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Changing class, when hero is active, added styles, edited some js files
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macieqx committed Mar 2, 2017
1 parent 444f3dc commit 32bfc8b
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Showing 5 changed files with 61 additions and 25 deletions.
7 changes: 5 additions & 2 deletions index.html
Original file line number Diff line number Diff line change
Expand Up @@ -7,7 +7,7 @@
</head>
<body>
<audio controls autoplay hidden>
<source src="sound/Jaga.wav" type="audio/wav">
<!-- <source src="sound/Jaga.wav" type="audio/wav"> -->
</audio>
<div class="container">
<div class="left-container">
Expand All @@ -19,11 +19,13 @@
<p id="currentMoneyText"> Stan konta : 0 </p>
</div>
<div class="heroes">
<div id="hero1"> Boromir </div>
<div id="hero1" class="warrior">
<p id="hero1name"> Boromir </p>
<p id="hero1lvl"> Obecny poziom to 0 </p>
<p id="currentdps"> Obecny dps to 0 </p>
<p id="futuredps"> Przyszły dps to 1 </p>
<p id="levelcost"> Koszt za awans to 150 </p>
</div>
<button id="hero1u" class="upgrade"> Ulepsz </button>

</div>
Expand All @@ -47,4 +49,5 @@
<script src="js/global.js"></script>
<script src="js/upgrade.js"></script>
<script src="js/damage.js"></script>
<script src="js/display.js"></script>
</html>
21 changes: 0 additions & 21 deletions js/damage.js
Original file line number Diff line number Diff line change
Expand Up @@ -32,20 +32,6 @@ function Clicking() { //main function
money += Math.round(Math.random() * bosses[currentLevel].money * actualHit); //add money equal to monster money * click damage
}

function Displayer() {

widthForBar = currentHP / bosses[currentLevel].hp * 100; //bar for displaying hp of boss
document.getElementById('currentLevelText').innerHTML = "Obecny poziom to " + currentLevel; //change display of level
document.getElementById('currentMoneyText').innerHTML = "Stan konta : " + money; //change display of money
document.getElementById('monsterText').innerHTML = bosses[currentLevel].name + " | type: " + bosses[currentLevel].type; //Change display of boss
document.getElementById('healthText').innerHTML = currentHP + "/" + bosses[currentLevel].hp; //change display of currentHP
document.getElementById('clickDamageText').innerHTML = "Pojedyncze udrzenie zabiera " + clickDamage + " HP";
document.getElementById('criticalHitChanceText').innerHTML = "Masz " + criticalHitChance + "% szans na udrzenie krytyczne";
document.getElementById('criticalHitMultiplierText').innerHTML = "Uderzenie krytyczne zabiera " + valueOfCriticalHit + "x więcej obrażeń";
document.getElementById('idleDamageText').innerHTML = "Twoi wojowie zabierają " + idleDamage + " HP na sekundę";
document.getElementById('healthText').style.width = widthForBar + '%'; //change bar width
}

//function to check current level

function Levelcheck() {
Expand Down Expand Up @@ -143,10 +129,3 @@ function IdleClick() {
}
money += Math.round(Math.random() * bosses[currentLevel].money * idleDamage);
}

function Idle() {
setInterval(IdleClick, 1000);
setInterval(Displayer, 100);
}

Idle();
22 changes: 22 additions & 0 deletions js/display.js
Original file line number Diff line number Diff line change
@@ -0,0 +1,22 @@
function Displayer() {

widthForBar = currentHP / bosses[currentLevel].hp * 100; //bar for displaying hp of boss
document.getElementById('currentLevelText').innerHTML = "Obecny poziom to " + currentLevel; //change display of level
document.getElementById('currentMoneyText').innerHTML = "Stan konta : " + money; //change display of money
document.getElementById('monsterText').innerHTML = bosses[currentLevel].name + " | type: " + bosses[currentLevel].type; //Change display of boss
document.getElementById('healthText').innerHTML = currentHP + "/" + bosses[currentLevel].hp; //change display of currentHP
document.getElementById('clickDamageText').innerHTML = "Pojedyncze udrzenie zabiera " + clickDamage + " HP";
document.getElementById('criticalHitChanceText').innerHTML = "Masz " + criticalHitChance + "% szans na udrzenie krytyczne";
document.getElementById('criticalHitMultiplierText').innerHTML = "Uderzenie krytyczne zabiera " + valueOfCriticalHit + "x więcej obrażeń";
document.getElementById('idleDamageText').innerHTML = "Twoi wojowie zabierają " + idleDamage + " HP na sekundę";
document.getElementById('healthText').style.width = widthForBar + '%'; //change bar width
}



function Idle() {
setInterval(IdleClick, 1000);
setInterval(Displayer, 100);
}

Idle();
17 changes: 15 additions & 2 deletions js/upgrade.js
Original file line number Diff line number Diff line change
@@ -1,5 +1,15 @@
document.querySelector('.upgrade').addEventListener("click", Heroupone);

function Activator() {

if (currentHero.level > 0) {
document.getElementById("hero1").className = "activewarrior";
}
else {
document.getElementById("hero1").className = "warrior";
}
}

function Heroupone() {
currentHero = heroes[0];

Expand All @@ -8,13 +18,16 @@ function Heroupone() {
idleDamage -= currentHero.dps[currentHero.level];
idleDamage += currentHero.dps[currentHero.level+1];
currentHero.level++;
Activator();
}
else {
alert("Brak środków!");
}

document.getElementById('hero1name').innerHTML = currentHero.name;
document.getElementById('hero1lvl').innerHTML = "Obecny poziom to " + currentHero.level;
document.getElementById('currentdps').innerHTML = "Obecny dps to " + currentHero.dps[currentHero.level];
document.getElementById('futuredps').innerHTML = "Przyszły dps to " + currentHero.dps[currentHero.level+1];
document.getElementById('levelcost').innerHTML = "Koszt za awans to " + currentHero.cost[currentHero.level+1]
}
document.getElementById('levelcost').innerHTML = "Koszt za awans to " + currentHero.cost[currentHero.level+1];
Activator();
}
19 changes: 19 additions & 0 deletions style/style.css
Original file line number Diff line number Diff line change
Expand Up @@ -124,4 +124,23 @@ html, body {
font-family: Arial, sans-serif;
text-align: center;
background-color: rgba(255, 255, 255, 0.2);
}

.warrior {
background-color: #cccccc;
border: 1px black solid;
}

.warrior p, .activewarrior p {
color : black;
font-size: 12px;
text-align: center;
font-family: 'Franklin Gothic';
text-transform: uppercase;
font-weight: 300;
}

.activewarrior {
background-color: orange;
border: 1px white solid;
}

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