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8.3 KiB

id, title, challengeType, dashedName
id title challengeType dashedName
62a8e4dc6a60f85bf256a0cb Step 124 0 step-124

--description--

The Math object in JavaScript contains static properties and methods for mathematical constants and functions. One of those is Math.random(), which generates a random number from 0 (inclusive) to 1 (exclusive). Another is Math.floor(), which rounds a given number down to the nearest integer.

Using these, you can generate a random number within a range. For example, this generates a random number between 1 and 5: Math.floor(Math.random() * 5) + 1;.

Following this pattern, use the addition operator (+) to add a random number between 1 and the value of xp to your monsterHealth -= weapons[currentWeaponIndex].power.

--hints--

You should use the same monsterHealth line you already wrote.

assert.lengthOf(attack.toString().match(/monsterHealth/g), 1);

You should add to the weapons[currentWeaponIndex].power value.

assert.match(attack.toString(), /monsterHealth\s*-=\s*weapons\s*\[\s*currentWeaponIndex\s*\]\s*\.power\s*\+/);

You should use Math.floor().

assert.match(attack.toString(), /Math\.floor/);

You should use Math.random().

assert.match(attack.toString(), /Math\.random/);

You should multiply Math.random() by the value of xp.

assert.match(attack.toString(), /Math\.random\(\s*\)\s*\*\s*xp/);

You should use Math.floor() to round the result of Math.random() * xp down.

assert.match(attack.toString(), /Math\.floor\(\s*Math\.random\(\s*\)\s*\*\s*xp\s*.*\)/);

You should add 1 to the result of Math.floor().

assert.match(attack.toString(), /Math\.floor\(\s*Math\.random\(\s*\)\s*\*\s*xp(?:\s*\+\s*1)?\s*\)(?:\s*\+ 1)?/);

You should add the result of Math.floor(Math.random() * xp) + 1 to the result of weapons[currentWeapon].power.

assert.match(attack.toString(), /monsterHealth\s*-=\s*weapons\s*\[\s*currentWeaponIndex\s*\]\s*\.power\s*\+\s*Math\.floor\(\s*Math\.random\(\s*\)\s*\*\s*xp(?:\s*\+\s*1)?\s*\)(?:\s*\+ 1)?/);

--seed--

--seed-contents--

<!DOCTYPE html>
<html lang="en">
  <head>
    <meta charset="utf-8">
    <link rel="stylesheet" href="./styles.css">
    <title>RPG - Dragon Repeller</title>
  </head>
  <body>
    <div id="game">
      <div id="stats">
        <span class="stat">XP: <strong><span id="xpText">0</span></strong></span>
        <span class="stat">Health: <strong><span id="healthText">100</span></strong></span>
        <span class="stat">Gold: <strong><span id="goldText">50</span></strong></span>
      </div>
      <div id="controls">
        <button id="button1">Go to store</button>
        <button id="button2">Go to cave</button>
        <button id="button3">Fight dragon</button>
      </div>
      <div id="monsterStats">
        <span class="stat">Monster Name: <strong><span id="monsterName"></span></strong></span>
        <span class="stat">Health: <strong><span id="monsterHealth"></span></strong></span>
      </div>
      <div id="text">
        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.
      </div>
    </div>
    <script src="./script.js"></script>
  </body>
</html>
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;
}
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."
  }
];

// initialize buttons
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;
  --fcc-editable-region--
  monsterHealth -= weapons[currentWeaponIndex].power;
  --fcc-editable-region--
}

function dodge() {

}