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-rw-r--r--js/puzzle-dungeon/game.js23
1 files changed, 14 insertions, 9 deletions
diff --git a/js/puzzle-dungeon/game.js b/js/puzzle-dungeon/game.js
index 8b53da9..179ea4e 100644
--- a/js/puzzle-dungeon/game.js
+++ b/js/puzzle-dungeon/game.js
@@ -130,10 +130,10 @@ export function drawGrid(grid) {
 export function initializeGame() {
     grid = createGrid(10, 10);  // reset grid
     levelPar = generatePar(player.level);
-    generateCollectables(grid, 10);  // how many collectables?
-    generateDamagingSpaces(grid, Math.floor(Math.random() * 7) + 1);  // random number of damaging spaces, no more than 7
+    generateCollectables(grid, Math.floor(Math.random() * 7) + 1);  // how many collectables?
+    generateDamagingSpaces(grid, Math.floor(Math.random() * 22) + 1);  // random number of damaging spaces, no more than 22
     generateTargetBlock(grid); 
-    generateTraps(grid, Math.floor(Math.random() * 3) + 1);  // random number of traps, no more than 3
+    generateTraps(grid, Math.floor(Math.random() * 10) + 1);  // random number of traps, no more than 10
 
     if (player.level === 0) {
         player.inventory = [];
@@ -200,17 +200,22 @@ function checkForDamageOrTarget() {
             flashPlayer();
         }
     } else if (cell && cell.type === 'trap') {
-        const item = player.inventory.pop();
-        if (item) {
-            console.log(`Stepped on trap, removed ${item} from inventory`);
+        const itemIndex = Math.floor(Math.random() * player.inventory.length);
+        player.inventory.splice(itemIndex, 1);
+        console.log(`Stepped on a trap and lost an item`);
+        player.health -= Math.floor(Math.random() * 5) + 1;
+        console.log(`Stepped on a trap and took damage, health is now ${player.health}`);
+        if (player.health <= 0) {
+            alertGameOver();
+            return;
         } else {
-            player.power -= Math.floor(Math.random() * 3) + 1;
-            console.log('Stepped on trap, drained some power');
+            alert('Ouch! You hit a trap.');
+            flashPlayer();
         }
     } else if (x === targetPosition.x && y === targetPosition.y) {
         player.level += 1;
         console.log(`Reached target block, level is now ${player.level}`);
-        initializeGame();  // Generate new level and reset player position
+        initializeGame();  // generate a new level and reset player position to 0,0
     }
 }