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262 lines (222 loc) · 8.61 KB
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// Dungeon Dice – RPG dice game with enemy waves and multiplayer support
const DICE_FACES = ['⚔️', '🛡️', '💀', '✨', '💊', '🎯'];
// ⚔️ attack +3, 🛡️ defense +3, 💀 lose 2 HP, ✨ magic +5 atk, 💊 heal 4, 🎯 critical x2
const ENEMIES = [
{ name: 'Goblin', emoji: '👺', maxHp: 10, attack: [1, 4] },
{ name: 'Orc', emoji: '👹', maxHp: 20, attack: [2, 6] },
{ name: 'Dragon', emoji: '🐉', maxHp: 40, attack: [4, 10] },
];
const PLAYER_MAX_HP = 20;
const playerCount = parseInt(localStorage.getItem('miniGamePlayers') || '1', 10);
let currentPlayer = 0;
let playerHP = Array(playerCount).fill(PLAYER_MAX_HP);
let playerAlive = Array(playerCount).fill(true);
let wave = 0;
let enemy = null;
let gameActive = false;
function randInt(min, max) {
return Math.floor(Math.random() * (max - min + 1)) + min;
}
function rollDie() {
return DICE_FACES[Math.floor(Math.random() * DICE_FACES.length)];
}
function initGame() {
wave = 0;
currentPlayer = 0;
playerHP = Array(playerCount).fill(PLAYER_MAX_HP);
playerAlive = Array(playerCount).fill(true);
gameActive = true;
document.getElementById('dungeon-message').classList.add('hidden');
document.getElementById('dungeon-log').innerHTML = '';
document.getElementById('attack-die').textContent = '⚔️';
document.getElementById('defense-die').textContent = '🛡️';
document.getElementById('btn-roll-dice').disabled = false;
updatePlayerBanner();
renderPlayerHP();
spawnEnemy();
}
function spawnEnemy() {
if (wave >= ENEMIES.length) {
winGame();
return;
}
enemy = { ...ENEMIES[wave], hp: ENEMIES[wave].maxHp };
wave++;
document.getElementById('dungeon-wave').textContent = `${wave}/3`;
document.getElementById('enemy-name').textContent = enemy.name;
document.getElementById('enemy-emoji').textContent = enemy.emoji;
updateEnemyHP();
log(`⚔️ Wave ${wave}: ${enemy.emoji} ${enemy.name} appears! (${enemy.hp} HP)`, 'log-info');
}
function doRoll() {
if (!gameActive) return;
const btn = document.getElementById('btn-roll-dice');
btn.disabled = true;
const atkDie = document.getElementById('attack-die');
const defDie = document.getElementById('defense-die');
// Animate dice
atkDie.classList.add('rolling');
defDie.classList.add('rolling');
setTimeout(() => {
atkDie.classList.remove('rolling');
defDie.classList.remove('rolling');
const attackFace = rollDie();
const defenseFace = rollDie();
atkDie.textContent = attackFace;
defDie.textContent = defenseFace;
resolveTurn(attackFace, defenseFace);
btn.disabled = false;
}, 550);
}
function resolveTurn(attackFace, defenseFace) {
const pIdx = currentPlayer;
let playerDmg = 0;
let enemyDmg = 0;
let defenseBonus = 0;
let logLines = [];
// Resolve defense die first
switch (defenseFace) {
case '🛡️': defenseBonus = 3; logLines.push({ msg: `P${pIdx+1} raises shield! (+3 defense)`, cls: 'log-good' }); break;
case '✨': defenseBonus = 2; logLines.push({ msg: `P${pIdx+1} conjures a ward! (+2 defense)`, cls: 'log-good' }); break;
case '💀': playerDmg += 2; logLines.push({ msg: `💀 Dark omen! P${pIdx+1} loses 2 HP`, cls: 'log-bad' }); break;
case '💊': playerHP[pIdx] = Math.min(PLAYER_MAX_HP, playerHP[pIdx] + 4); logLines.push({ msg: `💊 P${pIdx+1} drinks a potion! (+4 HP)`, cls: 'log-good' }); break;
default: logLines.push({ msg: `P${pIdx+1} braces for impact`, cls: '' }); break;
}
// Resolve attack die
switch (attackFace) {
case '⚔️': enemyDmg = 3; logLines.push({ msg: `⚔️ P${pIdx+1} strikes for 3 damage!`, cls: 'log-good' }); break;
case '🎯': enemyDmg = 6; logLines.push({ msg: `🎯 Critical hit! P${pIdx+1} deals 6 damage!`, cls: 'log-good' }); break;
case '✨': enemyDmg = 5; logLines.push({ msg: `✨ Magic blast! P${pIdx+1} deals 5 damage!`, cls: 'log-good' }); break;
case '💀': playerDmg += 3; logLines.push({ msg: `💀 The attack backfires! P${pIdx+1} takes 3 damage`, cls: 'log-bad' }); break;
case '🛡️': logLines.push({ msg: `🛡️ P${pIdx+1} defends instead of attacking`, cls: '' }); break;
case '💊': playerHP[pIdx] = Math.min(PLAYER_MAX_HP, playerHP[pIdx] + 2); logLines.push({ msg: `💊 P${pIdx+1} finds a herb! (+2 HP)`, cls: 'log-good' }); break;
}
// Enemy counter-attack
const enemyAtk = randInt(enemy.attack[0], enemy.attack[1]);
const dmgToPlayer = Math.max(0, enemyAtk - defenseBonus);
if (dmgToPlayer > 0) {
playerDmg += dmgToPlayer;
logLines.push({ msg: `${enemy.emoji} ${enemy.name} attacks P${pIdx+1} for ${dmgToPlayer} damage (${enemyAtk} - ${defenseBonus} def)`, cls: 'log-bad' });
} else {
logLines.push({ msg: `🛡️ Defense blocked all ${enemyAtk} dmg from ${enemy.name}!`, cls: 'log-good' });
}
// Apply damage to enemy
if (enemyDmg > 0) {
enemy.hp = Math.max(0, enemy.hp - enemyDmg);
updateEnemyHP();
}
// Apply damage to player
playerHP[pIdx] = Math.max(0, playerHP[pIdx] - playerDmg);
logLines.forEach(l => log(l.msg, l.cls));
renderPlayerHP();
updateHUDHP();
// Check enemy death
if (enemy.hp <= 0) {
log(`💥 ${enemy.emoji} ${enemy.name} has been defeated!`, 'log-info');
setTimeout(() => {
if (wave >= ENEMIES.length) {
winGame();
} else {
nextPlayerTurn(true);
}
}, 800);
return;
}
// Check player death
if (playerHP[pIdx] <= 0) {
playerAlive[pIdx] = false;
log(`💀 P${pIdx + 1} has fallen!`, 'log-bad');
if (playerAlive.every(a => !a)) {
loseGame();
return;
}
}
nextPlayerTurn(false);
}
function nextPlayerTurn(enemyDefeated) {
if (playerCount === 1) {
if (enemyDefeated) setTimeout(spawnEnemy, 600);
return;
}
// Find next alive player
let next = (currentPlayer + 1) % playerCount;
let tries = 0;
while (!playerAlive[next] && tries < playerCount) {
next = (next + 1) % playerCount;
tries++;
}
if (tries >= playerCount) {
loseGame();
return;
}
currentPlayer = next;
document.getElementById('dungeon-player').textContent = `P${currentPlayer + 1}`;
updatePlayerBanner();
if (enemyDefeated) {
setTimeout(spawnEnemy, 600);
}
}
function updateEnemyHP() {
const pct = enemy.hp / enemy.maxHp * 100;
document.getElementById('enemy-hp-fill').style.width = pct + '%';
document.getElementById('enemy-hp-text').textContent = `${enemy.hp} / ${enemy.maxHp} HP`;
}
function updateHUDHP() {
document.getElementById('player-hp').textContent = playerHP[currentPlayer];
}
function renderPlayerHP() {
const container = document.getElementById('player-hp-bars');
if (playerCount === 1) {
container.innerHTML = '';
return;
}
container.innerHTML = playerHP.map((hp, i) => {
const pct = Math.max(0, hp / PLAYER_MAX_HP * 100);
const alive = playerAlive[i];
return `<div style="margin-bottom:6px;">
<div style="font-family:'Press Start 2P',monospace;font-size:0.42rem;color:var(--parchment-dim);margin-bottom:3px;">
P${i+1}: ${hp} HP ${!alive ? '💀' : ''}
</div>
<div class="hp-bar"><div class="hp-fill player" style="width:${pct}%;${!alive ? 'opacity:0.3' : ''}"></div></div>
</div>`;
}).join('');
}
function log(msg, cls = '') {
const logEl = document.getElementById('dungeon-log');
const entry = document.createElement('div');
entry.className = `log-entry ${cls}`;
entry.textContent = msg;
logEl.appendChild(entry);
logEl.scrollTop = logEl.scrollHeight;
}
function winGame() {
gameActive = false;
document.getElementById('btn-roll-dice').disabled = true;
const msg = document.getElementById('dungeon-message');
msg.classList.remove('hidden');
if (playerCount === 1) {
msg.textContent = `🏆 Victory! You cleared all 3 waves with ${playerHP[0]} HP remaining!`;
} else {
const survivors = playerHP.map((hp, i) => hp > 0 ? `P${i+1}(${hp}HP)` : null).filter(Boolean);
msg.textContent = `🏆 Victory! Survivors: ${survivors.join(', ')}`;
}
}
function loseGame() {
gameActive = false;
document.getElementById('btn-roll-dice').disabled = true;
const msg = document.getElementById('dungeon-message');
msg.classList.remove('hidden');
msg.textContent = `💀 Defeated! The dungeon claims your souls… Try again, brave adventurers!`;
}
function updatePlayerBanner() {
const banner = document.getElementById('dungeon-player-banner');
if (playerCount > 1) {
banner.classList.remove('hidden');
const icons = ['🟡', '🔵', '🔴', '🟢'];
banner.textContent = `${icons[currentPlayer]} Player ${currentPlayer + 1}'s Turn`;
} else {
banner.classList.add('hidden');
}
}
document.getElementById('btn-roll-dice').addEventListener('click', doRoll);
initGame();