我知道我的小提琴有点混乱,但如果没有所有这些代码,它就无法工作。我需要这样做,以便点击按钮将导致径向进度条中的h2倒计时,每次倒计时动画一次并与所选怪物执行另一场战斗,直到autoLeft的数量达到零,在这种情况下autoLeft将重置和战斗将停止,直到再次单击该按钮。
var oneAction = function() {
var round = 0;
monsterEl = $('#monsterList option:selected');
monster = monsterEl.data('monster');
$('.progress').addClass('activated activatedAfter');
$('#autos').text(player.autoLeft);
$('#dam').empty();
$('#monsterdam').empty();
while(monster.hp > 0 && player.hp > 0 && round < 20) {
$('#monsterdam').append("</p>The " + $('#monsterList').val() + " has hit you for " + monster.monsterDam() + " damage</p>");
player.hp -= monster.monsterDam();
$('#dam').append("</p>You have hit the " + $('#monsterList').val() + " for " + monster.playerDam() + " damage</p>");
monster.hp -= monster.playerDam();
round +=1;
if(round >=20) {
$('#monsterdam').append("</p>The battle has timed out</p>");
$('#dam').append("</p>The battle has timed out</p>");
}
}
if(monster.hp <= 0){
$('#dam').append("<p>You have defeated the " + $('#monsterList').val() + ", you have received " + monster.exp + " experience and " + monster.gold + " gold!</p>");
monster.hp = monster.fullLife;
player.hp = player.fullLife;
player.exp += monster.exp;
player.gold += monster.gold;
player.nextLevel -= monster.exp;
player.implement();
if(player.exp >= player.expNeeded) {
lvlUp();
}
}
if(player.hp <= 0){
$('#monsterdam').append("<p>The " + $('#monsterList').val() + " has defeated you!</p>");
monster.hp = monster.fullLife;
player.hp = player.fullLife;
}
}
$('#battleButton').click(function() {
//playerDam()
if(player.autoLeft > 0) {
oneAction();
player.autoLeft -= 1;
}
});