diff options
Diffstat (limited to 'html/broughlike')
-rw-r--r-- | html/broughlike/index.html | 37 |
1 files changed, 30 insertions, 7 deletions
diff --git a/html/broughlike/index.html b/html/broughlike/index.html index 9afeb07..e643527 100644 --- a/html/broughlike/index.html +++ b/html/broughlike/index.html @@ -64,7 +64,9 @@ damage: PLAYER_BASE_DAMAGE, totalDamageDone: 0, totalDamageTaken: 0, - cellsTraveled: 0 + cellsTraveled: 0, + killCount: 0, + itemsCollected: 0 }; const exit = { x: Math.floor(Math.random() * GRID_SIZE), y: Math.floor(Math.random() * GRID_SIZE) }; @@ -227,18 +229,33 @@ }); } + function drawCharacterBorder(x, y, radius, damageTaken) { + const dashLength = 5; + const gapLength = Math.max(1, damageTaken * 2); // More damage, larger gaps + + ctx.lineWidth = 2; + ctx.strokeStyle = '#2d2d2d'; + ctx.setLineDash([dashLength, gapLength]); + ctx.beginPath(); + ctx.arc(x, y, radius, 0, 2 * Math.PI); + ctx.stroke(); + ctx.setLineDash([]); // Reset to a solid line + } + function drawEnemies() { enemies.forEach(enemy => { const x = enemy.x * tileSize + tileSize / 2; const y = enemy.y * tileSize + tileSize / 2; const opacity = enemy.health / MAX_ENEMY_HEALTH; // Opacity based on health + const radius = tileSize / 3; + const damageTaken = MAX_ENEMY_HEALTH - enemy.health; + ctx.beginPath(); - ctx.arc(x, y, tileSize / 3, 0, 2 * Math.PI); + ctx.arc(x, y, radius, 0, 2 * Math.PI); ctx.fillStyle = `${COLORS.enemy}${opacity})`; ctx.fill(); - ctx.lineWidth = 2; - ctx.strokeStyle = '#2d2d2d'; - ctx.stroke(); + + drawCharacterBorder(x, y, radius, damageTaken); }); } @@ -283,6 +300,7 @@ function handleItemCollection() { const collectedItem = items.find(item => item.x === player.x && item.y === player.y); if (collectedItem) { + player.itemsCollected++; if (collectedItem.type === 'diamond') { player.damage += 3; console.log("Collected diamond! +3 damage on this level."); @@ -375,7 +393,7 @@ player.totalDamageTaken++; addCombatDots(cellX, cellY, COLORS.combatDotPlayer); // Add dots for player damage console.log("Enemy hit! Player health: " + player.health); - } else { + } else { console.log("Enemy missed!"); } @@ -385,11 +403,12 @@ console.log("Player hit! Enemy health: " + enemy.health); if (enemy.health <= 0) { + player.killCount++; enemies = enemies.filter(e => e !== enemy); } if (player.health <= 0) { - alert(`Dead\n\nScore: ${player.score}\nDistance Traveled: ${player.cellsTraveled}\nTotal Damage Dealt: ${player.totalDamageDone}\nTotal Damage Received: ${player.totalDamageTaken}`); + alert(`Dead\n\nScore: ${player.score}\nDistance Traveled: ${player.cellsTraveled}\nTotal Damage Dealt: ${player.totalDamageDone}\nTotal Damage Received: ${player.totalDamageTaken}\nCircles Vanquished: ${player.killCount}\nItems Collected: ${player.itemsCollected}`); resetGame(); } } @@ -402,6 +421,8 @@ player.totalDamageTaken = 0; player.cellsTraveled = 0; player.score = 0; + player.killCount = 0; + player.itemsCollected = 0; player.x = 0; player.y = 0; combatDots = {}; @@ -422,6 +443,8 @@ console.log("Distance Traveled: " + player.cellsTraveled); console.log("Total Damage Dealt: " + player.totalDamageDone); console.log("Total Damage Received: " + player.totalDamageTaken); + console.log("Circles Vanquished: " + player.killCount); + console.log("Items Collected: " + player.itemsCollected); console.groupEnd(); combatDots = {}; generateExit(); |