Activity: Return Values

In the previous section, functions were shown to accept input in the form of parameters. These allow developers to pass values to a function.

Return values allow a function to return (give back) a value at the end of a function call. This ends the call to the function, continuing the code from where the function was called.

Concept: Returning a Value

Functions can be given return value by using the return value, and giving the function a type.

function name(parameter: parameterType): outputType {
    // function contents
    return output;
}
let returnedValue: outputType = name(value);

There are four new elements added to this snippet since the previous lesson:

  • return: the start of the return statement; the value that follows this will be returned
  • output;: the value that is returned
  • : outputType: the type of the value that is going to be returned by the function
  • let returnedValue: outputType =: storing the returned value from ||functions:name|| in a variable. If the returned variable is not stored like this, the returned value will not be accessible afterwards.

returnedValue will store the result of the call to ||functions:name||, allowing that value to be used outside of the function.

Example #1: Gimme 5

  1. Review the code below
  2. Identify what the return type of this function will be
  3. Identify what will be stored in ||variables:returnedValue|| after ||functions:giveMeFive|| is finished
function giveMeFive(): number {
    return 5;
}

let returnedValue: number = giveMeFive();

Student Task #1: Who are You?

  1. Create a function named ||functions:aName||
  2. Add a return value to ||functions:aName||, which returns “Bill”
  3. After calling the function, store the returned value in the variable ||variables:theName||
  4. Use ||game:game.splash|| to display ||variables:theName||
  5. Challenge: give ||functions:aName|| a parameter name of type ||text:string||. Modify the return value to return name instead

Concept: Different Return Values

Return statements are very useful when writing functions, but require some care to make sure the code runs properly.

Error #1: Returning too early

In the following snippet, the intention of hello is to return the value 5, and also ||game:splash|| “5 is returned!”.

function hello(): number {
    let output: number = 5;
    return output;

    game.splash(output + " is returned!");
}

However, because the return statement comes before the ||game:splash||,

the function ends before the value is ||game:splashed||. This can be fixed in this case by switching the order of the statements, so that the return value is at the end of the function.

function hello(): number {
    let output: number = 5;
    game.splash(output + " is returned!");

    return output;
}

Error #2: Missing a Return

In this example, the intention is to return 5 half the time, and otherwise return 10.

function world(): number {
    if (Math.percentChance(50)) {
        return 5;
    } else if (Math.percentChance(50)) {
        return 10;
    }
}

This code can be fixed by removing the condition on the else as follows:

function world(): number {
    if (Math.percentChance(50)) {
        return 5;
    } else {
        return 10;
    }
}

Another way to address this issue is to only have a single return statement, and create an ||variables:output|| variable to return. For example, the above code could be rewritten as the following:

function world(): number {
    let output: number = 0;
    if (Math.percentChance(50)) {
        output = 5;
    } else {
        output = 10;
    }
    return output;
}

There is another case of error #2 above that can be very confusing to catch.

function world(num: number): number {
    if (num < 0) {
        return 5;
    } else if (num >= 0) {
        return 4;
    }
}

This code will fail to run, giving the error that Not all code paths return a value.

This may seem odd; if num is not less than 0, then we can generally reason that num must be greater than or equal to 0.

However, there are some cases where that statement is incorrect that we have not covered yet - and even if it were the case, the code should be written so that it does not require this sort of reasoning. To make this code work properly, one of the fixes for error #2 should be applied here as well.

Example #2: Absolute Value

  1. Review the code below
  2. Identify what ||functions:makePositive|| will return in the three commented out console.log statements
  3. Recreate the code, and uncomment the three statements to verify the results are correct
function makePositive(num: number): number {
    if (num < 0) {
        return -1 * num;
    } else {
        return num;
    }
}
// console.log("" + makePositive(-3));
// console.log("" + makePositive(5));
// console.log("" + makePositive(0));

Student Task #2: Up or Down

  1. Create a function named ||functions:addOrRemove||
  2. Add two parameters to the function: input of type ||Math:number||, and up of type ||logic:boolean||
  3. Add an ||logic:if ... else|| to the function
    • if ||logic:up|| is true, return input plus one
    • otherwise, return input minus one
  4. Challenge: create four test cases for ||functions:addOrRemove||, with different values for input and up that verify the function is working properly

Example #3: Sprites

Like parameters, the return type of a function can be of any type.

  1. Review the code below
  2. Identify what ||functions:copyCat|| accepts as a parameter, and what it returns
  3. Recreate the example and create a ||sprites:sprite||. Call the function using that new ||sprites:sprite|| as a parameter, and identify what is returned.
function copyCat(originalSprite: Sprite): Sprite {
    return sprites.create(originalSprite.image);
}

Concept: Ending a Function

The return keyword causes the function to stop running and return. This can be very helpful when searching for a value, or reaching a case in which the function should end early.

Example #4: Finding Three

function containsThree(min: number, max: number): boolean {
    for (let i = min; i <= max; i++) {
        console.log("" + i);
        if (i == 3) {
            return true;
        }
    }
    return false;
}
let found: boolean = containsThree(0, 5);
console.log("" + found);
found = containsThree(5, 10);
console.log("" + found);

||functions:containsThree|| will go through all values starting at ||variables:min|| and ending at ||variables:max||, logging the value of each until it finds the value 3. If it finds 3, it will return true; otherwise, it will return false.

In the first case shown in the code (||functions:containsThree(0, 5)||), the function only logs 0, 1, 2, and 3 because the function stopped once it found 3 and returned true.

In the first case shown in the code (||functions:containsThree(5, 10)||), the function logs all values between 5 and 10 because it never finds 3, and returns false.

A return statement can also be used without a value; in this case, the function call will end, and nothing will be returned.

function printCountTimes(words: string, count: number) {
    if (count <= 0) {
        return;
    }

    // Omitted complicated set up code

    for (let i = 0; i < count; i++) {
        console.log(words);
    }
}

In the above snippet, ||functions:printCountTimes|| will return early if count is less than or equal to 0.

By returning early, it avoids doing the unnecessary // Omitted complicated set up code.

What did we learn?

  1. What needs to be added to a function so that it will return a value?
  2. If a function returns a value in one case, does it need to return a value in all cases?
  3. What happens if you call a function with a return value without storing or using the returned value?

Before moving on to the next lesson, it is recommended that you check out the selected problems for this section to review the material and practice the concepts introduced in this section.

Case Study

Return the Sprites

In the enemy namespace, modify the createEnemy function so that it returns the ||sprites:Sprite|| that is created.

Next, in the ship namespace, modify the initialize function to create the ||sprites:Sprite|| as a local variable (rather than just immediately storing it as the player), and return the newly created ||sprites:Sprite||.

After doing this, modify the declaration of ||variables:player|| in ship so that it is also initialized to the value returned by the call to initialize. Now, it is a bit more clear what the value is assigned to, as you no longer have to look into different functions to see where it is first given a value.

Solution

Notice that the name of the sprite created in ship.initialize was changed from ||variables:player|| to ||variables:sprite|| in the example solution below; this isn’t required to complete this task, but it does make it a bit more clear that the value is not the same as the one that is outside the function.

/**
 * Creates and controls the enemies in the game
 */
namespace enemy {
    createEnemy();

    function createEnemy(): Sprite {
        let enemy = sprites.create(spritesheet.enemy, SpriteKind.Enemy);
        setPosition(enemy, 10);
        enemy.vy = 10;
        return enemy;
    }

    function setPosition(sprite: Sprite, edge: number) {
        sprite.x = randint(edge, screen.width - edge);
        sprite.y = 0;
    }
}

/**
 * Creates and controls the player's ship
 */
namespace ship {
    export let player: Sprite = initialize();

    function initialize(): Sprite {
        let sprite = sprites.create(spritesheet.player, SpriteKind.Player)
        controller.moveSprite(sprite, 80, 30);
        sprite.x = screen.width / 2;
        sprite.y = screen.height - 20;
        return sprite;
    }

    // When the player presses A, fire a laser from the spaceship
    controller.A.onEvent(ControllerButtonEvent.Pressed, function () {
        sprites.createProjectile(spritesheet.laser, 0, -40, SpriteKind.Laser, player);
    });
}