Learn Basic JavaScript by Building a Role Playing Game - Step 173

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Step 173

Since you subtracted health from the player, you need to check if the player’s health is less than or equal to 0. If it is, call the lose function.
Could anyone please take a look at what am I doing wrong? What am I missing? if {health <= 0; lose();

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let health = 100;
let gold = 50;
let currentWeapon = 0;
let fighting;
let monsterHealth;
let inventory = ["stick"];

const button1 = document.querySelector('#button1');
const button2 = document.querySelector("#button2");
const button3 = document.querySelector("#button3");
const text = document.querySelector("#text");
const xpText = document.querySelector("#xpText");
const healthText = document.querySelector("#healthText");
const goldText = document.querySelector("#goldText");
const monsterStats = document.querySelector("#monsterStats");
const monsterName = document.querySelector("#monsterName");
const monsterHealthText = document.querySelector("#monsterHealth");
const weapons = [
  { name: 'stick', power: 5 },
  { name: 'dagger', power: 30 },
  { name: 'claw hammer', power: 50 },
  { name: 'sword', power: 100 }
];
const monsters = [
  {
    name: "slime",
    level: 2,
    health: 15
  },
  {
    name: "fanged beast",
    level: 8,
    health: 60
  },
  {
    name: "dragon",
    level: 20,
    health: 300
  }
]
const locations = [
  {
    name: "town square",
    "button text": ["Go to store", "Go to cave", "Fight dragon"],
    "button functions": [goStore, goCave, fightDragon],
    text: "You are in the town square. You see a sign that says \"Store\"."
  },
  {
    name: "store",
    "button text": ["Buy 10 health (10 gold)", "Buy weapon (30 gold)", "Go to town square"],
    "button functions": [buyHealth, buyWeapon, goTown],
    text: "You enter the store."
  },
  {
    name: "cave",
    "button text": ["Fight slime", "Fight fanged beast", "Go to town square"],
    "button functions": [fightSlime, fightBeast, goTown],
    text: "You enter the cave. You see some monsters."
  },
  {
    name: "fight",
    "button text": ["Attack", "Dodge", "Run"],
    "button functions": [attack, dodge, goTown],
    text: "You are fighting a monster."
  },
  {
    name: "kill monster",
    "button text": ["Go to town square", "Go to town square", "Go to town square"],
    "button functions": [goTown, goTown, goTown],
    text: 'The monster screams "Arg!" as it dies. You gain experience points and find gold.'
  },
  {
    name: "lose",
    "button text": ["REPLAY?", "REPLAY?", "REPLAY?"],
    "button functions": [restart, restart, restart],
    text: "You die. &#x2620;"
  },
  { 
    name: "win", 
    "button text": ["REPLAY?", "REPLAY?", "REPLAY?"], 
    "button functions": [restart, restart, restart], 
    text: "You defeat the dragon! YOU WIN THE GAME! &#x1F389;" 
  },
  {
    name: "easter egg",
    "button text": ["2", "8", "Go to town square?"],
    "button functions": [pickTwo, pickEight, goTown],
    text: "You find a secret game. Pick a number above. Ten numbers will be randomly chosen between 0 and 10. If the number you choose matches one of the random numbers, you win!"
  }
];

// initialize buttons
button1.onclick = goStore;
button2.onclick = goCave;
button3.onclick = fightDragon;

function update(location) {
  monsterStats.style.display = "none";
  button1.innerText = location["button text"][0];
  button2.innerText = location["button text"][1];
  button3.innerText = location["button text"][2];
  button1.onclick = location["button functions"][0];
  button2.onclick = location["button functions"][1];
  button3.onclick = location["button functions"][2];
  text.innerHTML = location.text;
}

function goTown() {
  update(locations[0]);
}

function goStore() {
  update(locations[1]);
}

function goCave() {
  update(locations[2]);
}

function buyHealth() {
  if (gold >= 10) {
    gold -= 10;
    health += 10;
    goldText.innerText = gold;
    healthText.innerText = health;
  } else {
    text.innerText = "You do not have enough gold to buy health.";
  }
}

function buyWeapon() {
  if (currentWeapon < weapons.length - 1) {
    if (gold >= 30) {
      gold -= 30;
      currentWeapon++;
      goldText.innerText = gold;
      let newWeapon = weapons[currentWeapon].name;
      text.innerText = "You now have a " + newWeapon + ".";
      inventory.push(newWeapon);
      text.innerText += " In your inventory you have: " + inventory;
    } else {
      text.innerText = "You do not have enough gold to buy a weapon.";
    }
  } else {
    text.innerText = "You already have the most powerful weapon!";
    button2.innerText = "Sell weapon for 15 gold";
    button2.onclick = sellWeapon;
  }
}

function sellWeapon() {
  if (inventory.length > 1) {
    gold += 15;
    goldText.innerText = gold;
    let currentWeapon = inventory.shift();
    text.innerText = "You sold a " + currentWeapon + ".";
    text.innerText += " In your inventory you have: " + inventory;
  } else {
    text.innerText = "Don't sell your only weapon!";
  }
}

function fightSlime() {
  fighting = 0;
  goFight();
}

function fightBeast() {
  fighting = 1;
  goFight();
}

function fightDragon() {
  fighting = 2;
  goFight();
}

function goFight() {
  update(locations[3]);
  monsterHealth = monsters[fighting].health;
  monsterStats.style.display = "block";
  monsterName.innerText = monsters[fighting].name;
  monsterHealthText.innerText = monsterHealth;
}

function attack() {
  text.innerText = "The " + monsters[fighting].name + " attacks.";
  text.innerText += " You attack it with your " + weapons[currentWeapon].name + ".";
  health -= getMonsterAttackValue(monsters[fighting].level);
  if (isMonsterHit()) {
    monsterHealth -= weapons[currentWeapon].power + Math.floor(Math.random() * xp) + 1;    
  } else {
    text.innerText += " You miss.";
  }
  healthText.innerText = health;
  monsterHealthText.innerText = monsterHealth;
  if (health <= 0) {
    lose();
  } else if (monsterHealth <= 0) {
    if (fighting === 2) {
      winGame();
    } else {
      defeatMonster();
    }
  }
  if (Math.random() <= .1 && inventory.length !== 1) {
    text.innerText += " Your " + inventory.pop() + " breaks.";
    currentWeapon--;
  }
}

function getMonsterAttackValue(level) {
  const hit = (level * 5) - (Math.floor(Math.random() * xp));
  console.log(hit);
  return hit > 0 ? hit : 0;
}

function isMonsterHit() {
  return Math.random() > .2 || health < 20;
}

function dodge() {
  text.innerText = "You dodge the attack from the " + monsters[fighting].name;
}

function defeatMonster() {
  gold += Math.floor(monsters[fighting].level * 6.7);
  xp += monsters[fighting].level;
  goldText.innerText = gold;
  xpText.innerText = xp;
  update(locations[4]);
}

function lose() {
  update(locations[5]);
}

function winGame() {
  update(locations[6]);
}

function restart() {
  xp = 0;
  health = 100;
  gold = 50;
  currentWeapon = 0;
  inventory = ["stick"];
  goldText.innerText = gold;
  healthText.innerText = health;
  xpText.innerText = xp;
  goTown();
}

function easterEgg() {
  update(locations[7]);
}

function pickTwo() {
  pick(2);
}

function pickEight() {
  pick(8);
}

function pick(guess) {
  const numbers = [];
  while (numbers.length < 10) {
    numbers.push(Math.floor(Math.random() * 11));
  }
  text.innerText = "You picked " + guess + ". Here are the random numbers:\n";
  for (let i = 0; i < 10; i++) {
    text.innerText += numbers[i] + "\n";
  }
  if (numbers.includes(guess)) {
    text.innerText += "Right! You win 20 gold!";
    gold += 20;
    goldText.innerText = gold;
  } else {
    text.innerText += "Wrong! You lose 10 health!";
    health -= 10;
    healthText.innerText = health;
    if {
      health <= 0; lose()
    }
  }
}

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Challenge Information:

Learn Basic JavaScript by Building a Role Playing Game - Step 173

I have figured it out, thanks!

The problem is solved, right? just to clarify, it looks like you’re trying to implement a health check in your RPG game like RetroStyle Games company had before, but there’s a syntax error in your conditional statement for checking if the player’s health drops to 0 or below, which should trigger the lose function.
In JavaScript, the syntax for an if statement requires parentheses around the condition and curly braces around the block of code to execute if the condition is true.

Here’s how you’ve written it, which is incorrect:

if {health <= 0; lose();

And here’s how it should be written:

if (health <= 0) {
lose();
}

after the player loses health from an attack, you should check if their health is less than or equal to 0 and then call the lose() function if that condition is true. Here’s an example correction in the attack function:

function attack() {
// Existing attack logic…
health -= getMonsterAttackValue(monsters[fighting].level);
// After reducing health, check if health is less than or equal to 0
if (health <= 0) {
lose();
}
// Rest of the function…
}

And in the pick function, where you mistakenly used if syntax, it should be corrected as follows:

if (health <= 0) {
lose();
}

Many thanks!

I had figured my wrong code at the time I posted a comment, but thanks anyway, your feedback is much appreciated!