class Card { constructor(type, description) { this.type = type; this.description = description; } } class Player { constructor(name) { this.name = name; this.position = 0; this.points = 0; this.objective = null; this.goals = []; this.routines = []; this.resources = []; } } class GlowUpGame { constructor(numPlayers) { this.players = Array.from({ length: numPlayers }, (_, i) => new Player(`Player ${i + 1}`)); this.boardSize = 30; this.currentPlayer = 0; this.initializeDecks(); } initializeDecks() { this.objectives = [ new Card("Objective", "Become financially independent"), new Card("Objective", "Build a happy family"), new Card("Objective", "Achieve optimal health and fitness") ]; this.goals = [ new Card("Goal", "Save $10,000 this year"), new Card("Goal", "Get married within 2 years"), new Card("Goal", "Lose 20 pounds in 6 months") ]; this.routines = [ new Card("Routine", "Exercise for 30 minutes daily"), new Card("Routine", "Read a book chapter every night"), new Card("Routine", "Meditate for 10 minutes each morning") ]; this.resources = [ new Card("Resource", "Personal trainer"), new Card("Resource", "Financial advisor"), new Card("Resource", "Life coach") ]; this.challenges = [ new Card("Challenge", "Unexpected expense: lose 2 points"), new Card("Challenge", "Work overtime: skip next turn"), new Card("Challenge", "Health setback: discard a routine card") ]; this.shuffle(this.objectives); this.shuffle(this.goals); this.shuffle(this.routines); this.shuffle(this.resources); this.shuffle(this.challenges); } shuffle(deck) { for (let i = deck.length - 1; i > 0; i--) { const j = Math.floor(Math.random() * (i + 1)); [deck[i], deck[j]] = [deck[j], deck[i]]; } } setupPhase() { this.players.forEach(player => { player.objective = this.objectives.pop(); player.goals = this.goals.splice(0, 3); player.routines = this.routines.splice(0, 5); }); } actionPhase() { const player = this.players[this.currentPlayer]; const roll = Math.floor(Math.random() * 6) + 1; player.position = (player.position + roll) % this.boardSize; if (player.position % 5 === 0) { player.resources.push(this.resources.pop()); } else if (player.position % 7 === 0) { this.handleChallenge(player); } else { this.performRoutine(player); } this.checkGoals(player); this.currentPlayer = (this.currentPlayer + 1) % this.players.length; } handleChallenge(player) { const challenge = this.challenges.pop(); console.log(`${player.name} faced a challenge: ${challenge.description}`); // Implement challenge effects here } performRoutine(player) { if (player.routines.length > 0) { const routine = player.routines[Math.floor(Math.random() * player.routines.length)]; console.log(`${player.name} performed routine: ${routine.description}`); player.points += 1; } } checkGoals(player) { if (player.points >= 15) { const completedGoal = player.goals.shift(); console.log(`${player.name} completed a goal: ${completedGoal.description}`); player.points += 5; } if (player.goals.length === 0 && player.points >= 50) { console.log(`${player.name} has achieved their objective: ${player.objective.description}`); return true; } return false; } playGame() { this.setupPhase(); let gameOver = false; let rounds = 0; while (!gameOver && rounds < 30) { this.actionPhase(); gameOver = this.checkGoals(this.players[this.currentPlayer]); rounds += 1; } this.players.forEach(player => { console.log(`${player.name}: ${player.points} points`); }); } } // Example usage const game = new GlowUpGame(4); game.playGame();