Created
April 28, 2024 16:58
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<!DOCTYPE html> | |
<html lang="en"> | |
<head> | |
<meta charset="UTF-8"> | |
<meta name="viewport" content="width=device-width, initial-scale=1.0"> | |
<title>RPG Game</title> | |
<style> | |
body { | |
margin: 0; | |
padding: 0; | |
overflow: hidden; | |
} | |
#game-container { | |
position: relative; | |
width: 100vw; | |
height: 100vh; | |
background-color: #f0f0f0; | |
} | |
.character { | |
position: absolute; | |
width: 50px; | |
height: 50px; | |
border-radius: 50%; | |
background-color: grey; | |
} | |
#player { | |
background-color: blue; | |
left: 50px; | |
top: 50px; | |
} | |
#enemy { | |
background-color: red; | |
right: 50px; | |
bottom: 50px; | |
} | |
.sword { | |
position: absolute; | |
width: 20px; | |
height: 70px; | |
background-color: grey; | |
top: -20px; | |
left: 50%; | |
transform: translateX(-50%); | |
} | |
</style> | |
</head> | |
<body> | |
<div id="game-container"> | |
<div id="player" class="character"></div> | |
<div id="enemy" class="character"></div> | |
</div> | |
<script> | |
class Character { | |
constructor(name, strength, agility, criticalStrikeChance, criticalStrikeBonus, dodge) { | |
this.name = name; | |
this.strength = strength; | |
this.agility = agility; | |
this.criticalStrikeChance = criticalStrikeChance; | |
this.criticalStrikeBonus = criticalStrikeBonus; | |
this.dodge = dodge; | |
this.health = 100; // Starting health | |
} | |
attack(target) { | |
const criticalChance = Math.random(); | |
const isCritical = criticalChance <= this.criticalStrikeChance; | |
const dodgeChance = Math.random(); | |
const isDodged = dodgeChance <= target.dodge; | |
if (isDodged) { | |
console.log(`${target.name} dodged the attack!`); | |
return; | |
} | |
let damage = this.strength; | |
if (isCritical) { | |
const criticalBonus = Math.floor(Math.random() * this.criticalStrikeBonus) + 1; | |
damage += criticalBonus; | |
console.log(`Critical strike! ${target.name} takes ${damage} damage.`); | |
} else { | |
console.log(`${this.name} attacks ${target.name} for ${damage} damage.`); | |
} | |
target.health -= damage; | |
console.log(`${target.name}'s health: ${target.health}`); | |
} | |
} | |
document.addEventListener("DOMContentLoaded", function() { | |
const player = new Character("Player", 10, 8, 0.2, 5, 0.1); | |
const enemy = new Character("Enemy", 8, 6, 0.1, 3, 0.2); | |
const playerDiv = document.getElementById("player"); | |
const enemyDiv = document.getElementById("enemy"); | |
const sword = document.createElement("div"); | |
sword.classList.add("sword"); | |
playerDiv.appendChild(sword); | |
let enemyHealth = enemy.health; | |
document.addEventListener("keydown", function(event) { | |
const step = 10; // Move 10 pixels at a time | |
switch (event.key) { | |
case "w": | |
case "W": | |
playerDiv.style.top = `${parseInt(playerDiv.style.top) - step}px`; | |
break; | |
case "a": | |
case "A": | |
playerDiv.style.left = `${parseInt(playerDiv.style.left) - step}px`; | |
break; | |
case "s": | |
case "S": | |
playerDiv.style.top = `${parseInt(playerDiv.style.top) + step}px`; | |
break; | |
case "d": | |
case "D": | |
playerDiv.style.left = `${parseInt(playerDiv.style.left) + step}px`; | |
break; | |
case " ": // Spacebar | |
const enemyRect = enemyDiv.getBoundingClientRect(); | |
const playerRect = playerDiv.getBoundingClientRect(); | |
if (isColliding(enemyRect, playerRect)) { | |
player.attack(enemy); | |
if (enemy.health <= 0) { | |
enemyDiv.style.display = "none"; | |
alert("You defeated the enemy!"); | |
} else { | |
enemy.attack(player); | |
if (player.health <= 0) { | |
alert("You were defeated by the enemy!"); | |
} | |
} | |
} | |
break; | |
} | |
}); | |
function isColliding(rect1, rect2) { | |
return !( | |
rect1.top > rect2.bottom || | |
rect1.right < rect2.left || | |
rect1.bottom < rect2.top || | |
rect1.left > rect2.right | |
); | |
} | |
}); | |
</script> | |
</body> | |
</html> |
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