User prompt
After level 10, both the main character and the enemies gain random stat increases with each level-up. The stats affected are: health, attack, and speed. Each stat increases by a random percentage between 5% and 20% per level. The difference between the main character and enemies is: Main Character: The percentage is applied to the current value, so the increase is compounded. Example: Level 10 health: 100 Level 11 health: 100 + 15% → 115 Level 12 health: 115 + 10% → 126.5 Enemy: The percentage increase at each level is applied to the original (base) value at level 10. Example: Level 10 base health: 500 Level 11 health: 500 + 12% → 560 Level 12 health: 500 + 12% + 8% → 500 * (1 + 0.12 + 0.08) → 600 Not compounded. So, the player scales exponentially, while enemies scale linearly but with randomness. //// BUNU OYUNA EKLE
User prompt
WHEN THE MAIN CHARACTER'S HEALTH RANKS, HIS HEALTH RISES 1 SECOND, SO THAT HE CAN FIGHT AGAIN WHEN HIS HEALTH REACHES 100%, AND LET'S SEE HIS HEALTH REFILLED ,, WHILE THIS HAPPENS, THE ENEMY IN FRONT OF ME WILL BE DESTROYED, SO THAT I CAN SUMMON A NEW ENEMY WHEN MY HEALTH IS FULL
User prompt
OKAY NOW CHECK OUT WHAT I SAID AND FIX YOUR MISTAKE BECAUSE I CANNOT SUMMON ENEMIES AT THE START OF THE GAME.
User prompt
YOU CAN ONLY SUMMON NEW ENEMY WHEN THE MAIN CHARACTER'S HEALTH IS 100%
User prompt
WHEN THE MAIN CHARACTER'S HEALTH RANGE, HIS HEALTH RISES 1 SECOND, SO THAT HE CAN FIGHT AGAIN WHEN HIS HEALTH REACHES 100%, AND LET'S SEE HIS HEALTH ARE FULL, WHILE THIS HAPPENS, THE ENEMY IN FRONT OF ME WILL BE DESTROYED BUT NOT DROP GOLD
User prompt
WHEN THE MAIN CHARACTER'S HEALTH RANKS, HIS HEALTH RISES 1 SECOND, SO THAT HE CAN FIGHT AGAIN WHEN HIS HEALTH REACHES 100%, AND LET'S SEE HIS HEALTH REFILLED
User prompt
WHEN MY ENEMY'S HEALTH IS OUT, HIS HEALTH RISES 1 SECOND, SO THAT HE CAN FIGHT AGAIN WHEN HIS HEALTH REACHES 100%, AND LET'S SEE HIS HEALTH REFILLED
User prompt
WHEN MY ENEMY'S HEALTH RANKS, HIS HEALTH RISES BY 1 EVERY SECOND SO THAT HE CAN FIGHT AGAIN WHEN HIS HEALTH REACHES 100%
User prompt
DO IT SO THAT THE LEVEL OF THE ENEMY IN FRONT OF ME IS 15% PROBABILITY OF THE ENEMY BEING 1 LEVEL HIGHER THAN ME, 50% PROBABILITY OF THE ENEMY BEING 1 LEVEL LESS THAN ME, 25% PROBABILITY OF THE ENEMY BEING 1 LEVEL LESS THAN ME, 10% PROBABILITY OF THE ENEMY BEING 2 LEVEL HIGHER THAN ME.
User prompt
Make all the texts in the game a little smaller and add a white glow effect behind them
User prompt
Write "find enemy!" above the spawn enemy button and write the amount of gold required to upgrade under the upgrade button above.
User prompt
Remove the spawn enemy text at the bottom and upgrade lvl text at the top
User prompt
Move the enemy's stats slightly to the right
User prompt
At the bottom, in the section where the character and enemy stats are located, there are pictures of the enemy and the main character. Remove them and move the enemy stats a little further to the left.
User prompt
move the position of the enemy image a little lower
User prompt
move the position of the main character's image a little lower
User prompt
tone down the main character a bit
User prompt
Add the background image of the game to the visual named background in the assets.
User prompt
Please fix the bug: 'TypeError: Cannot use 'in' operator to search for 'tint' in null' in or related to this line: 'tween(currentEnemy, {' Line Number: 373
User prompt
The gold was taken to the wrong place, my gold amount is written on the top right ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Create gold objects as much as the amount of gold dropped by the enemy and these golds will be collected automatically. While they are being collected, these objects will float to the place where the amount of gold is written, will be pulled and will disappear when they reach there, my gold amount will increase. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Every time I kill an enemy, the amount of gold that is written will drop randomly and will be as I wrote. 🔹 Level 1 gold : 1 - 5 random 🔹 Level 2 gold : 3 - 8 random 🔹 Level 3 gold : 5 - 12 random 🔹 Level 4 gold : 8 - 16 random 🔹 Level 5 gold : 12 - 20 random 🔹 Level 6 gold : 15 - 25 random 🔹 Level 7 gold : 20 - 32 random 🔹 Level 8 gold : 25 - 40 random 🔹 Level 9 gold : 30 - 48 random 🔹 Level 10 gold : 35 - 60 random
User prompt
When you press the "spawn enemy" button, when you summon the enemy, they will automatically fight each other. The enemy and the main character will fight each other.
User prompt
My stats should be written at the bottom left of the screen, the enemy's stats should be written at the bottom right of the screen, it should be neat and clear, the font color should be black and the surroundings should be white.
User prompt
my stats for levels 1-10 are like this, 🔹 Level 1 health: 60 attack: 10 attack speed: 2 🔹 Level 2 health: 95 attack: 14 attack speed: 3 🔹 Level 3 health: 130 attack: 18 attack speed: 4 🔹 Level 4 health: 170 attack: 23 attack speed: 4 🔹 Level 5 health: 215 attack: 27 attack speed: 5 🔹 Level 6 health: 265 attack: 32 attack speed: 6 🔹 Level 7 health: 320 attack : 38 attack speed : 6 🔹 Level 8 health : 380 attack : 45 attack speed : 7 🔹 Level 9 health : 445 attack : 53 attack speed : 8 🔹 Level 10 health : 515 attack : 62 attack speed : 9 , I will have these basic stats at every level
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGfx = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.hp = 1; self.x = 600; self.y = 2732 / 2; self.isAlive = true; // Animate enemy in self.spawnAnim = function () { self.scaleX = 0.5; self.scaleY = 0.5; tween(self, { scaleX: 1, scaleY: 1 }, { duration: 180, easing: tween.bounceOut }); }; // Animate enemy defeat self.defeatAnim = function (onFinish) { tween(self, { alpha: 0, scaleX: 1.3, scaleY: 1.3 }, { duration: 180, easing: tween.easeIn, onFinish: onFinish }); }; return self; }); // Gold class var Gold = Container.expand(function () { var self = Container.call(this); var goldGfx = self.attachAsset('gold', { anchorX: 0.5, anchorY: 0.5 }); self.x = 600; self.y = 2732 / 2; // Animate gold drop self.dropAnim = function (targetX, targetY, onFinish) { tween(self, { y: targetY }, { duration: 350, easing: tween.bounceOut, onFinish: onFinish }); }; // Animate gold collect self.collectAnim = function (targetX, targetY, onFinish) { tween(self, { x: targetX, y: targetY, scaleX: 0.3, scaleY: 0.3, alpha: 0 }, { duration: 320, easing: tween.cubicIn, onFinish: onFinish }); }; return self; }); // Hero class var Hero = Container.expand(function () { var self = Container.call(this); var heroGfx = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.level = 1; self.x = 200; self.y = 2732 / 2; // For upgrade animation self.flashUpgrade = function () { tween(self, { scaleX: 1.2, scaleY: 1.2 }, { duration: 120, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 120, easing: tween.easeIn }); } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222a36 }); /**** * Game Code ****/ // Upgrade Button: orange box // Spawn Enemy Button: green box // Gold: yellow ellipse // Enemy: blue ellipse // Hero: red box, left side // --- Global State --- var hero = new Hero(); game.addChild(hero); var currentEnemy = null; var golds = []; var goldAmount = 0; var heroLevel = 1; // --- GUI Elements --- // Gold display (top right) var goldTxt = new Text2('0', { size: 100, fill: 0xFFE066 }); goldTxt.anchor.set(1, 0); // right, top LK.gui.topRight.addChild(goldTxt); // Upgrade button (top center) var upgradeBtn = LK.getAsset('upgradeBtn', { anchorX: 0.5, anchorY: 0.5 }); // Place upgradeBtn at top center, but not in the top left 100x100 area // Use LK.gui.top (centered horizontally, below top edge) upgradeBtn.x = LK.gui.top.width / 2; upgradeBtn.y = 100 + upgradeBtn.height / 2; LK.gui.top.addChild(upgradeBtn); var upgradeTxt = new Text2('Upgrade\nLvl: 1', { size: 60, fill: "#fff" }); upgradeTxt.anchor.set(0.5, 0.5); upgradeTxt.x = upgradeBtn.x; upgradeTxt.y = upgradeBtn.y; LK.gui.top.addChild(upgradeTxt); // Spawn enemy button (bottom center) var spawnBtn = LK.getAsset('spawnBtn', { anchorX: 0.5, anchorY: 0.5 }); // Place spawnBtn at bottom center, above the very bottom edge spawnBtn.x = LK.gui.bottom.width / 2; spawnBtn.y = LK.gui.bottom.height - 100 - spawnBtn.height / 2; LK.gui.bottom.addChild(spawnBtn); var spawnTxt = new Text2('Spawn Enemy', { size: 60, fill: "#fff" }); spawnTxt.anchor.set(0.5, 0.5); spawnTxt.x = spawnBtn.x; spawnTxt.y = spawnBtn.y; LK.gui.bottom.addChild(spawnTxt); // --- Helper Functions --- function updateGoldDisplay() { goldTxt.setText(goldAmount); } function updateUpgradeDisplay() { upgradeTxt.setText('Upgrade\nLvl: ' + heroLevel); } // --- Game Logic --- // Spawn enemy logic // Enemy stat table for levels 1-10 (fixed stats) var enemyStatsByLevel = [ // Level 1 { hp: 60, atk: 10, atkSpd: 2 }, // Level 2 { hp: 95, atk: 14, atkSpd: 3 }, // Level 3 { hp: 130, atk: 18, atkSpd: 4 }, // Level 4 { hp: 170, atk: 23, atkSpd: 4 }, // Level 5 { hp: 215, atk: 27, atkSpd: 5 }, // Level 6 { hp: 265, atk: 32, atkSpd: 6 }, // Level 7 { hp: 320, atk: 38, atkSpd: 6 }, // Level 8 { hp: 380, atk: 45, atkSpd: 7 }, // Level 9 { hp: 445, atk: 53, atkSpd: 8 }, // Level 10 { hp: 515, atk: 62, atkSpd: 9 }]; function getEnemyStatsForLevel(level) { // Clamp level to 1-10 var idx = Math.max(0, Math.min(enemyStatsByLevel.length - 1, level - 1)); var stats = enemyStatsByLevel[idx]; // Return fixed stats return { hp: stats.hp, atk: stats.atk, atkSpd: stats.atkSpd }; } function spawnEnemy() { if (currentEnemy && currentEnemy.isAlive) return; // Only one at a time var enemy = new Enemy(); // Place enemy on the far right, vertically aligned with hero enemy.x = 2048 - 200; // 200px from the right edge, matching hero's 200px from left enemy.y = hero.y; // Get stats for this level var stats = getEnemyStatsForLevel(heroLevel); enemy.hp = stats.hp; enemy.attack = stats.atk; enemy.attackSpeed = stats.atkSpd; enemy.isAlive = true; enemy.spawnAnim(); game.addChild(enemy); currentEnemy = enemy; } // Defeat enemy logic function defeatEnemy() { if (!currentEnemy || !currentEnemy.isAlive) return; currentEnemy.isAlive = false; currentEnemy.defeatAnim(function () { if (currentEnemy) { currentEnemy.destroy(); currentEnemy = null; } }); // Drop gold var gold = new Gold(); // Drop gold at the far right (where enemy was) gold.x = 2048 - 200; gold.y = hero.y; gold.scaleX = 1; gold.scaleY = 1; gold.alpha = 1; game.addChild(gold); golds.push(gold); // Drop to random y near enemy var dropY = gold.y + (Math.random() * 120 - 60); gold.dropAnim(gold.x, dropY, function () {}); } // Collect gold logic function collectGold(gold) { // Animate to gold display var guiGoldPos = LK.gui.topRight.toLocal(gold.toGlobal({ x: 0, y: 0 })); goldAmount += 1; updateGoldDisplay(); gold.collectAnim(guiGoldPos.x, guiGoldPos.y, function () { gold.destroy(); }); } // Upgrade logic function upgradeHero() { var upgradeCost = heroLevel * 5; if (goldAmount < upgradeCost) { // Flash gold text red tween(goldTxt, { tint: 0xff4444 }, { duration: 120, onFinish: function onFinish() { tween(goldTxt, { tint: 0xFFE066 }, { duration: 120 }); } }); return; } goldAmount -= upgradeCost; heroLevel += 1; hero.level = heroLevel; updateGoldDisplay(); updateUpgradeDisplay(); hero.flashUpgrade(); } // --- Event Handlers --- // Spawn button tap spawnBtn.down = function (x, y, obj) { spawnEnemy(); }; // Enemy tap (defeat) function onEnemyDown(x, y, obj) { if (!currentEnemy || !currentEnemy.isAlive) return; currentEnemy.hp -= 1; // Flash enemy tween(currentEnemy, { tint: 0xffffff }, { duration: 60, onFinish: function onFinish() { tween(currentEnemy, { tint: 0x2a6bde }, { duration: 60 }); } }); if (currentEnemy.hp <= 0) { defeatEnemy(); } } // Gold tap (collect) function onGoldDown(x, y, obj) { for (var i = golds.length - 1; i >= 0; i--) { var gold = golds[i]; if (gold && gold.containsPoint && gold.containsPoint({ x: x, y: y })) { collectGold(gold); golds.splice(i, 1); break; } } } // Upgrade button tap upgradeBtn.down = function (x, y, obj) { upgradeHero(); }; // --- Attach event handlers to game --- game.down = function (x, y, obj) { // Check if tap is on enemy if (currentEnemy && currentEnemy.isAlive && currentEnemy.containsPoint && currentEnemy.containsPoint({ x: x, y: y })) { onEnemyDown(x, y, obj); return; } // Check if tap is on any gold for (var i = golds.length - 1; i >= 0; i--) { var gold = golds[i]; if (gold && gold.containsPoint && gold.containsPoint({ x: x, y: y })) { collectGold(gold); golds.splice(i, 1); return; } } // (Buttons handled by their own .down) }; // --- Game update loop --- game.update = function () { // Remove golds that are invisible for (var i = golds.length - 1; i >= 0; i--) { var gold = golds[i]; if (gold.alpha <= 0.01) { gold.destroy(); golds.splice(i, 1); } } // Keep hero vertically centered hero.y = 2732 / 2; // Keep enemy vertically centered and at far right if alive if (currentEnemy && currentEnemy.isAlive) { currentEnemy.x = 2048 - 200; currentEnemy.y = hero.y; } }; // --- Initial UI state --- updateGoldDisplay(); updateUpgradeDisplay();
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Enemy class
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGfx = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.hp = 1;
self.x = 600;
self.y = 2732 / 2;
self.isAlive = true;
// Animate enemy in
self.spawnAnim = function () {
self.scaleX = 0.5;
self.scaleY = 0.5;
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 180,
easing: tween.bounceOut
});
};
// Animate enemy defeat
self.defeatAnim = function (onFinish) {
tween(self, {
alpha: 0,
scaleX: 1.3,
scaleY: 1.3
}, {
duration: 180,
easing: tween.easeIn,
onFinish: onFinish
});
};
return self;
});
// Gold class
var Gold = Container.expand(function () {
var self = Container.call(this);
var goldGfx = self.attachAsset('gold', {
anchorX: 0.5,
anchorY: 0.5
});
self.x = 600;
self.y = 2732 / 2;
// Animate gold drop
self.dropAnim = function (targetX, targetY, onFinish) {
tween(self, {
y: targetY
}, {
duration: 350,
easing: tween.bounceOut,
onFinish: onFinish
});
};
// Animate gold collect
self.collectAnim = function (targetX, targetY, onFinish) {
tween(self, {
x: targetX,
y: targetY,
scaleX: 0.3,
scaleY: 0.3,
alpha: 0
}, {
duration: 320,
easing: tween.cubicIn,
onFinish: onFinish
});
};
return self;
});
// Hero class
var Hero = Container.expand(function () {
var self = Container.call(this);
var heroGfx = self.attachAsset('hero', {
anchorX: 0.5,
anchorY: 0.5
});
self.level = 1;
self.x = 200;
self.y = 2732 / 2;
// For upgrade animation
self.flashUpgrade = function () {
tween(self, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 120,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 120,
easing: tween.easeIn
});
}
});
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x222a36
});
/****
* Game Code
****/
// Upgrade Button: orange box
// Spawn Enemy Button: green box
// Gold: yellow ellipse
// Enemy: blue ellipse
// Hero: red box, left side
// --- Global State ---
var hero = new Hero();
game.addChild(hero);
var currentEnemy = null;
var golds = [];
var goldAmount = 0;
var heroLevel = 1;
// --- GUI Elements ---
// Gold display (top right)
var goldTxt = new Text2('0', {
size: 100,
fill: 0xFFE066
});
goldTxt.anchor.set(1, 0); // right, top
LK.gui.topRight.addChild(goldTxt);
// Upgrade button (top center)
var upgradeBtn = LK.getAsset('upgradeBtn', {
anchorX: 0.5,
anchorY: 0.5
});
// Place upgradeBtn at top center, but not in the top left 100x100 area
// Use LK.gui.top (centered horizontally, below top edge)
upgradeBtn.x = LK.gui.top.width / 2;
upgradeBtn.y = 100 + upgradeBtn.height / 2;
LK.gui.top.addChild(upgradeBtn);
var upgradeTxt = new Text2('Upgrade\nLvl: 1', {
size: 60,
fill: "#fff"
});
upgradeTxt.anchor.set(0.5, 0.5);
upgradeTxt.x = upgradeBtn.x;
upgradeTxt.y = upgradeBtn.y;
LK.gui.top.addChild(upgradeTxt);
// Spawn enemy button (bottom center)
var spawnBtn = LK.getAsset('spawnBtn', {
anchorX: 0.5,
anchorY: 0.5
});
// Place spawnBtn at bottom center, above the very bottom edge
spawnBtn.x = LK.gui.bottom.width / 2;
spawnBtn.y = LK.gui.bottom.height - 100 - spawnBtn.height / 2;
LK.gui.bottom.addChild(spawnBtn);
var spawnTxt = new Text2('Spawn Enemy', {
size: 60,
fill: "#fff"
});
spawnTxt.anchor.set(0.5, 0.5);
spawnTxt.x = spawnBtn.x;
spawnTxt.y = spawnBtn.y;
LK.gui.bottom.addChild(spawnTxt);
// --- Helper Functions ---
function updateGoldDisplay() {
goldTxt.setText(goldAmount);
}
function updateUpgradeDisplay() {
upgradeTxt.setText('Upgrade\nLvl: ' + heroLevel);
}
// --- Game Logic ---
// Spawn enemy logic
// Enemy stat table for levels 1-10 (fixed stats)
var enemyStatsByLevel = [
// Level 1
{
hp: 60,
atk: 10,
atkSpd: 2
},
// Level 2
{
hp: 95,
atk: 14,
atkSpd: 3
},
// Level 3
{
hp: 130,
atk: 18,
atkSpd: 4
},
// Level 4
{
hp: 170,
atk: 23,
atkSpd: 4
},
// Level 5
{
hp: 215,
atk: 27,
atkSpd: 5
},
// Level 6
{
hp: 265,
atk: 32,
atkSpd: 6
},
// Level 7
{
hp: 320,
atk: 38,
atkSpd: 6
},
// Level 8
{
hp: 380,
atk: 45,
atkSpd: 7
},
// Level 9
{
hp: 445,
atk: 53,
atkSpd: 8
},
// Level 10
{
hp: 515,
atk: 62,
atkSpd: 9
}];
function getEnemyStatsForLevel(level) {
// Clamp level to 1-10
var idx = Math.max(0, Math.min(enemyStatsByLevel.length - 1, level - 1));
var stats = enemyStatsByLevel[idx];
// Return fixed stats
return {
hp: stats.hp,
atk: stats.atk,
atkSpd: stats.atkSpd
};
}
function spawnEnemy() {
if (currentEnemy && currentEnemy.isAlive) return; // Only one at a time
var enemy = new Enemy();
// Place enemy on the far right, vertically aligned with hero
enemy.x = 2048 - 200; // 200px from the right edge, matching hero's 200px from left
enemy.y = hero.y;
// Get stats for this level
var stats = getEnemyStatsForLevel(heroLevel);
enemy.hp = stats.hp;
enemy.attack = stats.atk;
enemy.attackSpeed = stats.atkSpd;
enemy.isAlive = true;
enemy.spawnAnim();
game.addChild(enemy);
currentEnemy = enemy;
}
// Defeat enemy logic
function defeatEnemy() {
if (!currentEnemy || !currentEnemy.isAlive) return;
currentEnemy.isAlive = false;
currentEnemy.defeatAnim(function () {
if (currentEnemy) {
currentEnemy.destroy();
currentEnemy = null;
}
});
// Drop gold
var gold = new Gold();
// Drop gold at the far right (where enemy was)
gold.x = 2048 - 200;
gold.y = hero.y;
gold.scaleX = 1;
gold.scaleY = 1;
gold.alpha = 1;
game.addChild(gold);
golds.push(gold);
// Drop to random y near enemy
var dropY = gold.y + (Math.random() * 120 - 60);
gold.dropAnim(gold.x, dropY, function () {});
}
// Collect gold logic
function collectGold(gold) {
// Animate to gold display
var guiGoldPos = LK.gui.topRight.toLocal(gold.toGlobal({
x: 0,
y: 0
}));
goldAmount += 1;
updateGoldDisplay();
gold.collectAnim(guiGoldPos.x, guiGoldPos.y, function () {
gold.destroy();
});
}
// Upgrade logic
function upgradeHero() {
var upgradeCost = heroLevel * 5;
if (goldAmount < upgradeCost) {
// Flash gold text red
tween(goldTxt, {
tint: 0xff4444
}, {
duration: 120,
onFinish: function onFinish() {
tween(goldTxt, {
tint: 0xFFE066
}, {
duration: 120
});
}
});
return;
}
goldAmount -= upgradeCost;
heroLevel += 1;
hero.level = heroLevel;
updateGoldDisplay();
updateUpgradeDisplay();
hero.flashUpgrade();
}
// --- Event Handlers ---
// Spawn button tap
spawnBtn.down = function (x, y, obj) {
spawnEnemy();
};
// Enemy tap (defeat)
function onEnemyDown(x, y, obj) {
if (!currentEnemy || !currentEnemy.isAlive) return;
currentEnemy.hp -= 1;
// Flash enemy
tween(currentEnemy, {
tint: 0xffffff
}, {
duration: 60,
onFinish: function onFinish() {
tween(currentEnemy, {
tint: 0x2a6bde
}, {
duration: 60
});
}
});
if (currentEnemy.hp <= 0) {
defeatEnemy();
}
}
// Gold tap (collect)
function onGoldDown(x, y, obj) {
for (var i = golds.length - 1; i >= 0; i--) {
var gold = golds[i];
if (gold && gold.containsPoint && gold.containsPoint({
x: x,
y: y
})) {
collectGold(gold);
golds.splice(i, 1);
break;
}
}
}
// Upgrade button tap
upgradeBtn.down = function (x, y, obj) {
upgradeHero();
};
// --- Attach event handlers to game ---
game.down = function (x, y, obj) {
// Check if tap is on enemy
if (currentEnemy && currentEnemy.isAlive && currentEnemy.containsPoint && currentEnemy.containsPoint({
x: x,
y: y
})) {
onEnemyDown(x, y, obj);
return;
}
// Check if tap is on any gold
for (var i = golds.length - 1; i >= 0; i--) {
var gold = golds[i];
if (gold && gold.containsPoint && gold.containsPoint({
x: x,
y: y
})) {
collectGold(gold);
golds.splice(i, 1);
return;
}
}
// (Buttons handled by their own .down)
};
// --- Game update loop ---
game.update = function () {
// Remove golds that are invisible
for (var i = golds.length - 1; i >= 0; i--) {
var gold = golds[i];
if (gold.alpha <= 0.01) {
gold.destroy();
golds.splice(i, 1);
}
}
// Keep hero vertically centered
hero.y = 2732 / 2;
// Keep enemy vertically centered and at far right if alive
if (currentEnemy && currentEnemy.isAlive) {
currentEnemy.x = 2048 - 200;
currentEnemy.y = hero.y;
}
};
// --- Initial UI state ---
updateGoldDisplay();
updateUpgradeDisplay();