061 Adding a Game Over Screen

示例

index.html

<!DOCTYPE html>
<html lang="en">
  <head>
    <meta charset="UTF-8" />
    <meta name="viewport" content="width=device-width, initial-scale=1.0" />
    <title>Vue Basics</title>
    <link
      href="https://fonts.googleapis.com/css2?family=Jost:wght@400;700&display=swap"
      rel="stylesheet"
    />
    <link rel="stylesheet" href="styles.css" />
    <script src="https://unpkg.com/vue@3/dist/vue.global.js" defer></script>
    <script src="app.js" defer></script>
  </head>
  <body>
    <header>
      <h1>Monster Slayer</h1>
    </header>
    <div id="game">
      <section id="monster" class="container">
        <h2>Monster Health</h2>
        <div class="healthbar">
          <div class="healthbar__value" :style="monsterHealthStyle"></div>
        </div>
      </section>
      <section id="player" class="container">
        <h2>Your Health</h2>
        <div class="healthbar">
          <div class="healthbar__value" :style="playerHealthStyle"></div>
        </div>
      </section>
      <section class="container" v-if="winner">
        <h2>Game Over!</h2>
        <h3 v-if="winner === 'monster'">You lost!</h3>
        <h3 v-else-if="winner === 'player'">You won!</h3>
        <h3 v-else>It's a draw!</h3>
      </section>
      <section id="controls">
        <button @click="attackMonster">ATTACK</button>
        <button :disabled="mayUseSpecialAttack" @click="specialAttackMonster">SPECIAL ATTACK</button>
        <button @click="heal">HEAL</button>
        <button>SURRENDER</button>
      </section>
      <section id="log" class="container">
        <h2>Battle Log</h2>
        <ul></ul>
      </section>
    </div>
  </body>
</html>

app.js

function getRandomValue(min, max) {
    return Math.floor(Math.random() * (max - min)) + min;
}

const app = Vue.createApp({
    data() {
        return {
            playerHealth: 100,
            monsterHealth: 100,
            currentRound: 0,
            winner: null
        };
    },
    computed: {
        playerHealthStyle() {
            return { width: this.playerHealth + '%' };
        },
        monsterHealthStyle() {
            return { width: this.monsterHealth + '%' };
        },
        mayUseSpecialAttack() {
            return this.currentRound % 3 !== 0;
        }
    },

    methods: {
        attackMonster() {
            this.currentRound++;
            const attackValue = getRandomValue(5, 12);
            if (this.monsterHealth > 0) {
                this.monsterHealth -= attackValue;
                this.attackPlayer();
                if (this.monsterHealth < 0) {
                    this.monsterHealth = 0;
                }
            }
        },
        attackPlayer() {
            const attackValue = getRandomValue(8, 15);
            if (this.playerHealth > 0) {
                this.playerHealth -= attackValue;
                if (this.playerHealth < 0) {
                    this.playerHealth = 0;
                }
            }
        },
        specialAttackMonster() {
            this.currentRound++;
            const attackValue = getRandomValue(10, 25);
            if (this.monsterHealth > 0) {
                this.monsterHealth -= attackValue;
                this.attackPlayer();
                if (this.monsterHealth < 0) {
                    this.monsterHealth = 0;
                }
            }
        },
        heal() {
            const healValue = getRandomValue(8, 20);
            if (this.playerHealth + healValue > 100) {
                this.playerHealth = 100;
            } else {
                this.playerHealth += healValue;
            }
            this.attackPlayer();
        },
    },
    watch: {
        playerHealth(value) {
            if (value <= 0 && this.monsterHealth <= 0) {
                this.winner = 'draw';
            } else if (value <= 0) {
                this.winner = 'monster';
            }
        },
        monsterHealth(value) {
            if (value <= 0 && this.playerHealth <= 0) {
                this.winner = 'draw';
            } else if (value <= 0) {
                this.winner = 'player';
            }
        }
    },

});

app.mount('#game');

styles.css

* {
  box-sizing: border-box;
}

html {
  font-family: 'Jost', sans-serif;
}

body {
  margin: 0;
}

header {
  box-shadow: 0 2px 8px rgba(0, 0, 0, 0.26);
  padding: 0.5rem;
  background-color: #880017;
  color: white;
  text-align: center;
  margin-bottom: 2rem;
}

section {
  width: 90%;
  max-width: 40rem;
  margin: auto;
}

.healthbar {
  width: 100%;
  height: 40px;
  border: 1px solid #575757;
  margin: 1rem 0;
  background: #fde5e5;
}

.healthbar__value {
  background-color: #00a876;
  width: 100%;
  height: 100%;
}

.container {
  text-align: center;
  padding: 0.5rem;
  margin: 1rem auto;
  box-shadow: 0 2px 8px rgba(0, 0, 0, 0.26);
  border-radius: 12px;
}

#monster h2,
#player h2 {
  margin: 0.25rem;
}

#controls {
  display: flex;
  flex-direction: row;
  flex-wrap: wrap;
  align-items: center;
  justify-content: center;
}

button {
  font: inherit;
  border: 1px solid #88005b;
  background-color: #88005b;
  color: white;
  padding: 1rem 2rem;
  border-radius: 12px;
  margin: 1rem;
  width: 12rem;
  cursor: pointer;
  box-shadow: 1px 1px 4px rgba(0, 0, 0, 0.26);
}

button:focus {
  outline: none;
}

button:hover,
button:active {
  background-color: #af0a78;
  border-color: #af0a78;
  box-shadow: 1px 1px 8px rgba(0, 0, 0, 0.26);
}

button:disabled {
  background-color: #ccc;
  border-color: #ccc;
  box-shadow: none;
  color: #3f3f3f;
  cursor: not-allowed;
}

#log ul {
  list-style: none;
  margin: 0;
  padding: 0;
}

#log li {
  margin: 0.5rem 0;
}

.log--player {
  color: #7700ff;
}

.log--monster {
  color: #da8d00;
}

.log--damage {
  color: red;
}

.log--heal {
  color: green;
}

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