File size: 46,943 Bytes
7b92311 35356ff 7b92311 35356ff 7b92311 35356ff 7b92311 35356ff 7b92311 35356ff 7b92311 35356ff 7b92311 35356ff 7b92311 35356ff 7b92311 35356ff 7b92311 35356ff 7b92311 35356ff 7b92311 35356ff 7b92311 35356ff 7b92311 35356ff 7b92311 35356ff 7b92311 35356ff 7b92311 35356ff 7b92311 35356ff 7b92311 35356ff 7b92311 35356ff 7b92311 35356ff 7b92311 35356ff 7b92311 35356ff 7b92311 35356ff 7b92311 35356ff 7b92311 |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 |
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Epic RPG Adventure</title>
<script src="https://cdn.tailwindcss.com"></script>
<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/6.4.0/css/all.min.css">
<style>
@keyframes fadeIn {
from { opacity: 0; }
to { opacity: 1; }
}
@keyframes pulse {
0% { transform: scale(1); }
50% { transform: scale(1.05); }
100% { transform: scale(1); }
}
.fade-in {
animation: fadeIn 0.5s ease-in-out;
}
.pulse {
animation: pulse 1.5s infinite;
}
.health-bar {
transition: width 0.3s ease;
}
.damage-text {
position: absolute;
color: red;
font-weight: bold;
animation: floatUp 1s forwards;
}
@keyframes floatUp {
0% { transform: translateY(0); opacity: 1; }
100% { transform: translateY(-50px); opacity: 0; }
}
.game-container {
background-image: url('https://images.unsplash.com/photo-1542273917363-3b1817f69a2d?ixlib=rb-4.0.3&ixid=M3wxMjA3fDB8MHxwaG90by1wYWdlfHx8fGVufDB8fHx8fA%3D%3D&auto=format&fit=crop&w=2070&q=80');
background-size: cover;
background-position: center;
}
.dialog-box {
background-color: rgba(0, 0, 0, 0.8);
border: 2px solid gold;
border-radius: 10px;
}
.character-card {
transition: all 0.3s ease;
}
.character-card:hover {
transform: translateY(-5px);
box-shadow: 0 10px 20px rgba(0, 0, 0, 0.3);
}
</style>
</head>
<body class="bg-gray-900 text-white font-sans">
<div class="game-container min-h-screen flex flex-col items-center justify-center p-4">
<!-- Main Menu -->
<div id="main-menu" class="text-center fade-in">
<h1 class="text-6xl font-bold mb-8 text-yellow-400">Epic RPG Adventure</h1>
<div class="space-y-4">
<button onclick="startNewGame()" class="bg-blue-600 hover:bg-blue-700 text-white font-bold py-3 px-6 rounded-lg text-xl w-64 transition-all hover:scale-105">
<i class="fas fa-play mr-2"></i> New Game
</button>
<button onclick="loadGame()" class="bg-green-600 hover:bg-green-700 text-white font-bold py-3 px-6 rounded-lg text-xl w-64 transition-all hover:scale-105">
<i class="fas fa-folder-open mr-2"></i> Load Game
</button>
<button onclick="showCredits()" class="bg-purple-600 hover:bg-purple-700 text-white font-bold py-3 px-6 rounded-lg text-xl w-64 transition-all hover:scale-105">
<i class="fas fa-info-circle mr-2"></i> Credits
</button>
</div>
</div>
<!-- Character Creation -->
<div id="character-creation" class="hidden text-center w-full max-w-4xl">
<h2 class="text-4xl font-bold mb-8 text-yellow-400">Create Your Hero</h2>
<div class="grid grid-cols-1 md:grid-cols-3 gap-6 mb-8">
<!-- Warrior -->
<div class="character-card bg-gray-800 p-6 rounded-lg cursor-pointer" onclick="selectClass('warrior')">
<div class="text-5xl mb-4 text-red-500">
<i class="fas fa-shield-alt"></i>
</div>
<h3 class="text-2xl font-bold mb-2">Warrior</h3>
<p class="text-gray-300 mb-4">Strong and resilient, excels in melee combat</p>
<div class="text-left">
<p><i class="fas fa-heart text-red-500 mr-2"></i> High Health</p>
<p><i class="fas fa-fist-raised text-orange-500 mr-2"></i> Strong Attacks</p>
<p><i class="fas fa-running text-blue-500 mr-2"></i> Low Speed</p>
</div>
</div>
<!-- Mage -->
<div class="character-card bg-gray-800 p-6 rounded-lg cursor-pointer" onclick="selectClass('mage')">
<div class="text-5xl mb-4 text-blue-500">
<i class="fas fa-hat-wizard"></i>
</div>
<h3 class="text-2xl font-bold mb-2">Mage</h3>
<p class="text-gray-300 mb-4">Master of arcane arts, powerful spells</p>
<div class="text-left">
<p><i class="fas fa-bolt text-yellow-500 mr-2"></i> High Magic</p>
<p><i class="fas fa-heart text-red-500 mr-2"></i> Low Health</p>
<p><i class="fas fa-brain text-purple-500 mr-2"></i> Smart</p>
</div>
</div>
<!-- Rogue -->
<div class="character-card bg-gray-800 p-6 rounded-lg cursor-pointer" onclick="selectClass('rogue')">
<div class="text-5xl mb-4 text-green-500">
<i class="fas fa-user-ninja"></i>
</div>
<h3 class="text-2xl font-bold mb-2">Rogue</h3>
<p class="text-gray-300 mb-4">Stealthy and quick, deadly with daggers</p>
<div class="text-left">
<p><i class="fas fa-tachometer-alt text-green-500 mr-2"></i> High Speed</p>
<p><i class="fas fa-heart text-red-500 mr-2"></i> Medium Health</p>
<p><i class="fas fa-eye-slash text-gray-500 mr-2"></i> Sneaky</p>
</div>
</div>
</div>
<div class="bg-gray-800 p-6 rounded-lg mb-6">
<h3 class="text-2xl font-bold mb-4">Character Details</h3>
<div class="grid grid-cols-1 md:grid-cols-2 gap-4">
<div>
<label class="block text-left mb-2">Name:</label>
<input type="text" id="character-name" class="w-full p-2 rounded bg-gray-700 border border-gray-600" placeholder="Enter your name">
</div>
<div>
<label class="block text-left mb-2">Gender:</label>
<select id="character-gender" class="w-full p-2 rounded bg-gray-700 border border-gray-600">
<option value="male">Male</option>
<option value="female">Female</option>
<option value="other">Other</option>
</select>
</div>
</div>
</div>
<button onclick="finalizeCharacter()" class="bg-green-600 hover:bg-green-700 text-white font-bold py-3 px-8 rounded-lg text-xl transition-all hover:scale-105">
<i class="fas fa-check mr-2"></i> Begin Adventure
</button>
</div>
<!-- Game Screen -->
<div id="game-screen" class="hidden w-full max-w-6xl">
<div class="flex flex-col md:flex-row gap-6">
<!-- Character Panel -->
<div class="bg-gray-800 bg-opacity-90 rounded-lg p-4 w-full md:w-1/4">
<h3 class="text-xl font-bold mb-4 border-b pb-2">Hero</h3>
<div class="text-center mb-4">
<div class="text-6xl mb-2" id="character-icon">
<i class="fas fa-user"></i>
</div>
<h4 class="text-2xl font-bold" id="character-display-name">Unknown</h4>
<p class="text-gray-300" id="character-display-class">Class: None</p>
</div>
<div class="mb-4">
<div class="flex justify-between mb-1">
<span>Health</span>
<span id="health-text">100/100</span>
</div>
<div class="w-full bg-gray-700 rounded-full h-4">
<div id="health-bar" class="health-bar bg-red-500 h-4 rounded-full" style="width: 100%"></div>
</div>
</div>
<div class="mb-4">
<div class="flex justify-between mb-1">
<span>Mana</span>
<span id="mana-text">50/50</span>
</div>
<div class="w-full bg-gray-700 rounded-full h-4">
<div id="mana-bar" class="health-bar bg-blue-500 h-4 rounded-full" style="width: 100%"></div>
</div>
</div>
<div class="mb-4">
<div class="flex justify-between mb-1">
<span>Experience</span>
<span id="exp-text">0/100</span>
</div>
<div class="w-full bg-gray-700 rounded-full h-4">
<div id="exp-bar" class="health-bar bg-yellow-500 h-4 rounded-full" style="width: 0%"></div>
</div>
</div>
<div class="grid grid-cols-2 gap-2 mb-4">
<div class="bg-gray-700 p-2 rounded">
<div class="text-sm text-gray-300">Level</div>
<div class="font-bold" id="level-text">1</div>
</div>
<div class="bg-gray-700 p-2 rounded">
<div class="text-sm text-gray-300">Gold</div>
<div class="font-bold" id="gold-text">10</div>
</div>
<div class="bg-gray-700 p-2 rounded">
<div class="text-sm text-gray-300">Attack</div>
<div class="font-bold" id="attack-text">10</div>
</div>
<div class="bg-gray-700 p-2 rounded">
<div class="text-sm text-gray-300">Defense</div>
<div class="font-bold" id="defense-text">5</div>
</div>
</div>
<button onclick="openInventory()" class="w-full bg-blue-600 hover:bg-blue-700 text-white py-2 rounded mb-2">
<i class="fas fa-backpack mr-2"></i> Inventory
</button>
<button onclick="openQuests()" class="w-full bg-green-600 hover:bg-green-700 text-white py-2 rounded mb-2">
<i class="fas fa-scroll mr-2"></i> Quests
</button>
<button onclick="saveGame()" class="w-full bg-purple-600 hover:bg-purple-700 text-white py-2 rounded">
<i class="fas fa-save mr-2"></i> Save Game
</button>
</div>
<!-- Main Game Area -->
<div class="flex-1">
<!-- Game Messages -->
<div id="game-messages" class="bg-gray-800 bg-opacity-90 rounded-lg p-4 mb-4 h-40 overflow-y-auto">
<p class="text-yellow-300">Welcome to Epic RPG Adventure!</p>
<p>Create your character and begin your journey.</p>
</div>
<!-- Action Buttons -->
<div class="grid grid-cols-2 gap-4 mb-6">
<button onclick="explore()" class="bg-green-600 hover:bg-green-700 text-white font-bold py-3 px-4 rounded-lg transition-all hover:scale-105">
<i class="fas fa-binoculars mr-2"></i> Explore
</button>
<button onclick="rest()" class="bg-blue-600 hover:bg-blue-700 text-white font-bold py-3 px-4 rounded-lg transition-all hover:scale-105">
<i class="fas fa-bed mr-2"></i> Rest
</button>
<button onclick="visitTown()" class="bg-yellow-600 hover:bg-yellow-700 text-white font-bold py-3 px-4 rounded-lg transition-all hover:scale-105">
<i class="fas fa-city mr-2"></i> Visit Town
</button>
<button onclick="train()" class="bg-red-600 hover:bg-red-700 text-white font-bold py-3 px-4 rounded-lg transition-all hover:scale-105">
<i class="fas fa-dumbbell mr-2"></i> Train
</button>
</div>
<!-- Combat Area -->
<div id="combat-area" class="hidden bg-gray-800 bg-opacity-90 rounded-lg p-6">
<div class="flex flex-col md:flex-row justify-between items-center mb-8">
<!-- Player -->
<div class="text-center mb-6 md:mb-0 relative">
<div class="text-6xl mb-2" id="player-combat-icon">
<i class="fas fa-user"></i>
</div>
<h4 class="text-xl font-bold" id="player-combat-name">Hero</h4>
<div class="w-full bg-gray-700 rounded-full h-3 mt-2">
<div id="player-health-bar" class="health-bar bg-red-500 h-3 rounded-full" style="width: 100%"></div>
</div>
<div class="text-sm" id="player-health-text">100/100</div>
</div>
<!-- VS -->
<div class="text-2xl font-bold mx-4 mb-6 md:mb-0">VS</div>
<!-- Enemy -->
<div class="text-center relative">
<div class="text-6xl mb-2" id="enemy-icon">
<i class="fas fa-spider"></i>
</div>
<h4 class="text-xl font-bold" id="enemy-name">Goblin</h4>
<div class="w-full bg-gray-700 rounded-full h-3 mt-2">
<div id="enemy-health-bar" class="health-bar bg-red-500 h-3 rounded-full" style="width: 100%"></div>
</div>
<div class="text-sm" id="enemy-health-text">30/30</div>
</div>
</div>
<!-- Combat Actions -->
<div id="combat-actions" class="grid grid-cols-2 gap-4">
<button onclick="playerAttack()" class="bg-red-600 hover:bg-red-700 text-white font-bold py-3 px-4 rounded-lg">
<i class="fas fa-sword mr-2"></i> Attack
</button>
<button onclick="playerSpell()" class="bg-blue-600 hover:bg-blue-700 text-white font-bold py-3 px-4 rounded-lg">
<i class="fas fa-magic mr-2"></i> Cast Spell
</button>
<button onclick="playerDefend()" class="bg-gray-600 hover:bg-gray-700 text-white font-bold py-3 px-4 rounded-lg">
<i class="fas fa-shield-alt mr-2"></i> Defend
</button>
<button onclick="playerFlee()" class="bg-yellow-600 hover:bg-yellow-700 text-white font-bold py-3 px-4 rounded-lg">
<i class="fas fa-running mr-2"></i> Flee
</button>
</div>
</div>
<!-- Town Area -->
<div id="town-area" class="hidden bg-gray-800 bg-opacity-90 rounded-lg p-6">
<h3 class="text-2xl font-bold mb-4">Town Square</h3>
<div class="grid grid-cols-1 md:grid-cols-3 gap-4">
<button onclick="visitShop()" class="bg-blue-600 hover:bg-blue-700 text-white font-bold py-3 px-4 rounded-lg">
<i class="fas fa-shopping-cart mr-2"></i> Shop
</button>
<button onclick="visitTavern()" class="bg-yellow-600 hover:bg-yellow-700 text-white font-bold py-3 px-4 rounded-lg">
<i class="fas fa-beer mr-2"></i> Tavern
</button>
<button onclick="visitGuild()" class="bg-purple-600 hover:bg-purple-700 text-white font-bold py-3 px-4 rounded-lg">
<i class="fas fa-scroll mr-2"></i> Adventurer's Guild
</button>
<button onclick="leaveTown()" class="bg-gray-600 hover:bg-gray-700 text-white font-bold py-3 px-4 rounded-lg">
<i class="fas fa-door-open mr-2"></i> Leave Town
</button>
</div>
</div>
</div>
</div>
</div>
<!-- Inventory Modal -->
<div id="inventory-modal" class="hidden fixed inset-0 bg-black bg-opacity-50 flex items-center justify-center z-50">
<div class="bg-gray-800 rounded-lg p-6 w-full max-w-2xl max-h-[80vh] overflow-y-auto">
<div class="flex justify-between items-center mb-4">
<h3 class="text-2xl font-bold">Inventory</h3>
<button onclick="closeInventory()" class="text-gray-400 hover:text-white">
<i class="fas fa-times"></i>
</button>
</div>
<div class="grid grid-cols-2 md:grid-cols-4 gap-4 mb-6">
<div class="bg-gray-700 p-4 rounded-lg text-center">
<div class="text-3xl mb-2"><i class="fas fa-sword"></i></div>
<div class="font-bold">Iron Sword</div>
<div class="text-sm text-gray-300">Attack +5</div>
<button class="mt-2 bg-blue-600 hover:bg-blue-700 text-white py-1 px-3 rounded text-sm">
Equip
</button>
</div>
<div class="bg-gray-700 p-4 rounded-lg text-center">
<div class="text-3xl mb-2"><i class="fas fa-shield-alt"></i></div>
<div class="font-bold">Wooden Shield</div>
<div class="text-sm text-gray-300">Defense +3</div>
<button class="mt-2 bg-blue-600 hover:bg-blue-700 text-white py-1 px-3 rounded text-sm">
Equip
</button>
</div>
<div class="bg-gray-700 p-4 rounded-lg text-center">
<div class="text-3xl mb-2"><i class="fas fa-flask"></i></div>
<div class="font-bold">Health Potion</div>
<div class="text-sm text-gray-300">Restores 30 HP</div>
<button class="mt-2 bg-green-600 hover:bg-green-700 text-white py-1 px-3 rounded text-sm">
Use
</button>
</div>
<div class="bg-gray-700 p-4 rounded-lg text-center">
<div class="text-3xl mb-2"><i class="fas fa-flask"></i></div>
<div class="font-bold">Mana Potion</div>
<div class="text-sm text-gray-300">Restores 20 MP</div>
<button class="mt-2 bg-green-600 hover:bg-green-700 text-white py-1 px-3 rounded text-sm">
Use
</button>
</div>
</div>
<h4 class="text-xl font-bold mb-3">Equipped Items</h4>
<div class="grid grid-cols-2 gap-4">
<div class="bg-gray-700 p-3 rounded-lg">
<div class="flex items-center">
<div class="text-2xl mr-3"><i class="fas fa-sword"></i></div>
<div>
<div class="font-bold">Iron Sword</div>
<div class="text-sm text-gray-300">Attack +5</div>
</div>
</div>
</div>
<div class="bg-gray-700 p-3 rounded-lg">
<div class="flex items-center">
<div class="text-2xl mr-3"><i class="fas fa-shield-alt"></i></div>
<div>
<div class="font-bold">Wooden Shield</div>
<div class="text-sm text-gray-300">Defense +3</div>
</div>
</div>
</div>
</div>
</div>
</div>
<!-- Credits Modal -->
<div id="credits-modal" class="hidden fixed inset-0 bg-black bg-opacity-50 flex items-center justify-center z-50">
<div class="bg-gray-800 rounded-lg p-6 w-full max-w-md">
<div class="flex justify-between items-center mb-4">
<h3 class="text-2xl font-bold">Credits</h3>
<button onclick="hideCredits()" class="text-gray-400 hover:text-white">
<i class="fas fa-times"></i>
</button>
</div>
<div class="space-y-4">
<div>
<h4 class="text-xl font-bold text-yellow-400">Epic RPG Adventure</h4>
<p class="text-gray-300">Created with HTML, CSS, and JavaScript</p>
</div>
<div>
<h4 class="font-bold">Developer</h4>
<p class="text-gray-300">Your Name Here</p>
</div>
<div>
<h4 class="font-bold">Special Thanks</h4>
<ul class="list-disc list-inside text-gray-300">
<li>Tailwind CSS</li>
<li>Font Awesome</li>
<li>Unsplash for images</li>
</ul>
</div>
<div class="pt-4 border-t border-gray-700">
<p class="text-sm text-gray-400">© 2023 All Rights Reserved</p>
</div>
</div>
</div>
</div>
</div>
<script>
// Game State
const gameState = {
player: {
name: '',
class: '',
gender: '',
level: 1,
exp: 0,
expToNextLevel: 100,
health: 100,
maxHealth: 100,
mana: 50,
maxMana: 50,
attack: 10,
defense: 5,
gold: 10,
inventory: [
{ name: 'Iron Sword', type: 'weapon', attack: 5, icon: 'fa-s sword' },
{ name: 'Wooden Shield', type: 'shield', defense: 3, icon: 'fa-shield-alt' },
{ name: 'Health Potion', type: 'consumable', effect: 'heal', amount: 30, icon: 'fa-flask' },
{ name: 'Mana Potion', type: 'consumable', effect: 'mana', amount: 20, icon: 'fa-flask' }
],
equipped: {
weapon: { name: 'Iron Sword', type: 'weapon', attack: 5, icon: 'fa-sword' },
shield: { name: 'Wooden Shield', type: 'shield', defense: 3, icon: 'fa-shield-alt' }
}
},
currentEnemy: null,
inCombat: false,
gameMessages: []
};
// Cute Monstergirl Enemies
const enemies = [
{ name: 'Goblin Girl', health: 30, maxHealth: 30, attack: 8, defense: 2, exp: 20, gold: 5, icon: 'fa-user-ninja' },
{ name: 'Orc Girl', health: 50, maxHealth: 50, attack: 12, defense: 5, exp: 35, gold: 10, icon: 'fa-user-injured' },
{ name: 'Skeleton Girl', health: 25, maxHealth: 25, attack: 10, defense: 3, exp: 25, gold: 8, icon: 'fa-skull' },
{ name: 'Wolf Girl', health: 20, maxHealth: 20, attack: 7, defense: 1, exp: 15, gold: 3, icon: 'fa-paw' },
{ name: 'Bandit Girl', health: 40, maxHealth: 40, attack: 11, defense: 4, exp: 30, gold: 15, icon: 'fa-user' },
{ name: 'Catgirl', health: 25, maxHealth: 25, attack: 9, defense: 2, exp: 22, gold: 7, icon: 'fa-cat' },
{ name: 'Bunny Girl', health: 35, maxHealth: 35, attack: 7, defense: 3, exp: 25, gold: 8, icon: 'fa-paw' },
{ name: 'Fox Girl', health: 28, maxHealth: 28, attack: 10, defense: 2, exp: 24, gold: 9, icon: 'fa-paw' },
{ name: 'Slime Girl', health: 45, maxHealth: 45, attack: 6, defense: 6, exp: 28, gold: 10, icon: 'fa-droplet' },
{ name: 'Dragon Girl', health: 60, maxHealth: 60, attack: 15, defense: 8, exp: 50, gold: 25, icon: 'fa-dragon' }
];
// Game Functions
function startNewGame() {
document.getElementById('main-menu').classList.add('hidden');
document.getElementById('character-creation').classList.remove('hidden');
addGameMessage('Begin your adventure by creating your character.');
}
function selectClass(characterClass) {
const cards = document.querySelectorAll('.character-card');
cards.forEach(card => card.classList.remove('ring-2', 'ring-yellow-400'));
const selectedCard = document.querySelector(`.character-card:nth-child(${characterClass === 'warrior' ? 1 : characterClass === 'mage' ? 2 : 3})`);
selectedCard.classList.add('ring-2', 'ring-yellow-400');
gameState.player.class = characterClass;
// Update stats based on class
if (characterClass === 'warrior') {
gameState.player.maxHealth = 120;
gameState.player.health = 120;
gameState.player.attack = 12;
gameState.player.defense = 8;
gameState.player.mana = 30;
gameState.player.maxMana = 30;
} else if (characterClass === 'mage') {
gameState.player.maxHealth = 70;
gameState.player.health = 70;
gameState.player.attack = 8;
gameState.player.defense = 3;
gameState.player.mana = 80;
gameState.player.maxMana = 80;
} else if (characterClass === 'rogue') {
gameState.player.maxHealth = 90;
gameState.player.health = 90;
gameState.player.attack = 10;
gameState.player.defense = 5;
gameState.player.mana = 50;
gameState.player.maxMana = 50;
}
addGameMessage(`You selected the ${characterClass} class.`);
}
function finalizeCharacter() {
const nameInput = document.getElementById('character-name');
const genderSelect = document.getElementById('character-gender');
if (!nameInput.value.trim()) {
addGameMessage('Please enter a name for your character.', 'error');
return;
}
if (!gameState.player.class) {
addGameMessage('Please select a class for your character.', 'error');
return;
}
gameState.player.name = nameInput.value.trim();
gameState.player.gender = genderSelect.value;
// Start the game
document.getElementById('character-creation').classList.add('hidden');
document.getElementById('game-screen').classList.remove('hidden');
// Update character display
updateCharacterDisplay();
addGameMessage(`Welcome, ${gameState.player.name} the ${gameState.player.class}! Your adventure begins now.`, 'success');
}
function updateCharacterDisplay() {
// Update character panel
document.getElementById('character-display-name').textContent = gameState.player.name;
document.getElementById('character-display-class').textContent = `Class: ${capitalizeFirstLetter(gameState.player.class)}`;
// Update stats
document.getElementById('health-text').textContent = `${gameState.player.health}/${gameState.player.maxHealth}`;
document.getElementById('mana-text').textContent = `${gameState.player.mana}/${gameState.player.maxMana}`;
document.getElementById('exp-text').textContent = `${gameState.player.exp}/${gameState.player.expToNextLevel}`;
document.getElementById('level-text').textContent = gameState.player.level;
document.getElementById('gold-text').textContent = gameState.player.gold;
document.getElementById('attack-text').textContent = gameState.player.attack + (gameState.player.equipped.weapon ? gameState.player.equipped.weapon.attack : 0);
document.getElementById('defense-text').textContent = gameState.player.defense + (gameState.player.equipped.shield ? gameState.player.equipped.shield.defense : 0);
// Update health bar
const healthPercent = (gameState.player.health / gameState.player.maxHealth) * 100;
document.getElementById('health-bar').style.width = `${healthPercent}%`;
// Update mana bar
const manaPercent = (gameState.player.mana / gameState.player.maxMana) * 100;
document.getElementById('mana-bar').style.width = `${manaPercent}%`;
// Update exp bar
const expPercent = (gameState.player.exp / gameState.player.expToNextLevel) * 100;
document.getElementById('exp-bar').style.width = `${expPercent}%`;
// Update character icon based on class
const characterIcon = document.getElementById('character-icon');
const playerCombatIcon = document.getElementById('player-combat-icon');
if (gameState.player.class === 'warrior') {
characterIcon.innerHTML = '<i class="fas fa-shield-alt text-red-500"></i>';
playerCombatIcon.innerHTML = '<i class="fas fa-shield-alt text-red-500"></i>';
} else if (gameState.player.class === 'mage') {
characterIcon.innerHTML = '<i class="fas fa-hat-wizard text-blue-500"></i>';
playerCombatIcon.innerHTML = '<i class="fas fa-hat-wizard text-blue-500"></i>';
} else if (gameState.player.class === 'rogue') {
characterIcon.innerHTML = '<i class="fas fa-user-ninja text-green-500"></i>';
playerCombatIcon.innerHTML = '<i class="fas fa-user-ninja text-green-500"></i>';
}
// Update player combat name
document.getElementById('player-combat-name').textContent = gameState.player.name;
}
function addGameMessage(message, type = 'info') {
const messagesDiv = document.getElementById('game-messages');
const messageElement = document.createElement('p');
if (type === 'error') {
messageElement.className = 'text-red-400';
} else if (type === 'success') {
messageElement.className = 'text-green-400';
} else if (type === 'warning') {
messageElement.className = 'text-yellow-400';
} else {
messageElement.className = 'text-gray-300';
}
messageElement.textContent = message;
messagesDiv.appendChild(messageElement);
messagesDiv.scrollTop = messagesDiv.scrollHeight;
// Add to game state for saving
gameState.gameMessages.push(message);
}
function explore() {
if (gameState.inCombat) {
addGameMessage('You are already in combat!', 'error');
return;
}
// 70% chance to find an enemy
if (Math.random() < 0.7) {
startCombat();
} else {
// 30% chance to find something else
const randomEvent = Math.random();
if (randomEvent < 0.5) {
// Found gold
const goldFound = Math.floor(Math.random() * 10) + 5;
gameState.player.gold += goldFound;
updateCharacterDisplay();
addGameMessage(`You found ${goldFound} gold coins on the ground!`, 'success');
} else {
// Found a health potion
gameState.player.inventory.push({
name: 'Health Potion',
type: 'consumable',
effect: 'heal',
amount: 30,
icon: 'fa-flask'
});
addGameMessage('You found a Health Potion!', 'success');
}
}
}
function startCombat() {
gameState.inCombat = true;
// Select a random enemy
const randomEnemyIndex = Math.floor(Math.random() * enemies.length);
gameState.currentEnemy = {...enemies[randomEnemyIndex]};
// Update combat UI
document.getElementById('combat-area').classList.remove('hidden');
document.getElementById('enemy-name').textContent = gameState.currentEnemy.name;
document.getElementById('enemy-health-text').textContent = `${gameState.currentEnemy.health}/${gameState.currentEnemy.maxHealth}`;
document.getElementById('enemy-health-bar').style.width = '100%';
document.getElementById('enemy-icon').innerHTML = `<i class="fas ${gameState.currentEnemy.icon}"></i>`;
// Update player stats in combat
document.getElementById('player-health-text').textContent = `${gameState.player.health}/${gameState.player.maxHealth}`;
const healthPercent = (gameState.player.health / gameState.player.maxHealth) * 100;
document.getElementById('player-health-bar').style.width = `${healthPercent}%`;
addGameMessage(`A wild ${gameState.currentEnemy.name} appears!`, 'warning');
}
function playerAttack() {
if (!gameState.inCombat || !gameState.currentEnemy) {
addGameMessage('There is nothing to attack!', 'error');
return;
}
// Calculate player damage
const playerAttackPower = gameState.player.attack + (gameState.player.equipped.weapon ? gameState.player.equipped.weapon.attack : 0);
const damage = Math.max(1, playerAttackPower - Math.floor(gameState.currentEnemy.defense / 2));
// Apply damage to enemy
gameState.currentEnemy.health -= damage;
// Update enemy health bar
const enemyHealthPercent = (gameState.currentEnemy.health / gameState.currentEnemy.maxHealth) * 100;
document.getElementById('enemy-health-bar').style.width = `${Math.max(0, enemyHealthPercent)}%`;
document.getElementById('enemy-health-text').textContent = `${Math.max(0, gameState.currentEnemy.health)}/${gameState.currentEnemy.maxHealth}`;
// Show damage text
showDamageText(document.querySelector('#combat-area .relative:last-child'), damage);
addGameMessage(`You attack the ${gameState.currentEnemy.name} for ${damage} damage!`, 'success');
// Check if enemy is defeated
if (gameState.currentEnemy.health <= 0) {
enemyDefeated();
return;
}
// Enemy attacks back
setTimeout(() => {
enemyAttack();
}, 1000);
}
function playerSpell() {
if (!gameState.inCombat || !gameState.currentEnemy) {
addGameMessage('There is nothing to attack!', 'error');
return;
}
if (gameState.player.mana < 15) {
addGameMessage('Not enough mana to cast a spell!', 'error');
return;
}
// Use mana
gameState.player.mana -= 15;
updateCharacterDisplay();
// Calculate spell damage (more powerful than regular attack)
let spellDamage;
if (gameState.player.class === 'mage') {
spellDamage = Math.max(3, 15 + Math.floor(Math.random() * 10));
} else {
spellDamage = Math.max(3, 10 + Math.floor(Math.random() * 5));
}
// Apply damage to enemy
gameState.currentEnemy.health -= spellDamage;
// Update enemy health bar
const enemyHealthPercent = (gameState.currentEnemy.health / gameState.currentEnemy.maxHealth) * 100;
document.getElementById('enemy-health-bar').style.width = `${Math.max(0, enemyHealthPercent)}%`;
document.getElementById('enemy-health-text').textContent = `${Math.max(0, gameState.currentEnemy.health)}/${gameState.currentEnemy.maxHealth}`;
// Show damage text
showDamageText(document.querySelector('#combat-area .relative:last-child'), spellDamage, 'blue');
addGameMessage(`You cast a spell on the ${gameState.currentEnemy.name} for ${spellDamage} damage!`, 'success');
// Check if enemy is defeated
if (gameState.currentEnemy.health <= 0) {
enemyDefeated();
return;
}
// Enemy attacks back
setTimeout(() => {
enemyAttack();
}, 1000);
}
function playerDefend() {
if (!gameState.inCombat || !gameState.currentEnemy) {
addGameMessage('There is nothing to defend against!', 'error');
return;
}
addGameMessage(`You take a defensive stance, reducing damage from the next attack.`, 'info');
// Enemy attacks with reduced damage
setTimeout(() => {
// Calculate enemy damage (reduced by 50% when defending)
const enemyDamage = Math.max(1, Math.floor((gameState.currentEnemy.attack - (gameState.player.defense + (gameState.player.equipped.shield ? gameState.player.equipped.shield.defense : 0))) / 2));
// Apply damage to player
gameState.player.health -= enemyDamage;
// Update player health bar
const healthPercent = (gameState.player.health / gameState.player.maxHealth) * 100;
document.getElementById('player-health-bar').style.width = `${Math.max(0, healthPercent)}%`;
document.getElementById('player-health-text').textContent = `${Math.max(0, gameState.player.health)}/${gameState.player.maxHealth}`;
document.getElementById('health-bar').style.width = `${Math.max(0, healthPercent)}%`;
document.getElementById('health-text').textContent = `${Math.max(0, gameState.player.health)}/${gameState.player.maxHealth}`;
// Show damage text
showDamageText(document.querySelector('#combat-area .relative:first-child'), enemyDamage);
addGameMessage(`The ${gameState.currentEnemy.name} attacks you for ${enemyDamage} damage (reduced by your defense)!`, 'warning');
// Check if player is defeated
if (gameState.player.health <= 0) {
playerDefeated();
}
}, 1000);
}
function playerFlee() {
if (!gameState.inCombat || !gameState.currentEnemy) {
addGameMessage('There is nothing to flee from!', 'error');
return;
}
// 60% chance to flee successfully
if (Math.random() < 0.6) {
addGameMessage(`You successfully fled from the ${gameState.currentEnemy.name}!`, 'success');
endCombat();
} else {
addGameMessage(`You failed to flee! The ${gameState.currentEnemy.name} attacks you!`, 'error');
// Enemy attacks
setTimeout(() => {
enemyAttack();
}, 1000);
}
}
function enemyAttack() {
if (!gameState.inCombat || !gameState.currentEnemy) return;
// Calculate enemy damage
const enemyDamage = Math.max(1, gameState.currentEnemy.attack - (gameState.player.defense + (gameState.player.equipped.shield ? gameState.player.equipped.shield.defense : 0)));
// Apply damage to player
gameState.player.health -= enemyDamage;
// Update player health bar
const healthPercent = (gameState.player.health / gameState.player.maxHealth) * 100;
document.getElementById('player-health-bar').style.width = `${Math.max(0, healthPercent)}%`;
document.getElementById('player-health-text').textContent = `${Math.max(0, gameState.player.health)}/${gameState.player.maxHealth}`;
document.getElementById('health-bar').style.width = `${Math.max(0, healthPercent)}%`;
document.getElementById('health-text').textContent = `${Math.max(0, gameState.player.health)}/${gameState.player.maxHealth}`;
// Show damage text
showDamageText(document.querySelector('#combat-area .relative:first-child'), enemyDamage);
addGameMessage(`The ${gameState.currentEnemy.name} attacks you for ${enemyDamage} damage!`, 'warning');
// Check if player is defeated
if (gameState.player.health <= 0) {
playerDefeated();
}
}
function enemyDefeated() {
addGameMessage(`You defeated the ${gameState.currentEnemy.name}!`, 'success');
// Gain experience and gold
gameState.player.exp += gameState.currentEnemy.exp;
gameState.player.gold += gameState.currentEnemy.gold;
addGameMessage(`Gained ${gameState.currentEnemy.exp} experience and ${gameState.currentEnemy.gold} gold.`, 'success');
// Check for level up
checkLevelUp();
// End combat
endCombat();
}
function playerDefeated() {
addGameMessage(`You were defeated by the ${gameState.currentEnemy.name}!`, 'error');
addGameMessage('You wake up in town, having lost some gold and experience.', 'warning');
// Penalty for dying
gameState.player.exp = Math.max(0, gameState.player.exp - 10);
gameState.player.gold = Math.max(0, gameState.player.gold - 5);
// Restore some health
gameState.player.health = Math.floor(gameState.player.maxHealth * 0.3);
// Update display
updateCharacterDisplay();
// End combat
endCombat();
}
function endCombat() {
gameState.inCombat = false;
gameState.currentEnemy = null;
document.getElementById('combat-area').classList.add('hidden');
}
function checkLevelUp() {
if (gameState.player.exp >= gameState.player.expToNextLevel) {
gameState.player.level++;
gameState.player.exp -= gameState.player.expToNextLevel;
gameState.player.expToNextLevel = Math.floor(gameState.player.expToNextLevel * 1.2);
// Improve stats
gameState.player.maxHealth += 10;
gameState.player.health = gameState.player.maxHealth;
gameState.player.maxMana += 5;
gameState.player.mana = gameState.player.maxMana;
gameState.player.attack += 2;
gameState.player.defense += 1;
addGameMessage(`Level up! You are now level ${gameState.player.level}!`, 'success');
addGameMessage('Your stats have improved!', 'info');
updateCharacterDisplay();
}
}
function rest() {
if (gameState.inCombat) {
addGameMessage('You cannot rest while in combat!', 'error');
return;
}
// Restore health and mana
const healthRestored = Math.floor(gameState.player.maxHealth * 0.3);
const manaRestored = Math.floor(gameState.player.maxMana * 0.3);
gameState.player.health = Math.min(gameState.player.maxHealth, gameState.player.health + healthRestored);
gameState.player.mana = Math.min(gameState.player.maxMana, gameState.player.mana + manaRestored);
addGameMessage(`You rest and recover ${healthRestored} health and ${manaRestored} mana.`, 'success');
updateCharacterDisplay();
}
function visitTown() {
if (gameState.inCombat) {
addGameMessage('You cannot visit town while in combat!', 'error');
return;
}
document.getElementById('town-area').classList.remove('hidden');
addGameMessage('You enter the town square.', 'info');
}
function leaveTown() {
document.getElementById('town-area').classList.add('hidden');
addGameMessage('You leave the town.', 'info');
}
function visitShop() {
addGameMessage('The shop is currently closed. Come back later!', 'info');
}
function visitTavern() {
addGameMessage('You enjoy a drink at the tavern and hear rumors of a dragon in the mountains.', 'info');
}
function visitGuild() {
addGameMessage('The Adventurer\'s Guild has no quests available right now.', 'info');
}
function train() {
if (gameState.inCombat) {
addGameMessage('You cannot train while in combat!', 'error');
return;
}
// Training costs gold but improves stats
if (gameState.player.gold < 5) {
addGameMessage('You need at least 5 gold to train!', 'error');
return;
}
gameState.player.gold -= 5;
// Random stat improvement
const statToImprove = ['attack', 'defense'][Math.floor(Math.random() * 2)];
const improvement = 1;
if (statToImprove === 'attack') {
gameState.player.attack += improvement;
addGameMessage(`After training, your attack increased by ${improvement}! (Cost: 5 gold)`, 'success');
} else {
gameState.player.defense += improvement;
addGameMessage(`After training, your defense increased by ${improvement}! (Cost: 5 gold)`, 'success');
}
updateCharacterDisplay();
}
function openInventory() {
document.getElementById('inventory-modal').classList.remove('hidden');
}
function closeInventory() {
document.getElementById('inventory-modal').classList.add('hidden');
}
function openQuests() {
addGameMessage('You have no active quests at the moment.', 'info');
}
function saveGame() {
localStorage.setItem('epicRpgSave', JSON.stringify(gameState));
addGameMessage('Game saved successfully!', 'success');
}
function loadGame() {
const savedGame = localStorage.getItem('epicRpgSave');
if (savedGame) {
try {
const parsedGame = JSON.parse(savedGame);
Object.assign(gameState, parsedGame);
document.getElementById('main-menu').classList.add('hidden');
document.getElementById('game-screen').classList.remove('hidden');
updateCharacterDisplay();
addGameMessage(`Welcome back, ${gameState.player.name}! Game loaded successfully.`, 'success');
} catch (e) {
addGameMessage('Failed to load saved game.', 'error');
}
} else {
addGameMessage('No saved game found.', 'error');
}
}
function showCredits() {
document.getElementById('credits-modal').classList.remove('hidden');
}
function hideCredits() {
document.getElementById('credits-modal').classList.add('hidden');
}
function showDamageText(element, damage, color = 'red') {
const damageText = document.createElement('div');
damageText.className = 'damage-text';
damageText.style.color = color;
damageText.textContent = `-${damage}`;
damageText.style.left = '50%';
damageText.style.transform = 'translateX(-50%)';
element.appendChild(damageText);
// Remove after animation
setTimeout(() => {
damageText.remove();
}, 1000);
}
function capitalizeFirstLetter(string) {
return string.charAt(0).toUpperCase() + string.slice(1);
}
// Initialize game
document.addEventListener('DOMContentLoaded', () => {
addGameMessage('Welcome to Epic RPG Adventure!');
});
</script>
<p style="border-radius: 8px; text-align: center; font-size: 12px; color: #fff; margin-top: 16px;position: fixed; left: 8px; bottom: 8px; z-index: 10; background: rgba(0, 0, 0, 0.8); padding: 4px 8px;">Made with <img src="https://enzostvs-deepsite.hf.space/logo.svg" alt="DeepSite Logo" style="width: 16px; height: 16px; vertical-align: middle;display:inline-block;margin-right:3px;filter:brightness(0) invert(1);"><a href="https://enzostvs-deepsite.hf.space" style="color: #fff;text-decoration: underline;" target="_blank" >DeepSite</a> - 🧬 <a href="https://enzostvs-deepsite.hf.space?remix=lunarflu/rpg" style="color: #fff;text-decoration: underline;" target="_blank" >Remix</a></p></body>
</html> |