Learn Basic JavaScript by Building a Role Playing Game - Step 176

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Could anyone help me with adding a different image for each location?

I have completed the Role Playing Game challenge and have added a background image via CSS although, this is a constant throughout the game.
I considered an eventlistener for the location buttons but I am unsure of how or where to incorporate this into my code.

Many thanks!

Your code so far

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let xp = 0;
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. ☠️"
  },
  { 
    name: "win", 
    "button text": ["REPLAY?", "REPLAY?", "REPLAY?"], 
    "button functions": [restart, restart, restart], 
    text: "You defeat the dragon! YOU WIN THE GAME! 🎉" 
  },
  {
    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.innerText = 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) {
    fighting === 2 ? winGame() : 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 176

To change an element’s background color on click:

  1. Add a click event listener to the element.
  2. Assign the event object to a variable in the function.
  3. Set the event. target. style. backgroundColor property to the specific background color.

Thank you robheyays, Would that be the same process for a background image?

I`m assuming that it should not matter once you found the solution. To answer your question about event listeners you would start out something like this:
const element = document.querySelector(‘.myElement’);

element.addEventListener(‘click’, function() {
// Do something when the element is clicked
});
More Info:
In this code, we first get the element we want to add the

event

![|220x110](https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcSQK5j_YfQprvqE_8lUSmOmv0Lg7Y5bzTzYKLBzCwpvLVVe3a_P)

listener to using the querySelector() method. Then, we call the addEventListener() method on the element and pass in the type of event we want to listen for (click) and the function we want to run when the event occurs.

Good Luck!

1 Like

Hey robheyays,

Thank you for your suggestion, I added this - ```

 button1.addEventListener('click', function() {
      // Change the background image when the button is clicked
      document.body.style.backgroundImage = "url('new-image-url')";
    }); 

While it worked initially, I found the buttons are not specific enough. When I click on “Go to Store” I had a medieval store background image appear as intended. But now every time I click button one, regardless of it’s text and purpose. Fight Dragon for example, and the store background appears!

There must be a solution for this but I am unable to source one. Any help would be appreciated!

Why not add this text to the same function that will display the store text? (Function goStore())

Hey danielbailey0629

I’m sorry, but I don’t understand your response. Could you expand on that a little please?

In the function goStore(), you should add anything else you want to happen, such as change the background image.

1 Like

Hey danielbailey0629

Thank you for your reply.

So, I worked out the solution but put it in the wrong place?

Would this also be applicable for the goCave and goTown functions?

I think it would apply to those functions too.

1 Like

Thank you danielbailey0629, I will give it a go!

Sadly, that’s also a fail.