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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>Ethereal Workshop Battle Royale</title>
    <style>
        * {
            margin: 0;
            padding: 0;
            box-sizing: border-box;
        }

        body {
            font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
            background-color: #0a0a1a;
            color: #fff;
            overflow-x: hidden;
        }

        .game-container {
            width: 100%;
            max-width: 1200px;
            margin: 0 auto;
            padding: 20px;
        }

        h1 {
            text-align: center;
            margin-bottom: 20px;
            font-size: 2.5rem;
            color: #c9a0ff;
            text-shadow: 0 0 10px rgba(201, 160, 255, 0.6);
        }

        .subtitle {
            text-align: center;
            margin-bottom: 30px;
            font-size: 1.2rem;
            color: #8a7aa9;
        }

        .battle-arena {
            position: relative;
            width: 100%;
            height: 600px;
            background-image: url('https://static.wikia.nocookie.net/mysingingmonsters/images/4/4b/Ethereal_Workshop_Empty.png');
            background-size: cover;
            background-position: center;
            border-radius: 12px;
            margin-bottom: 30px;
            box-shadow: 0 5px 25px rgba(201, 160, 255, 0.3);
            overflow: hidden;
        }

        .monster {
            position: absolute;
            width: 100px;
            height: 100px;
            background-size: contain;
            background-repeat: no-repeat;
            background-position: center;
            transition: all 0.3s ease;
            filter: drop-shadow(0 0 8px rgba(201, 160, 255, 0.7));
            z-index: 5;
            cursor: pointer;
        }

        .monster.attacking {
            filter: drop-shadow(0 0 15px rgba(255, 86, 86, 0.9));
            transform: scale(1.2);
        }

        .monster.damaged {
            filter: drop-shadow(0 0 15px rgba(255, 0, 0, 0.9));
            opacity: 0.7;
        }

        .monster.eliminated {
            opacity: 0.3;
            filter: grayscale(100%);
            pointer-events: none;
        }

        .sword {
            position: absolute;
            width: 40px;
            height: 40px;
            background-size: contain;
            background-repeat: no-repeat;
            background-image: url("data:image/svg+xml,%3Csvg xmlns='http://www.w3.org/2000/svg' viewBox='0 0 24 24' fill='%23c9a0ff'%3E%3Cpath d='M14.5,15.88L19.64,21L21,19.64L15.89,14.5L16.24,14.16L21.7,9.5L19.84,7.64L14.28,13.19L13.93,13.54L13.59,13.19L8.7,8.3L11.24,5.76L7.45,2L2,7.45L5.82,11.27L8.3,8.79L13.54,14.04L13.19,14.39L7.64,19.93L9.5,21.8L14.16,17.13L14.5,16.79V15.88Z'/%3E%3C/svg%3E");
            transform: rotate(45deg);
            opacity: 0;
            z-index: 4;
            transition: opacity 0.2s;
        }

        .health-bar-container {
            position: absolute;
            bottom: -15px;
            left: 50%;
            transform: translateX(-50%);
            width: 80px;
            height: 10px;
            background-color: rgba(0, 0, 0, 0.5);
            border-radius: 5px;
            overflow: hidden;
        }

        .health-bar {
            height: 100%;
            width: 100%;
            background-color: #2ecc71;
            transition: width 0.3s ease;
        }

        .battle-log {
            background-color: rgba(20, 20, 40, 0.8);
            border-radius: 8px;
            padding: 15px;
            max-height: 200px;
            overflow-y: auto;
            border: 1px solid rgba(201, 160, 255, 0.3);
        }

        .log-entry {
            margin-bottom: 8px;
            padding-bottom: 8px;
            border-bottom: 1px solid rgba(201, 160, 255, 0.2);
            font-size: 14px;
        }

        .controls {
            display: flex;
            justify-content: center;
            margin-top: 20px;
            gap: 15px;
        }

        button {
            background-color: #7851a9;
            color: white;
            border: none;
            padding: 10px 20px;
            border-radius: 5px;
            cursor: pointer;
            font-size: 16px;
            transition: all 0.3s ease;
        }

        button:hover {
            background-color: #9d71cf;
            transform: translateY(-2px);
            box-shadow: 0 5px 15px rgba(157, 113, 207, 0.4);
        }

        button:disabled {
            background-color: #4a3863;
            cursor: not-allowed;
            transform: none;
            box-shadow: none;
        }

        .winner-display {
            display: none;
            position: absolute;
            top: 50%;
            left: 50%;
            transform: translate(-50%, -50%);
            background-color: rgba(20, 20, 40, 0.9);
            padding: 20px;
            border-radius: 10px;
            text-align: center;
            z-index: 100;
            box-shadow: 0 0 30px rgba(201, 160, 255, 0.8);
            animation: pulse 2s infinite;
        }

        .winner-display h2 {
            color: #c9a0ff;
            margin-bottom: 10px;
        }

        .winner-display .winner-img {
            width: 150px;
            height: 150px;
            margin: 0 auto;
            background-size: contain;
            background-repeat: no-repeat;
            background-position: center;
            filter: drop-shadow(0 0 15px rgba(201, 160, 255, 0.9));
        }

        @keyframes pulse {
            0% { box-shadow: 0 0 30px rgba(201, 160, 255, 0.6); }
            50% { box-shadow: 0 0 30px rgba(201, 160, 255, 1); }
            100% { box-shadow: 0 0 30px rgba(201, 160, 255, 0.6); }
        }

        .sparks {
            position: absolute;
            width: 5px;
            height: 5px;
            background-color: #ffeb3b;
            border-radius: 50%;
            z-index: 10;
            box-shadow: 0 0 10px #ff9800;
            opacity: 0;
        }

        .immunity-badge {
            position: absolute;
            top: -25px;
            left: 50%;
            transform: translateX(-50%);
            background-color: gold;
            color: #333;
            font-size: 10px;
            font-weight: bold;
            padding: 3px 6px;
            border-radius: 10px;
            display: none;
        }

        @media (max-width: 768px) {
            .battle-arena {
                height: 400px;
            }
            
            .monster {
                width: 80px;
                height: 80px;
            }
        }

        @media (max-width: 480px) {
            h1 {
                font-size: 1.8rem;
            }
            
            .battle-arena {
                height: 300px;
            }
            
            .monster {
                width: 60px;
                height: 60px;
            }
        }
    </style>
</head>
<body>
    <div class="game-container">
        <h1>Ethereal Workshop Battle Royale</h1>
        <p class="subtitle">Last ethereal standing wins immunity! Click Start Battle to begin.</p>
        
        <div class="battle-arena" id="arena">
            <!-- Monsters will be added here by JavaScript -->
            
            <div class="winner-display" id="winnerDisplay">
                <h2>WINNER!</h2>
                <div class="winner-img" id="winnerImg"></div>
                <p>has won immunity!</p>
            </div>
        </div>
        
        <div class="battle-log" id="battleLog">
            <div class="log-entry">Welcome to the Ethereal Workshop Battle Royale! Click the Start Battle button to begin.</div>
        </div>
        
        <div class="controls">
            <button id="startButton">Start Battle</button>
            <button id="resetButton" disabled>Reset Battle</button>
        </div>
    </div>

    <script>
        document.addEventListener('DOMContentLoaded', function() {
            // Define monsters
            const monsters = [
                {
                    name: "Yooreek",
                    image: "https://static.wikia.nocookie.net/mysingingmonsters/images/1/13/Yooreek.png",
                    health: 100,
                    power: 25,
                    speed: 4,
                    eliminated: false,
                    position: { x: 10, y: 50 }
                },
                {
                    name: "Meebkin",
                    image: "https://static.wikia.nocookie.net/mysingingmonsters/images/f/f1/Meebkin.png",
                    health: 100,
                    power: 20,
                    speed: 5,
                    eliminated: false,
                    position: { x: 30, y: 60 }
                },
                {
                    name: "Blarret",
                    image: "https://static.wikia.nocookie.net/mysingingmonsters/images/9/93/Blarret.png",
                    health: 100,
                    power: 30,
                    speed: 3,
                    eliminated: false,
                    position: { x: 50, y: 30 }
                },
                {
                    name: "Gaddzooks",
                    image: "https://static.wikia.nocookie.net/mysingingmonsters/images/f/f3/Gaddzooks.png",
                    health: 100,
                    power: 15,
                    speed: 6,
                    eliminated: false,
                    position: { x: 70, y: 40 }
                },
                {
                    name: "Auglur",
                    image: "https://static.wikia.nocookie.net/mysingingmonsters/images/d/db/Auglur.png",
                    health: 100,
                    power: 35,
                    speed: 2,
                    eliminated: false,
                    position: { x: 85, y: 70 }
                }
            ];

            const arena = document.getElementById('arena');
            const battleLog = document.getElementById('battleLog');
            const startButton = document.getElementById('startButton');
            const resetButton = document.getElementById('resetButton');
            const winnerDisplay = document.getElementById('winnerDisplay');
            const winnerImg = document.getElementById('winnerImg');

            let battleInProgress = false;
            let monsterElements = [];
            let battleInterval;
            let animationFrameId;

            // Initialize the battle arena
            function initializeBattle() {
                // Reset monsters
                monsters.forEach(monster => {
                    monster.health = 100;
                    monster.eliminated = false;
                });

                // Clear arena
                arena.innerHTML = '';
                monsterElements = [];
                
                // Hide winner display
                winnerDisplay.style.display = 'none';

                // Add monster elements to arena
                monsters.forEach((monster, index) => {
                    const monsterElement = document.createElement('div');
                    monsterElement.className = 'monster';
                    monsterElement.id = `monster-${index}`;
                    monsterElement.style.backgroundImage = `url(${monster.image})`;
                    monsterElement.style.left = `${monster.position.x}%`;
                    monsterElement.style.top = `${monster.position.y}%`;
                    
                    // Add health bar
                    const healthBarContainer = document.createElement('div');
                    healthBarContainer.className = 'health-bar-container';
                    
                    const healthBar = document.createElement('div');
                    healthBar.className = 'health-bar';
                    healthBarContainer.appendChild(healthBar);
                    
                    // Add immunity badge
                    const immunityBadge = document.createElement('div');
                    immunityBadge.className = 'immunity-badge';
                    immunityBadge.textContent = 'IMMUNE';
                    
                    monsterElement.appendChild(healthBarContainer);
                    monsterElement.appendChild(immunityBadge);
                    
                    arena.appendChild(monsterElement);
                    monsterElements.push(monsterElement);
                });
                
                // Add winner display back to arena
                arena.appendChild(winnerDisplay);

                // Reset battle log
                battleLog.innerHTML = '<div class="log-entry">The battle is about to begin! Ethereal monsters take their positions.</div>';
            }

            // Update monster health bars
            function updateHealthBars() {
                monsters.forEach((monster, index) => {
                    const healthBar = monsterElements[index].querySelector('.health-bar');
                    healthBar.style.width = `${monster.health}%`;
                    
                    // Change color based on health
                    if (monster.health > 60) {
                        healthBar.style.backgroundColor = '#2ecc71';
                    } else if (monster.health > 30) {
                        healthBar.style.backgroundColor = '#f39c12';
                    } else {
                        healthBar.style.backgroundColor = '#e74c3c';
                    }
                });
            }

            // Add log entry
            function addLogEntry(text) {
                const entry = document.createElement('div');
                entry.className = 'log-entry';
                entry.textContent = text;
                battleLog.appendChild(entry);
                battleLog.scrollTop = battleLog.scrollHeight;
            }

            // Create sword attack animation
            function swordAttack(attackerIndex, targetIndex) {
                const attacker = monsterElements[attackerIndex];
                const target = monsterElements[targetIndex];
                
                // Get positions
                const attackerRect = attacker.getBoundingClientRect();
                const targetRect = target.getBoundingClientRect();
                const arenaRect = arena.getBoundingClientRect();
                
                // Create sword
                const sword = document.createElement('div');
                sword.className = 'sword';
                sword.style.left = `${(attackerRect.left + attackerRect.width/2) - arenaRect.left}px`;
                sword.style.top = `${(attackerRect.top + attackerRect.height/2) - arenaRect.top}px`;
                arena.appendChild(sword);
                
                // Show sword
                setTimeout(() => { sword.style.opacity = '1'; }, 10);
                
                // Animate sword to target
                const targetX = (targetRect.left + targetRect.width/2) - arenaRect.left;
                const targetY = (targetRect.top + targetRect.height/2) - arenaRect.top;
                
                let progress = 0;
                const startX = parseFloat(sword.style.left);
                const startY = parseFloat(sword.style.top);
                
                function animateSword() {
                    progress += 0.05;
                    
                    if (progress >= 1) {
                        sword.style.opacity = '0';
                        
                        // Create sparks at impact
                        createSparks(targetX, targetY);
                        
                        // Add damaged class to target
                        target.classList.add('damaged');
                        setTimeout(() => {
                            target.classList.remove('damaged');
                        }, 300);
                        
                        // Remove sword after animation
                        setTimeout(() => {
                            sword.remove();
                        }, 200);
                        
                        return;
                    }
                    
                    const currentX = startX + (targetX - startX) * progress;
                    const currentY = startY + (targetY - startY) * progress;
                    
                    sword.style.left = `${currentX}px`;
                    sword.style.top = `${currentY}px`;
                    
                    requestAnimationFrame(animateSword);
                }
                
                requestAnimationFrame(animateSword);
            }

            // Create spark effects
            function createSparks(x, y) {
                for (let i = 0; i < 15; i++) {
                    const spark = document.createElement('div');
                    spark.className = 'sparks';
                    spark.style.left = `${x}px`;
                    spark.style.top = `${y}px`;
                    arena.appendChild(spark);
                    
                    // Random direction and speed
                    const angle = Math.random() * Math.PI * 2;
                    const speed = 2 + Math.random() * 3;
                    const distance = 30 + Math.random() * 40;
                    
                    // Set initial properties
                    spark.style.opacity = '1';
                    
                    // Animate the spark
                    let progress = 0;
                    const startX = x;
                    const startY = y;
                    
                    function animateSpark() {
                        progress += 0.03;
                        
                        if (progress >= 1) {
                            spark.remove();
                            return;
                        }
                        
                        const currentX = startX + Math.cos(angle) * distance * progress;
                        const currentY = startY + Math.sin(angle) * distance * progress;
                        
                        spark.style.left = `${currentX}px`;
                        spark.style.top = `${currentY}px`;
                        spark.style.opacity = 1 - progress;
                        
                        requestAnimationFrame(animateSpark);
                    }
                    
                    requestAnimationFrame(animateSpark);
                }
            }

            // Find nearest target
            function findNearestTarget(attacker) {
                let nearestTarget = -1;
                let minDistance = Infinity;
                
                for (let i = 0; i < monsters.length; i++) {
                    if (i !== attacker && !monsters[i].eliminated) {
                        const distance = Math.sqrt(
                            Math.pow(monsters[attacker].position.x - monsters[i].position.x, 2) +
                            Math.pow(monsters[attacker].position.y - monsters[i].position.y, 2)
                        );
                        
                        if (distance < minDistance) {
                            minDistance = distance;
                            nearestTarget = i;
                        }
                    }
                }
                
                return nearestTarget;
            }

            // Move towards target
            function moveTowardsTarget(attackerIndex, targetIndex) {
                const attacker = monsters[attackerIndex];
                const target = monsters[targetIndex];
                
                // Calculate direction
                const dx = target.position.x - attacker.position.x;
                const dy = target.position.y - attacker.position.y;
                const distance = Math.sqrt(dx * dx + dy * dy);
                
                if (distance > 10) { // Only move if not close enough
                    // Normalize direction and scale by speed
                    const moveX = (dx / distance) * (attacker.speed * 0.5);
                    const moveY = (dy / distance) * (attacker.speed * 0.5);
                    
                    // Update position
                    attacker.position.x += moveX;
                    attacker.position.y += moveY;
                    
                    // Keep within bounds
                    attacker.position.x = Math.max(0, Math.min(90, attacker.position.x));
                    attacker.position.y = Math.max(0, Math.min(85, attacker.position.y));
                    
                    // Update element position
                    monsterElements[attackerIndex].style.left = `${attacker.position.x}%`;
                    monsterElements[attackerIndex].style.top = `${attacker.position.y}%`;
                }
                
                return distance <= 15; // Return true if close enough to attack
            }

            // Perform battle round
            function battleRound() {
                // Check for battle end
                let activeMonstersCount = 0;
                let lastStanding = -1;
                
                monsters.forEach((monster, index) => {
                    if (!monster.eliminated) {
                        activeMonstersCount++;
                        lastStanding = index;
                    }
                });
                
                if (activeMonstersCount <= 1) {
                    endBattle(lastStanding);
                    return;
                }
                
                // Process each monster's turn
                monsters.forEach((monster, attackerIndex) => {
                    if (monster.eliminated) return;
                    
                    // Find target
                    const targetIndex = findNearestTarget(attackerIndex);
                    if (targetIndex === -1) return;
                    
                    // Try to move closer to target
                    const canAttack = moveTowardsTarget(attackerIndex, targetIndex);
                    
                    if (canAttack) {
                        // Chance to attack based on speed
                        if (Math.random() < monster.speed / 10) {
                            // Add attacking class
                            monsterElements[attackerIndex].classList.add('attacking');
                            
                            // Calculate damage with some randomness
                            const baseDamage = monster.power;
                            const randomFactor = 0.8 + Math.random() * 0.4; // 0.8 to 1.2
                            const damage = Math.round(baseDamage * randomFactor);
                            
                            // Apply damage
                            monsters[targetIndex].health -= damage;
                            monsters[targetIndex].health = Math.max(0, monsters[targetIndex].health);
                            
                            // Update health bars
                            updateHealthBars();
                            
                            // Create sword attack animation
                            swordAttack(attackerIndex, targetIndex);
                            
                            // Log the attack
                            addLogEntry(`${monster.name} attacks ${monsters[targetIndex].name} for ${damage} damage!`);
                            
                            // Check if target is eliminated
                            if (monsters[targetIndex].health <= 0 && !monsters[targetIndex].eliminated) {
                                monsters[targetIndex].eliminated = true;
                                monsterElements[targetIndex].classList.add('eliminated');
                                addLogEntry(`${monsters[targetIndex].name} has been eliminated from the battle!`);
                            }
                            
                            // Remove attacking class after a delay
                            setTimeout(() => {
                                monsterElements[attackerIndex].classList.remove('attacking');
                            }, 300);
                        }
                    }
                });
            }

            // Start the battle
            function startBattle() {
                if (battleInProgress) return;
                
                battleInProgress = true;
                startButton.disabled = true;
                resetButton.disabled = false;
                
                addLogEntry("The battle has begun! Ethereal monsters are fighting for immunity!");
                
                // Run battle rounds at intervals
                battleInterval = setInterval(() => {
                    battleRound();
                }, 1000);
                
                // Start animation loop
                function animationLoop() {
                    if (!battleInProgress) return;
                    
                    // Any continuous animations can go here
                    
                    animationFrameId = requestAnimationFrame(animationLoop);
                }
                
                animationLoop();
            }

            // End the battle
            function endBattle(winnerIndex) {
                battleInProgress = false;
                clearInterval(battleInterval);
                cancelAnimationFrame(animationFrameId);
                
                // Display winner
                if (winnerIndex >= 0) {
                    const winner = monsters[winnerIndex];
                    addLogEntry(`${winner.name} is the last ethereal standing and has won immunity!`);
                    
                    // Show winner banner
                    winnerImg.style.backgroundImage = `url(${winner.image})`;
                    winnerDisplay.style.display = 'block';
                    
                    // Show immunity badge
                    const immunityBadge = monsterElements[winnerIndex].querySelector('.immunity-badge');
                    immunityBadge.style.display = 'block';
                } else {
                    addLogEntry("The battle has ended in a draw!");
                }
                
                resetButton.disabled = false;
            }

            // Reset the battle
            function resetBattle() {
                battleInProgress = false;
                clearInterval(battleInterval);
                cancelAnimationFrame(animationFrameId);
                
                startButton.disabled = false;
                resetButton.disabled = true;
                
                initializeBattle();
            }

            // Event listeners
            startButton.addEventListener('click', startBattle);
            resetButton.addEventListener('click', resetBattle);

            // Initialize the battle arena on load
            initializeBattle();
        });
    </script>
</body>
</html>