--- id: 62a8e271f8e3d1541f9624ad title: Step 117 challengeType: 0 dashedName: step-117 --- # --description-- Ora imposta la proprietà `innerText` di `monsterName` in modo che sia la proprietà `name` del mostro attuale. Fai lo stesso per le proprietà `monsterHealthText` e `health`. # --hints-- Dovresti usare la dot notation per accedere alla proprietà `innerText` di `monsterName`. ```js assert.match(goFight.toString(), /monsterName\.innerText/); ``` Dovresti impostare la proprietà `innerText` di `monsterName` in modo che sia il valore di `name` del mostro attuale. Ricorda che puoi ottenere il valore del mostro attuale con `monsters[fighting]`. ```js assert.match(goFight.toString(), /monsterName\.innerText\s*=\s*monsters\[fighting\]\.name/); ``` Dovresti usare la dot notation per accedere alla proprietà `innerText` di `monsterHealthText`. ```js assert.match(goFight.toString(), /monsterHealthText\.innerText/); ``` Dovresti impostare la proprietà `innerText` di `monsterHealthText` in modo che sia il valore di `health` del mostro attuale. Ricorda che hai assegnato questo valore alla variabile `monsterHealth`. ```js assert.match(goFight.toString(), /monsterHealthText\.innerText\s*=\s*monsterHealth/); ``` # --seed-- ## --seed-contents-- ```html RPG - Dragon Repeller
XP: 0 Health: 100 Gold: 50
Monster Name: Health:
Welcome to Dragon Repeller. You must defeat the dragon that is preventing people from leaving the town. You are in the town square. Where do you want to go? Use the buttons above.
``` ```css body { background-color: darkblue; } #text { background-color: black; color: white; padding: 10px; } #game { max-width: 500px; max-height: 400px; background-color: lightgray; color: white; margin: 0 auto; padding: 10px; } #controls, #stats { border: 1px solid black; padding: 5px; color: black; } #monsterStats { display: none; border: 1px solid black; padding: 5px; color: white; background-color: red; } .stat { padding-right: 10px; } ``` ```js 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." } ]; // initialize buttons button1.onclick = goStore; button2.onclick = goCave; button3.onclick = fightDragon; function update(location) { 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(); } --fcc-editable-region-- function goFight() { update(locations[3]); monsterHealth = monsters[fighting].health; monsterStats.style.display = "block"; } --fcc-editable-region-- function attack() { } function dodge() { } ```