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Game start
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function Game(numberOfPlayers){ | |
this.weapons = []; | |
this.weapons.push(new Weapon({name: 'Sword', damage: 0.2, ammo: Infinity})); | |
this.weapons.push(new Weapon({name: 'Shotgun', damage: 0.6, ammo: 1})); | |
this.weapons.push(new Weapon({name: 'Fist', damage: 0.05, ammo: Infinity})); | |
this.players = []; | |
for (var i=0; i < numberOfPlayers; i++){ | |
var player = new Player; | |
player.weapon = getRandomWeapon.call(this); | |
this.players.push(new Player); | |
} | |
function getRandomWeapon(){ | |
console.log(this); | |
return this.weapons[getRandomInt(0, this.weapons.length)]; | |
} | |
function getRandomInt(min, max) { | |
return Math.floor(Math.random() * (max - min)) + min; | |
} | |
} | |
function Player(obj){ | |
this.name = obj.name; | |
this.health = 1; | |
this.isZombie = false; | |
this.isTrulyDead = false; | |
this.dexterity = 0.5; | |
} | |
Player.prototype.attack = function(otherPlayer){ | |
if (didHit(this.weapon.accuracy)) { | |
otherPlayer.health -= this.weapon.damage; | |
} | |
}; | |
function Weapon(obj){ | |
this.name = obj.name; | |
this.damage = obj.damage; | |
this.accuracy = 1 - obj.damage; | |
this.ammo = obj && obj.ammo || 0; | |
} | |
function didHit(accuracy){ | |
return accuracy > Math.random() | |
} |
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