--- id: 62aa226207f33d3ad4c6f546 title: Step 155 challengeType: 0 dashedName: step-155 --- # --description-- Use the `+=` operator to add `" Your breaks."`, with a space in front of `Your`, to the end of `text.innerText`. Replace `` with the last item in the `inventory` array using `inventory.pop()`, which will remove the last item in the array AND return it so it appears in your string. # --hints-- You should use the compound assignment operator to modify `text.innerText`. ```js const concat = attack.toString().match(/\+=/g); assert.lengthOf(concat, 3); ``` You should use the `pop` method on the `inventory` array. ```js assert.match(attack.toString(), /inventory\.pop\(\s*\)/); ``` You should add `Your`, with a space before and after it, to `text.innerText`. ```js assert.match(attack.toString(), /text\.innerText\s*\+=\s*('|")\sYour\s\1/); ``` You should add the return value of `inventory.pop()` to the `" Your "` string. ```js assert.match(attack.toString(), /text\.innerText\s*\+=\s*('|")\sYour\s\1\s*\+\s*inventory\.pop\(\s*\)/); ``` You should add `" breaks."`, with a space in front of it, to the end of your string. ```js assert.match(attack.toString(), /text\.innerText\s*\+=\s*('|")\sYour\s\1\s*\+\s*inventory\.pop\(\s*\)\s*\+\s*('|")\sbreaks\.\2/); ``` # --seed-- ## --seed-contents-- ```html RPG - Dragon Repeller
XP: 0 Health: 100 Gold: 50
Monster Name: Health:
Welcome to Dragon Repeller. You must defeat the dragon that is preventing people from leaving the town. You are in the town square. Where do you want to go? Use the buttons above.
``` ```css body { background-color: #0a0a23; } #text { background-color: #0a0a23; color: #ffffff; padding: 10px; } #game { max-width: 500px; max-height: 400px; background-color: #ffffff; color: #ffffff; margin: 30px auto 0px; padding: 10px; } #controls, #stats { border: 1px solid #0a0a23; padding: 5px; color: #0a0a23; } #monsterStats { display: none; border: 1px solid #0a0a23; padding: 5px; color: #ffffff; background-color: #c70d0d; } .stat { padding-right: 10px; } button { cursor: pointer; color: #0a0a23; background-color: #feac32; background-image: linear-gradient(#fecc4c, #ffac33); border: 3px solid #feac32; } ``` ```js let xp = 0; let health = 100; let gold = 50; let currentWeaponIndex = 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 monsterName = document.querySelector("#monsterName"); const monsterHealthText = document.querySelector("#monsterHealth"); const weapons = [ { 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: "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, goTown], 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! 🎉" } ]; // initialize buttons button1.onclick = goStore; button2.onclick = goCave; button3.onclick = fightDragon; function update(location) { monsterStats.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.innerHTML = 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; } --fcc-editable-region-- function attack() { text.innerText = "The " + monsters[fighting].name + " attacks."; text.innerText += " You attack it with your " + weapons[currentWeaponIndex].name + "."; health -= getMonsterAttackValue(monsters[fighting].level); if (isMonsterHit()) { monsterHealth -= weapons[currentWeaponIndex].power + Math.floor(Math.random() * xp) + 1; } else { text.innerText += " You miss."; } healthText.innerText = health; monsterHealthText.innerText = monsterHealth; if (health <= 0) { lose(); } else if (monsterHealth <= 0) { if (fighting === 2) { winGame(); } else { defeatMonster(); } } if (Math.random() <= .1) { } } --fcc-editable-region-- 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); xp += monsters[fighting].level; goldText.innerText = gold; xpText.innerText = xp; update(locations[4]); } function lose() { update(locations[5]); } function winGame() { update(locations[6]); } function restart() { xp = 0; health = 100; gold = 50; currentWeaponIndex = 0; inventory = ["stick"]; goldText.innerText = gold; healthText.innerText = health; xpText.innerText = xp; goTown(); } ```