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i need to make a dice rolling program that rolls dice and says who won if it is a tie it rolls again and after each win you earn a point first to 5 wins the game whenever i run mine it uses the same numbers over and over again because it only generated the once how can i fix this and what else do i need to do after this issue to finish the program, thanks for the help!
<script>
var comp1 = Math.floor((Math.random()*6) + 1);
var comp2 = Math.floor((Math.random()*6) + 1);
var you1 = Math.floor((Math.random()*6) + 1);
var you2 = Math.floor((Math.random()*6) + 1);
var counter = 1;
var youPoints = 0;
var mePoints = 0;
while(counter < 6)
{{
alert("Let's shake some dice!")
alert("your turn to roll \n\n you shook a " + you1 + " and a " + you2 + ", so you have " + (you1 + you2));
alert("my turn to roll \n\n I shook a " + comp1 + " and a " + comp2 + ", so I have " + (comp1 + comp2));
counter++
var you = you1 + you2;
var me = comp1 + comp2;
if(you > me)
{
alert("you win " + you + " to " + me);
youPoints++
}
if (me > you)
{
alert("I win " + me + " to " + you);
mePoints++
}
}}
</script>
You're initializing your random variables (you1, you2) outside the while loop.
It's being initialized only once and hence producing the same number every time.
Bring it inside the loop, and that might fix it!
Move the code the generates the random numbers to inside of the loop because, right now, they only generate once... before the loop even starts.
Also, do yourself a favor and use a for counting loop, rather than a while, because while loops are easily misconfigured to cause infinite loops to occur.
var youPoints = 0;
var mePoints = 0;
for(var counter = 1; counter < 6; counter++){
// The code that generates the random numbers has to be in the loop
// in order for new randoms to be generated upon each loop iteration
var comp1 = Math.floor((Math.random()*6) + 1);
var comp2 = Math.floor((Math.random()*6) + 1);
var you1 = Math.floor((Math.random()*6) + 1);
var you2 = Math.floor((Math.random()*6) + 1);
alert("Let's shake some dice!")
alert("your turn to roll \n\n you shook a " + you1 + " and a " + you2 + ", so you have " + (you1 + you2));
alert("my turn to roll \n\n I shook a " + comp1 + " and a " + comp2 + ", so I have " + (comp1 + comp2));
var you = you1 + you2;
var me = comp1 + comp2;
// Don't make two separate if statements. Use one with an else if
if(you > me) {
alert("you win " + you + " to " + me);
youPoints++
} else if (me > you) {
alert("I win " + me + " to " + you);
mePoints++
}
}
Here you go, this should be a complete working example.
Note: I replaced alert() for console.log() so we can see the output here in the console and without popups, but it will work either way.
var compPoints = 0;
var youPoints = 0;
var winnerOfFive = false;
function rollTheDice() {
return Math.floor((Math.random()*6) + 1);
}
function rollAllDice() {
let you1 = rollTheDice();
let you2 = rollTheDice();
let comp1 = rollTheDice();
let comp2 = rollTheDice();
console.log("your turn to roll \n\n you shook a " + you1 + " and a " + you2 + ", so you have " + (you1 + you2));
console.log("my turn to roll \n\n I shook a " + comp1 + " and a " + comp2 + ", so I have " + (comp1 + comp2));
var you = you1 + you2;
var me = comp1 + comp2;
if(you > me) {
console.log("you win " + you + " to " + me);
youPoints++;
} else if(me > you) {
console.log("I win " + me + " to " + you);
compPoints++;
} else {
console.log("It was a tie, no one wins. Re-rolling...");
rollAllDice();
}
}
function startGame() {
while( !winnerOfFive ) {
console.log("Let's shake some dice!")
rollAllDice();
if(compPoints == 5) {
console.log("Comp is first to 5 games and wins " + compPoints + " to " + youPoints);
winnerOfFive = true;
} else if (youPoints == 5) {
console.log("You are first to 5 games and win " + youPoints + " to " + compPoints);
winnerOfFive = true;
}
}
}
// Start the game like this
startGame();
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I want to generate random equations in JavaScriptp and then output them into an HTML tag.
This is the code:
<!DOCTYPE html>
<body>
<p>Click the button below to generate a random equation.</p>
<button onclick="change();">Generate</button>
<p id="generate"></p>
<script>
function getRandomizer(bottom, top) {
return function() {
return Math.floor( Math.random() * ( 1 + top - bottom ) ) + bottom;
}
}
function getRandomNumber(results) {
var rollDie = getRandomizer( 1, 10 );
for ( var i = 0; i < 3; i++ ) {
results += rollDie() + "";
}
getRandomNumber.result = results;
}
function getRandomEquation(num1, num2, num3, num4, num5, num6, num7, output) {
var num_7,
num_6,
num_5,
num_4,
num_3,
num_2,
num_1
getRandomNumber(num1).result = num_7;
getRandomNumber(num2).result = num_6;
getRandomNumber(num3).result = num_5;
getRandomNumber(num4).result = num_4;
getRandomNumber(num5).result = num_3;
getRandomNumber(num6).result = num_2;
getRandomNumber(num7).result = num_1;
var equation1 = "" + num_1 + " x " + num_2 + " + {" + num_3 + " x [(" + num_4 + " x " + num_5 + ") - " + num_6 + "] + " + num_7 + "} = x",
equation2 = "" + num_1 + " x " + num_2 + " = y",
equation3 = "" + num_1 + "s x " + num_2 + " = z, s = " + num_3,
equation4 = "" + num_1 + " + {" + num_2 + " x [" + num_3 + " + (" + num_4 + " x " + num_5 + ") + " + num_6 + "] + " + num_7 + "} = x",
equation5 = "" + num_1 + "e + " + num_2 + "l x " + num_3 + " + " + num_4 + "a, e = " + num_5 + ", l = " + num_6 + ", a = " + num_7,
equation6 = "[" + num_1 + " x " + num_2 + "z] + {" + num_3 + " - " + num_4 + "} + (" + num_5 + " + " + num_6 + ") = e, z = " + num_7,
equation7 = "p" + " x " + num_1 + " / " + num_2 + " - " + num_3 + " + " + num_4 + " = e, p = " + num_5
var values = [
// there is an easier way to do this, too lazy
"" + equation1,
"" + equation2,
"" + equation3,
"" + equation4,
"" + equation5,
"" + equation6,
"" + equation7
]
var i = 0;
var e;
if (i > values.length) {
i = 0;
}
var randomEquation = values[i];
i++;
e = values[i];
this.output = randomEquation;
this.e = e;
}
function getEquation() {
var bl1,
bl2,
bl3,
bl4,
bl5,
bl6,
bl7,
equationOutput;
var eq = getRandomEquation(bl1, bl2, bl3, bl4, bl5, bl6, bl7, equationOutput).e;
getEquation.equation = eq;
}
function change() {
var final = getEquation().equation;
document.getElementById("generate").innerHTML = final;
}
</script>
</body>
</html>
But it dosen't work. Any help?
P.S. My teacher assigned this to me. Please respond as soon as possible. Thanks.
This code is a complete mess. I dont know where it comes from, but definitely not Javascript.
Try the following instead:
<!DOCTYPE html>
<body>
<p>Click the button below to generate a random equation.</p>
<button onclick="change();">Generate</button>
<p id="generate"></p>
<script>
function getRandomizer(bottom, top) {
return Math.floor( Math.random() * ( 1 + top - bottom ) ) + bottom;
}
function getRandomNumber() {
var results="";
for ( var i = 0; i < 3; i++ ) {
results += getRandomizer( 1, 10 );
}
return results;
}
function getRandomEquation() {
var num_7 = getRandomNumber(),
num_6 = getRandomNumber(),
num_5 = getRandomNumber(),
num_4 = getRandomNumber(),
num_3 = getRandomNumber(),
num_2 = getRandomNumber(),
num_1 = getRandomNumber();
var equation1 = num_1+" x "+num_2+" + {"+num_3+" x [("+num_4+" x "+num_5+") - "+num_6+"] + "+num_7+"} = x",
equation2 = num_1+" x "+num_2+" = y",
equation3 = num_1+"s x "+num_2+" = z, s = "+num_3,
equation4 = num_1+" + {" +num_2+ " x [" +num_3+" + ("+num_4+" x "+num_5+") + "+num_6+"] + "+num_7+"} = x",
equation5 = num_1+"e + "+num_2+"l x "+num_3+" + "+num_4+"a, e = "+num_5+", l = "+num_6+", a = "+ num_7,
equation6 = "["+num_1+" x "+num_2+ "z] + {"+num_3+" - "+num_4+"} + ("+num_5+" + "+num_6+") = e, z = "+ num_7,
equation7 = "p x "+num_1+" / "+num_2+" - "+num_3+" + "+num_4+" = e, p = "+num_5
var randomEquation = [
equation1,
equation2,
equation3,
equation4,
equation5,
equation6,
equation7
]
return randomEquation.join("<br>");
}
function change() {
document.getElementById("generate").innerHTML = getRandomEquation();
}
</script>
</body>
</html>
Well, you could do this:
var type = (Math.floor(Math.random(4));
var ret = 0;
var n = [(Math.floor(Math.random(100)), (Math.floor(Math.random(100))];
if (type == 0) ret = n[0] + n[1]
else if (type == 1) ret = Math.abs(n[0] - n[1])
else if (type == 2) ret = n[0] * n[1];
else if (type == 3) ret = n[0] / n[1]
else ret = n[0] / 5 % n[1]
// do something with ret
It's fully expandable, just edit n and the if statements
I am trying to make so when the looping of 100 hits on the character exits the loop when the life dice rolls to 0. How it currently is is all gets looped 100 times. I am not quite sure how I need to go about solving this, any tips would be helpful. My code is below.
function addChar(fname, lname, speed, agility, wep, outfit, mood) {
this.fname = fname;
this.lname = lname;
this.speed = speed;
this.agility = agility;
this.wep = wep;
this.outfit = outfit;
this.mood = mood;
this.special = function(specialMove) {
specialMove();
}
this.jumpKick = function() {
var jmpkckTimes = Math.floor(Math.random() * (100 - 33 + 1)) + 33;
document.write("He jumpkicks " + jmpkckTimes + " times. ");
if (jmpkckTimes > 70) {
document.write("He enters rage mode! ");
} else {
document.write("He does not have enough kicks for rage mode. ");
}
}
this.hits = function() {
var allHits = Math.floor(Math.random() * (100 - 33 + 1)) + 33;
document.write(" He gets attacked for " + allHits + " HP.");
}
this.lifes = function() {
var life = Math.floor(Math.random() * (3 - 0 + 1)) + 0;
if (life > 0) {
document.write(" The life dice rolls a " + life + ". You have survived! For now...");
} else {
document.write(" The life dice rolls a " + life + ". You have died!");
}
}
}
var myChar = new addChar('Johhny', 'Kicker', 10, 7, 'Ancient Greataxe', 'Barrows', 'angry');
document.write(myChar.fname + " " + myChar.lname + "'s speed is " + myChar.speed + "<br>");
document.write(myChar.fname + " " + myChar.lname + "'s agility is " + myChar.agility + "<br>");
document.write(myChar.fname + " " + myChar.lname + "'s weapon of choice is: " + myChar.wep + "<br>");
document.write(myChar.fname + " " + myChar.lname + " feels " + myChar.mood + "<br>");
document.write(myChar.fname + " " + myChar.lname + " attempts his special: ");
myChar.special(myChar.jumpKick)
for (i = 1; i < 101; i++) {
myChar.hits(myChar.allHits)
myChar.lifes(myChar.lifes)
}
function myOutfit() {
document.getElementById("demo").innerHTML = ("He is wearing " + myChar.outfit)
}
var start = Date.now();
var response = prompt("Do you think my character has what it takes?", "");
var end = Date.now();
var elapsed = (end - start) / 1000;
console.log("You took " + elapsed + " seconds" + " to type: " + response);
You need to have a way to communicate outside of the object, of what is happening inside the object.
For example, when something happens in a function, like lifes() or hits(), you should assign a value to a variable on the object to retain state. That way you can access the state from the for loop.
Example:
this.isAlive = true; // starting condition
this.lifes = function() {
var life = Math.floor(Math.random() * (3 - 0 + 1)) + 0;
this.isAlive = (life > 0);
if (this.alive) {
document.write('you survived');
} else {
document.write('you died');
}
Now in your for loop, you can access isAlive:
// loop until 100 attempts or you die, which ever comes first
for (i = 1; i < 101 && myChar.isAlive; i++) {
myChar.hits(myChar.allHits)
myChar.lifes(myChar.lifes)
}
well in general you can break out of foor loops aswell as prevent further execution of a foor loop and continue the next iteration:
for (var i = 0; i < 10; i++) {
if (i == 4) continue;
if (i == 8) break;
console.log(i);
}
this will basically print: 0, 1, 2, 3, 5, 6, 7
(as you can see it kind of skipped 4)
(it will also work in while / do while loops)
so in your case you could check if the return value of one of your functions is true or false or do some other kind of conditional checking in order to break out of the loop.
or similar to how Rob Brander wrote in his answer:
var maxTurns = 100;
var turns = 0;
while (myChar.isAlive && ++turns <= maxTurns) {
myChar.hits();
myChar.lifes();
}
console.log("character is: " + myChar.isAlive ? "alive" : "dead");
console.log("after: " + turns + " turns.");
As in image. for some values converting correctly but some of values not converting... you can see in image
I want to convert numbers to million.I am using Money format function to convert numbers but i am unable to convert numbers.
This is controller part.for some numbers it is converting to millions and for some numbers it is not converting.. Please someone help.
$scope.MoneyFormat = function (labelValue)
{
// Nine Zeroes for Billions
return Math.abs(Number(labelValue)) >= 1.0e+9
? Math.abs(Number(labelValue)) / 1.0e+9 + "B"
// Six Zeroes for Millions
: Math.abs(Number(labelValue)) >= 1.0e+6
? Math.abs(Number(labelValue)) / 1.0e+6 + "M"
// Three Zeroes for Thousands
: Math.abs(Number(labelValue)) >= 1.0e+3
? Math.abs(Number(labelValue)) / 1.0e+3 + "K"
: Math.abs(Number(labelValue));
}
Here I am converting numbers by using Moneyformat. This is controller part where I am converting numbers
$scope.rep.won = $scope.MoneyFormat($scope.rep.won);
$scope.outlook.rem = $scope.MoneyFormat($scope.outlook.rem);
$scope.rep.expectedAmount = $scope.MoneyFormat($scope.rep.expectedAmount);
$scope.rep.potential = $scope.MoneyFormat($scope.rep.potential);
$scope.rep.quota = $scope.MoneyFormat($scope.rep.quota);
I have no idea what $scope.MoneyFormat is.
So I simplified your function to a plain old js function and it works.
function convertToInternationalCurrencySystem (labelValue) {
// Nine Zeroes for Billions
return Math.abs(Number(labelValue)) >= 1.0e+9
? (Math.abs(Number(labelValue)) / 1.0e+9).toFixed(2) + "B"
// Six Zeroes for Millions
: Math.abs(Number(labelValue)) >= 1.0e+6
? (Math.abs(Number(labelValue)) / 1.0e+6).toFixed(2) + "M"
// Three Zeroes for Thousands
: Math.abs(Number(labelValue)) >= 1.0e+3
? (Math.abs(Number(labelValue)) / 1.0e+3).toFixed(2) + "K"
: Math.abs(Number(labelValue));
}
alert( convertToInternationalCurrencySystem (6800000) ); // this outputs 6.8M
JSFiddle: https://jsfiddle.net/r5ju34ey/
getNumber = function(num) {
var units = ["M","B","T","Q"]
var unit = Math.floor((num / 1.0e+1).toFixed(0).toString().length)
var r = unit%3
var x = Math.abs(Number(num))/Number('1.0e+'+(unit-r)).toFixed(2)
return x.toFixed(2)+ ' ' + units[Math.floor(unit / 3) - 2]
}
console.log(getNumber(680000))
console.log(getNumber(6800009))
console.log(getNumber(68000009))
console.log(getNumber(680000000))
console.log(getNumber(6800000000))
console.log(getNumber(68000000000))
console.log(getNumber(680000000000))
console.log(getNumber(6800000000000))
console.log(getNumber(68000000000000))
console.log(getNumber(680000000000000))
console.log(getNumber(6800000000000000))
console.log(getNumber(68000000000000000))
console.log(getNumber(680000000000000000))
I know I'm almost 16 years late at the party, but I can't help myself to comment what I know about it after seeing so much long functions for this task. even the accepted and most upvoted answer uses a quite long function
However, you can use javascript's built-in method Intl (namespace for Internationalization API) here. Intl object has a function named NumberFormat where you can define your preferred language, notation type, and many more. in your use case, the code will look something like
const number = 234234;
const language = "en"
Intl.NumberFormat(language, {notation: "compact"}).format(number) //output - "234K"
check out MDN's doc about Intl and Intl.NumberFormat()
getNumberUnit = function(num, round = 1) {
const unit = Math.floor(Math.round(num / 1.0e+1).toLocaleString().replaceAll(',', '').length),
wunit = ["Thousand","Million","Billion","Trillion","Quadrillion","Quintillion","Sextillion","Septillion","Octillion","Nonillion","Decillion","Undecillion","Duodecillion","Tredecillion","Quattuordecillion","Quindecillion","Sexdecillion","Septemdecillion","Octodecillion","Novemdecillion","Vigintillion","Unvigintillion","Duovigintillion","Trevigintillion","Quattuorvigintillion","Quinvigintillion","Sexvigintillion","Septvigintillion","Octovigintillion","Nonvigintillion","Trigintillion","Untrigintillion","Duotrigintillion"][Math.floor(unit / 3) - 1],
funit = Math.abs(Number(num))/Number('1.0e+'+(unit-unit%3));
return wunit ? funit.toFixed(round).toLocaleString() + ' ' + wunit : num.toFixed(round).toString();
}
var result=getNumberUnit(764000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000)
console.log(result)
The best of all
Improving upon the answer to include negatives:
function test(labelValue) {
const sign = Math.sign(Number(labelValue));
// Nine Zeroes for Billions
return Math.abs(Number(labelValue)) >= 1.0e9
? sign * (Math.abs(Number(labelValue)) / 1.0e9) + "B"
: // Six Zeroes for Millions
Math.abs(Number(labelValue)) >= 1.0e6
? sign * (Math.abs(Number(labelValue)) / 1.0e6) + "M"
: // Three Zeroes for Thousands
Math.abs(Number(labelValue)) >= 1.0e3
? sign * (Math.abs(Number(labelValue)) / 1.0e3) + "K"
: Math.abs(Number(labelValue));
}
alert(test(-99998000000));
Because of how far javascript number goes they can only go up to 1e301
This function shows the number in a 3 digit along with a letter, for example 30000000000000000 would be 30,0 Quadrillion and 1000000 would be 1,00 Million.
function simpleNumber(costOfIt, visualOfIt) {
var visualOfIt = costOfIt.toString();
var visualLeng = 6;
var maxLeng = 4;
var letterArrayIndex = 0;
var letterArray = [" Thousand", " Million", " Billion", " Trillion", " Quadrillion", " Quintillion", " Sextillion", " Septillion", " Octillion", " Nonillion", " Decillion", " Undecillion", " Duodecillion", " Tredecillion", " Quatuordecillion", " Quindecillion", " Sexdecillion", " Septendecillion", " Octodecillion", " Novemdecillion", " Vigintillion", " Unvigintillion", " Duovigintillion", " Tresvigintillion", " Quatuorvigintillion", " Quinquavigintillion", " Sesvigintillion", " Septemvigintillion", " Octovigintillion", " Novemvigintillion", " Trigintillion", " Untrigintillion", " Duotrigintillion", " Trestrigintillion", " Quatuortrigintillion", " Quinquatrigintillion", " Sestrigintillion", " Septentrigintillion", " Octotrigintillion", " Novemtrigintillion", " Quadragintillion", " Unquadragintillion", " Duoquadragintillion", " Tresquadragintillion", " Quatuorquadragintillion", " Quinquaquadragintillion", " Sesquadragintillion", " Septemquadragintillion", " Octoquadragintillion", " Novemquadragintillion", " Quinquagintillion", " Unquinquagintillion", " Duoquinquagintillion", " Tresquinquagintillion", " Quatuorquinquagintillion", " Quinquaquinquagintillion", " Sesquinquagintillion", " Septenquinquagintillion", " Octoquinquagintillion", " Novemquinquagintillion", " Sexagintillion", " Unsexagintillion", " Duosexagintillion", " Tressexagintillion", " Quatuorsexagintillion", " Quinquasexagintillion", " Sexasexagintillion", " Septemsexagintillion", " Octosexagintillion", " Novemsexagintillion", " Septuagintillion", " Unseptuagintillion", " Duoseptuagintillion", " Tresseptuagintillion", " Quatuorseptuagintillion", " Quinquaseptuagintillion", " Sexaseptuagintillion", " Septenseptuagintillion", " Octoseptuagintillion", " Novemseptuagintillion", " Octogintillion", " Unoctogintillion", " Duooctogintillion", " Tresoctogintillion", " Quatuoroctogintillion", " Quinquaoctogintillion", " Sesoctogintillion", " Septemoctogintillion", " Octooctogintillion", " Novemoctogintillion", " Nonagintillion", " Unnonagintillion", " Duononagintillion", " Tresnonagintillion", " Quatuornonagintillion", " Quinquanonagintillion", " Sesnonagintillion", " Septemnonagintillion", " Octononagintillion", " Novemnonagintillion", " Centillion", " Uncentillion"];
var leng = 4;
var slic = 1;
for (var g = 0; g < visualOfIt.length; g++) {
if (visualOfIt.length <= visualLeng) {
if (leng < maxLeng) {
leng = maxLeng;
}
if (visualOfIt.length === leng) {
if (slic > 2) {
visualOfIt = costOfIt.toString().slice(0, slic) + letterArray[letterArrayIndex];
break;
} else {
visualOfIt = costOfIt.toString().slice(0, slic) + "," + costOfIt.toString().slice(slic, 3) + letterArray[letterArrayIndex];
break;
}
} else {
leng++;
slic++;
}
} else {
maxLeng += 3;
visualLeng += 3;
letterArrayIndex++;
}
}
return visualOfIt;
}
Just use console.log(simpleNumber(1435345, 0)) outside of the function then it would return 1,43 Million
I am making a basic game with popup boxes.
My problem is that if you look at the goblinAttack function it will repeat till the goblin is dead but the damage is random.
For example, I hit the goblin 6 damage every time until it dies instead of it being a random number between 1 and 25 and the goblin does 4 damage on me every time it hits. Its boring. I wanted it to be random each hit but repeating the function seems to not give a random number each time.
//VARIABLES
var dmgMultiply = Math.floor(Math.random() * 10 + 1);
var dmg = 10;
var armour = 0;
var hp = 100;
//ENEMY VARIABLES
var dmgGoblin = Math.floor(Math.random() * 10 + 1);
var goblinHP = 100;
//ARRAYS
var choiceArray = ["Type 'sword' equip your sword.",
"Type 'run' if you're scared.",
"Type 'stats' to see your stats."];
var answerArray = ["sword", "run", "stats"];
var outcomeArrayOne = ["You equip your sword.",
"You run away. Game Over."];
var outcomeArrayTwo = ["Sword Equipped."]
//GAME CHOICE
function choice(a, b, c, x, y, z, aa, bb)
{
var answer = prompt(a + "\n" + b + "\n" + c);
if(answer == x)
{
alert(aa);
swordEquipped(outcomeArrayTwo[0]);
}
if(answer == y)
{
alert(bb);
}
if(answer == z)
{
displayStats();
}
}
//EQUIPPED SWORD
function swordEquipped(a)
{
dmg = 25;
dmgMultiply = Math.floor(Math.random() * 25 + 1);
alert(a + "\n" + "DMG : " + dmg);
goblinCombatStart("goblin");
}
//GOBLIN COMBAT START
function goblinCombatStart(g)
{
alert("A wild " + g + " appears!" + "\n" + "The " + g + " has 100 HP!");
goblinAttack("goblin")
}
function goblinAttack(g)
{
alert("The " + g + " swings his axe at you!" + "\n" + "The " + g + " does " + dmgGoblin + " damage to you!");
hp -= dmgGoblin;
var attack = prompt("Type 'attack' to swing your sword at the " + g + "\n" + "HP : " + hp);
if(attack == "attack")
{
alert("You swing your sword at the " + g + "\n" + "You did " + dmgMultiply + " to the " + g);
goblinHP -= dmgMultiply;
alert("The " + g + " is on " + goblinHP + "HP");
if(goblinHP < 0)
{
goblinDead();
}
if(goblinHP > 0)
{
goblinAttack("goblin");
}
}
else
{
alert("You dropped your sword an shouted " + "'" + attack + "'" + " in the goblins face. It wasn't very effective and the goblin choppped your head off");
}
}
function goblinDead()
{
alert("You have slain the puny goblin with only a few scratches!");
}
//GAME START
choice(choiceArray[0], choiceArray[1], choiceArray[2],
answerArray[0], answerArray[1], answerArray[2],
outcomeArrayOne[0], outcomeArrayOne[1]);
//STATISTICS
function displayStats()
{
var statCheck = confirm("HP : " + hp + "\n" +
"ARMOUR : " + armour + "\n" +
"DMG : " + dmg + "\n" +
"Press OK to continue");
if(statCheck == true)
{
choice(choiceArray[0], choiceArray[1], choiceArray[2],
answerArray[0], answerArray[1], answerArray[2],
outcomeArrayOne[0], outcomeArrayOne[1]);
}
}
Instead of computing the random damage value only once at the beginning of your script, compute them whenever you need them. That would probably be in your attack function.
Maybe you are misunderstand something here: Math.random doesn't return some special magical value which changes every time it's read. It returns a number and that number doesn't change.
If you want multiple random values, you have to call Math.random multiple times. If you want a different random value whenever the goblin attacks, you have to call Math.random when it attacks.
The problem here is that you're initializing your variables at the beginning as random.
That means that, on every move, it will use the same random number that was generated at the beginning.
If you want it to be random for each time, you have to call Math.random() on every move.
As it stands, dmgMultiply and dmgGoblin are computed randomly once and use the same value on each turn, so you end up getting the same amount of damage taken and dealt each time.
Declare your variables at the beginning:
var dmgMultiply;
var dmgGoblin;
Then, set them to a random number within your attack function so that it computes a random number each turn:
function goblinAttack(g)
{
dmgMultiply = Math.floor(Math.random() * 10 + 1);
dmgGoblin = Math.floor(Math.random() * 10 + 1);
...
}
Demo