User prompt
add another asset for when the enemys dialogue plays,the enemy's sprite will change.so make an asset for that
User prompt
put the enemy's random dialogues layer on to the enemydialoguebox so it could be visible
User prompt
add a dialog box and put the random dialog in the dialog box so it could be visible better
User prompt
make the enemy say one of the random dialogs before each attack: ''UEE HEE HEE! VISITORS, VISITORS! NOW WE CAN PLAY, PLAY!'' ''THEN, AFTER YOU, I CAN PLAY WITH EVERYONE ELSE, TOO!'' ''So what are we playing, exactly...?'' ''OH, IT'S JUST A SIMPLE NUMBERS GAME.'' ''WHEN YOUR HP DROPS TO 0, YOU LOSE!'' ''So that's the kinda game you wanna play, huh...?'' ''Then, I gotta warn you...'' ''You're dealing with a couple of sharks.'' ''UEE HEE HEE! SHARK-TO-SHARK! I WOULDN'T HAVE IT ANY OTHER WAY!'' ''NOW, NOW!! LET THE GAMES BEGIN!!''
User prompt
put its layer all the way down so i could see the enemy and the other stuff
User prompt
add a background asset so i could change the look of the background
User prompt
decrease the amount of laserBullets that come right after the hearth
User prompt
laserBullet'in kalbe saldırması ona dönerek uçması olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
add another bullet type ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
make the attacking patterns random
User prompt
make the attacking phase longer and add more phases ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
when the player chooses any one of the options at the end dialogue(''Is this the end? You can keep going no matter what happens..) after the player chooses an option.make the dialogue and the options disappear
User prompt
start the music THE WORLD REVOLVING when the game starts
User prompt
when the hearth splits in half.add a text saying ''Is this the end? You can keep going no mather what happens..''and add 2 options ,one of the options is ''...'',when you press this option,you die.and the other option is ''Proceed'' which if you press this button,a white flash suddenly will appear and the game restarts ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
put the HP and the TP bar to the bottom right corner
User prompt
add a death screen where the hearth in the middle gets rip to 2 pieces and the background turns black making everything invisible except the hearth ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
open the item menu when the player presses the button that has written ITEM on it
User prompt
put the enemy on the right middle
User prompt
open the ItemMenu when the player presses the ITEM button
User prompt
add an items menu,whenever the player clicks ''ITEMS'' the item menu will appear
User prompt
kalbi mouse ile tutarak etrafa götürebilelim
User prompt
put the yellow tp bar behind the 3 characters
User prompt
make it a long yellow bar
User prompt
add a TP(Tension Points) bar behind the 3 characters(susie,kris and ralsei
User prompt
add some gaps near the 3 characters (susie,kris and ralsei) because theyre too close to each other
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Bullet = Container.expand(function (speed, direction) { var self = Container.call(this); var bulletSprite = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = speed || 3; self.direction = direction || 0; // radians self.lastX = self.x; self.lastY = self.y; self.update = function () { self.lastX = self.x; self.lastY = self.y; self.x += Math.cos(self.direction) * self.speed; self.y += Math.sin(self.direction) * self.speed; // Remove bullet if off screen if (self.x < -50 || self.x > 2098 || self.y < -50 || self.y > 2782) { self.destroy(); } }; return self; }); var Character = Container.expand(function (name, assetId) { var self = Container.call(this); // Character graphics var characterSprite = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // Character stats self.name = name; self.hp = 100; self.maxHp = 100; self.atk = 10; self.def = 5; self.mag = 8; self.speed = 5; self.tp = 0; self.maxTp = 100; // Battle state self.isDefending = false; self.lastX = self.x; self.lastY = self.y; self.takeDamage = function (amount) { if (self.isDefending) { amount = Math.floor(amount * 0.5); } self.hp = Math.max(0, self.hp - amount); // Flash red when taking damage tween(characterSprite, { tint: 0xFF0000 }, { duration: 200, onFinish: function onFinish() { tween(characterSprite, { tint: 0xFFFFFF }, { duration: 200 }); } }); }; self.heal = function (amount) { self.hp = Math.min(self.maxHp, self.hp + amount); // Flash green when healing tween(characterSprite, { tint: 0x00FF00 }, { duration: 300, onFinish: function onFinish() { tween(characterSprite, { tint: 0xFFFFFF }, { duration: 200 }); } }); }; self.gainTp = function (amount) { self.tp = Math.min(self.maxTp, self.tp + amount); }; return self; }); var Enemy = Container.expand(function (name, assetId, hp, atk) { var self = Container.call(this); var enemySprite = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); self.name = name; self.hp = hp || 50; self.maxHp = self.hp; self.atk = atk || 15; self.isSpared = false; self.mercyLevel = 0; self.takeDamage = function (amount) { self.hp = Math.max(0, self.hp - amount); // Flash white when taking damage tween(enemySprite, { tint: 0xFFFFFF }, { duration: 100, onFinish: function onFinish() { tween(enemySprite, { tint: 0xFFFFFF }, { duration: 100 }); } }); if (self.hp <= 0) { self.destroy(); } }; self.increaseMercy = function (amount) { self.mercyLevel = Math.min(100, self.mercyLevel + (amount || 20)); if (self.mercyLevel >= 100) { enemySprite.tint = 0xFFFF00; // Yellow tint when spareable } }; return self; }); var Heart = Container.expand(function () { var self = Container.call(this); var heartSprite = self.attachAsset('heart', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.lastX = self.x; self.lastY = self.y; self.graceTime = 0; self.update = function () { self.lastX = self.x; self.lastY = self.y; if (self.graceTime > 0) { self.graceTime--; heartSprite.alpha = 0.5 + 0.5 * Math.sin(LK.ticks * 0.3); } else { heartSprite.alpha = 1; } }; self.takeHit = function () { if (self.graceTime <= 0) { self.graceTime = 120; // 2 seconds of invincibility return true; } return false; }; return self; }); var ItemMenu = Container.expand(function () { var self = Container.call(this); self.isVisible = false; self.selectedItemIndex = 0; self.items = [{ name: 'Dark Candy', description: 'Restores 10 HP', effect: 'heal', value: 10, quantity: 3 }, { name: 'Revive Mint', description: 'Restores 30 HP', effect: 'heal', value: 30, quantity: 2 }, { name: 'Tension Bit', description: 'Restores 20 TP', effect: 'tp', value: 20, quantity: 1 }]; // Create menu background var menuBg = self.attachAsset('dialogBox', { anchorX: 0.5, anchorY: 0.5 }); menuBg.width = 1200; menuBg.height = 800; menuBg.tint = 0x222222; // Create title text var titleText = new Text2('ITEMS', { size: 48, fill: 0xFFFFFF }); titleText.anchor.set(0.5, 0); titleText.x = 0; titleText.y = -350; self.addChild(titleText); // Create item buttons and text self.itemButtons = []; self.itemTexts = []; for (var i = 0; i < self.items.length; i++) { var itemButton = LK.getAsset('menuButton', { anchorX: 0, anchorY: 0.5 }); itemButton.x = -550; itemButton.y = -200 + i * 100; itemButton.width = 1000; itemButton.height = 80; itemButton.tint = 0x444444; itemButton.itemIndex = i; self.addChild(itemButton); self.itemButtons.push(itemButton); var itemText = new Text2(self.items[i].name + ' x' + self.items[i].quantity, { size: 32, fill: 0xFFFFFF }); itemText.x = -500; itemText.y = -200 + i * 100; itemText.anchor.set(0, 0.5); self.addChild(itemText); self.itemTexts.push(itemText); var descText = new Text2(self.items[i].description, { size: 24, fill: 0xCCCCCC }); descText.x = -200; descText.y = -200 + i * 100; descText.anchor.set(0, 0.5); self.addChild(descText); } // Create back button var backButton = LK.getAsset('menuButton', { anchorX: 0.5, anchorY: 0.5 }); backButton.x = 0; backButton.y = 300; backButton.width = 200; backButton.height = 60; backButton.tint = 0x666666; self.addChild(backButton); var backText = new Text2('BACK', { size: 32, fill: 0xFFFFFF }); backText.anchor.set(0.5, 0.5); backButton.addChild(backText); self.show = function () { self.isVisible = true; self.alpha = 1; self.updateSelection(); }; self.hide = function () { self.isVisible = false; self.alpha = 0; }; self.updateSelection = function () { for (var i = 0; i < self.itemButtons.length; i++) { if (i === self.selectedItemIndex) { self.itemButtons[i].tint = 0x666666; } else { self.itemButtons[i].tint = 0x444444; } } }; self.useSelectedItem = function () { var item = self.items[self.selectedItemIndex]; if (item.quantity <= 0) return false; item.quantity--; self.itemTexts[self.selectedItemIndex].setText(item.name + ' x' + item.quantity); if (item.effect === 'heal') { kris.heal(item.value); } else if (item.effect === 'tp') { kris.gainTp(item.value); } return true; }; // Handle button clicks for (var i = 0; i < self.itemButtons.length; i++) { self.itemButtons[i].down = function (x, y, obj) { if (self.isVisible && self.items[obj.itemIndex].quantity > 0) { self.selectedItemIndex = obj.itemIndex; if (self.useSelectedItem()) { LK.getSound('heal').play(); self.hide(); if (gameState === 'battle') { selectedAction = 'ITEM'; executePlayerAction(); } } } }; } backButton.down = function (x, y, obj) { if (self.isVisible) { LK.getSound('select').play(); self.hide(); if (gameState === 'battle') { battlePhase = 'menu'; for (var j = 0; j < menuButtons.length; j++) { tween(menuButtons[j], { alpha: 1 }, { duration: 200 }); } } } }; return self; }); var LaserBullet = Container.expand(function (speed, direction) { var self = Container.call(this); var laserSprite = self.attachAsset('laserBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = speed || 6; self.direction = direction || 0; self.lastX = self.x; self.lastY = self.y; // Set rotation to match direction laserSprite.rotation = self.direction; // Pulsing effect self.pulseTime = 0; self.update = function () { self.lastX = self.x; self.lastY = self.y; // Track heart position if in bullet hell phase if (gameState === 'battle' && battlePhase === 'bullet_hell' && heart && heart.alpha > 0) { // Calculate angle to heart var deltaX = heart.x - self.x; var deltaY = heart.y - self.y; var targetAngle = Math.atan2(deltaY, deltaX); // Smoothly rotate towards heart var angleDiff = targetAngle - self.direction; // Normalize angle difference to -PI to PI while (angleDiff > Math.PI) angleDiff -= Math.PI * 2; while (angleDiff < -Math.PI) angleDiff += Math.PI * 2; // Rotate at a maximum rate for smooth turning var rotationSpeed = 0.08; self.direction += Math.sign(angleDiff) * Math.min(Math.abs(angleDiff), rotationSpeed); // Update sprite rotation to match direction laserSprite.rotation = self.direction; } self.x += Math.cos(self.direction) * self.speed; self.y += Math.sin(self.direction) * self.speed; // Pulsing scale effect self.pulseTime += 0.2; laserSprite.scaleY = 1 + 0.3 * Math.sin(self.pulseTime); // Remove bullet if off screen if (self.x < -50 || self.x > 2098 || self.y < -50 || self.y > 2782) { self.destroy(); } }; return self; }); /**** * Initialize Game ****/ // Game state variables var game = new LK.Game({ backgroundColor: 0x1a1a2e }); /**** * Game Code ****/ // Game state variables // Character sprites // Enemy sprites // Battle elements // UI elements // World elements // Sounds var gameState = 'overworld'; // 'overworld', 'battle', 'dialogue' var currentChapter = 1; var partyMembers = []; var currentEnemies = []; var selectedAction = null; var selectedTarget = null; var turnOrder = []; var currentTurnIndex = 0; var battlePhase = 'menu'; // 'menu', 'action', 'enemy_turn', 'bullet_hell' var bullets = []; var dialogueText = ''; var dialogueIndex = 0; // UI elements var hpText, tpText, menuButtons = [], dialogueBox, battleBox, itemMenu; var heart; // Create party members var kris = new Character('Kris', 'kris'); kris.x = 300; kris.y = 1366; partyMembers.push(kris); game.addChild(kris); var susie = new Character('Susie', 'susie'); susie.x = 300; susie.y = 1000; susie.atk = 15; susie.hp = 120; susie.maxHp = 120; partyMembers.push(susie); game.addChild(susie); var ralsei = new Character('Ralsei', 'ralsei'); ralsei.x = 300; ralsei.y = 1732; ralsei.mag = 15; ralsei.hp = 80; ralsei.maxHp = 80; partyMembers.push(ralsei); game.addChild(ralsei); // Create TP bars for party members (behind characters) var tpBars = []; for (var i = 0; i < partyMembers.length; i++) { var tpBarBg = LK.getAsset('menuButton', { anchorX: 0, anchorY: 0.5 }); tpBarBg.x = 50; tpBarBg.y = partyMembers[i].y; tpBarBg.width = 400; tpBarBg.height = 30; tpBarBg.tint = 0x333333; game.addChild(tpBarBg); var tpBarFill = LK.getAsset('menuButton', { anchorX: 0, anchorY: 0.5 }); tpBarFill.x = 50; tpBarFill.y = partyMembers[i].y; tpBarFill.width = 0; tpBarFill.height = 30; tpBarFill.tint = 0xFFFF00; game.addChild(tpBarFill); tpBars.push({ bg: tpBarBg, fill: tpBarFill, character: partyMembers[i] }); } // Create UI hpText = new Text2('HP: 100/100', { size: 40, fill: 0xFFFFFF }); hpText.anchor.set(1, 1); hpText.x = -50; hpText.y = -50; LK.gui.bottomRight.addChild(hpText); tpText = new Text2('TP: 0/100', { size: 40, fill: 0xFFFF00 }); tpText.anchor.set(1, 1); tpText.x = -50; tpText.y = -100; LK.gui.bottomRight.addChild(tpText); // Create battle menu buttons var actionNames = ['FIGHT', 'ACT', 'ITEM', 'DEFEND', 'SPARE']; for (var i = 0; i < actionNames.length; i++) { var button = LK.getAsset('menuButton', { anchorX: 0.5, anchorY: 0.5 }); button.x = 200 + i * 220; button.y = 2600; button.actionType = actionNames[i]; button.alpha = 0; var buttonText = new Text2(actionNames[i], { size: 32, fill: 0xFFFFFF }); buttonText.anchor.set(0.5, 0.5); button.addChild(buttonText); button.down = function (x, y, obj) { if (gameState === 'battle' && battlePhase === 'menu') { selectedAction = obj.actionType; LK.getSound('select').play(); if (obj.actionType === 'ITEM') { // Show item menu for (var j = 0; j < menuButtons.length; j++) { tween(menuButtons[j], { alpha: 0 }, { duration: 200 }); } itemMenu.show(); } else { // Hide menu and start action for (var j = 0; j < menuButtons.length; j++) { tween(menuButtons[j], { alpha: 0 }, { duration: 200 }); } battlePhase = 'action'; executePlayerAction(); } } }; menuButtons.push(button); game.addChild(button); } // Create dialogue box dialogueBox = LK.getAsset('dialogBox', { anchorX: 0.5, anchorY: 0 }); dialogueBox.x = 1024; dialogueBox.y = 2532; dialogueBox.alpha = 0; game.addChild(dialogueBox); var dialogueTextObj = new Text2('', { size: 36, fill: 0xFFFFFF }); dialogueTextObj.x = 100; dialogueTextObj.y = 50; dialogueBox.addChild(dialogueTextObj); // Create battle box battleBox = LK.getAsset('battleBox', { anchorX: 0.5, anchorY: 0.5 }); battleBox.x = 1024; battleBox.y = 1366; battleBox.alpha = 0; game.addChild(battleBox); // Create heart for bullet hell heart = new Heart(); heart.x = 1024; heart.y = 1366; heart.alpha = 0; game.addChild(heart); // Create item menu itemMenu = new ItemMenu(); itemMenu.x = 1024; itemMenu.y = 1366; itemMenu.alpha = 0; game.addChild(itemMenu); // Functions function startBattle() { gameState = 'battle'; battlePhase = 'menu'; // Create enemy var enemy = new Enemy('Dark Creature', 'enemy', 60, 12); enemy.x = 1700; enemy.y = 1366; currentEnemies.push(enemy); game.addChild(enemy); // Show battle UI for (var i = 0; i < menuButtons.length; i++) { tween(menuButtons[i], { alpha: 1 }, { duration: 500 }); } tween(battleBox, { alpha: 0.3 }, { duration: 500 }); } function executePlayerAction() { var target = currentEnemies[0]; if (!target) return; switch (selectedAction) { case 'FIGHT': var damage = Math.floor(kris.atk + Math.random() * 10); target.takeDamage(damage); LK.getSound('attack').play(); showDialogue(kris.name + ' deals ' + damage + ' damage!'); break; case 'ACT': target.increaseMercy(25); showDialogue(kris.name + ' tries to reason with ' + target.name); break; case 'ITEM': // Item action is now handled by the ItemMenu class showDialogue(kris.name + ' used an item!'); break; case 'DEFEND': kris.isDefending = true; kris.gainTp(15); showDialogue(kris.name + ' guards and gains TP!'); break; case 'SPARE': if (target.mercyLevel >= 100) { target.isSpared = true; showDialogue(target.name + ' was spared!'); currentEnemies = []; target.destroy(); endBattle(); return; } else { showDialogue(target.name + ' is not ready to be spared.'); } break; } LK.setTimeout(function () { if (currentEnemies.length > 0 && !currentEnemies[0].isSpared) { startEnemyTurn(); } else { endBattle(); } }, 2000); } function startEnemyTurn() { battlePhase = 'bullet_hell'; // Show heart and battle box tween(heart, { alpha: 1 }, { duration: 300 }); tween(battleBox, { alpha: 0.8 }, { duration: 300 }); // Start bullet pattern var bulletTimer = LK.setInterval(function () { createBulletPattern(); }, 600); // End bullet hell after 8 seconds (doubled duration) LK.setTimeout(function () { LK.clearInterval(bulletTimer); endEnemyTurn(); }, 8000); } var maxAttackPhases = 10; function createBulletPattern() { var centerX = battleBox.x; var centerY = battleBox.y; // Random attack phase selection var attackPhase = Math.floor(Math.random() * maxAttackPhases); switch (attackPhase) { case 0: // Original circular pattern for (var i = 0; i < 8; i++) { var angle = i / 8 * Math.PI * 2; var bullet = new Bullet(4, angle); bullet.x = centerX; bullet.y = centerY; bullets.push(bullet); game.addChild(bullet); } break; case 1: // Spiral pattern with tween animation for (var i = 0; i < 12; i++) { var angle = i / 12 * Math.PI * 2; var bullet = new Bullet(2, angle); bullet.x = centerX; bullet.y = centerY; bullets.push(bullet); game.addChild(bullet); // Animate bullet in a spiral tween(bullet, { speed: 6 }, { duration: 1000, easing: tween.easeOut }); } break; case 2: // Wave pattern from sides for (var i = 0; i < 6; i++) { // Left side bullets var leftBullet = new Bullet(3, 0); // Moving right leftBullet.x = centerX - 280; leftBullet.y = centerY - 150 + i * 60; bullets.push(leftBullet); game.addChild(leftBullet); // Animate with sine wave motion tween(leftBullet, { direction: Math.PI / 4 }, { duration: 800, easing: tween.sinceOut }); // Right side bullets var rightBullet = new Bullet(3, Math.PI); // Moving left rightBullet.x = centerX + 280; rightBullet.y = centerY - 150 + i * 60; bullets.push(rightBullet); game.addChild(rightBullet); // Animate with sine wave motion tween(rightBullet, { direction: Math.PI * 3 / 4 }, { duration: 800, easing: tween.sinceOut }); } break; case 3: // Expanding ring pattern for (var ring = 0; ring < 3; ring++) { for (var i = 0; i < 6; i++) { var angle = i / 6 * Math.PI * 2; var bullet = new Bullet(1, angle); bullet.x = centerX; bullet.y = centerY; bullets.push(bullet); game.addChild(bullet); // Animate expanding rings with delay tween(bullet, { speed: 4 + ring * 2 }, { duration: 500, easing: tween.easeInOut, onFinish: function () { // Change direction slightly for unpredictability this.direction += (Math.random() - 0.5) * 0.5; }.bind(bullet) }); } // Delay between rings LK.setTimeout(function (ringIndex) { return function () { // Ring animation complete }; }(ring), ring * 200); } break; case 4: // Cross pattern with rotating bullets for (var i = 0; i < 4; i++) { var angle = i * Math.PI / 2; var bullet = new Bullet(3, angle); bullet.x = centerX; bullet.y = centerY; bullets.push(bullet); game.addChild(bullet); // Rotate direction while moving tween(bullet, { direction: angle + Math.PI * 2 }, { duration: 1500, easing: tween.linear }); } // Add diagonal bullets for (var i = 0; i < 4; i++) { var angle = i * Math.PI / 2 + Math.PI / 4; var bullet = new Bullet(2, angle); bullet.x = centerX; bullet.y = centerY; bullets.push(bullet); game.addChild(bullet); tween(bullet, { speed: 5 }, { duration: 800, easing: tween.easeInOut }); } break; case 5: // Zigzag pattern from corners for (var corner = 0; corner < 4; corner++) { var startX = centerX + (corner < 2 ? -250 : 250); var startY = centerY + (corner % 2 === 0 ? -150 : 150); var bullet = new Bullet(4, corner * Math.PI / 2); bullet.x = startX; bullet.y = startY; bullets.push(bullet); game.addChild(bullet); // Create zigzag motion tween(bullet, { direction: bullet.direction + Math.PI / 3 }, { duration: 400, easing: tween.easeInOut, onFinish: function () { tween(this, { direction: this.direction - Math.PI / 1.5 }, { duration: 400, easing: tween.easeInOut }); }.bind(bullet) }); } break; case 6: // Bouncing bullets from walls for (var i = 0; i < 8; i++) { var side = i % 4; // 0=top, 1=right, 2=bottom, 3=left var bullet = new Bullet(5, 0); switch (side) { case 0: // Top bullet.x = centerX - 200 + i / 4 * 400; bullet.y = centerY - 180; bullet.direction = Math.PI / 2; break; case 1: // Right bullet.x = centerX + 280; bullet.y = centerY - 100 + i / 4 * 200; bullet.direction = Math.PI; break; case 2: // Bottom bullet.x = centerX - 200 + i / 4 * 400; bullet.y = centerY + 180; bullet.direction = -Math.PI / 2; break; case 3: // Left bullet.x = centerX - 280; bullet.y = centerY - 100 + i / 4 * 200; bullet.direction = 0; break; } bullets.push(bullet); game.addChild(bullet); // Add bouncing behavior tween(bullet, { speed: 3 }, { duration: 1200, easing: tween.bounceOut }); } break; case 7: // Converging then diverging pattern for (var i = 0; i < 16; i++) { var angle = i / 16 * Math.PI * 2; var distance = 300; var bullet = new Bullet(1, angle + Math.PI); bullet.x = centerX + Math.cos(angle) * distance; bullet.y = centerY + Math.sin(angle) * distance; bullets.push(bullet); game.addChild(bullet); // First converge to center tween(bullet, { speed: 4 }, { duration: 800, easing: tween.easeIn, onFinish: function () { // Then diverge outward tween(this, { direction: this.direction + Math.PI, speed: 6 }, { duration: 600, easing: tween.easeOut }); }.bind(bullet) }); } break; case 8: // Horizontal laser sweeps for (var i = 0; i < 2; i++) { var laser = new LaserBullet(4, 0); // Moving right laser.x = centerX - 300; laser.y = centerY - 80 + i * 160; bullets.push(laser); game.addChild(laser); // Animate speed increase tween(laser, { speed: 8 }, { duration: 1000, easing: tween.easeInOut }); } // Vertical laser sweeps for (var i = 0; i < 2; i++) { var laser = new LaserBullet(3, Math.PI / 2); // Moving down laser.x = centerX - 50 + i * 100; laser.y = centerY - 200; bullets.push(laser); game.addChild(laser); // Animate with slight direction change tween(laser, { direction: Math.PI / 2 + 0.3 }, { duration: 800, easing: tween.easeInOut }); } break; case 9: // Rotating laser beams from center for (var i = 0; i < 4; i++) { var angle = i / 4 * Math.PI * 2; var laser = new LaserBullet(2, angle); laser.x = centerX; laser.y = centerY; bullets.push(laser); game.addChild(laser); // Rotate continuously while moving tween(laser, { direction: angle + Math.PI * 1.5, speed: 5 }, { duration: 1200, easing: tween.linear }); } break; } } function endEnemyTurn() { battlePhase = 'menu'; // Hide heart and dim battle box tween(heart, { alpha: 0 }, { duration: 300 }); tween(battleBox, { alpha: 0.3 }, { duration: 300 }); // Show menu buttons again for (var i = 0; i < menuButtons.length; i++) { tween(menuButtons[i], { alpha: 1 }, { duration: 500 }); } kris.isDefending = false; } function endBattle() { gameState = 'overworld'; // Hide battle UI for (var i = 0; i < menuButtons.length; i++) { tween(menuButtons[i], { alpha: 0 }, { duration: 500 }); } tween(battleBox, { alpha: 0 }, { duration: 500 }); tween(heart, { alpha: 0 }, { duration: 500 }); hideDialogue(); // Clear bullets for (var i = bullets.length - 1; i >= 0; i--) { bullets[i].destroy(); bullets.splice(i, 1); } } function showDialogue(text) { dialogueText = text; dialogueTextObj.setText(text); tween(dialogueBox, { alpha: 1 }, { duration: 300 }); } function hideDialogue() { tween(dialogueBox, { alpha: 0 }, { duration: 300 }); } function showDeathScreen() { // Fade background to black tween(game, { backgroundColor: 0x000000 }, { duration: 1000 }); // Make everything invisible except the heart for (var i = 0; i < partyMembers.length; i++) { tween(partyMembers[i], { alpha: 0 }, { duration: 1000 }); } for (var i = 0; i < currentEnemies.length; i++) { tween(currentEnemies[i], { alpha: 0 }, { duration: 1000 }); } tween(battleBox, { alpha: 0 }, { duration: 1000 }); for (var i = 0; i < menuButtons.length; i++) { tween(menuButtons[i], { alpha: 0 }, { duration: 1000 }); } tween(dialogueBox, { alpha: 0 }, { duration: 1000 }); // Create two heart pieces var heartLeft = LK.getAsset('heart', { anchorX: 1, anchorY: 0.5 }); heartLeft.x = heart.x; heartLeft.y = heart.y; heartLeft.width = heart.width / 2; game.addChild(heartLeft); var heartRight = LK.getAsset('heart', { anchorX: 0, anchorY: 0.5 }); heartRight.x = heart.x; heartRight.y = heart.y; heartRight.width = heart.width / 2; game.addChild(heartRight); // Hide original heart heart.alpha = 0; // Animate heart pieces splitting apart tween(heartLeft, { x: heart.x - 100, rotation: -0.5 }, { duration: 1500, easing: tween.easeOut }); tween(heartRight, { x: heart.x + 100, rotation: 0.5 }, { duration: 1500, easing: tween.easeOut, onFinish: function onFinish() { // Show death dialogue and choices after heart split animation LK.setTimeout(function () { showDeathDialogue(); }, 500); } }); } function showDeathDialogue() { // Create death dialogue background var deathDialogueBox = LK.getAsset('dialogBox', { anchorX: 0.5, anchorY: 0.5 }); deathDialogueBox.x = 1024; deathDialogueBox.y = 1366; deathDialogueBox.width = 1600; deathDialogueBox.height = 600; deathDialogueBox.tint = 0x000000; game.addChild(deathDialogueBox); // Create death dialogue text var deathText = new Text2('Is this the end? You can keep going no matter what happens..', { size: 48, fill: 0xFFFFFF }); deathText.anchor.set(0.5, 0.5); deathText.x = 0; deathText.y = -150; deathDialogueBox.addChild(deathText); // Create "..." button var dotsButton = LK.getAsset('menuButton', { anchorX: 0.5, anchorY: 0.5 }); dotsButton.x = -200; dotsButton.y = 100; dotsButton.width = 300; dotsButton.height = 80; dotsButton.tint = 0x444444; deathDialogueBox.addChild(dotsButton); var dotsText = new Text2('...', { size: 36, fill: 0xFFFFFF }); dotsText.anchor.set(0.5, 0.5); dotsButton.addChild(dotsText); // Create "Proceed" button var proceedButton = LK.getAsset('menuButton', { anchorX: 0.5, anchorY: 0.5 }); proceedButton.x = 200; proceedButton.y = 100; proceedButton.width = 300; proceedButton.height = 80; proceedButton.tint = 0x444444; deathDialogueBox.addChild(proceedButton); var proceedText = new Text2('Proceed', { size: 36, fill: 0xFFFFFF }); proceedText.anchor.set(0.5, 0.5); proceedButton.addChild(proceedText); // Handle "..." button click (death) dotsButton.down = function (x, y, obj) { // Hide dialogue and options immediately deathDialogueBox.alpha = 0; LK.setTimeout(function () { LK.showGameOver(); }, 500); }; // Handle "Proceed" button click (restart with flash) proceedButton.down = function (x, y, obj) { // Hide dialogue and options immediately deathDialogueBox.alpha = 0; // White flash effect LK.effects.flashScreen(0xFFFFFF, 1000); LK.setTimeout(function () { // Restart the game by recreating the game state restartGame(); }, 1000); }; // Fade in the death dialogue tween(deathDialogueBox, { alpha: 1 }, { duration: 1000 }); } function restartGame() { // Destroy current game elements for (var i = 0; i < partyMembers.length; i++) { partyMembers[i].destroy(); } for (var i = 0; i < currentEnemies.length; i++) { currentEnemies[i].destroy(); } for (var i = bullets.length - 1; i >= 0; i--) { bullets[i].destroy(); bullets.splice(i, 1); } // Reset game state gameState = 'overworld'; currentEnemies = []; partyMembers = []; bullets = []; selectedAction = null; selectedTarget = null; battlePhase = 'menu'; // Reset background color game.setBackgroundColor(0x1a1a2e); // Recreate party members kris = new Character('Kris', 'kris'); kris.x = 300; kris.y = 1366; kris.hp = 100; kris.tp = 0; partyMembers.push(kris); game.addChild(kris); susie = new Character('Susie', 'susie'); susie.x = 300; susie.y = 1000; susie.atk = 15; susie.hp = 120; susie.maxHp = 120; susie.tp = 0; partyMembers.push(susie); game.addChild(susie); ralsei = new Character('Ralsei', 'ralsei'); ralsei.x = 300; ralsei.y = 1732; ralsei.mag = 15; ralsei.hp = 80; ralsei.maxHp = 80; ralsei.tp = 0; partyMembers.push(ralsei); game.addChild(ralsei); // Reset heart heart.x = 1024; heart.y = 1366; heart.alpha = 0; heart.graceTime = 0; // Reset UI visibility for (var i = 0; i < menuButtons.length; i++) { menuButtons[i].alpha = 0; } battleBox.alpha = 0; dialogueBox.alpha = 0; itemMenu.alpha = 0; itemMenu.hide(); // Update TP bars for (var i = 0; i < tpBars.length; i++) { tpBars[i].fill.width = 0; } } // Dragging variables var dragTarget = null; var dragOffset = { x: 0, y: 0 }; // Input handlers game.down = function (x, y, obj) { if (gameState === 'overworld') { // Check if clicking on Kris for dragging var distToKris = Math.sqrt(Math.pow(x - kris.x, 2) + Math.pow(y - kris.y, 2)); if (distToKris < 100) { // Within dragging range dragTarget = kris; dragOffset.x = x - kris.x; dragOffset.y = y - kris.y; } else { // Start battle when touching screen elsewhere startBattle(); } } else if (gameState === 'battle' && battlePhase === 'bullet_hell') { // Move heart to touch position var localPos = battleBox.toLocal({ x: x, y: y }); var boundedX = Math.max(-280, Math.min(280, localPos.x)); var boundedY = Math.max(-180, Math.min(180, localPos.y)); tween(heart, { x: battleBox.x + boundedX, y: battleBox.y + boundedY }, { duration: 100 }); } }; game.up = function (x, y, obj) { // Stop dragging when mouse/touch is released dragTarget = null; }; game.move = function (x, y, obj) { if (gameState === 'overworld' && dragTarget) { // Drag Kris around the screen dragTarget.x = x - dragOffset.x; dragTarget.y = y - dragOffset.y; // Keep Kris within screen bounds dragTarget.x = Math.max(50, Math.min(1998, dragTarget.x)); dragTarget.y = Math.max(50, Math.min(2682, dragTarget.y)); } else if (gameState === 'battle' && battlePhase === 'bullet_hell') { // Move heart to cursor position within battle box bounds var localPos = battleBox.toLocal({ x: x, y: y }); var boundedX = Math.max(-280, Math.min(280, localPos.x)); var boundedY = Math.max(-180, Math.min(180, localPos.y)); heart.x = battleBox.x + boundedX; heart.y = battleBox.y + boundedY; } }; // Start music when game begins LK.playMusic('World_Revolving'); // Main game update loop game.update = function () { // Update UI hpText.setText('HP: ' + kris.hp + '/' + kris.maxHp); tpText.setText('TP: ' + kris.tp + '/' + kris.maxTp); // Update TP bars for (var i = 0; i < tpBars.length; i++) { var tpBar = tpBars[i]; var tpPercent = tpBar.character.tp / tpBar.character.maxTp; tpBar.fill.width = 400 * tpPercent; } // Update bullets and check collisions for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; if (bullet.lastX === undefined) bullet.lastX = bullet.x; if (bullet.lastY === undefined) bullet.lastY = bullet.y; // Check if bullet is outside battle box var distFromCenter = Math.sqrt(Math.pow(bullet.x - battleBox.x, 2) + Math.pow(bullet.y - battleBox.y, 2)); if (distFromCenter > 320) { bullet.destroy(); bullets.splice(i, 1); continue; } // Check collision with heart during bullet hell if (gameState === 'battle' && battlePhase === 'bullet_hell' && heart.alpha > 0) { if (bullet.intersects(heart)) { var distance = Math.sqrt(Math.pow(bullet.x - heart.x, 2) + Math.pow(bullet.y - heart.y, 2)); if (distance < 40 && distance > 20) { // Graze - gain TP kris.gainTp(5); LK.effects.flashObject(heart, 0x00FF00, 200); } else if (distance <= 20) { // Hit - take damage if (heart.takeHit()) { kris.takeDamage(10); LK.getSound('damage').play(); LK.effects.flashScreen(0xFF0000, 300); if (kris.hp <= 0) { showDeathScreen(); } } } } } bullet.lastX = bullet.x; bullet.lastY = bullet.y; } };
===================================================================
--- original.js
+++ change.js
@@ -870,12 +870,12 @@
}
break;
case 8:
// Horizontal laser sweeps
- for (var i = 0; i < 4; i++) {
+ for (var i = 0; i < 2; i++) {
var laser = new LaserBullet(4, 0); // Moving right
laser.x = centerX - 300;
- laser.y = centerY - 120 + i * 80;
+ laser.y = centerY - 80 + i * 160;
bullets.push(laser);
game.addChild(laser);
// Animate speed increase
tween(laser, {
@@ -885,11 +885,11 @@
easing: tween.easeInOut
});
}
// Vertical laser sweeps
- for (var i = 0; i < 3; i++) {
+ for (var i = 0; i < 2; i++) {
var laser = new LaserBullet(3, Math.PI / 2); // Moving down
- laser.x = centerX - 100 + i * 100;
+ laser.x = centerX - 50 + i * 100;
laser.y = centerY - 200;
bullets.push(laser);
game.addChild(laser);
// Animate with slight direction change
@@ -902,10 +902,10 @@
}
break;
case 9:
// Rotating laser beams from center
- for (var i = 0; i < 6; i++) {
- var angle = i / 6 * Math.PI * 2;
+ for (var i = 0; i < 4; i++) {
+ var angle = i / 4 * Math.PI * 2;
var laser = new LaserBullet(2, angle);
laser.x = centerX;
laser.y = centerY;
bullets.push(laser);