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scripttest.js
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const contractABI = [
// Copiez l'ABI du fichier build/contracts/PlayerProgress.json ici
];
const contractAddress = '0x...'; // Remplacez par l'adresse du contrat déployé
let web3;
let playerProgress;
let accounts;
window.onload = async () => {
if (window.ethereum) {
web3 = new Web3(window.ethereum);
try {
// Demander la connexion à MetaMask
await window.ethereum.request({ method: 'eth_requestAccounts' });
accounts = await web3.eth.getAccounts();
playerProgress = new web3.eth.Contract(contractABI, contractAddress);
console.log('Connected accounts:', accounts);
} catch (error) {
console.error("User denied account access");
}
} else {
alert('MetaMask not detected');
return;
}
};
document.getElementById('newGame').addEventListener('click', async () => {
document.getElementById('menuScreen').style.display = 'none';
document.getElementById('gameCanvas').style.display = 'block';
promptPlayerName();
await registerPlayer();
update();
});
document.getElementById('loadGame').addEventListener('click', async () => {
await loadPlayerProgress();
document.getElementById('menuScreen').style.display = 'none';
document.getElementById('gameCanvas').style.display = 'block';
update();
});
async function registerPlayer() {
await playerProgress.methods.registerPlayer(player.name).send({ from: accounts[0] });
}
async function savePlayerProgress() {
const questNames = quests.filter(quest => quest.completed).map(quest => quest.name);
await playerProgress.methods.saveProgress(player.health, questNames).send({ from: accounts[0] });
}
async function loadPlayerProgress() {
const result = await playerProgress.methods.getPlayerProgress(accounts[0]).call();
const [name, health, completedQuests] = result;
player.name = name;
player.health = health;
quests.forEach(quest => {
quest.completed = completedQuests.includes(quest.name);
});
update();
}
// Le reste de votre code existant, y compris les définitions de fonctions et la logique du jeu.
const canvas = document.getElementById('gameCanvas');
const ctx = canvas.getContext('2d');
const menuScreen = document.getElementById('menuScreen');
const battleScreen = document.getElementById('battleScreen');
const wordToType = document.getElementById('wordToType');
const typeInput = document.getElementById('typeInput');
const battleResult = document.getElementById('battleResult');
const playerHP = document.getElementById('playerHP');
const enemyHP = document.getElementById('enemyHP');
const enemyProgress = document.getElementById('enemyProgress');
let inBattle = false;
const player = {
name: '',
x: canvas.width / 2 - 25,
y: canvas.height / 2 - 25,
width: 50,
height: 50,
color: 'blue',
speed: 5,
dx: 0,
dy: 0,
health: 100,
maxHealth: 100,
level: 1,
xp: 0
};
const enemies = [
{ x: 100, y: 100, width: 50, height: 50, color: 'red', health: 50, maxHealth: 50, words: ['attack', 'defend', 'strike'], speed: 3000 },
{ x: 300, y: 200, width: 50, height: 50, color: 'red', health: 50, maxHealth: 50, words: ['parry', 'dodge', 'slash'], speed: 3000 },
{ x: 500, y: 300, width: 50, height: 50, color: 'red', health: 50, maxHealth: 50, words: ['block', 'thrust', 'lunge'], speed: 3000 },
];
const quests = [
{ x: 700, y: 100, width: 30, height: 30, color: 'green', completed: false, name: 'First Quest' },
{ x: 200, y: 200, width: 30, height: 30, color: 'green', completed: false, name: 'Second Quest' },
// Ajoutez plus de quêtes ici
];
let currentEnemy = null;
let enemyInterval = null;
let enemyTypingTimeout = null;
function drawPlayer() {
ctx.fillStyle = player.color;
ctx.fillRect(player.x, player.y, player.width, player.height);
ctx.fillStyle = 'black';
ctx.fillText(`HP: ${player.health}`, player.x, player.y - 10);
}
function drawEnemies() {
enemies.forEach((enemy) => {
ctx.fillStyle = enemy.color;
ctx.fillRect(enemy.x, enemy.y, enemy.width, enemy.height);
ctx.fillStyle = 'black';
ctx.fillText(`HP: ${enemy.health}`, enemy.x, enemy.y - 10);
});
}
function drawQuests() {
quests.forEach((quest) => {
if (!quest.completed) {
ctx.fillStyle = quest.color;
ctx.fillRect(quest.x, quest.y, quest.width, quest.height);
}
});
}
function clear() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
}
function newPos() {
player.x += player.dx;
player.y += player.dy;
detectWalls();
}
function detectWalls() {
if (player.x < 0) {
player.x = 0;
}
if (player.x + player.width > canvas.width) {
player.x = canvas.width - player.width;
}
if (player.y < 0) {
player.y = 0;
}
if (player.y + player.height > canvas.height) {
player.y = canvas.height - player.height;
}
}
function detectEnemyCollision() {
enemies.forEach((enemy) => {
if (
player.x < enemy.x + enemy.width &&
player.x + player.width > enemy.x &&
player.y < enemy.y + enemy.height &&
player.y + player.height > enemy.y &&
!inBattle
) {
startBattle(enemy);
}
});
}
function detectQuestCollision() {
quests.forEach((quest) => {
if (
player.x < quest.x + quest.width &&
player.x + player.width > quest.x &&
player.y < quest.y + quest.height &&
player.y + player.height > quest.y &&
!quest.completed
) {
console.log('Quest completed!');
completeQuest(quest);
}
});
}
function completeQuest(quest) {
quest.completed = true;
player.xp += 10;
levelUp();
savePlayerProgress(); // Sauvegarder les progrès du joueur après avoir complété une quête
}
function levelUp() {
if (player.xp >= 100) {
player.level += 1;
player.xp = 0;
player.speed += 1;
player.maxHealth += 20;
player.health = player.maxHealth;
console.log('Level up!');
}
}
function startBattle(enemy) {
inBattle = true;
currentEnemy = enemy;
battleScreen.style.display = 'block';
typeInput.value = '';
typeInput.focus();
wordToType.innerText = enemy.words[Math.floor(Math.random() * enemy.words.length)];
updateBattleUI();
startEnemyTyping();
}
function startEnemyTyping() {
let progress = 0;
enemyProgress.innerText = `Enemy Progress: ${progress}%`;
enemyTypingTimeout = setInterval(() => {
if (!inBattle) return;
progress += 10;
enemyProgress.innerText = `Enemy Progress: ${progress}%`;
if (progress >= 100) {
clearInterval(enemyTypingTimeout);
player.health -= 10;
typeInput.value = '';
progress = 0;
updateBattleUI();
if (player.health <= 0) {
battleResult.innerText = 'You lost the battle!';
endBattle(false);
} else {
wordToType.innerText = currentEnemy.words[Math.floor(Math.random() * currentEnemy.words.length)];
startEnemyTyping();
}
}
}, currentEnemy.speed / 10);
}
function endBattle(playerWon) {
clearInterval(enemyInterval);
clearInterval(enemyTypingTimeout);
inBattle = false;
battleScreen.style.display = 'none';
if (playerWon) {
enemies.splice(enemies.indexOf(currentEnemy), 1);
player.xp += 20;
levelUp();
savePlayerProgress(); // Sauvegarder les progrès du joueur après avoir gagné un combat
} else {
alert('Game Over');
resetGame();
}
currentEnemy = null;
update();
}
function updateBattleUI() {
playerHP.innerText = `Player HP: ${player.health}`;
enemyHP.innerText = `Enemy HP: ${currentEnemy.health}`;
}
typeInput.addEventListener('input', () => {
if (typeInput.value === wordToType.innerText) {
currentEnemy.health -= 10;
typeInput.value = '';
updateBattleUI();
if (currentEnemy.health <= 0) {
battleResult.innerText = 'You won the battle!';
endBattle(true);
} else {
wordToType.innerText = currentEnemy.words[Math.floor(Math.random() * currentEnemy.words.length)];
startEnemyTyping();
}
}
});
function update() {
if (inBattle) return;
clear();
drawPlayer();
drawEnemies();
drawQuests();
newPos();
detectWalls();
detectEnemyCollision();
detectQuestCollision();
requestAnimationFrame(update);
}
function moveUp() {
player.dy = -player.speed;
}
function moveDown() {
player.dy = player.speed;
}
function moveRight() {
player.dx = player.speed;
}
function moveLeft() {
player.dx = -player.speed;
}
function keyDown(e) {
if (e.key === 'ArrowRight' || e.key === 'Right') {
moveRight();
} else if (e.key === 'ArrowLeft' || e.key === 'Left') {
moveLeft();
} else if (e.key === 'ArrowUp' || e.key === 'Up') {
moveUp();
} else if (e.key === 'ArrowDown' || e.key === 'Down') {
moveDown();
}
}
function keyUp(e) {
if (
e.key === 'ArrowRight' ||
e.key === 'Right' ||
e.key === 'ArrowLeft' ||
e.key === 'Left' ||
e.key === 'ArrowUp' ||
e.key === 'Up' ||
e.key === 'ArrowDown' ||
e.key === 'Down'
) {
player.dx = 0;
player.dy = 0;
}
}
function promptPlayerName() {
player.name = prompt("Enter your player name:");
if (!player.name) {
player.name = 'Hero';
}
}
function resetGame() {
player.x = canvas.width / 2 - 25;
player.y = canvas.height / 2 - 25;
player.health = 100;
player.maxHealth = 100;
player.level = 1;
player.xp = 0;
player.speed = 5;
inBattle = false;
currentEnemy = null;
enemies.length = 0;
enemies.push(
{ x: 100, y: 100, width: 50, height: 50, color: 'red', health: 50, maxHealth: 50, words: ['attack', 'defend', 'strike'], speed: 3000 },
{ x: 300, y: 200, width: 50, height: 50, color: 'red', health: 50, maxHealth: 50, words: ['parry', 'dodge', 'slash'], speed: 3000 },
{ x: 500, y: 300, width: 50, height: 50, color: 'red', health: 50, maxHealth: 50, words: ['block', 'thrust', 'lunge'], speed: 3000 }
);
quests.forEach(quest => quest.completed = false);
menuScreen.style.display = 'flex';
canvas.style.display = 'none';
battleScreen.style.display = 'none';
update();
}
update();
document.addEventListener('keydown', keyDown);
document.addEventListener('keyup', keyUp);