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/* 為了讓history_log有捲軸 */ | ||
.scrollspy-example { | ||
height: 200px; | ||
overflow-y: scroll; | ||
} | ||
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||
#attack_btn { | ||
transition: transform 0.2s ease-out; | ||
} | ||
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#counterattack_btn { | ||
transition: transform 0.2s ease-out; | ||
} | ||
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#recover_btn { | ||
transition: transform 0.2s ease-out; | ||
} | ||
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.hovering { | ||
transform: translateY(-30px); | ||
} | ||
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.healthPercentage { | ||
width: var(--percentage); | ||
} |
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export default { | ||
data() { | ||
return { | ||
consecutiveWinCount: 0, | ||
player_max_health: "", | ||
player_health: "", | ||
player_energy: "", | ||
enemy_max_health: "", | ||
enemy_health: "", | ||
enemy_energy: "", | ||
player_action: "", | ||
enemy_action: "", | ||
history_log: "", | ||
attack_value: 6, | ||
counterattack_value: 8, | ||
recover_value: 3, | ||
attack_cost: 2, | ||
counterattack_cost: 3, | ||
recover_cost: 1, | ||
default_health: 15, | ||
default_increase_health: 10, | ||
default_energy: 2, | ||
default_recover_energy: 2, | ||
hoverBtn: "", | ||
}; | ||
}, | ||
mounted() { | ||
this.LoadData(); | ||
this.UpdateLog("遊戲開始"); | ||
}, | ||
methods: { | ||
AttackBtnOnClick() { | ||
if (!this.IsPlaying) return; | ||
if (this.player_energy < this.attack_cost) return; | ||
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this.player_energy -= this.attack_cost; | ||
this.player_action = "attack"; | ||
this.enemy_action = this.GetRandomAction(); | ||
this.UpdateLog(`===========================================`); | ||
this.UpdateLog(`玩家使用: ${this.player_action}`); | ||
this.CheckResult(); | ||
}, | ||
CounterAttackBtnOnClick() { | ||
if (!this.IsPlaying) return; | ||
if (this.player_energy < this.counterattack_cost) return; | ||
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this.player_energy -= this.counterattack_cost; | ||
this.player_action = "counterattack"; | ||
this.enemy_action = this.GetRandomAction(); | ||
this.UpdateLog(`===========================================`); | ||
this.UpdateLog(`玩家使用: ${this.player_action}`); | ||
this.CheckResult(); | ||
}, | ||
RecoverBtnOnClick() { | ||
if (!this.IsPlaying) return; | ||
if (this.player_energy < this.recover_cost) return; | ||
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this.player_energy -= this.recover_cost; | ||
this.player_action = "recover"; | ||
this.enemy_action = this.GetRandomAction(); | ||
this.UpdateLog(`===========================================`); | ||
this.UpdateLog(`玩家使用: ${this.player_action}`); | ||
this.CheckResult(); | ||
}, | ||
NextGameBtnOnClick() { | ||
// 為了避免 文字 + 數字的情況 變數前面+號 強制數字運算 | ||
if (+this.player_health <= 0) { | ||
this.consecutiveWinCount = 0; | ||
this.player_health = +this.default_health; | ||
this.player_energy = +this.default_energy; | ||
} else { | ||
this.consecutiveWinCount++; | ||
this.player_max_health = | ||
+this.player_max_health + +this.default_increase_health; | ||
this.player_health = | ||
+this.player_health + +this.default_increase_health; | ||
} | ||
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var multiplier = Math.floor(+this.consecutiveWinCount / 5); | ||
this.enemy_max_health = | ||
+this.default_health + this.default_increase_health * +multiplier; | ||
this.enemy_health = +this.enemy_max_health; | ||
this.enemy_energy = +this.default_energy; | ||
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this.SaveResult(); | ||
this.ClearLog(); | ||
}, | ||
ResetRecordBtnOnClick() { | ||
this.enemy_max_health = this.default_health; | ||
this.enemy_health = this.default_health; | ||
this.enemy_energy = this.default_energy; | ||
this.player_max_health = this.default_health; | ||
this.player_health = this.default_health; | ||
this.player_energy = this.default_energy; | ||
this.consecutiveWinCount = 0; | ||
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localStorage.setItem("enemy_max_health", this.default_health); | ||
localStorage.setItem("enemy_health", this.default_health); | ||
localStorage.setItem("enemy_energy", this.default_energy); | ||
localStorage.setItem("player_max_health", this.default_health); | ||
localStorage.setItem("player_health", this.default_health); | ||
localStorage.setItem("player_energy", this.default_energy); | ||
localStorage.setItem("consecutiveWinCount", 0); | ||
this.ClearLog(); | ||
}, | ||
GetRandomAction() { | ||
const actions = []; | ||
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if (this.enemy_energy >= this.recover_cost) { | ||
actions.push("recover"); | ||
} | ||
if (this.enemy_energy >= this.attack_cost) { | ||
actions.push("attack"); | ||
} | ||
if (this.enemy_energy >= this.counterattack_cost) { | ||
actions.push("counterattack"); | ||
} | ||
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if (actions.length === 0) { | ||
return null; // If no actions can be performed, return null | ||
} | ||
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const randomIndex = Math.floor(Math.random() * actions.length); | ||
const selectedAction = actions[randomIndex]; | ||
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// Decrease the corresponding cost based on the selected action | ||
switch (selectedAction) { | ||
case "recover": | ||
this.enemy_energy -= this.recover_cost; | ||
break; | ||
case "attack": | ||
this.enemy_energy -= this.attack_cost; | ||
break; | ||
case "counterattack": | ||
this.enemy_energy -= this.counterattack_cost; | ||
break; | ||
} | ||
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return selectedAction; | ||
}, | ||
UpdateLog(text) { | ||
this.$refs.history_log.innerText += `${text}\n`; | ||
this.$refs.history_log.scrollTop = this.$refs.history_log.scrollHeight; | ||
}, | ||
ClearLog() { | ||
this.$refs.history_log.innerHTML = ""; | ||
}, | ||
CheckResult() { | ||
// 回復動作要先 這樣才不會永遠打不死 | ||
this.UpdateLog(`敵人使用: ${this.enemy_action}`); | ||
if (this.player_action == "recover") { | ||
this.player_health += +this.recover_value; | ||
this.UpdateLog( | ||
`玩家回復: ${this.recover_value} 點血量 剩餘血量: ${this.player_health}` | ||
); | ||
} | ||
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if (this.enemy_action == "recover") { | ||
this.enemy_health += +this.recover_value; | ||
this.UpdateLog( | ||
`敵人回復: ${this.recover_value} 點血量 剩餘血量: ${this.enemy_health}` | ||
); | ||
} | ||
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if ( | ||
this.enemy_action == "attack" && | ||
this.player_action != "counterattack" | ||
) { | ||
this.player_health = | ||
this.player_health >= this.attack_value | ||
? +this.player_health - +this.attack_value | ||
: 0; | ||
this.UpdateLog( | ||
`玩家受到: ${this.attack_value} 點傷害 剩餘血量: ${this.player_health}` | ||
); | ||
} | ||
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if ( | ||
this.player_action == "attack" && | ||
this.enemy_action != "counterattack" | ||
) { | ||
this.enemy_health = | ||
this.enemy_health >= this.attack_value | ||
? +this.enemy_health - +this.attack_value | ||
: 0; | ||
this.UpdateLog( | ||
`敵人受到: ${this.attack_value} 點傷害 剩餘血量: ${this.enemy_health}` | ||
); | ||
} | ||
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||
if ( | ||
this.player_action == "counterattack" && | ||
this.enemy_action == "attack" | ||
) { | ||
this.enemy_health = | ||
this.enemy_health >= this.counterattack_value | ||
? +this.enemy_health - +this.counterattack_value | ||
: 0; | ||
this.UpdateLog(`玩家反擊 玩家剩餘血量: ${this.player_health}`); | ||
this.UpdateLog( | ||
`敵人受到: ${this.counterattack_value} 點傷害 剩餘血量: ${this.enemy_health}` | ||
); | ||
} | ||
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if ( | ||
this.enemy_action == "counterattack" && | ||
this.player_action == "attack" | ||
) { | ||
this.player_health = | ||
this.player_health >= this.counterattack_value | ||
? +this.player_health - +this.counterattack_value | ||
: 0; | ||
this.UpdateLog(`敵人反擊 敵人剩餘血量: ${this.enemy_health}`); | ||
this.UpdateLog( | ||
`玩家受到: ${this.counterattack_value} 點傷害 剩餘血量: ${this.player_health}` | ||
); | ||
} | ||
if ( | ||
this.enemy_action == "counterattack" && | ||
this.player_action == "counterattack" | ||
) { | ||
this.UpdateLog(`雙方都使用 反擊 沒有發生任何事`); | ||
} | ||
this.player_energy += +this.default_recover_energy; | ||
this.enemy_energy += +this.default_recover_energy; | ||
this.CheckHealth(); | ||
}, | ||
SaveResult() { | ||
localStorage.setItem("enemy_max_health", this.enemy_max_health); | ||
localStorage.setItem("enemy_health", this.enemy_health); | ||
localStorage.setItem("enemy_energy", this.enemy_energy); | ||
localStorage.setItem("player_max_health", this.player_max_health); | ||
localStorage.setItem("player_health", this.player_health); | ||
localStorage.setItem("player_energy", this.player_energy); | ||
localStorage.setItem("consecutiveWinCount", this.consecutiveWinCount); | ||
}, | ||
LoadData() { | ||
this.UpdateLog("LoadData"); | ||
this.consecutiveWinCount = this.GetLocalStorage("consecutiveWinCount", 0); | ||
this.player_max_health = this.GetLocalStorage( | ||
"player_max_health", | ||
this.default_health | ||
); | ||
this.player_health = this.GetLocalStorage( | ||
"player_health", | ||
this.default_health | ||
); | ||
this.player_energy = this.GetLocalStorage( | ||
"player_energy", | ||
this.default_energy | ||
); | ||
this.enemy_max_health = this.GetLocalStorage( | ||
"enemy_max_health", | ||
this.default_health | ||
); | ||
this.enemy_health = this.GetLocalStorage( | ||
"enemy_health", | ||
this.default_health | ||
); | ||
this.enemy_energy = this.GetLocalStorage( | ||
"enemy_energy", | ||
this.default_energy | ||
); | ||
}, | ||
GetLocalStorage(name, defaultValue) { | ||
return localStorage.getItem(name) == null | ||
? defaultValue | ||
: +localStorage.getItem(name); | ||
}, | ||
Useable(actionName, cost) { | ||
return this.hoverBtn == actionName && player_energy >= cost; | ||
}, | ||
CheckHealth() { | ||
if (this.player_health <= 0 && this.enemy_health <= 0) { | ||
this.UpdateLog(`雙方平手`); | ||
} | ||
if (this.enemy_health <= 0) { | ||
this.UpdateLog(`玩家勝利 剩餘血量: ${this.player_health}`); | ||
} | ||
if (this.player_health <= 0) { | ||
this.UpdateLog(`敵人勝利 剩餘血量: ${this.enemy_health}`); | ||
} | ||
}, | ||
}, | ||
computed: { | ||
IsPlaying() { | ||
if (this.player_health <= 0 || this.enemy_health <= 0) { | ||
return false; | ||
} | ||
return true; | ||
}, | ||
}, | ||
}; |
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