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main.js
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// // HELLO FELLOW CODERS! WE WELCOME YOU TO THE WORLD OF JAVASCRIPT
// //----- We've curated this assignment for someone staring out in exploring the beauty of JavaScript and would urge you to go through the resources shared with you before you start with this. ----- //
// //Go through the CSS file as well to get a hold of all the attributes we've added. You're free to add some of your own and maybe delete some of ours xD
// //The point is, we want you to have fun and use all the concepts while doing this task. In case of any doubts, feel free to reach out to us!
// // Your main work would be here, in main.js and would advice you to also pay a visit to the scenario.js
// // Life of the player and the hacker.
// var playerLife = 5;
// var hackerLife = 5;
// // Message to be displayed when the game is over
// var hackerWinnerMessage = "Hacker defeated you!";
// var playerWinnerMessage = "You defeated the hacker!";
// // ---------------Game code starts here ---------------//
// // declare a few handy variables like we've done :p
// var playerStartLife = parseInt(playerLife);
// var hackerStartLife = parseInt(hackerLife);
// // we will declare the functions for you and you will complete those
// updateScores();
// // you learnt DOM manipulation right? here's an example of the same. Go ahead and use manipulate the DOM!
// document.querySelector(".game-board").classList.add("before-game");
// var allCardElements = document.querySelectorAll(".card");
// // Adds click handler to all player card elements so that your cards are actionable
// for (var i = 0; i < allCardElements.length; i++) {
// var card = allCardElements[i];
// if (card.classList.contains("player-card")) {
// card.addEventListener("click", function(e) {
// cardClicked(this);
// });
// }
// }
// // An example of a function that controls what would happen when a card is clicked
// function cardClicked(cardEl) {
// if (cardSelected) { return; }
// cardSelected = true;
// cardEl.classList.add("played-card");
// document.querySelector(".game-board").classList.add("card-selected");
// // Yes JS is cool and this would allow you to wait 500ms before revealing the hacker power
// setTimeout(function() {
// revealHackerPower();
// }, 500)
// setTimeout(function() {
// revealPlayerPower();
// }, 800)
// setTimeout(function() {
// compareCards();
// }, 1400);
// }
// // Now write a function that shows the power level on the player card
// function revealPlayerPower() {
// var playerCard = document.querySelector(".played-card");
// playerCard.classList.add("reveal-power");
// }
// // Write a function that shows the power level on the hacker card
// function revealHackerPower() {
// var hackerCard = document.querySelector(".hacker-card");
// hackerCard.classList.add("reveal-power");
// }
// // Write a function to compare the cards. Here is where all your skills would come in handy!
// // P.S: We've added the 'disabled' attribute in the CSS file for the button and you should use it in case you want a certain element to just go away or 'vanish' at a certain time. For eg: You'd definitely want the 'Next' button to go away after a player chooses a card right?
// function compareCards() {
// var playerCard = document.querySelector(".played-card");
// var playerPowerEl = playerCard.querySelector(".power");
// var hackerCard = document.querySelector(".hacker-card");
// var hackerPowerEl = hackerCard.querySelector(".power");
// var playerPower = parseInt(playerPowerEl.innerHTML);
// var hackerPower = parseInt(hackerPowerEl.innerHTML);
// var powerDifference = playerPower - hackerPower;
// if (powerDifference < 0) {
// // Player Loses
// playerLife = playerLife + powerDifference;
// hackerCard.classList.add("better-card");
// playerCard.classList.add("worse-card");
// document.querySelector(".player-stats .thumbnail").classList.add("ouch");
// } else if (powerDifference > 0) {
// // Player Wins
// hackerLife = hackerLife - powerDifference;
// playerCard.classList.add("better-card");
// hackerCard.classList.add("worse-card");
// document.querySelector(".hacker-stats .thumbnail").classList.add("ouch");
// } else {
// playerCard.classList.add("tie-card");
// hackerCard.classList.add("tie-card");
// }
// updateScores();
// if (playerLife <= 0) {
// gameOver("Hacker");
// } else if (hackerLife <= 0) {
// gameOver("Player")
// }
// roundFinished = true;
// document.querySelector("button.next-turn").removeAttribute("disabled");
// }
// //Use conditional statements and complete the function that shows the winner message
// // Shows the winner message
// //Use conditional statements and complete the function that shows the winner message
// function gameOver(winner) {
// document.querySelector(".game-board").classList.add("game-over");
// document.querySelector(".winner-section").style.display = "flex";
// document.querySelector(".winner-section").classList.remove("player-color");
// document.querySelector(".winner-section").classList.remove("hacker-color");
// if (winner == "Hacker") {
// document.querySelector(".winner-message").innerHTML = hackerWinnerMessage;
// document.querySelector(".winner-section").classList.add("hacker-color");
// } else {
// document.querySelector(".winner-message").innerHTML = playerWinnerMessage;
// document.querySelector(".winner-section").classList.add("player-color");
// }
// }
// // Write a function that starts the game
// function startGame() {
// document.querySelector(".game-board").classList.remove("before-game");
// document.querySelector(".game-board").classList.add("during-game");
// playTurn();
// }
// // Now write a function that starts the game over from scratch
// function restartGame() {
// document.querySelector(".game-board").classList.remove("game-over");
// document.querySelector(".game-board").classList.remove("during-game");
// document.querySelector(".game-board").classList.add("before-game");
// document.querySelector(".winner-section").style.display = "none";
// document.querySelector(".hacker-card").style.display = "none";
// var cards = allCardElements;
// document.querySelector("button").removeAttribute("disabled");
// for (var i = 0; i < cards.length; i++) {
// cards[i].style.display = "none";
// }
// playerLife = playerStartLife;
// hackerLife = hackerStartLife;
// roundFinished = true;
// cardSelected = false;
// updateScores();
// }
// // We've also used a cool life bar that displays the life left. Write a function that updates the displayed life bar and life totals
// // use innerHTML and a lot of other cool things to do this.
// function updateScores() {
// // Here these update life totals for each player
// document.querySelector(".player-stats .life-total").innerHTML = playerLife;
// document.querySelector(".hacker-stats .life-total").innerHTML = hackerLife;
// // We've added the code to update the player lifebar
// var playerPercent = playerLife / playerStartLife * 100;
// if (playerPercent < 0) {
// playerPercent = 0;
// }
// document.querySelector(".player-stats .life-left").style.height = playerPercent + "%";
// // Now you write the code to update the hacker lifebar
// }
// function shuffleArray(a) {
// var j, x, i;
// for (i = a.length; i; i--) {
// j = Math.floor(Math.random() * i);
// x = a[i - 1];
// a[i - 1] = a[j];
// a[j] = x;
// }
// return a;
// }
// // Write a function that Plays one turn of the game
// function playTurn() {
// roundFinished = true;
// cardSelected = false;
// document.querySelector(".game-board").classList.remove("card-selected");
// // Remove "ouch" class from player and hacker thumbnails
// document.querySelector(".hacker-stats .thumbnail").classList.remove("ouch");
// document.querySelector(".player-stats .thumbnail").classList.remove("ouch");
// // Hides the "next turn" button, will show again when turn is over
// document.querySelector(".next-turn").setAttribute("disabled", "true");
// for (var i = 0; i < allCardElements.length; i++) {
// var card = allCardElements[i];
// card.classList.remove("showCard");
// }
// setTimeout(function() {
// revealCards();
// }, 500);
// }
// // Finally write the function that reveals the cards. Use
// function revealCards() {
// var j = 0;
// var cardIndexes = shuffleArray([0, 1, 2]);
// // Get scenario cards
// console.log("scenarios.length == " + scenarios.length);
// var randomScenarioIndex = Math.floor(Math.random() * scenarios.length);
// var scenario = scenarios[randomScenarioIndex];
// console.log(scenario.hackerCard.description);
// scenarios.splice(randomScenarioIndex, 1);
// console.log("scenarios.length after splice == " + scenarios.length);
// var hackerCard = scenario.hackerCard;
// var hackerCardEl = document.querySelector(".hacker-area .card");
// // Contents of the player cards
// var playerCards = scenario.playerCards;
// for (var i = 0; i < allCardElements.length; i++) {
// var card = allCardElements[i];
// card.classList.remove("worse-card");
// card.classList.remove("better-card");
// card.classList.remove("played-card");
// card.classList.remove("tie-card");
// card.classList.remove("prepared");
// card.classList.remove("reveal-power");
// // Display the payer card details
// if (card.classList.contains("player-card")) {
// card.querySelector(".text").innerHTML = playerCards[cardIndexes[j]].description;
// card.querySelector(".power").innerHTML = playerCards[cardIndexes[j]].power;
// j++;
// }
// // Reveal each card one by one with a delay of 100ms
// setTimeout(function(card, j) {
// return function() {
// card.classList.remove("prepared");
// card.style.display = "block";
// card.classList.add("showCard");
// }
// }(card, i), parseInt(i + 1) * 200);
// }
// // Display the hacker card
// hackerCardEl.querySelector(".text").innerHTML = hackerCard.description;
// hackerCardEl.querySelector(".power").innerHTML = hackerCard.power;
// }
// }// Set starting life totals here
var playerLife = 5;
var hackerLife = 5;
// Message when the game is over
var hackerWinnerMessage = "Game over: You got hacked!";
var playerWinnerMessage = "You defeated the hacker!";
// Game code starts here
var playerStartLife = parseInt(playerLife);
var hackerStartLife = parseInt(hackerLife);
var roundFinished = false;
var cardSelected = false;
updateScores();
document.querySelector(".game-board").classList.add("before-game");
var allCardElements = document.querySelectorAll(".card");
// Adds click handler to all player card elements
for (var i = 0; i < allCardElements.length; i++) {
var card = allCardElements[i];
if (card.classList.contains("player-card")) {
card.addEventListener("click", function(e) {
cardClicked(this);
});
}
}
// When a card is clicked
function cardClicked(cardEl) {
if (cardSelected) { return; }
cardSelected = true;
cardEl.classList.add("played-card");
document.querySelector(".game-board").classList.add("card-selected");
// Wait 500ms to reveal the hacker power
setTimeout(function() {
revealHackerPower();
}, 500)
// Wait 750ms to reveal the player power
setTimeout(function() {
revealPlayerPower();
}, 800)
// Wait 1250ms to compare the card scoers
setTimeout(function() {
compareCards();
}, 1400);
}
// Shows the power level on the player card
function revealPlayerPower() {
var playerCard = document.querySelector(".played-card");
playerCard.classList.add("reveal-power");
}
// Shows the power level on the hacker card
function revealHackerPower() {
var hackerCard = document.querySelector(".hacker-card");
hackerCard.classList.add("reveal-power");
}
function compareCards() {
var playerCard = document.querySelector(".played-card");
var playerPowerEl = playerCard.querySelector(".power");
var hackerCard = document.querySelector(".hacker-card");
var hackerPowerEl = hackerCard.querySelector(".power");
var playerPower = parseInt(playerPowerEl.innerHTML);
var hackerPower = parseInt(hackerPowerEl.innerHTML);
var powerDifference = playerPower - hackerPower;
if (powerDifference < 0) {
// Player Loses
playerLife = playerLife + powerDifference;
hackerCard.classList.add("better-card");
playerCard.classList.add("worse-card");
document.querySelector(".player-stats .thumbnail").classList.add("ouch");
} else if (powerDifference > 0) {
// Player Wins
hackerLife = hackerLife - powerDifference;
playerCard.classList.add("better-card");
hackerCard.classList.add("worse-card");
document.querySelector(".hacker-stats .thumbnail").classList.add("ouch");
} else {
playerCard.classList.add("tie-card");
hackerCard.classList.add("tie-card");
}
updateScores();
if (playerLife <= 0) {
gameOver("Hacker");
} else if (hackerLife <= 0) {
gameOver("Player")
}
roundFinished = true;
document.querySelector("button.next-turn").removeAttribute("disabled");
}
// Shows the winner message
function gameOver(winner) {
document.querySelector(".game-board").classList.add("game-over");
document.querySelector(".winner-section").style.display = "flex";
document.querySelector(".winner-section").classList.remove("player-color");
document.querySelector(".winner-section").classList.remove("hacker-color");
if (winner == "Hacker") {
document.querySelector(".winner-message").innerHTML = hackerWinnerMessage;
document.querySelector(".winner-section").classList.add("hacker-color");
} else {
document.querySelector(".winner-message").innerHTML = playerWinnerMessage;
document.querySelector(".winner-section").classList.add("player-color");
}
}
// Starts the game
function startGame() {
document.querySelector(".game-board").classList.remove("before-game");
document.querySelector(".game-board").classList.add("during-game");
playTurn();
}
// Start the game over from scratch
function restartGame() {
document.querySelector(".game-board").classList.remove("game-over");
document.querySelector(".game-board").classList.remove("during-game");
document.querySelector(".game-board").classList.add("before-game");
document.querySelector(".winner-section").style.display = "none";
document.querySelector(".hacker-card").style.display = "none";
var cards = allCardElements;
document.querySelector("button").removeAttribute("disabled");
for (var i = 0; i < cards.length; i++) {
cards[i].style.display = "none";
}
playerLife = playerStartLife;
hackerLife = hackerStartLife;
roundFinished = true;
cardSelected = false;
updateScores();
}
// Updates the displayed life bar and life totals
function updateScores() {
// Update life totals for each player
document.querySelector(".player-stats .life-total").innerHTML = playerLife;
document.querySelector(".hacker-stats .life-total").innerHTML = hackerLife;
// Update the player lifebar
var playerPercent = playerLife / playerStartLife * 100;
if (playerPercent < 0) {
playerPercent = 0;
}
document.querySelector(".player-stats .life-left").style.height = playerPercent + "%";
// Update the hacker lifebar
var hackerPercent = hackerLife / hackerStartLife * 100
if (hackerPercent < 0) {
hackerPercent = 0;
}
document.querySelector(".hacker-stats .life-left").style.height = hackerPercent + "%";
}
// Shuffles an array
function shuffleArray(a) {
var j, x, i;
for (i = a.length; i; i--) {
j = Math.floor(Math.random() * i);
x = a[i - 1];
a[i - 1] = a[j];
a[j] = x;
}
return a;
}
// Plays one turn of the game
function playTurn() {
roundFinished = true;
cardSelected = false;
document.querySelector(".game-board").classList.remove("card-selected");
// Remove "ouch" class from player and hacker thumbnails
document.querySelector(".hacker-stats .thumbnail").classList.remove("ouch");
document.querySelector(".player-stats .thumbnail").classList.remove("ouch");
// Hides the "next turn" button, will show again when turn is over
document.querySelector(".next-turn").setAttribute("disabled", "true");
for (var i = 0; i < allCardElements.length; i++) {
var card = allCardElements[i];
card.classList.remove("showCard");
}
setTimeout(function() {
revealCards();
}, 500);
}
function revealCards() {
var j = 0;
var cardIndexes = shuffleArray([0, 1, 2]);
// Get scenario cards
console.log("scenarios.length == " + scenarios.length);
var randomScenarioIndex = Math.floor(Math.random() * scenarios.length);
var scenario = scenarios[randomScenarioIndex];
console.log(scenario.hackerCard.description);
scenarios.splice(randomScenarioIndex, 1);
console.log("scenarios.length after splice == " + scenarios.length);
var hackerCard = scenario.hackerCard;
var hackerCardEl = document.querySelector(".hacker-area .card");
// Contents of the player cards
var playerCards = scenario.playerCards;
for (var i = 0; i < allCardElements.length; i++) {
var card = allCardElements[i];
card.classList.remove("worse-card");
card.classList.remove("better-card");
card.classList.remove("played-card");
card.classList.remove("tie-card");
card.classList.remove("prepared");
card.classList.remove("reveal-power");
// Display the payer card details
if (card.classList.contains("player-card")) {
card.querySelector(".text").innerHTML = playerCards[cardIndexes[j]].description;
card.querySelector(".power").innerHTML = playerCards[cardIndexes[j]].power;
j++;
}
// Reveal each card one by one with a delay of 100ms
setTimeout(function(card, j) {
return function() {
card.classList.remove("prepared");
card.style.display = "block";
card.classList.add("showCard");
}
}(card, i), parseInt(i + 1) * 200);
}
// Display the hacker card
hackerCardEl.querySelector(".text").innerHTML = hackerCard.description;
hackerCardEl.querySelector(".power").innerHTML = hackerCard.power;
}