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Copy pathscript.js
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313 lines (282 loc) · 7.78 KB
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let xp = 0;
let health = 100;
let gold = 50;
let currentWeapon = 0;
let fighting;
let monsterHealth;
let inventory = ["stick"];
const button1 = document.querySelector("#button1");
const button2 = document.querySelector("#button2");
const button3 = document.querySelector("#button3");
const text = document.querySelector("#text");
const xpText = document.querySelector("#xpText");
const healthText = document.querySelector("#healthText");
const goldText = document.querySelector("#goldText");
const monsterStats = document.querySelector("#monsterStats");
const monsterNameText = document.querySelector("#monsterName");
const monsterHealthText = document.querySelector("#monsterHealth");
const weapon = [
{
name: "stick",
power: 5,
},
{
name: "dagger",
power: 30,
},
{
name: "claw hammer",
power: 50,
},
{
name: "sword",
power: 100,
},
];
const monsters = [
{
name: "slime",
level: 2,
health: 15,
},
{
name: "fanged beast",
level: 8,
health: 60,
},
{
name: "dragon",
level: 20,
health: 300,
},
];
const locations = [
{
name: "town square",
"button text": ["Go to store", "Go to cave", "Fight dragon"],
"button functions": [goStore, goCave, fightDragon],
text: 'You are in the town square. You see a sign that says "Store".',
},
{
name: "store",
"button text": [
"Buy 10 health (10 gold)",
"Buy weapon (30 gold)",
"Go to town square",
],
"button functions": [buyHealth, buyWeapon, goTown],
text: "Welcome to the store!",
},
{
name: "cave",
"button text": ["Fight slime", "Fight fanged beast", "Go to town square"],
"button functions": [fightSlime, fightBeast, goTown],
text: "You entered the cave. You see some monsters.",
},
{
name: "fight",
"button text": ["Attack", "Dodge", "Run"],
"button functions": [attack, dodge, goTown],
text: "You are fighting a monster!",
},
{
name: "victory",
"button text": [
"Go to town square",
"Go to town square",
"Go to town square",
],
"button functions": [goTown, goTown, easterEgg],
text: 'You defeated the monster! The monster screams "Arg!" as it dies. You gain experience points and fine gold.',
},
{
name: "defeat",
"button text": ["Replay?", "Replay?", "Replay?"],
"button functions": [restart, restart, restart],
text: "You died! Game over.",
},
{
name: "win",
"button text": ["Replay?", "Replay?", "Replay?"],
"button functions": [restart, restart, restart],
text: "You defeated the dragon! You win the game!🎊",
},
{
name: "easter egg",
"button text": ["2", "8", "Go to town square"],
"button functions": [pickTwo, pickEight, goTown],
text: "You found the easter egg! Pick a number above. Ten numbers will be randomly chosen between 0 and 10. If you pick the right number, you win! Good luck!",
}
];
// initialize buttons
button1.onclick = goStore;
button2.onclick = goCave;
button3.onclick = fightDragon;
function update(locations) {
monsterStats.style.display = "none";
button1.innerText = locations["button text"][0];
button2.innerText = locations["button text"][1];
button3.innerText = locations["button text"][2];
button1.onclick = locations["button functions"][0];
button2.onclick = locations["button functions"][1];
button3.onclick = locations["button functions"][2];
text.innerText = locations.text;
}
function goTown() {
update(locations[0]);
}
function goStore() {
update(locations[1]);
}
function goCave() {
update(locations[2]);
}
function buyHealth() {
if (gold >= 10) {
gold -= 10;
health += 10;
goldText.innerText = gold;
healthText.innerText = health;
text.innerText = "You bought 10 health!";
} else {
text.innerText = "Not enough gold to buy health!";
}
}
function buyWeapon() {
if (currentWeapon < weapon.length - 1) {
if (gold >= 30) {
gold -= 30;
currentWeapon++;
goldText.innerText = gold;
text.innerText = "You bought a new " + weapon[currentWeapon].name + "!";
inventory.push(weapon[currentWeapon].name);
text.innerText += " You now have " + inventory;
} else {
text.innerText = "Not enough gold to buy weapon!";
}
} else {
text.innerText = "You already have the best weapon!";
button2.innerText = "Sell weapon for 15 gold";
button2.onclick = sellWeapon;
}
}
function sellWeapon() {
if (inventory.length > 1) {
gold += 15;
goldText.innerText = gold;
let currentWeapon = inventory.shift();
text.innerText = "You sold your " + currentWeapon + " for 15 gold!";
text.innerText += " You now have " + inventory;
} else {
text.innerText = "You can't sell your only weapon!";
}
}
function fightSlime() {
fighting = 0;
goFight();
}
function fightBeast() {
fighting = 1;
goFight();
}
function fightDragon() {
fighting = 2;
goFight();
}
function goFight() {
update(locations[3]);
monsterHealth = monsters[fighting].health;
monsterStats.style.display = "block";
monsterNameText.innerText = monsters[fighting].name;
monsterHealthText.innerText = monsterHealth;
}
function attack() {
text.innerText = "The " + monsters[fighting].name + " attacks.";
text.innerText +=
"You attack it with your " + weapon[currentWeapon].name + "!";
if(isMonsterHit() || health <= 20) {
health -= getMonsterAttackValue(monsters[fighting].level);
} else {
text.innerText += "You missed!";
}
monsterHealth -=
weapon[currentWeapon].power + Math.floor(Math.random() * xp) + 1;
healthText.innerText = health;
monsterHealthText.innerText = monsterHealth;
if (health <= 0) {
lost();
} else if (monsterHealth <= 0) {
// one line if-else statement
fighting === 2 ? winGame() : defeatMonster();
}
if(Math.random() > 0.1 && inventory.length !== 1) {
text.innerText += " Your " + inventory.pop() + " broke!";
currentWeapon--;
}
}
function isMonsterHit() {
return Math.random() > 0.2; //80% chance to hit (Random number 0-1)
}
function getMonsterAttackValue(level) {
let hit = (level * 5) - (Math.floor(Math.random() * xp));
console.log(hit);
return hit;
}
function dodge() {
text.innerText = "You dodge the " + monsters[fighting].name + "'s attack.";
}
function lost() {
update(locations[5]);
}
function defeatMonster() {
gold += Math.floor(monsters[fighting].level * 6.7);
xp += monsters[fighting].level;
goldText.innerText = gold;
xpText.innerText = xp;
update(locations[4]);
}
function winGame() {
update(locations[6]);
}
function restart() {
xp = 0;
health = 100;
gold = 50;
currentWeapon = 0;
inventory = ["stick"];
goldText.innerText = gold;
healthText.innerText = health;
xpText.innerText = xp;
goTown();
}
function easterEgg() {
update(locations[7]);
}
function pickTwo() {
pick(2);
}
function pickEight() {
pick(8);
}
function pick(guess) {
let numbers = [];
while(numbers.length < 10) {
numbers.push(Math.floor(Math.random() * 11));
}
text.innerText = "You picked " + guess + ". The random numbers are: \n";
for(let i = 0; i < numbers.length; i++) {
text.innerText += numbers[i] + "\n";
}
if(numbers.indexOf(guess) !== -1) {
text.innerText += "Right! You win 20 golds!";
gold += 20;
goldText.innerText = gold;
} else {
text.innerText += "Wong! You lose 10 health! Better luck next time!";
health -= 10;
healthText.innerText = health;
if(health <= 0) {
lost();
}
}
}