFAULT_DELAY);
}
Solution with a switch instead of you if-elseif mess:
switch (road) {
case 1:
configureStaminaIncrease(1400);
break;
case 2:
configureStaminaIncrease(1300);
break;
case 3:
configureStaminaIncrease(1200);
break;
//and so on...
default:
configureStaminaIncrease(1500);
}