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main.js
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// HELLO FELLOW CODERS! WE WELCOME YOU TO THE WORLD OF JAVASCRIPT
//----- We've curated this assignment for someone staring out in exploring the beauty of JavaScript and would urge you to go through the resources shared with you before you start with this. ----- //
//Go through the CSS file as well to get a hold of all the attributes we've added. You're free to add some of your own and maybe delete some of ours xD
//The point is, we want you to have fun and use all the concepts while doing this task. In case of any doubts, feel free to reach out to us!
// Your main work would be here, in main.js and would advice you to also pay a visit to the scenario.js
// Life of the player and the hacker.
var playerLife = 5;
var hackerLife = 5;
// Message to be displayed when the game is over
var hackerWinnerMessage = "Game over: Hacker Won!!";
var playerWinnerMessage = "Game over: You Won!!";
// ---------------Game code starts here ---------------//
// declare a few handy variables like we've done :p
var playerStartLife = parseInt(playerLife);
var hackerStartLife = parseInt(hackerLife);
var roundFinished = false;
var cardSelected = false;
var play = 0;
// we will declare the functions for you and you will complete those
updateScores();
// you learnt DOM manipulation right? here's an example of the same. Go ahead and use manipulate the DOM!
document.querySelector(".game-board").classList.add("before-game");
var cardElements = document.querySelectorAll(".card");
// Adds click handler to all player card elements so that your cards are actionable
for (var i = 0; i < cardElements.length; i++) {
var card = cardElements[i];
if (card.classList.contains("player-card")) {
card.addEventListener("click", function (e) {
cardClicked(this);
e.preventDefault();
});
}
}
// An example of a function that controls what would happen when a card is clicked
function cardClicked(cardEl) {
if (cardSelected) {
return;
}
cardSelected = true;
cardEl.classList.add("played-card");
document.querySelector(".game-board").classList.add("card-selected");
// Yes JS is cool and this would allow you to wait 500ms before revealing the hacker power
setTimeout(function () {
revealHackerPower();
}, 500);
setTimeout(function () {
revealPlayerPower();
}, 800);
setTimeout(function () {
compareCards();
}, 1400);
}
// Now write a function that shows the power level on the player card
function revealPlayerPower() {
var playerCard = document.querySelector(".played-card");
playerCard.classList.add("reveal-power");
}
// Write a function that shows the power level on the hacker card
function revealHackerPower() {
var hackerCard = document.querySelector(".hacker-card");
hackerCard.classList.add("reveal-power");
}
// Write a function to compare the cards. Here is where all your skills would come in handy!
// P.S: We've added the 'disabled' attribute in the CSS file for the button and you should use it in case you want a certain element to just go away or 'vanish' at a certain time. For eg: You'd definitely want the 'Next' button to go away after a player chooses a card right?
function compareCards() {
var playerCard = document.querySelector(".played-card");
var playerPowerEl = playerCard.querySelector(".power");
var hackerCard = document.querySelector(".hacker-card");
var hackerPowerEl = hackerCard.querySelector(".power");
var playerPower = parseInt(playerPowerEl.innerHTML);
var hackerPower = parseInt(hackerPowerEl.innerHTML);
var pwrDiff = playerPower - hackerPower;
if (pwrDiff < 0) {
// Player Loses
playerLife = playerLife + pwrDiff;
hackerCard.classList.add("better-card");
playerCard.classList.add("worse-card");
document.querySelector(".player-stats .thumbnail").classList.add("ouch");
} else if (pwrDiff > 0) {
// Player Wins
hackerLife = hackerLife - pwrDiff;
playerCard.classList.add("better-card");
hackerCard.classList.add("worse-card");
document.querySelector(".hacker-stats .thumbnail").classList.add("ouch");
} else {
playerCard.classList.add("tie-card");
hackerCard.classList.add("tie-card");
}
updateScores();
if (0 >= playerLife) {
gameOver("Hacker");
} else if (0 >= hackerLife) {
gameOver("Player");
} else if (play >= 3) {
gameOver("No-Winner");
play = 0;
}
roundFinished = true;
document.querySelector("button.next-turn").removeAttribute("disabled");
}
//Use conditional statements and complete the function that shows the winner message
function gameOver(winner) {
document.querySelector(".game-board").classList.add("game-over");
document.querySelector(".winner-section").style.display = "flex";
document.querySelector(".winner-section").classList.remove("player-color");
document.querySelector(".winner-section").classList.remove("hacker-color");
if (winner == "Hacker") {
document.querySelector(".winner-message").innerHTML = hackerWinnerMessage;
document.querySelector(".winner-section").classList.add("hacker-color");
document.querySelector("button.next-turn").setAttribute("disabled");
} else if (winner == "Player") {
document.querySelector(".winner-message").innerHTML =playerWinnerMessage;
document.querySelector(".winner-section").classList.add("player-color");
document.querySelector("button.next-turn").setAttribute("disabled");
}
}
// Write a function that starts the game
function startGame() {
document.querySelector(".game-board").classList.remove("before-game");
document.querySelector(".game-board").classList.add("during-game");
playTurn();
}
// Now write a function that starts the game over from scratch
function restartGame() {
document.querySelector(".game-board").classList.remove("game-over");
document.querySelector(".game-board").classList.remove("during-game");
document.querySelector(".game-board").classList.add("before-game");
document.querySelector(".winner-section").style.display = "none";
document.querySelector(".hacker-card").style.display = "none";
var cards = cardElements;
document.querySelector("button").removeAttribute("disabled");
for (var i = 0; i < cards.length; i++) {
cards[i].style.display = "none";
}
playerLife = playerStartLife;
hackerLife = hackerStartLife;
roundFinished = true;
cardSelected = false;
updateScores();
}
// We've also used a cool life bar that displays the life left. Write a function that updates the displayed life bar and life totals
// use innerHTML and a lot of other cool things to do this.
function updateScores() {
// Update life totals for each player
document.querySelector(".player-stats .life-total").innerHTML = playerLife;
document.querySelector(".hacker-stats .life-total").innerHTML = hackerLife;
// Update the player lifebar
var playerPercent = (playerLife / playerStartLife) * 100;
if (playerPercent < 0) {
playerPercent = 0;
}
document.querySelector(".player-stats .life-left").style.height =
playerPercent + "%";
// Update the hacker lifebar
var hackerPercent = (hackerLife / hackerStartLife) * 100;
if (hackerPercent < 0) {
hackerPercent = 0;
}
document.querySelector(".hacker-stats .life-left").style.height =
hackerPercent + "%";
}
// shuffles the card
function shuffleArray(s) {
let j, x, i;
for (i = s.length; i; i--) {
j = Math.floor(Math.random() * i);
x = s[i - 1];
s[i - 1] = s[j];
s[j] = x;
}
return s;
}
// Write a function that Plays one turn of the game
function playTurn() {
play = play + 1;
roundFinished = true;
cardSelected = false;
document.querySelector(".game-board").classList.remove("card-selected");
// Remove "ouch" from player and hacker thumbnails
document.querySelector(".hacker-stats .thumbnail").classList.remove("ouch");
document.querySelector(".player-stats .thumbnail").classList.remove("ouch");
// Hides the "next turn" button, will show again when turn is over
document.querySelector(".next-turn").setAttribute("disabled", "true");
for (var i = 0; i < cardElements.length; i++) {
var card = cardElements[i];
card.classList.remove("showCard");
}
setTimeout(function () {
revealCards();
}, 500);
}
// Finally write the function that reveals the cards. Use
function revealCards() {
var j = 0;
var cardIndexes = shuffleArray([0, 1, 2]);
// Get scenario cards
console.log("scenarios.length == " + scenarios.length);
var randomScenarioIndex = Math.floor(Math.random() * scenarios.length);
var scenario = scenarios[randomScenarioIndex];
console.log(scenario.hackerCard.description);
scenarios.splice(randomScenarioIndex, 1);
console.log("scenarios.length after splice == " + scenarios.length);
var hackerCard = scenario.hackerCard;
var hackerCardEl = document.querySelector(".hacker-area .card");
// Contents of the player cards
var playerCards = scenario.playerCards;
for (var i = 0; i < cardElements.length; i++) {
var card = cardElements[i];
card.classList.remove("worse-card");
card.classList.remove("better-card");
card.classList.remove("played-card");
card.classList.remove("tie-card");
card.classList.remove("prepared");
card.classList.remove("reveal-power");
// Display the payer card details
if (card.classList.contains("player-card")) {
card.querySelector(".text").innerHTML =
playerCards[cardIndexes[j]].description;
card.querySelector(".power").innerHTML =
playerCards[cardIndexes[j]].power;
j++;
}
// Revealing each card one by one with a delay of 100ms
setTimeout(
(function (card, j) {
return function () {
card.classList.remove("prepared");
card.style.display = "block";
card.classList.add("showCard");
};
})(card, i),
parseInt(i + 1) * 200
);
}
// Displaying the hacker card
hackerCardEl.querySelector(".text").innerHTML = hackerCard.description;
hackerCardEl.querySelector(".power").innerHTML = hackerCard.power;
}