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script.js
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let xp = 0; /*XP experience points*/
let health = 100;
let gold = 50;
let currentWeapon = 0;
let fighting;
let monsterHealth; /*Mh is not assigned a value because I have more than 1 monster*/
let inventory = ["stick"]; /*default weapon*/
/*getting my html elements*/
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 monsterName = document.querySelector("#monsterName");
const monsterHealthText = document.querySelector("#monsterHealth");
const storeImage = document.querySelector(".img-store")
const caveImage = document.querySelector(".img-cave")
const slimeImage = document.querySelector(".img-slime")
const beastImage = document.querySelector(".img-beast")
const dragonImage = document.querySelector(".img-dragon")
/*weapons*/
const weapons = [
{ name: 'stick', power: 5 },
{ name: 'dagger', power: 30 },
{ name: 'claw hammer', power: 50 },
{ name: 'sword', power: 100 }
];
/*monsters*/
const monsters = [
{
name: "slime",
level: 2,
health: 15
},
{
name: "fanged beast",
level: 8,
health: 60
},
{
name: "dragon",
level: 20,
health: 300
}
]
/*player location*/
/*the button text and functions change based on player location(text also)*/
const locations = [
{
name: "town square",
"button text": ["Go to store", "Go to the 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: "You enter the store."
},
{
name: "cave",
"button text": ["Fight slime", "Fight fanged beast", "Go to town square"],
"button functions": [fightSlime, fightBeast, goTown],
text: "You enter 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: "kill monster",
"button text": ["Go to town square", "Go to town square", "Go to town square"],
"button functions": [goTown, goTown, easterEgg],
text: 'The monster screams "Arg!" as it dies. You gain experience points and find gold.'
},
{
name: "lose",
"button text": ["REPLAY?", "REPLAY?", "REPLAY?"],
"button functions": [restart, restart, restart],
text: "You die. ☠️"
},
{
name: "win",
"button text": ["REPLAY?", "REPLAY?", "REPLAY?"],
"button functions": [restart, restart, restart],
text: "You defeat the dragon! YOU WIN THE GAME! 🎉"
},
{
name: "easter egg",
"button text": ["2", "8", "Go to town square?"],
"button functions": [pickTwo, pickEight, goTown],
text: "You find a secret game. Pick a number above. Ten numbers will be randomly chosen between 0 and 10. If the number you choose matches one of the random numbers, you win!"
}
];
// initialize buttons
button1.onclick = goStore;
button2.onclick = goCave;
button3.onclick = fightDragon;
/*Reusable function*/
function update(location) {
monsterStats.style.display = "none";
storeImage.style.display = "none";
caveImage.style.display = "none";
slimeImage.style.display = "none";
beastImage.style.display = "none";
dragonImage.style.display = "none";
button1.innerText = location["button text"][0];
button2.innerText = location["button text"][1];
button3.innerText = location["button text"][2];
button1.onclick = location["button functions"][0];
button2.onclick = location["button functions"][1];
button3.onclick = location["button functions"][2];
text.innerText = location.text;
}
/*use the data in objects in the location array based on the index*/
function goTown() {
update(locations[0]);
}
function goStore() {
update(locations[1]);
storeImage.style.display = "block";
}
function goCave() {
update(locations[2]);
caveImage.style.display = "block";
}
function buyHealth() {
if (gold >= 10) {
gold -= 10;
health += 10;
goldText.innerText = gold; /*updates the gold value*/
healthText.innerText = health; /*updates the health value*/
} else {
text.innerText = "You do not have enough gold to buy health.";
}
}
function buyWeapon() {
if (currentWeapon < weapons.length - 1) {
if (gold >= 30) {
gold -= 30;
currentWeapon++; /*will increment by 1, 0 was stick now it will be 1 dagger"*/
goldText.innerText = gold;
let newWeapon = weapons[currentWeapon].name;
text.innerText = "You now have a " + newWeapon + ".";
inventory.push(newWeapon);
text.innerText += " In your inventory you have: " + inventory;
} else {
text.innerText = "You do not have enough gold to buy a weapon.";
}
} else {
text.innerText = "You already have the most powerful 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 a " + currentWeapon + ".";
text.innerText += " In your inventory you have: " + inventory;
} else {
text.innerText = "Don't sell your only weapon!";
}
}
function fightSlime() {
fighting = 0;
goFight();
slimeImage.style.display = "block";
}
function fightBeast() {
fighting = 1;
goFight();
beastImage.style.display = "block";
}
function fightDragon() {
fighting = 2;
goFight();
dragonImage.style.display = "block";
}
function goFight() {
update(locations[3]);
monsterHealth = monsters[fighting].health;
monsterStats.style.display = "block";
monsterName.innerText = monsters[fighting].name;
monsterHealthText.innerText = monsterHealth;
}
function attack() {
text.innerText = "The " + monsters[fighting].name + " attacks.";
text.innerText += " You attack it with your " + weapons[currentWeapon].name + ".";
health -= getMonsterAttackValue(monsters[fighting].level);
if (isMonsterHit()) {
monsterHealth -= weapons[currentWeapon].power + Math.floor(Math.random() * xp) + 1; /*calculates how much health the monster losses*/
} else {
text.innerText += " You miss.";
}
healthText.innerText = health;
monsterHealthText.innerText = monsterHealth;
if (health <= 0) {
lose();
} else if (monsterHealth <= 0) {
fighting === 2 ? winGame() : defeatMonster();
}
if (Math.random() <= .1 && inventory.length !== 1) { /* your weapon might break while fighting if you have more than 1*/
text.innerText += " Your " + inventory.pop() + " breaks.";
currentWeapon--;
}
}
function getMonsterAttackValue(level) {
const hit = (level * 5) - (Math.floor(Math.random() * xp));
console.log(hit);
return hit > 0 ? hit : 0;
}
function isMonsterHit() {
return Math.random() > .2 || health < 20;
}
function dodge() {
text.innerText = "You dodge the attack from the " + monsters[fighting].name;
}
function defeatMonster() {
gold += Math.floor(monsters[fighting].level * 6.7); /*determine how much gold is added to the player after a victory*/
xp += monsters[fighting].level;
goldText.innerText = gold;
xpText.innerText = xp;
update(locations[4]);
}
function lose() {
update(locations[5]);
}
function winGame() {
update(locations[6]);
}
/*restart the game*/
function restart() {
xp = 0;
health = 100;
gold = 50;
currentWeapon = 0;
inventory = ["stick"];
goldText.innerText = gold;
healthText.innerText = health;
xpText.innerText = xp;
goTown();
}
/*hidden feature*/
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 + ". Here are the random numbers:\n";
for (let i = 0; i < 10; i++) {
text.innerText += numbers[i] + "\n";
}
if (numbers.indexOf(guess) !== -1) {
text.innerText += "Right! You win 20 gold!";
gold += 20;
goldText.innerText = gold;
} else {
text.innerText += "Wrong! You lose 10 health!";
health -= 10;
healthText.innerText = health;
if (health <= 0) {
lose();
}
}
}