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script.js
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// Set up the variables for the game.
let xp = 0; // experience points
let health = 100; // player health
let gold = 50; // player gold
let currentWeaponIndex = 0; // index of the current weapon in the weapons array
let fighting; // index of the monster in the monsters array
let monsterHealth; // monster health
let inventory = ["stick"]; // player inventory
/*
This set upts the buttons and text for the game based on the HTML and CSS of the HTML file.
*/
const button1 = document.querySelector('#button1'); // button 1
const button2 = document.querySelector("#button2"); // button 2
const button3 = document.querySelector("#button3"); // button 3
const text = document.querySelector("#text"); // This is the text that will be displayed to the player
const xpText = document.querySelector("#xpText"); // This is the text that will display the player's experience points
const healthText = document.querySelector("#healthText"); // This is the text that will display the player's health
const goldText = document.querySelector("#goldText"); // This is the text that will display the player's gold
const monsterStats = document.querySelector("#monsterStats"); // This is the div that will display the monster's stats
const monsterName = document.querySelector("#monsterName"); // This is the text that will display the monster's name
const monsterHealthText = document.querySelector("#monsterHealth"); // This is the text that will display the monster's health
// Set up the weapons in the game
const weapons = [
{ name: 'stick', power: 5 },
{ name: 'dagger', power: 30 },
{ name: 'claw hammer', power: 50 },
{ name: 'sword', power: 100 }
];
// Set up the monsters for the game
const monsters = [
{
name: "slime",
level: 2,
health: 15
},
{
name: "fanged beast",
level: 8,
health: 60
},
{
name: "dragon",
level: 20,
health: 300
}
]
// Set up the locations for the game.
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: "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."
}
];
/*
Start the functions and meat of the game.
*/
// set up the buttons in the begining of the game or town square.
button1.onclick = goStore;
button2.onclick = goCave;
button3.onclick = fightDragon;
function update(location) {
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;
}
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;
} else {
text.innerText = "You do not have enough gold to buy health.";
}
}
function buyWeapon() {
if (currentWeaponIndex < weapons.length - 1) {
if (gold >= 30) {
gold -= 30;
currentWeaponIndex++;
goldText.innerText = gold;
let newWeapon = weapons[currentWeaponIndex].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();
}
function fightBeast() {
fighting = 1;
goFight();
}
function fightDragon() {
fighting = 2;
goFight();
}
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[currentWeaponIndex].name + ".";
health -= monsters[fighting].level;
monsterHealth -= weapons[currentWeaponIndex].power + Math.floor(Math.random() * xp) + 1;
}
function dodge() {
}