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index.js
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index.js
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const player1 = document.querySelector(".player1");
const player2 = document.querySelector(".player2");
const attack_1 = document.querySelector(".attack-1");
const namePlayer_1 = document.querySelector(".name-box-1");
const powerPlayer_1 = document.querySelector(".power-box-1");
const hpPlayer_1 = document.querySelector(".hp-box-1");
const attack_2 = document.querySelector(".attack-2");
const namePlayer_2 = document.querySelector(".name-box-2");
const powerPlayer_2 = document.querySelector(".power-box-2");
const hpPlayer_2 = document.querySelector(".hp-box-2");
const player1Img = document.querySelector(".player-img1");
const player2Img = document.querySelector(".player-img2");
const result_1 = document.querySelector(".result-1");
const result_2 = document.querySelector(".result-2");
const rules_box = document.querySelector(".rules-box");
const rules = document.querySelector(".rules");
const reset = document.querySelector(".reset");
const overlay = document.querySelector(".overlay");
const close_window = document.querySelector(".close_window");
//==================Game Logic ================
class Character {
number = Math.trunc(Math.random() * 20) + 1;
constructor(name, hp, power) {
this.name = name;
this.hp = hp;
this.power = power;
}
attack(obj) {
obj.takeDamage();
}
takeDamage() {
this.hp -= this.number;
}
getStatus() {
console.log(`${this.name} is dead`);
}
logStatus() {
if (this.hp > 0) {
console.log(`${this.name} -- hp - ${this.hp} `);
} else {
this.getStatus();
}
}
getHp() {
this.hp;
return this;
}
}
// ============Child clases =================//
class Hero extends Character {
attackTracker = 0;
constructor(name, hp, power) {
super(name, hp, power);
}
getHp() {
this.attackTracker += 1;
if (this.attackTracker % 3 === 0) {
this.hp += 20;
}
}
attack(obj) {
this.getHp();
obj.takeDamage();
}
reset() {
this.hp = 100;
this.attackTracker = 0;
}
}
class Villain extends Character {
attackTracker = 0;
constructor(name, hp, power) {
super(name, hp, power);
}
getPower() {
this.attackTracker += 1;
if (this.attackTracker % 3 === 0) {
this.power += 10;
}
}
attack(obj) {
this.getPower();
obj.takeDamage();
}
reset() {
this.hp = 100;
this.attackTracker = 0;
}
}
//============ create 2 character ===========//
const Levan = new Hero("Levan", 100, 100);
const motamashe2 = new Villain("Player 2", 100, 100);
// =========== working with Dom ==============//
const resetNumber = 100;
let playing = true;
const addBorder = function (value, classs) {
value.classList.add(classs);
};
const removeBorder = function (value, classs) {
value.classList.remove(classs);
};
const infoBoxses = function (player1_hp, player2_hp, player1_pwr, player2_pwr) {
hpPlayer_1.innerHTML = player1_hp;
powerPlayer_1.innerHTML = player1_pwr;
powerPlayer_2.innerHTML = player2_pwr;
hpPlayer_2.innerHTML = player2_hp;
};
const attacker_1 = function () {
if (playing) {
if (motamashe2.hp >= 0) {
Levan.attack(motamashe2);
infoBoxses(Levan.hp, motamashe2.hp, Levan.power, motamashe2.power);
removeBorder(player1Img, "red-border");
removeBorder(player2Img, "green-border");
addBorder(player2Img, "red-border");
addBorder(player1Img, "green-border");
} else {
console.log(`game is overr`);
let playing = false;
player1.classList.add("transparent");
result_1.innerHTML = ` winner is ${Levan.name}`;
}
}
};
const attacker_2 = function () {
if (playing) {
if (Levan.hp >= 0) {
motamashe2.attack(Levan);
infoBoxses(Levan.hp, motamashe2.hp, Levan.power, motamashe2.power);
removeBorder(player2Img, "red-border");
removeBorder(player1Img, "green-border");
addBorder(player1Img, "red-border");
addBorder(player2Img, "green-border");
} else {
console.log(`game is overr`);
let playing = false;
player2.classList.add("transparent");
result_2.innerHTML = ` winner is ${motamashe2.name}`;
}
}
};
const attackerWithKey_1 = function (e) {
if (playing) {
if (e.key === "d" && motamashe2.hp >= 0) {
Levan.attack(motamashe2);
infoBoxses(Levan.hp, motamashe2.hp, Levan.power, motamashe2.power);
removeBorder(player1Img, "red-border");
removeBorder(player2Img, "green-border");
addBorder(player2Img, "red-border");
addBorder(player1Img, "green-border");
} else if (e.key === "d" && motamashe2.hp <= 0) {
console.log(`game is over`);
let playing = false;
player1.classList.add("transparent");
result_1.innerHTML = ` winner is ${Levan.name}`;
}
}
};
const attackerWithKey_2 = function (e) {
if (playing) {
if (e.key === "5" && Levan.hp >= 0) {
motamashe2.attack(Levan);
infoBoxses(Levan.hp, motamashe2.hp, Levan.power, motamashe2.power);
removeBorder(player2Img, "red-border");
removeBorder(player1Img, "green-border");
addBorder(player1Img, "red-border");
addBorder(player2Img, "green-border");
} else if (e.key === "5" && Levan.hp <= 0) {
console.log(`game is over`);
let playing = false;
player2.classList.add("transparent");
result_2.innerHTML = ` winner is ${motamashe2.name}`;
}
}
};
namePlayer_1.innerHTML = Levan.name;
powerPlayer_1.innerHTML = Levan.power;
hpPlayer_1.innerHTML = Levan.hp;
namePlayer_2.innerHTML = motamashe2.name;
powerPlayer_2.innerHTML = motamashe2.power;
hpPlayer_2.innerHTML = motamashe2.hp;
attack_1.addEventListener("click", attacker_1);
attack_2.addEventListener("click", attacker_2);
document.addEventListener("keydown", attackerWithKey_1);
document.addEventListener("keydown", attackerWithKey_2);
rules.addEventListener("click", function () {
rules_box.classList.remove("hidden");
overlay.classList.remove("hidden");
});
close_window.addEventListener("click", function () {
rules_box.classList.add("hidden");
overlay.classList.add("hidden");
});
reset.addEventListener("click", function () {
console.log(`button clicked`);
hpPlayer_1.innerHTML = resetNumber;
powerPlayer_2.innerHTML = resetNumber;
powerPlayer_1.innerHTML = resetNumber;
hpPlayer_2.innerHTML = resetNumber;
removeBorder(player2Img, "red-border");
removeBorder(player1Img, "green-border");
result_2.innerHTML = "";
result_1.innerHTML = "";
player2.classList.remove("transparent");
player1.classList.remove("transparent");
Levan.reset();
motamashe2.reset();
});
// console.log(Levan);
// console.log(motamashe2);
// Levan.attack(motamashe2);
// Levan.attack(motamashe2);
// Levan.attack(motamashe2);
// motamashe2.attack(Levan);
// motamashe2.attack(Levan);
// motamashe2.attack(Levan);
// console.log(Levan);
// console.log(motamashe2);
// Levan.logStatus();