-
Notifications
You must be signed in to change notification settings - Fork 0
/
shooter.js
723 lines (619 loc) · 18.3 KB
/
shooter.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
//OBJECTS
//Guns
//Parameters (name,type,accuracy,fireRate,capacity)
var revolver = new Gun("Colt M1892 Revolver","pistol",50,2,6);
var boltAction = new Gun("M1903 Springfield rifle","rifle",100,1,5);
var dev1 = new Gun("The Dev Pistol Mk. 1","pistol",-100,5,5);
var dev2 = new Gun("The Dev Rifle Mk. 2","rifle",220,1,50);
var dev3 = new Gun("The Dev Rifle Prototype","rifle",0,50,50);
//Characters
//Parameters (name,model,gun,accuracy,penalty,perk)
var player = new Character("Jo",new Model(),{...revolver},70,new Penalty(),null);
var enemy = new Character("Gunslinger",new Model(),{...revolver},60,new Penalty(),null);
//Auxiliary objects and variables
const hpReference = new Model();
var fireTurn = 0;
//GETELEMENT
//Page get
var page = document.getElementById("page");
//Player get
var playerName = document.getElementById("playerName");
var playerAccuracy = document.getElementById("playerAccuracy");
var playerAccuracyPenalty = document.getElementById("playerAccuracyPenalty");
//Player HP get
var playerBoxDisplay = document.getElementsByClassName("boxHealthP");
var playerHealthDisplay = document.getElementsByClassName("hpP");
//Player Gun get
var playerGunName = document.getElementById("playerGunName");
var playerGunAccuracy = document.getElementById("playerGunAccuracy");
var playerGunFireRate = document.getElementById("playerGunFireRate");
var playerGunCapacity = document.getElementById("playerGunCapacity");
var playerGunLoad = document.getElementById("playerGunLoad");
//Enemy get
var enemyName = document.getElementById("enemyName");
var enemyAccuracy = document.getElementById("enemyAccuracy");
var enemyAccuracyPenalty = document.getElementById("enemyAccuracyPenalty");
//Enemy HP get
var enemyBoxDisplay = document.getElementsByClassName("boxHealthE");
var enemyHealthDisplay = document.getElementsByClassName("hpE");
//Enemy Gun get
var enemyGunName = document.getElementById("enemyGunName");
var enemyGunAccuracy = document.getElementById("enemyGunAccuracy");
var enemyGunFireRate = document.getElementById("enemyGunFireRate");
var enemyGunCapacity = document.getElementById("enemyGunCapacity");
var enemyGunLoad = document.getElementById("enemyGunLoad");
//Magazine get
var playerMagazine = document.getElementById("magazineP");
var enemyMagazine = document.getElementById("magazineE");
//Action Buttons get
var actionSection = document.getElementById("actionSection")
var aimButton = document.getElementById("aimButton");
var fireButton = document.getElementById("fireButton");
var reloadButton = document.getElementById("reloadButton");
//Hit Chances Display get
var targetSelectionSection = document.getElementById("targetSelectionSection");
var radioTarget = document.getElementsByName("radioTarget");
console.log(radioTarget);
console.log(radioTarget.selectedIndex);
var radioHead = document.getElementById("radioHead");
var radioTorso = document.getElementById("radioTorso");
var radioLeftArm = document.getElementById("radioLeftArm");
var radioRightArm = document.getElementById("radioRightArm");
var radioLeftLeg = document.getElementById("radioLeftLeg");
var radioRightLeg = document.getElementById("radioRightLeg");
var chanceDisplay = document.getElementsByClassName("chance");
var chanceHead = document.getElementById("chanceHead");
var chanceTorso = document.getElementById("chanceTorso");
var chanceLeftArm = document.getElementById("chanceLeftArm");
var chanceRightArm = document.getElementById("chanceRightArm");
var chanceLeftLeg = document.getElementById("chanceLeftLeg");
var chanceRightLeg = document.getElementById("chanceRightLeg");
//Coin Toss Box get
var coinTossBox = document.getElementById("coinTossBox");
var turnDisplay = document.getElementById("turnDisplay");
//Update methods
update = {
//For adding entries to battle log
log: function(message){
var battleLog = document.getElementById("log");
var pLog = document.createElement("p");
pLog.innerHTML = message;
battleLog.insertBefore(pLog, battleLog.firstChild);
if (battleLog.childElementCount >= 20) {
battleLog.lastChild.remove();
}
},
//Player card update
playerCard: function() {
playerName.innerHTML = player.name;
playerAccuracy.innerHTML = player.accuracy + "%";
playerGunName.innerHTML = player.gun.name;
playerGunAccuracy.innerHTML = player.gun.accuracy + "%";
playerGunFireRate.innerHTML = player.gun.fireRate;
playerGunCapacity.innerHTML = player.gun.capacity;
},
//Enemy card update
enemyCard: function() {
enemyName.innerHTML = enemy.name;
enemyAccuracy.innerHTML = enemy.accuracy + "%";
enemyGunName.innerHTML = enemy.gun.name;
enemyGunAccuracy.innerHTML = enemy.gun.accuracy + "%";
enemyGunFireRate.innerHTML = enemy.gun.fireRate;
enemyGunCapacity.innerHTML = enemy.gun.capacity;
},
// Character HP display update
//target parameter: target = player/enemy object (or their references)
hp: function(target) {
var hp = Object.values(target.model);
var healthDisplay;
if (target == player) {
healthDisplay = playerHealthDisplay;
} else if (target == enemy) {
healthDisplay = enemyHealthDisplay;
}
for (i = 0; i < healthDisplay.length; i++) {
healthDisplay[i].innerHTML = hp[i];
}
},
//Penalty check
penalty: function(target) {
var targetPart = Object.keys(target.model);
var targetHP = Object.values(target.model);
var ifCrippled = Object.values(target.penalty);
var targetP = target.penalty;
var accuracyDisplay;
var accuracyPenaltyDisplay;
var boxDisplay;
if (target == player) {
accuracyDisplay = playerAccuracy;
accuracyPenaltyDisplay = playerAccuracyPenalty;
boxDisplay = playerBoxDisplay;
} else if (target == enemy) {
accuracyDisplay = enemyAccuracy;
accuracyPenaltyDisplay = enemyAccuracyPenalty
boxDisplay = enemyBoxDisplay;
}
for (i = 0; i < targetPart.length; i++) {
if (targetHP[i] == 0 && ifCrippled[i] == false) {
//Head is crippled (lethal)
if (targetPart[i] == "head") {
targetP.head = true;
target.alive = false;
update.log(target.name + " died instantly!");
endBattle();
//Torso is crippled (lethal)
} else if (targetPart[i] == "torso") {
targetP.torso = true;
target.alive = false;
update.log(target.name + " died!");
endBattle();
//Left arm is crippled (acc penalty)
} else if (targetPart[i] == "leftArm") {
targetP.leftArm = true;
target.accuracyPenalty += 20;
target.accuracy -= 20;
update.log(target.name + "'s left arm is crippled.");
//Right arm is crippled (acc penalty)
} else if (targetPart[i] == "rightArm") {
targetP.rightArm = true;
target.accuracyPenalty += 20;
target.accuracy -= 20;
update.log(target.name + "'s right arm is crippled.");
//Left leg is crippled (acc penalty)
} else if (targetPart[i] == "leftLeg") {
targetP.leftLeg = true;
target.accuracyPenalty += 5;
target.accuracy -= 5;
update.log(target.name + "'s left leg is crippled.");
//Right leg is crippled (acc penalty)
} else if (targetPart[i] == "rightLeg") {
targetP.rightLeg = true;
target.accuracyPenalty += 5;
target.accuracy -= 5;
update.log(target.name + "'s right leg is crippled.");
}
}
//Target selection display update if an enemy part is crippled;
ifCrippled = Object.values(turn.target.penalty); //if Crippled update
if (turn.turn == player && ifCrippled[i] == true) {
radioTarget[i].style.display = "none";
radioTarget[i].checked = false;
}
}
//Only updates the accuracy penalty display when the value changes from 0
if (target.accuracyPenalty > 0) {
accuracyDisplay.innerHTML = target.accuracy + "%";
accuracyPenaltyDisplay.innerHTML = "(-" + target.accuracyPenalty + "%)";
}
},
//Part display update
partDisplay: function(target) {
var targetHP = Object.values(target.model);
var reference = Object.values(hpReference);
var boxDisplay;
if (target == player) {
boxDisplay = playerBoxDisplay;
} else if (target == enemy) {
boxDisplay = enemyBoxDisplay;
}
for (i = 0; i < targetHP.length; i++) {
//passes only if target's hp changed
if (targetHP[i] != reference[i]) {
if (targetHP[i] <= (reference[i] - 1) && targetHP[i] > 1 ) {
boxDisplay[i].style.backgroundColor = "#FFFF00";
} else if (targetHP[i] == 1) {
boxDisplay[i].style.backgroundColor = "#FFA500";
} else if (targetHP[i] == 0) {
boxDisplay[i].style.backgroundColor = "#F44336";
}
}
}
},
//Chance display update
chance: function() {
var chances = Object.values(hitStorage);
for (i = 0; i < chanceDisplay.length; i++) {
chanceDisplay[i].innerHTML = chances[i] +"%";
}
},
//Gun Load update
gunLoad: function(target) {
var gunLoad;
if (target == player) {
gunLoad = playerGunLoad;
} else if (target == enemy) {
gunLoad = enemyGunLoad;
}
gunLoad.innerHTML = target.gun.load + "/" + target.gun.capacity;
},
//Magazine length update
magazineSize: function(target) {
var magWidth = target.gun.capacity * 13;
console.log(magWidth);
if (target == player) {
playerMagazine.style.width = magWidth + "px";
} else if (target == enemy) {
enemyMagazine.style.width = magWidth + "px";
}
},
//Magazine load update
magazineLoad: function(target) {
var i = 0;
var magazine;
var Load = target.gun.load;
var Capacity = target.gun.capacity;
if (target == player) {
magazine = magazineP;
} else if (target == enemy) {
magazine = magazineE;
}
for (i = 0; i < Capacity; i++) {
bullet = document.createElement("div");
magazine.appendChild(bullet);
bullet.classList.add("bullet","in");
}
},
//Magazine reload update
magazineReload: function(target) {
var i = 0;
var magazine;
var Load = target.gun.load;
var Capacity = target.gun.capacity;
var loopCount = Capacity - Load;
if (target == player) {
magazine = magazineP;
} else if (target == enemy) {
magazine = magazineE;
}
var reloadLoop = setInterval(function(){
if (i < loopCount) {
loadRound(Capacity,magazine);
i++;
} else if ( i == Capacity) {
clearInterval(reloadLoop);
}
},50);
},
//Button display update
actionButton: function() {
if (turn.toggle == true) {
actionSection.style.display = "block";
if (reloadButton.style.display == "none") {
reloadButton.style.display = "block";
}
} else if (turn.toggle == false) {
actionSection.style.display = "none";
}
},
//For showing/hiding the Target Selection Section
displaySelect: false,
toggleSelect: function() {
//This makes sure that the display is off whenever it's the enemy's turn
if (turn.toggle == true) {
this.displaySelect = !this.displaySelect;
} else if (turn.toggle == false) {
this.displaySelect = false;
}
//Main body
if (this.displaySelect == true) {
targetSelectionSection.style.display = "block";
} else if (this.displaySelect == false) {
targetSelectionSection.style.display = "none";
}
},
//targetHPStorage update (for AI calculation)
targetHPStorage: function() {
var targetHP = Object.values(turn.target.model);
for (i = 0; i < targetHPStorage.length; i++) {
targetHPStorage[i] = targetHP[i];
}
},
};
//Turn
turn = {
turn: player,
turnNum:0,
target: enemy,
toggle: false,
set: function () {
fireTurn = 0;
this.turnNum += 1;
console.log("Turn #" + this.turnNum);
if (this.toggle == true) {
this.turn = player;
this.target = enemy;
if (player.alive == true) {
update.actionButton();
}
} else {
this.turn = enemy;
this.target = player;
update.actionButton();
update.toggleSelect();
}
//Hit calculation
var accuracy = this.turn.accuracy;
var accuracyGun = this.turn.gun.accuracy;
calculateHit(accuracy,accuracyGun);
//Log entry
if (this.turn.alive == true) {
update.log("It is now " + this.turn.name + "'s turn" + "(" + this.turnNum + ").");
}
//Runs AI action selection when it's enemy turn
if (this.turn == enemy) {
if (this.turnNum == 1) {
setTimeout(enemyAI.pickAction, 3000);
} else if (enemy.alive == true) {
enemyAI.pickAction();
}
}
},
//For flipping who's turn it is
flip: function () {
this.toggle = !this.toggle;
this.set();
},
coinToss: function () {
this.toggle = (Math.random() < 0.5);
this.set();
},
};
//Target methods
pTarget = {
grab: function() {
if (turn.turn == player) {
for (i = 0; i < radioTarget.length; i++) {
if (radioTarget[i].checked) {
return radioTarget[i].value;
}
}
} else if (turn.turn == enemy) {
return enemyAI.targetPart;
}
},
textDisplay: function() {
var grab = this.grab()
if (grab == "head") {
return "head";
} else if (grab == "torso") {
return "torso";
} else if (grab == "leftArm") {
return "left arm";
} else if (grab == "rightArm") {
return "right arm";
} else if (grab == "leftLeg") {
return "left leg";
} else if (grab == "rightLeg") {
return "right leg";
}
},
getString: function(from) {
return from + "." + this.grab();
},
hitRoll: function() {
var targetString = this.getString("hitStorage");
var dProb = eval(targetString)/100;
var random = Math.random();
return (random < dProb);
},
};
;
//Onclick Events
aimButton.onclick = update.toggleSelect.bind(update);
fireButton.onclick = fire;
reloadButton.onclick = reload;
//CONSTRUCTORS
//Player Constructor
function Character(name,model,gun,accuracy,penalty,perk) {
this.name = name;
this.model = model;
this.gun = gun;
this.accuracy = accuracy;
this.penalty = penalty;
this.accuracyPenalty = 0;
this.perk = perk;
this.alive = true;
}
//Gun Constructor
function Gun(name,type,accuracy,fireRate,capacity) {
this.name = name;
this.type = type;
this.accuracy = accuracy;
this.fireRate = fireRate;
this.capacity = capacity;
this.load = this.capacity;
}
//Model Constructor
//contains the health values of each part (constant)
function Model() {
this.head = 1;
this.torso = 4;
this.leftArm = 2;
this.rightArm = 2;
this.leftLeg = 1;
this.rightLeg = 1;
}
//Penalty Constructor
function Penalty() {
this.head = false;
this.torso = false;
this.leftArm = false;
this.rightArm = false;
this.leftLeg = false;
this.rightLeg = false;
}
//FUNCTIONS
//Action Functions
function fire() {
var Turn = turn.turn;
var Target = turn.target;
var targetPart = pTarget.textDisplay();
var targetModelPart = pTarget.getString("turn.target.model");
//1. turn didn't select target
if (pTarget.grab() == undefined) {
update.log("No target selected.");
//2. gun is loaded
} else if (Turn.gun.load > 0) {
reloadButton.style.display = "none";
Turn.gun.load -= 1;
fireRound(Turn);
//2.1.1 hit
if (pTarget.hitRoll() == true) {
fireTurn += 1;
eval(targetModelPart + "-= 1");
update.log(Turn.name + " hit " + Target.name + "'s " + targetPart + ".");
//card updates
update.hp(Target);
update.partDisplay(Target);
update.penalty(Target);
//2.1.2 miss
} else {
fireTurn += 1;
update.log(Turn.name + " missed " + Target.name + "'s " + targetPart + ".");
}
update.gunLoad(Turn);
//rate of fire/capacity check
if (fireTurn == Turn.gun.fireRate) {
if (Turn == player) {
turn.flip();
}
} else if (Turn.gun.load == 0) {
update.log(Turn.name + "'s gun is empty");
if (Turn == player) {
turn.flip();
}
}
//3. turn's gun is empty
} else if (turn.turn.gun.load <= 0) {
update.log(turn.turn.name + "'s gun is empty");
}
}
function reload() {
update.log(turn.turn.name + "'s gun is reloaded.");
update.magazineReload(turn.turn);
turn.turn.gun.load += (turn.turn.gun.capacity - turn.turn.gun.load);
update.gunLoad(turn.turn);
console.log("reload happened");
if (turn.turn == player) {
turn.flip();
}
}
//Hit Calculator
//Object containing hit probability values of each part (constant)
hitProbability = {
head: 10,
torso: 60,
leftArm: 40,
rightArm: 40,
leftLeg: 40,
rightLeg: 40,
};
//Object that stores hit probabilities calculated by the function 'calculateHit'
hitStorage = {
head: 0,
torso: 0,
leftArm: 0,
rightArm: 0,
leftLeg: 0,
rightLeg: 0,
};
//function that calculates hit probability of each part
// and stores it to the 'hitStorag'e object
function calculateHit(accuracy,accuracyGun) {
var hitPro = Object.values(hitProbability);
var n = 0;
Object.keys(hitStorage).forEach(function(i) {
var nProb = Math.round( ( accuracy + accuracyGun + hitPro[n]) / 3 );
hitStorage[i] = nProb;
n += 1;
});
update.chance();
}
function loadRound(targetCapacity, targetMag) {
if (targetMag.childElementCount < targetCapacity) {
bullet = document.createElement("div");
targetMag.appendChild(bullet);
bullet.classList.add("bullet");
setTimeout(function() {
bullet.classList.toggle("in");
},10);
}
}
function fireRound(target) {
var magazine;
if (target == player) {
magazine = magazineP;
} else if (target == enemy) {
magazine = magazineE;
}
if (magazine.childElementCount > 0) {
magazine.lastChild.classList.toggle("in");
setTimeout(function() {
magazine.lastChild.remove();
},100);
}
}
function startBattle() {
update.playerCard();
update.enemyCard();
update.hp(player);
update.hp(enemy);
update.gunLoad(player);
update.gunLoad(enemy);
update.magazineSize(player);
update.magazineSize(enemy);
update.magazineLoad(player);
update.magazineLoad(enemy);
//Testing
turn.coinToss();
coinTossAnimation();
//coinTossBox.style.display = "none";
}
function endBattle() {
actionSection.style.display = "none";
targetSelectionSection.display = "none";
if (enemy.alive == false) {
update.log(player.name + " won the battle!");
} else if (player.alive == false) {
update.log(enemy.name + " won the battle!");
}
}
function coinTossAnimation() {
var toggle;
var counter = 0;
if (turn.turn == player) {
toggle = true;
} else if (turn.turn == enemy) {
toggle = false;
}
coinTossBox.classList.toggle("fade");
var turnToggle = setInterval(turnRoll, 200);
function turnRoll() {
if (toggle == true) {
turnDisplay.innerHTML = "Player";
} else if (toggle == false) {
turnDisplay.innerHTML = "Enemy";
}
if (counter == 8) {
clearInterval(turnToggle);
setTimeout(function(){
coinTossBox.style.display = "none";
togglePage();
}, 1000);
} else {
toggle = !toggle;
counter++;
}
}
}
function togglePage() {
page.classList.toggle("fade");
}
startBattle();
//Debugging tools
function checkObject (obj) {
var prop;
for (prop in obj) {
console.log(prop + ": " + obj[prop]);
}
}