began fight system
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13
index.html
13
index.html
@@ -11,7 +11,7 @@
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</head>
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<body onpageshow="load()">
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<div id="bubble" onclick="nextDlg()">
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<div class="box" id="bubble" onclick="nextDlg()">
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<p id="title"></p>
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<p id="dlg-text"></p>
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</div>
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@@ -21,6 +21,17 @@
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<p class="answer" id="2" onclick="answered(this.id)"></p>
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<p class="answer" id="3" onclick="answered(this.id)"></p>
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</div>
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<div hidden="true" class="box" id="fight">
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<img id="enemy-texture"><br>
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<p><span id="enemy-name"></span> Leben: <span id="enemy-health"></span></p>
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<img onclick="fight()" src="text_horror\assets\sword.png" width="100px">
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<br><br><br>
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<p><span id="weapon"></span>
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(<span id="weapon-damage"></span>)
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Leben:<span id="health"></span>
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</p>
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</div>
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<img draggable="false" hidden="true" id="triangle" src="text_horror/assets/triangle.png">
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<p class="thx-for-playing">Danke fürs spielen!</p>
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</body>
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@@ -9,11 +9,15 @@ var answers;
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var keys;
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var allowNextDlg = true;
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var voice;
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var playerName;
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var enemyHealth = 0;
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var enemyDamage = 1;
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var health = 25;
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var weaponName = "Fäuste";
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var weaponDamage = 1;
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//TODO
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//add skipDlg with right mouse click
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//simple fights
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//playsound
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//save file in local storage
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window.addEventListener('contextmenu', (event) => {
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@@ -103,6 +107,29 @@ function nextDlg(dlgPointerIncrease = true) {
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dlgKeyMain = dlgLines[dlgPointer].split(':')[1]
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load()
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}
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else if (dlgLines[dlgPointer].split(":")[0] === "_lock") {
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nextDlg();
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}
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else if (dlgLines[dlgPointer].split(":")[0] === "_weapon") {
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weaponName = dlgLines[dlgPointer].split(':')[1]
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weaponDamage = dlgLines[dlgPointer].split(':')[2]
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nextDlg();
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}
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else if (dlgLines[dlgPointer].split(":")[0] === "_enemy") {
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document.getElementById("enemy-name").innerHTML = dlgLines[dlgPointer].split(":")[1]
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document.getElementById("enemy-texture").src = "text_horror/assets/textures/" + dlgLines[dlgPointer].split(":")[2] + ".png"
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enemyHealth = dlgLines[dlgPointer].split(":")[3]
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enemyDamage = dlgLines[dlgPointer].split(":")[4]
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document.getElementById("enemy-health").innerHTML = enemyHealth
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document.getElementById("weapon").innerHTML = weaponName
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document.getElementById("weapon-damage").innerHTML = weaponDamage
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document.getElementById("health").innerHTML = health
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document.getElementById("fight").style.visibility = "unset"
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document.getElementById("dlg-text").innerHTML = ""
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document.getElementById("bubble").hidden = true;
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document.getElementById("answer-box").hidden = true;
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document.getElementById("triangle").hidden = true;
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}
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} else
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updateDlg();
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}
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@@ -136,3 +163,7 @@ function answered(answerId) {
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answers.item(j).innerHTML = "";
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}
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}
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function fight() {
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}
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BIN
text_horror/assets/sword.png
Normal file
BIN
text_horror/assets/sword.png
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Binary file not shown.
After Width: | Height: | Size: 1.3 KiB |
BIN
text_horror/assets/textures/ghul.png
Normal file
BIN
text_horror/assets/textures/ghul.png
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Binary file not shown.
After Width: | Height: | Size: 2.0 KiB |
@@ -11,6 +11,10 @@ body {
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user-select: none;
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}
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p {
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font-size: 25px;
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}
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.thx-for-playing {
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z-index: -1;
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font-size: 50px;
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@@ -33,7 +37,7 @@ body {
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white-space: break-spaces;
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}
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#bubble {
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.box {
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border-width: 5px;
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border-style: solid;
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border-color: white;
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@@ -49,6 +53,45 @@ body {
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transform: translate(-50%, -50%);
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}
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#bubble {
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width: 70%;
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height: 50%;
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}
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#fight {
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visibility: hidden;
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width: 35%;
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height: 70%;
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text-align: center;
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display: inline-block;
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}
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#enemy-texture {
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width: 256px;
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height: 256px;
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border-width: 5px;
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border-style: solid;
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border-color: white;
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}
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#enemy-name {
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font-size: 40px;
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transform: translate(0, -40px);
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}
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#enemy-health {
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font-size: 30px;
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transform: translate(0, -80px);
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}
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#weapon {
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text-align: left;
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}
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#health {
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text-align: right;
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}
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#triangle {
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fill: #fff;
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position: absolute;
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