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<!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>
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