Created
January 12, 2015 04:32
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Adventure Engine // source http://jsbin.com/vuvexa
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<!DOCTYPE html> | |
<html> | |
<head> | |
<meta name="description" content="Adventure Engine" /> | |
<meta charset="utf-8"> | |
<title>JS Bin</title> | |
</head> | |
<body> | |
<script id="jsbin-javascript"> | |
(function(w){ | |
/********** | |
GLOBALS ARE A BAD IDEA, but they are so easy to use, we will reorganize these in an advanced lesson | |
Game uses flash fram model to organize scene/level concepts | |
*********/ | |
var gameTitle = "Ron's Epic Adventure"; | |
var introText = "Adventurer what is your name?"; | |
var backgroundStory = "The princess has been kidknapped, the local village blacksmith said that he saw her taken into the forest by a shadowy figure. " + | |
"He gave you a Silver Sword to help you in your quest. You'd better hurry into the forest and save her. "; | |
var ending = "A hidden stone door crumbles and the princess runs out and hugs you, That you for saving me " + playerName + "I do not know how to thank you." + | |
"Congratulations what will you next quest be?"; | |
var playerName = ""; | |
var continueGame = true; | |
var hasLantern = false;//Need to see in Dark Forest | |
var hasForestKey = false; //Nee to get into Dark Forest Temple | |
var hasSilverSword = true; //Defualt weapon | |
var hasLeatherShield = false; //forest shield | |
var matches = 5; //Can use these to temporarily look in dark places | |
var money = 0; | |
var hearts = 5; | |
var enemy1 = "Grublor"; | |
var enemy2 = "Stolak"; | |
var enemy3 = "Smoke Bhort"; | |
var forestTempleBoss = "King Malvox"; | |
var foundForestTempleBoss = false; | |
var forestTempleBossHearts = 6; | |
function playIntro () { | |
playerName = prompt(introText); | |
if (!playerName) { | |
playerName = ""; | |
} | |
playerName = playerName.trim(); | |
if (playerName) { | |
return true; | |
} | |
alert("Come on, tell me your name."); | |
playIntro(); | |
} | |
function rollDice(){ | |
var diceNumber = Math.random() * 12 + 1; | |
diceNumber = Math.floor(diceNumber); | |
return diceNumber; | |
} | |
//can use odd and even numbers to distinguish differnt enemy names | |
function fightEnemy(name, strength){ | |
if (!strength) { | |
strength = 0; | |
} | |
var fightRoll = rollDice(); | |
if (fightRoll >= 6 + strength) { | |
return true; | |
} | |
return false; | |
} | |
function fightForestTempleBoss(){ | |
var forestTempleFightRoll = rollDice(); | |
if (forestTempleFightRoll === 12) { | |
alert("You found " + forestTempleBoss + "'s hidden weak spotand defeated the temple boss!"); | |
forestTempleBossHearts = 0; | |
} | |
if (forestTempleFightRoll < 7) { | |
hearts -= 1.5; | |
if (hasLeatherShield) { | |
hearts += 0.5; | |
} | |
alert("You tried to dodge " + forestTempleBoss + "'s but failed, you sustained damage. You have " + hearts + " hearts left."); | |
} | |
if (forestTempleFightRoll >= 7 && forestTempleFightRoll < 12) { | |
forestTempleBossHearts -= 2; | |
alert("That was a quick attack, " + forestTempleBoss + " never saw that coming. The boss only has " + forestTempleBossHearts + " hearts left."); | |
} | |
if (!forestTempleBossHearts) { | |
alert("You did it, you defeated " + forestTempleBoss + "!"); | |
return true; | |
} | |
if (hearts) { | |
alert("Hang in there, ther fight is almost over, errr... one way or the other."); | |
fightForestTempleBoss(); | |
return true; | |
} | |
else { | |
alert("You will never defeat me " + forestTempleBoss + "! Was the last thing you heard as everything faded to black. - GAME OVER"); | |
continueGame = false; | |
return false; | |
} | |
} | |
function visitForestTempleShop(){ | |
var shopKeeper = "Dreecko"; | |
var lanternPrice = 20;//20 | |
var matchesPrice = 10;//10 | |
var shieldPrice = 50;//50 | |
var potionPrice = 15;//15 | |
var shopText = "Hayloo, welcome to my shop I am {{NAME}} What would yoooh like to buy? \r\n" + | |
"A) Buy a lantern " + lanternPrice + " gems \r\n" + | |
"B) Buy 5 matches " + matchesPrice + " gems \r\n" + | |
"C) Buy a leather sheild " + shieldPrice + " gems \r\n" + | |
"D) Buy a health potion " + potionPrice + " gems \r\n" + | |
"E) Exit \r\n\r\n" + | |
" You currently have " + money + " gems"; | |
shopText = shopText.replace("{{NAME}}", shopKeeper); | |
function checkShopChoice(choice){ | |
if(choice) { | |
choice = choice.toUpperCase(); | |
} | |
if (choice === "A") { | |
if (hasLantern) { | |
alert("Looks like you already have a lantern, maybe you'd like something else?"); | |
visitForestTempleShop(); | |
return true; | |
} | |
if (money >= lanternPrice) { | |
alert("You are the owner of a shiny new lamp!"); | |
money -= lanternPrice; | |
hasLantern = true; | |
visitForestTempleShop(); | |
return true; | |
} | |
else { | |
alert("Uh, you are a little short, maybe there is something else you'd like?"); | |
visitForestTempleShop(); | |
return true; | |
} | |
} | |
if (choice === "B") { | |
alert("I'd really like to sell you something, but in this temple, you really need a lantern. Maybe there is somethign else you need?"); | |
visitForestTempleShop(); | |
return true; | |
} | |
if (choice === "C") { | |
if (hasLeatherShield) { | |
alert("You cannot carry two shields, maybe you would like something else?"); | |
visitForestTempleShop(); | |
return true; | |
} | |
if (money >= shieldPrice) { | |
alert("You now have a leather shield, this gives you extra protection against attacks!"); | |
money -= shieldPrice; | |
hasLeatherShield = true; | |
} | |
else { | |
alert("I wish I could give it away but I have 9 kids to feed. Are you going to buy something?"); | |
} | |
visitForestTempleShop(); | |
return true; | |
} | |
if (choice === "D") { | |
if (hearts === 5) { | |
alert("You are already healthy, my fresh potions must be taken immediately, it wlll do you no good. Maybe you would like something else?"); | |
visitForestTempleShop(); | |
return true; | |
} | |
if (money >= potionPrice) { | |
hearts = 5; | |
alert("Your health has been fully restored. You have " + hearts + " hearts."); | |
money -= potionPrice; | |
} | |
else { | |
alert("You need a little more money to buy that, do you see anything else you want?"); | |
} | |
visitForestTempleShop(); | |
return true; | |
} | |
if (choice === "E") { | |
alert("Ohhh, so sad to see you go, come again!"); | |
playScreen3(); | |
return true; | |
} | |
alert("Huh? I do have any of zat, maybe there is something else you like."); | |
visitForestTempleShop(); | |
return true; | |
} | |
var shopChoice = prompt(shopText); | |
checkShopChoice(shopChoice); | |
return true; | |
} | |
function playScreen1(){ | |
var screen1Text = "The princess is not going to save herself, where will you start? \r\n" + | |
"A) Venture into the Dark Forest \r\n" + | |
"B) Vist the Dark Forest Temple \r\n" + | |
"C) Quit"; | |
function checkScreen1(choice){ | |
if (choice) { | |
choice = choice.toUpperCase(); | |
} | |
if (choice === "A") { | |
playScreen2(); | |
return true; | |
} | |
if (choice === "B") { | |
alert("You need a key to get in the Dark Forest Temple, maybe you should look for one in the forest."); | |
playScreen1(); | |
return true; | |
} | |
if (choice === "C") { | |
continueGame = false; | |
return false; | |
} | |
alert("Uh-oh, I think you should stick to A, B or C, try again."); | |
playScreen1(); | |
} | |
var screen1Choice = prompt(screen1Text); | |
checkScreen1(screen1Choice); | |
return true; | |
} | |
function playScreen2(){ | |
var screen2Question = "The forest is dark, you will need a latern to find anything, what will you do? \r\n"; | |
if (hasLantern) { | |
screen2Question = "Keep your sword ready, the light of the lantern has shown you the true danger ahead, what will you do next? \r\n"; | |
} | |
var screen2Text = screen2Question + | |
"A) Look for a lantern\r\n" + | |
"B) Look for the Key\r\n" + | |
"C) Quit"; | |
function checkScreen2(choice){ | |
if (choice) { | |
choice = choice.toUpperCase(); | |
} | |
if (choice === "A") { | |
if (hasLantern) { | |
alert("You can't find something you already have, look for the key already!"); | |
playScreen2(); | |
return true; | |
} | |
else { | |
var lanternRoll = rollDice(); | |
if (matches) { | |
matches--; | |
if (lanternRoll > 6){ | |
hasLantern = true; | |
alert("You found a lantern!, Now you don't have to keep burning your fingers with those pesky matches \r\n" + | |
"You have " + matches + " matches left."); | |
} | |
else { | |
if (matches) { | |
alert("Ouch, you burned your finger and wasted one of your precious matches. \r\n" + | |
"You'd better hurry up and find the lattern quickly, you only have " + matches + " left."); | |
} | |
else{ | |
alert("That was your last match! You stumbled around in the dark and fell into the forest chasm - GAME OVER."); | |
return false; | |
} | |
} | |
playScreen2(); | |
return true; | |
} | |
else { | |
alert("You don't have anymore matches left and you can't see anything. You have been lost to the forest's darkness."); | |
return false; | |
} | |
} | |
} | |
if (choice === "B") { | |
if (hasLantern || matches) { | |
if (!hasLantern) { | |
//use a match if there is no lantern | |
matches--; | |
} | |
var keyRoll = rollDice(); | |
if (keyRoll < 5) { | |
//fight enemy | |
var enemy = enemy1; | |
if (keyRoll % 2) { | |
enemy = enemy2; | |
} | |
var fightMsg = "A " + enemy + " has appeared, prepare for battle."; | |
alert(fightMsg); | |
var fightResult = fightEnemy(enemy); | |
if (fightResult) { | |
var reward = 5; | |
alert("You fought valiantly, you earned " + reward + " gems."); | |
money += reward; | |
} | |
else { | |
hearts--; | |
if (hasLeatherShield) { | |
hearts += 0.5; | |
} | |
if (hearts){ | |
alert("You faught hard, but you sustained some damage before you vanquished your foe. You have " + hearts + " hearts left."); | |
} | |
else { | |
alert("The" + enemy + "was too strong, you suffered the ultimate defeat - GAME OVER."); | |
return false; | |
} | |
} | |
playScreen2(); | |
return true; | |
} | |
else { | |
if (keyRoll === 6 || keyRoll === 9 || keyRoll === 12) { | |
//Found key | |
var msg = "Congratulation, you found they temple key! "; | |
if (!hasLantern) { | |
msg += " I hope you have a lantern, there aren't enough matches in the world to make it through the temple. "; | |
} | |
msg += "It is time to head to the temple. "; | |
alert(msg); | |
playScreen3(); | |
return true; | |
} | |
else { | |
var msg2 = "Drats, you have been looking, but you have yet to find the temple key."; | |
if (!hasLantern) { | |
msg2 = "No luck yet, you'd better find the key soon, you only have " + matches + "left"; | |
} | |
alert(msg2); | |
} | |
} | |
} | |
else { | |
alert("You don't have a lantern or matches and have been swallowed by the dark, you are doomed to wander in the darkness of the forest forever."); | |
return false; | |
} | |
playScreen2(); | |
return true; | |
} | |
if (choice === "C") { | |
continueGame = false; | |
return false; | |
} | |
alert("I know there are 26 letters in the alphabet but you can only select A, B or C, try again."); | |
playScreen2(); | |
return true; | |
} | |
var screen2Choice = prompt(screen2Text); | |
checkScreen2(screen2Choice); | |
return true; | |
} | |
function playScreen3(choice){ | |
if (choice) { | |
choice = choice.toUpperCase(); | |
} | |
var screen3Text = "Stay alert, this temple is very dangerous, what will you do?\r\n" + | |
"A) Vist the temple shop \r\n" + | |
"B) Explore temple\r\n" + | |
"C) Quit"; | |
if (foundForestTempleBoss) { | |
screen3Text = "Stay alert, this temple is very dangers, what will you do?\r\n" + | |
"A) Vist the temple shop \r\n" + | |
"B) Explore temple\r\n" + | |
"C) Enter boss room \r\n" + | |
"D) Quit"; | |
} | |
function checkScreen3(choice){ | |
if (choice) { | |
choice = choice.toUpperCase(); | |
} | |
if (choice === "A"){ | |
visitForestTempleShop(); | |
return true; | |
} | |
if (choice === "B"){ | |
var exploreRoll = rollDice(); | |
if (exploreRoll === 1 || exploreRoll === 12) { | |
alert("You found a chest that contains 5 gems!"); | |
money += 5; | |
playScreen3(); | |
return true; | |
} | |
if(exploreRoll > 1 && exploreRoll < 9) { | |
var templeEnemy = enemy2; | |
var templeReward = 10; | |
if (exploreRoll % 2) { | |
templeEnemy = enemy3; | |
} | |
var templeFight = fightEnemy(templeEnemy, 1); | |
if (templeFight) { | |
alert("BEAST-MODE activated, you slayed the " + templeEnemy + "! you earned " + templeReward + " gems."); | |
money += templeReward; | |
} | |
else { | |
hearts -= 2; | |
if (hasLeatherShield) { | |
hearts += 1; | |
} | |
if (hearts <= 0) { | |
alert("What is that sad music playing, this was your final battle, this temple s now your tomb - GAME OVER."); | |
return false; | |
} | |
alert("Temple monsters are much stronger than others, you defeated the " + templeEnemy + " but lost 2 heart."); | |
} | |
playScreen3(); | |
return true; | |
} | |
if(exploreRoll === 9 || exploreRoll === 10 || exploreRoll === 11) { | |
alert("You found the boss, room, are you ready to do battle?"); | |
foundForestTempleBoss = true; | |
playScreen3(); | |
return true; | |
} | |
} | |
if (choice === "C"){ | |
if (foundForestTempleBoss) { | |
//Fight boss | |
var templeBossMsg = "(Door Slams) I hope you have a shield, the temple boss {{BOSS}} is charging toward you!"; | |
templeBossMsg = templeBossMsg.replace("{{BOSS}}", forestTempleBoss); | |
alert(templeBossMsg); | |
//Boss rooms have their own loop | |
fightForestTempleBoss(); | |
return true; | |
} | |
else { | |
continueGame = false; | |
return false; | |
} | |
} | |
if (choice === "D") { | |
if (foundTempleBoss) { | |
return false; | |
} | |
} | |
alert("I know there are 26 letters in the alphabet but stick to the choices on the screen."); | |
playScreen3(); | |
return true; | |
} | |
var screen3Choice = prompt(screen3Text); | |
checkScreen3(screen3Choice); | |
} | |
function main(){ | |
alert( "Welcome to " + gameTitle); | |
playIntro(); | |
alert(backgroundStory); | |
playScreen1(); | |
if (continueGame){ | |
alert(ending); | |
return true; | |
} | |
//If we get here the player quit | |
alert("Couldn't take it huh? Maybe next time."); | |
return false; | |
} | |
main(); | |
})(window); | |
</script> | |
<script id="jsbin-source-javascript" type="text/javascript">(function(w){ | |
/********** | |
GLOBALS ARE A BAD IDEA, but they are so easy to use, we will reorganize these in an advanced lesson | |
Game uses flash fram model to organize scene/level concepts | |
*********/ | |
var gameTitle = "Ron's Epic Adventure"; | |
var introText = "Adventurer what is your name?"; | |
var backgroundStory = "The princess has been kidknapped, the local village blacksmith said that he saw her taken into the forest by a shadowy figure. " + | |
"He gave you a Silver Sword to help you in your quest. You'd better hurry into the forest and save her. "; | |
var ending = "A hidden stone door crumbles and the princess runs out and hugs you, That you for saving me " + playerName + "I do not know how to thank you." + | |
"Congratulations what will you next quest be?"; | |
var playerName = ""; | |
var continueGame = true; | |
var hasLantern = false;//Need to see in Dark Forest | |
var hasForestKey = false; //Nee to get into Dark Forest Temple | |
var hasSilverSword = true; //Defualt weapon | |
var hasLeatherShield = false; //forest shield | |
var matches = 5; //Can use these to temporarily look in dark places | |
var money = 0; | |
var hearts = 5; | |
var enemy1 = "Grublor"; | |
var enemy2 = "Stolak"; | |
var enemy3 = "Smoke Bhort"; | |
var forestTempleBoss = "King Malvox"; | |
var foundForestTempleBoss = false; | |
var forestTempleBossHearts = 6; | |
function playIntro () { | |
playerName = prompt(introText); | |
if (!playerName) { | |
playerName = ""; | |
} | |
playerName = playerName.trim(); | |
if (playerName) { | |
return true; | |
} | |
alert("Come on, tell me your name."); | |
playIntro(); | |
} | |
function rollDice(){ | |
var diceNumber = Math.random() * 12 + 1; | |
diceNumber = Math.floor(diceNumber); | |
return diceNumber; | |
} | |
//can use odd and even numbers to distinguish differnt enemy names | |
function fightEnemy(name, strength){ | |
if (!strength) { | |
strength = 0; | |
} | |
var fightRoll = rollDice(); | |
if (fightRoll >= 6 + strength) { | |
return true; | |
} | |
return false; | |
} | |
function fightForestTempleBoss(){ | |
var forestTempleFightRoll = rollDice(); | |
if (forestTempleFightRoll === 12) { | |
alert("You found " + forestTempleBoss + "'s hidden weak spotand defeated the temple boss!"); | |
forestTempleBossHearts = 0; | |
} | |
if (forestTempleFightRoll < 7) { | |
hearts -= 1.5; | |
if (hasLeatherShield) { | |
hearts += 0.5; | |
} | |
alert("You tried to dodge " + forestTempleBoss + "'s but failed, you sustained damage. You have " + hearts + " hearts left."); | |
} | |
if (forestTempleFightRoll >= 7 && forestTempleFightRoll < 12) { | |
forestTempleBossHearts -= 2; | |
alert("That was a quick attack, " + forestTempleBoss + " never saw that coming. The boss only has " + forestTempleBossHearts + " hearts left."); | |
} | |
if (!forestTempleBossHearts) { | |
alert("You did it, you defeated " + forestTempleBoss + "!"); | |
return true; | |
} | |
if (hearts) { | |
alert("Hang in there, ther fight is almost over, errr... one way or the other."); | |
fightForestTempleBoss(); | |
return true; | |
} | |
else { | |
alert("You will never defeat me " + forestTempleBoss + "! Was the last thing you heard as everything faded to black. - GAME OVER"); | |
continueGame = false; | |
return false; | |
} | |
} | |
function visitForestTempleShop(){ | |
var shopKeeper = "Dreecko"; | |
var lanternPrice = 20;//20 | |
var matchesPrice = 10;//10 | |
var shieldPrice = 50;//50 | |
var potionPrice = 15;//15 | |
var shopText = "Hayloo, welcome to my shop I am {{NAME}} What would yoooh like to buy? \r\n" + | |
"A) Buy a lantern " + lanternPrice + " gems \r\n" + | |
"B) Buy 5 matches " + matchesPrice + " gems \r\n" + | |
"C) Buy a leather sheild " + shieldPrice + " gems \r\n" + | |
"D) Buy a health potion " + potionPrice + " gems \r\n" + | |
"E) Exit \r\n\r\n" + | |
" You currently have " + money + " gems"; | |
shopText = shopText.replace("{{NAME}}", shopKeeper); | |
function checkShopChoice(choice){ | |
if(choice) { | |
choice = choice.toUpperCase(); | |
} | |
if (choice === "A") { | |
if (hasLantern) { | |
alert("Looks like you already have a lantern, maybe you'd like something else?"); | |
visitForestTempleShop(); | |
return true; | |
} | |
if (money >= lanternPrice) { | |
alert("You are the owner of a shiny new lamp!"); | |
money -= lanternPrice; | |
hasLantern = true; | |
visitForestTempleShop(); | |
return true; | |
} | |
else { | |
alert("Uh, you are a little short, maybe there is something else you'd like?"); | |
visitForestTempleShop(); | |
return true; | |
} | |
} | |
if (choice === "B") { | |
alert("I'd really like to sell you something, but in this temple, you really need a lantern. Maybe there is somethign else you need?"); | |
visitForestTempleShop(); | |
return true; | |
} | |
if (choice === "C") { | |
if (hasLeatherShield) { | |
alert("You cannot carry two shields, maybe you would like something else?"); | |
visitForestTempleShop(); | |
return true; | |
} | |
if (money >= shieldPrice) { | |
alert("You now have a leather shield, this gives you extra protection against attacks!"); | |
money -= shieldPrice; | |
hasLeatherShield = true; | |
} | |
else { | |
alert("I wish I could give it away but I have 9 kids to feed. Are you going to buy something?"); | |
} | |
visitForestTempleShop(); | |
return true; | |
} | |
if (choice === "D") { | |
if (hearts === 5) { | |
alert("You are already healthy, my fresh potions must be taken immediately, it wlll do you no good. Maybe you would like something else?"); | |
visitForestTempleShop(); | |
return true; | |
} | |
if (money >= potionPrice) { | |
hearts = 5; | |
alert("Your health has been fully restored. You have " + hearts + " hearts."); | |
money -= potionPrice; | |
} | |
else { | |
alert("You need a little more money to buy that, do you see anything else you want?"); | |
} | |
visitForestTempleShop(); | |
return true; | |
} | |
if (choice === "E") { | |
alert("Ohhh, so sad to see you go, come again!"); | |
playScreen3(); | |
return true; | |
} | |
alert("Huh? I do have any of zat, maybe there is something else you like."); | |
visitForestTempleShop(); | |
return true; | |
} | |
var shopChoice = prompt(shopText); | |
checkShopChoice(shopChoice); | |
return true; | |
} | |
function playScreen1(){ | |
var screen1Text = "The princess is not going to save herself, where will you start? \r\n" + | |
"A) Venture into the Dark Forest \r\n" + | |
"B) Vist the Dark Forest Temple \r\n" + | |
"C) Quit"; | |
function checkScreen1(choice){ | |
if (choice) { | |
choice = choice.toUpperCase(); | |
} | |
if (choice === "A") { | |
playScreen2(); | |
return true; | |
} | |
if (choice === "B") { | |
alert("You need a key to get in the Dark Forest Temple, maybe you should look for one in the forest."); | |
playScreen1(); | |
return true; | |
} | |
if (choice === "C") { | |
continueGame = false; | |
return false; | |
} | |
alert("Uh-oh, I think you should stick to A, B or C, try again."); | |
playScreen1(); | |
} | |
var screen1Choice = prompt(screen1Text); | |
checkScreen1(screen1Choice); | |
return true; | |
} | |
function playScreen2(){ | |
var screen2Question = "The forest is dark, you will need a latern to find anything, what will you do? \r\n"; | |
if (hasLantern) { | |
screen2Question = "Keep your sword ready, the light of the lantern has shown you the true danger ahead, what will you do next? \r\n"; | |
} | |
var screen2Text = screen2Question + | |
"A) Look for a lantern\r\n" + | |
"B) Look for the Key\r\n" + | |
"C) Quit"; | |
function checkScreen2(choice){ | |
if (choice) { | |
choice = choice.toUpperCase(); | |
} | |
if (choice === "A") { | |
if (hasLantern) { | |
alert("You can't find something you already have, look for the key already!"); | |
playScreen2(); | |
return true; | |
} | |
else { | |
var lanternRoll = rollDice(); | |
if (matches) { | |
matches--; | |
if (lanternRoll > 6){ | |
hasLantern = true; | |
alert("You found a lantern!, Now you don't have to keep burning your fingers with those pesky matches \r\n" + | |
"You have " + matches + " matches left."); | |
} | |
else { | |
if (matches) { | |
alert("Ouch, you burned your finger and wasted one of your precious matches. \r\n" + | |
"You'd better hurry up and find the lattern quickly, you only have " + matches + " left."); | |
} | |
else{ | |
alert("That was your last match! You stumbled around in the dark and fell into the forest chasm - GAME OVER."); | |
return false; | |
} | |
} | |
playScreen2(); | |
return true; | |
} | |
else { | |
alert("You don't have anymore matches left and you can't see anything. You have been lost to the forest's darkness."); | |
return false; | |
} | |
} | |
} | |
if (choice === "B") { | |
if (hasLantern || matches) { | |
if (!hasLantern) { | |
//use a match if there is no lantern | |
matches--; | |
} | |
var keyRoll = rollDice(); | |
if (keyRoll < 5) { | |
//fight enemy | |
var enemy = enemy1; | |
if (keyRoll % 2) { | |
enemy = enemy2; | |
} | |
var fightMsg = "A " + enemy + " has appeared, prepare for battle."; | |
alert(fightMsg); | |
var fightResult = fightEnemy(enemy); | |
if (fightResult) { | |
var reward = 5; | |
alert("You fought valiantly, you earned " + reward + " gems."); | |
money += reward; | |
} | |
else { | |
hearts--; | |
if (hasLeatherShield) { | |
hearts += 0.5; | |
} | |
if (hearts){ | |
alert("You faught hard, but you sustained some damage before you vanquished your foe. You have " + hearts + " hearts left."); | |
} | |
else { | |
alert("The" + enemy + "was too strong, you suffered the ultimate defeat - GAME OVER."); | |
return false; | |
} | |
} | |
playScreen2(); | |
return true; | |
} | |
else { | |
if (keyRoll === 6 || keyRoll === 9 || keyRoll === 12) { | |
//Found key | |
var msg = "Congratulation, you found they temple key! "; | |
if (!hasLantern) { | |
msg += " I hope you have a lantern, there aren't enough matches in the world to make it through the temple. "; | |
} | |
msg += "It is time to head to the temple. "; | |
alert(msg); | |
playScreen3(); | |
return true; | |
} | |
else { | |
var msg2 = "Drats, you have been looking, but you have yet to find the temple key."; | |
if (!hasLantern) { | |
msg2 = "No luck yet, you'd better find the key soon, you only have " + matches + "left"; | |
} | |
alert(msg2); | |
} | |
} | |
} | |
else { | |
alert("You don't have a lantern or matches and have been swallowed by the dark, you are doomed to wander in the darkness of the forest forever."); | |
return false; | |
} | |
playScreen2(); | |
return true; | |
} | |
if (choice === "C") { | |
continueGame = false; | |
return false; | |
} | |
alert("I know there are 26 letters in the alphabet but you can only select A, B or C, try again."); | |
playScreen2(); | |
return true; | |
} | |
var screen2Choice = prompt(screen2Text); | |
checkScreen2(screen2Choice); | |
return true; | |
} | |
function playScreen3(choice){ | |
if (choice) { | |
choice = choice.toUpperCase(); | |
} | |
var screen3Text = "Stay alert, this temple is very dangerous, what will you do?\r\n" + | |
"A) Vist the temple shop \r\n" + | |
"B) Explore temple\r\n" + | |
"C) Quit"; | |
if (foundForestTempleBoss) { | |
screen3Text = "Stay alert, this temple is very dangers, what will you do?\r\n" + | |
"A) Vist the temple shop \r\n" + | |
"B) Explore temple\r\n" + | |
"C) Enter boss room \r\n" + | |
"D) Quit"; | |
} | |
function checkScreen3(choice){ | |
if (choice) { | |
choice = choice.toUpperCase(); | |
} | |
if (choice === "A"){ | |
visitForestTempleShop(); | |
return true; | |
} | |
if (choice === "B"){ | |
var exploreRoll = rollDice(); | |
if (exploreRoll === 1 || exploreRoll === 12) { | |
alert("You found a chest that contains 5 gems!"); | |
money += 5; | |
playScreen3(); | |
return true; | |
} | |
if(exploreRoll > 1 && exploreRoll < 9) { | |
var templeEnemy = enemy2; | |
var templeReward = 10; | |
if (exploreRoll % 2) { | |
templeEnemy = enemy3; | |
} | |
var templeFight = fightEnemy(templeEnemy, 1); | |
if (templeFight) { | |
alert("BEAST-MODE activated, you slayed the " + templeEnemy + "! you earned " + templeReward + " gems."); | |
money += templeReward; | |
} | |
else { | |
hearts -= 2; | |
if (hasLeatherShield) { | |
hearts += 1; | |
} | |
if (hearts <= 0) { | |
alert("What is that sad music playing, this was your final battle, this temple s now your tomb - GAME OVER."); | |
return false; | |
} | |
alert("Temple monsters are much stronger than others, you defeated the " + templeEnemy + " but lost 2 heart."); | |
} | |
playScreen3(); | |
return true; | |
} | |
if(exploreRoll === 9 || exploreRoll === 10 || exploreRoll === 11) { | |
alert("You found the boss, room, are you ready to do battle?"); | |
foundForestTempleBoss = true; | |
playScreen3(); | |
return true; | |
} | |
} | |
if (choice === "C"){ | |
if (foundForestTempleBoss) { | |
//Fight boss | |
var templeBossMsg = "(Door Slams) I hope you have a shield, the temple boss {{BOSS}} is charging toward you!"; | |
templeBossMsg = templeBossMsg.replace("{{BOSS}}", forestTempleBoss); | |
alert(templeBossMsg); | |
//Boss rooms have their own loop | |
fightForestTempleBoss(); | |
return true; | |
} | |
else { | |
continueGame = false; | |
return false; | |
} | |
} | |
if (choice === "D") { | |
if (foundTempleBoss) { | |
return false; | |
} | |
} | |
alert("I know there are 26 letters in the alphabet but stick to the choices on the screen."); | |
playScreen3(); | |
return true; | |
} | |
var screen3Choice = prompt(screen3Text); | |
checkScreen3(screen3Choice); | |
} | |
function main(){ | |
alert( "Welcome to " + gameTitle); | |
playIntro(); | |
alert(backgroundStory); | |
playScreen1(); | |
if (continueGame){ | |
alert(ending); | |
return true; | |
} | |
//If we get here the player quit | |
alert("Couldn't take it huh? Maybe next time."); | |
return false; | |
} | |
main(); | |
})(window); | |
</script></body> | |
</html> |
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(function(w){ | |
/********** | |
GLOBALS ARE A BAD IDEA, but they are so easy to use, we will reorganize these in an advanced lesson | |
Game uses flash fram model to organize scene/level concepts | |
*********/ | |
var gameTitle = "Ron's Epic Adventure"; | |
var introText = "Adventurer what is your name?"; | |
var backgroundStory = "The princess has been kidknapped, the local village blacksmith said that he saw her taken into the forest by a shadowy figure. " + | |
"He gave you a Silver Sword to help you in your quest. You'd better hurry into the forest and save her. "; | |
var ending = "A hidden stone door crumbles and the princess runs out and hugs you, That you for saving me " + playerName + "I do not know how to thank you." + | |
"Congratulations what will you next quest be?"; | |
var playerName = ""; | |
var continueGame = true; | |
var hasLantern = false;//Need to see in Dark Forest | |
var hasForestKey = false; //Nee to get into Dark Forest Temple | |
var hasSilverSword = true; //Defualt weapon | |
var hasLeatherShield = false; //forest shield | |
var matches = 5; //Can use these to temporarily look in dark places | |
var money = 0; | |
var hearts = 5; | |
var enemy1 = "Grublor"; | |
var enemy2 = "Stolak"; | |
var enemy3 = "Smoke Bhort"; | |
var forestTempleBoss = "King Malvox"; | |
var foundForestTempleBoss = false; | |
var forestTempleBossHearts = 6; | |
function playIntro () { | |
playerName = prompt(introText); | |
if (!playerName) { | |
playerName = ""; | |
} | |
playerName = playerName.trim(); | |
if (playerName) { | |
return true; | |
} | |
alert("Come on, tell me your name."); | |
playIntro(); | |
} | |
function rollDice(){ | |
var diceNumber = Math.random() * 12 + 1; | |
diceNumber = Math.floor(diceNumber); | |
return diceNumber; | |
} | |
//can use odd and even numbers to distinguish differnt enemy names | |
function fightEnemy(name, strength){ | |
if (!strength) { | |
strength = 0; | |
} | |
var fightRoll = rollDice(); | |
if (fightRoll >= 6 + strength) { | |
return true; | |
} | |
return false; | |
} | |
function fightForestTempleBoss(){ | |
var forestTempleFightRoll = rollDice(); | |
if (forestTempleFightRoll === 12) { | |
alert("You found " + forestTempleBoss + "'s hidden weak spotand defeated the temple boss!"); | |
forestTempleBossHearts = 0; | |
} | |
if (forestTempleFightRoll < 7) { | |
hearts -= 1.5; | |
if (hasLeatherShield) { | |
hearts += 0.5; | |
} | |
alert("You tried to dodge " + forestTempleBoss + "'s but failed, you sustained damage. You have " + hearts + " hearts left."); | |
} | |
if (forestTempleFightRoll >= 7 && forestTempleFightRoll < 12) { | |
forestTempleBossHearts -= 2; | |
alert("That was a quick attack, " + forestTempleBoss + " never saw that coming. The boss only has " + forestTempleBossHearts + " hearts left."); | |
} | |
if (!forestTempleBossHearts) { | |
alert("You did it, you defeated " + forestTempleBoss + "!"); | |
return true; | |
} | |
if (hearts) { | |
alert("Hang in there, ther fight is almost over, errr... one way or the other."); | |
fightForestTempleBoss(); | |
return true; | |
} | |
else { | |
alert("You will never defeat me " + forestTempleBoss + "! Was the last thing you heard as everything faded to black. - GAME OVER"); | |
continueGame = false; | |
return false; | |
} | |
} | |
function visitForestTempleShop(){ | |
var shopKeeper = "Dreecko"; | |
var lanternPrice = 20;//20 | |
var matchesPrice = 10;//10 | |
var shieldPrice = 50;//50 | |
var potionPrice = 15;//15 | |
var shopText = "Hayloo, welcome to my shop I am {{NAME}} What would yoooh like to buy? \r\n" + | |
"A) Buy a lantern " + lanternPrice + " gems \r\n" + | |
"B) Buy 5 matches " + matchesPrice + " gems \r\n" + | |
"C) Buy a leather sheild " + shieldPrice + " gems \r\n" + | |
"D) Buy a health potion " + potionPrice + " gems \r\n" + | |
"E) Exit \r\n\r\n" + | |
" You currently have " + money + " gems"; | |
shopText = shopText.replace("{{NAME}}", shopKeeper); | |
function checkShopChoice(choice){ | |
if(choice) { | |
choice = choice.toUpperCase(); | |
} | |
if (choice === "A") { | |
if (hasLantern) { | |
alert("Looks like you already have a lantern, maybe you'd like something else?"); | |
visitForestTempleShop(); | |
return true; | |
} | |
if (money >= lanternPrice) { | |
alert("You are the owner of a shiny new lamp!"); | |
money -= lanternPrice; | |
hasLantern = true; | |
visitForestTempleShop(); | |
return true; | |
} | |
else { | |
alert("Uh, you are a little short, maybe there is something else you'd like?"); | |
visitForestTempleShop(); | |
return true; | |
} | |
} | |
if (choice === "B") { | |
alert("I'd really like to sell you something, but in this temple, you really need a lantern. Maybe there is somethign else you need?"); | |
visitForestTempleShop(); | |
return true; | |
} | |
if (choice === "C") { | |
if (hasLeatherShield) { | |
alert("You cannot carry two shields, maybe you would like something else?"); | |
visitForestTempleShop(); | |
return true; | |
} | |
if (money >= shieldPrice) { | |
alert("You now have a leather shield, this gives you extra protection against attacks!"); | |
money -= shieldPrice; | |
hasLeatherShield = true; | |
} | |
else { | |
alert("I wish I could give it away but I have 9 kids to feed. Are you going to buy something?"); | |
} | |
visitForestTempleShop(); | |
return true; | |
} | |
if (choice === "D") { | |
if (hearts === 5) { | |
alert("You are already healthy, my fresh potions must be taken immediately, it wlll do you no good. Maybe you would like something else?"); | |
visitForestTempleShop(); | |
return true; | |
} | |
if (money >= potionPrice) { | |
hearts = 5; | |
alert("Your health has been fully restored. You have " + hearts + " hearts."); | |
money -= potionPrice; | |
} | |
else { | |
alert("You need a little more money to buy that, do you see anything else you want?"); | |
} | |
visitForestTempleShop(); | |
return true; | |
} | |
if (choice === "E") { | |
alert("Ohhh, so sad to see you go, come again!"); | |
playScreen3(); | |
return true; | |
} | |
alert("Huh? I do have any of zat, maybe there is something else you like."); | |
visitForestTempleShop(); | |
return true; | |
} | |
var shopChoice = prompt(shopText); | |
checkShopChoice(shopChoice); | |
return true; | |
} | |
function playScreen1(){ | |
var screen1Text = "The princess is not going to save herself, where will you start? \r\n" + | |
"A) Venture into the Dark Forest \r\n" + | |
"B) Vist the Dark Forest Temple \r\n" + | |
"C) Quit"; | |
function checkScreen1(choice){ | |
if (choice) { | |
choice = choice.toUpperCase(); | |
} | |
if (choice === "A") { | |
playScreen2(); | |
return true; | |
} | |
if (choice === "B") { | |
alert("You need a key to get in the Dark Forest Temple, maybe you should look for one in the forest."); | |
playScreen1(); | |
return true; | |
} | |
if (choice === "C") { | |
continueGame = false; | |
return false; | |
} | |
alert("Uh-oh, I think you should stick to A, B or C, try again."); | |
playScreen1(); | |
} | |
var screen1Choice = prompt(screen1Text); | |
checkScreen1(screen1Choice); | |
return true; | |
} | |
function playScreen2(){ | |
var screen2Question = "The forest is dark, you will need a latern to find anything, what will you do? \r\n"; | |
if (hasLantern) { | |
screen2Question = "Keep your sword ready, the light of the lantern has shown you the true danger ahead, what will you do next? \r\n"; | |
} | |
var screen2Text = screen2Question + | |
"A) Look for a lantern\r\n" + | |
"B) Look for the Key\r\n" + | |
"C) Quit"; | |
function checkScreen2(choice){ | |
if (choice) { | |
choice = choice.toUpperCase(); | |
} | |
if (choice === "A") { | |
if (hasLantern) { | |
alert("You can't find something you already have, look for the key already!"); | |
playScreen2(); | |
return true; | |
} | |
else { | |
var lanternRoll = rollDice(); | |
if (matches) { | |
matches--; | |
if (lanternRoll > 6){ | |
hasLantern = true; | |
alert("You found a lantern!, Now you don't have to keep burning your fingers with those pesky matches \r\n" + | |
"You have " + matches + " matches left."); | |
} | |
else { | |
if (matches) { | |
alert("Ouch, you burned your finger and wasted one of your precious matches. \r\n" + | |
"You'd better hurry up and find the lattern quickly, you only have " + matches + " left."); | |
} | |
else{ | |
alert("That was your last match! You stumbled around in the dark and fell into the forest chasm - GAME OVER."); | |
return false; | |
} | |
} | |
playScreen2(); | |
return true; | |
} | |
else { | |
alert("You don't have anymore matches left and you can't see anything. You have been lost to the forest's darkness."); | |
return false; | |
} | |
} | |
} | |
if (choice === "B") { | |
if (hasLantern || matches) { | |
if (!hasLantern) { | |
//use a match if there is no lantern | |
matches--; | |
} | |
var keyRoll = rollDice(); | |
if (keyRoll < 5) { | |
//fight enemy | |
var enemy = enemy1; | |
if (keyRoll % 2) { | |
enemy = enemy2; | |
} | |
var fightMsg = "A " + enemy + " has appeared, prepare for battle."; | |
alert(fightMsg); | |
var fightResult = fightEnemy(enemy); | |
if (fightResult) { | |
var reward = 5; | |
alert("You fought valiantly, you earned " + reward + " gems."); | |
money += reward; | |
} | |
else { | |
hearts--; | |
if (hasLeatherShield) { | |
hearts += 0.5; | |
} | |
if (hearts){ | |
alert("You faught hard, but you sustained some damage before you vanquished your foe. You have " + hearts + " hearts left."); | |
} | |
else { | |
alert("The" + enemy + "was too strong, you suffered the ultimate defeat - GAME OVER."); | |
return false; | |
} | |
} | |
playScreen2(); | |
return true; | |
} | |
else { | |
if (keyRoll === 6 || keyRoll === 9 || keyRoll === 12) { | |
//Found key | |
var msg = "Congratulation, you found they temple key! "; | |
if (!hasLantern) { | |
msg += " I hope you have a lantern, there aren't enough matches in the world to make it through the temple. "; | |
} | |
msg += "It is time to head to the temple. "; | |
alert(msg); | |
playScreen3(); | |
return true; | |
} | |
else { | |
var msg2 = "Drats, you have been looking, but you have yet to find the temple key."; | |
if (!hasLantern) { | |
msg2 = "No luck yet, you'd better find the key soon, you only have " + matches + "left"; | |
} | |
alert(msg2); | |
} | |
} | |
} | |
else { | |
alert("You don't have a lantern or matches and have been swallowed by the dark, you are doomed to wander in the darkness of the forest forever."); | |
return false; | |
} | |
playScreen2(); | |
return true; | |
} | |
if (choice === "C") { | |
continueGame = false; | |
return false; | |
} | |
alert("I know there are 26 letters in the alphabet but you can only select A, B or C, try again."); | |
playScreen2(); | |
return true; | |
} | |
var screen2Choice = prompt(screen2Text); | |
checkScreen2(screen2Choice); | |
return true; | |
} | |
function playScreen3(choice){ | |
if (choice) { | |
choice = choice.toUpperCase(); | |
} | |
var screen3Text = "Stay alert, this temple is very dangerous, what will you do?\r\n" + | |
"A) Vist the temple shop \r\n" + | |
"B) Explore temple\r\n" + | |
"C) Quit"; | |
if (foundForestTempleBoss) { | |
screen3Text = "Stay alert, this temple is very dangers, what will you do?\r\n" + | |
"A) Vist the temple shop \r\n" + | |
"B) Explore temple\r\n" + | |
"C) Enter boss room \r\n" + | |
"D) Quit"; | |
} | |
function checkScreen3(choice){ | |
if (choice) { | |
choice = choice.toUpperCase(); | |
} | |
if (choice === "A"){ | |
visitForestTempleShop(); | |
return true; | |
} | |
if (choice === "B"){ | |
var exploreRoll = rollDice(); | |
if (exploreRoll === 1 || exploreRoll === 12) { | |
alert("You found a chest that contains 5 gems!"); | |
money += 5; | |
playScreen3(); | |
return true; | |
} | |
if(exploreRoll > 1 && exploreRoll < 9) { | |
var templeEnemy = enemy2; | |
var templeReward = 10; | |
if (exploreRoll % 2) { | |
templeEnemy = enemy3; | |
} | |
var templeFight = fightEnemy(templeEnemy, 1); | |
if (templeFight) { | |
alert("BEAST-MODE activated, you slayed the " + templeEnemy + "! you earned " + templeReward + " gems."); | |
money += templeReward; | |
} | |
else { | |
hearts -= 2; | |
if (hasLeatherShield) { | |
hearts += 1; | |
} | |
if (hearts <= 0) { | |
alert("What is that sad music playing, this was your final battle, this temple s now your tomb - GAME OVER."); | |
return false; | |
} | |
alert("Temple monsters are much stronger than others, you defeated the " + templeEnemy + " but lost 2 heart."); | |
} | |
playScreen3(); | |
return true; | |
} | |
if(exploreRoll === 9 || exploreRoll === 10 || exploreRoll === 11) { | |
alert("You found the boss, room, are you ready to do battle?"); | |
foundForestTempleBoss = true; | |
playScreen3(); | |
return true; | |
} | |
} | |
if (choice === "C"){ | |
if (foundForestTempleBoss) { | |
//Fight boss | |
var templeBossMsg = "(Door Slams) I hope you have a shield, the temple boss {{BOSS}} is charging toward you!"; | |
templeBossMsg = templeBossMsg.replace("{{BOSS}}", forestTempleBoss); | |
alert(templeBossMsg); | |
//Boss rooms have their own loop | |
fightForestTempleBoss(); | |
return true; | |
} | |
else { | |
continueGame = false; | |
return false; | |
} | |
} | |
if (choice === "D") { | |
if (foundTempleBoss) { | |
return false; | |
} | |
} | |
alert("I know there are 26 letters in the alphabet but stick to the choices on the screen."); | |
playScreen3(); | |
return true; | |
} | |
var screen3Choice = prompt(screen3Text); | |
checkScreen3(screen3Choice); | |
} | |
function main(){ | |
alert( "Welcome to " + gameTitle); | |
playIntro(); | |
alert(backgroundStory); | |
playScreen1(); | |
if (continueGame){ | |
alert(ending); | |
return true; | |
} | |
//If we get here the player quit | |
alert("Couldn't take it huh? Maybe next time."); | |
return false; | |
} | |
main(); | |
})(window); |
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