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
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tone down the main character a bit
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Add the background image of the game to the visual named background in the assets.
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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
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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
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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 // --- Background Image --- var backgroundImg = LK.getAsset('backgraund', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: 2048, height: 2732 }); game.addChild(backgroundImg); // --- Global State --- var hero = new Hero(); game.addChild(hero); var currentEnemy = null; var golds = []; var goldAmount = 0; var heroLevel = 1; // Auto-fight timer handles var heroAutoAttackTimer = null; var enemyAutoAttackTimer = null; // --- 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); // --- Hero and Enemy Stats Display --- // Removed hero and enemy images from the bottom stats area // Hero stats text (bottom left) var heroStatsTxt = new Text2('', { size: 60, fill: "#000" }); heroStatsTxt.anchor.set(0, 1); heroStatsTxt.x = 30; heroStatsTxt.y = LK.gui.bottom.height - 30; LK.gui.bottomLeft.addChild(heroStatsTxt); // Enemy stats text (bottom right, moved slightly to the right) var enemyStatsTxt = new Text2('', { size: 60, fill: "#000" }); enemyStatsTxt.anchor.set(1, 1); // Move enemy stats slightly to the right (less offset from right edge) enemyStatsTxt.x = LK.gui.bottomRight.width - 130; enemyStatsTxt.y = LK.gui.bottom.height - 30; LK.gui.bottomRight.addChild(enemyStatsTxt); // 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); } // Update hero stats display function updateHeroStatsDisplay() { var stats = getEnemyStatsForLevel(heroLevel); var hpDisplay = typeof hero.currentHp === "number" ? Math.max(0, Math.round(hero.currentHp)) + " / " + stats.hp : stats.hp; heroStatsTxt.setText("Hero\n" + "Level: " + heroLevel + "\n" + "Health: " + hpDisplay + "\n" + "Attack: " + stats.atk + "\n" + "Atk Spd: " + stats.atkSpd); } // Update enemy stats display function updateEnemyStatsDisplay() { if (currentEnemy && currentEnemy.isAlive) { var stats = getEnemyStatsForLevel(heroLevel); var hpDisplay = typeof currentEnemy.hp === "number" ? Math.max(0, Math.round(currentEnemy.hp)) + " / " + stats.hp : stats.hp; enemyStatsTxt.setText("Enemy\n" + "Level: " + heroLevel + "\n" + "Health: " + hpDisplay + "\n" + "Attack: " + currentEnemy.attack + "\n" + "Atk Spd: " + currentEnemy.attackSpeed); } else { enemyStatsTxt.setText("Enemy\n-"); } } // --- 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; updateEnemyStatsDisplay(); // --- Start auto-fight timers --- if (typeof heroAutoAttackTimer !== "undefined" && heroAutoAttackTimer) { LK.clearInterval(heroAutoAttackTimer); heroAutoAttackTimer = null; } if (typeof enemyAutoAttackTimer !== "undefined" && enemyAutoAttackTimer) { LK.clearInterval(enemyAutoAttackTimer); enemyAutoAttackTimer = null; } // Get hero stats for this level var heroStats = getEnemyStatsForLevel(heroLevel); hero.currentHp = heroStats.hp; hero.attack = heroStats.atk; hero.attackSpeed = heroStats.atkSpd; // Hero attacks enemy heroAutoAttackTimer = LK.setInterval(function () { if (!currentEnemy || !currentEnemy.isAlive) { LK.clearInterval(heroAutoAttackTimer); heroAutoAttackTimer = null; return; } currentEnemy.hp -= hero.attack; // Flash enemy if (currentEnemy) { tween(currentEnemy, { tint: 0xffffff }, { duration: 60, onFinish: function onFinish() { if (currentEnemy) { tween(currentEnemy, { tint: 0x2a6bde }, { duration: 60 }); } } }); } updateEnemyStatsDisplay(); if (currentEnemy.hp <= 0) { defeatEnemy(); LK.clearInterval(heroAutoAttackTimer); heroAutoAttackTimer = null; LK.clearInterval(enemyAutoAttackTimer); enemyAutoAttackTimer = null; } }, 1000 / hero.attackSpeed); // Enemy attacks hero enemyAutoAttackTimer = LK.setInterval(function () { if (!currentEnemy || !currentEnemy.isAlive) { LK.clearInterval(enemyAutoAttackTimer); enemyAutoAttackTimer = null; return; } if (typeof hero.currentHp !== "number") { // Defensive: ensure hero.currentHp is set var hStats = getEnemyStatsForLevel(heroLevel); hero.currentHp = hStats.hp; } hero.currentHp -= currentEnemy.attack; // Flash hero tween(hero, { tint: 0xffffff }, { duration: 60, onFinish: function onFinish() { tween(hero, { tint: 0xd83318 }, { duration: 60 }); } }); updateHeroStatsDisplay(); if (hero.currentHp <= 0) { // Hero defeated, stop fighting hero.currentHp = 0; updateHeroStatsDisplay(); // Optionally, you can add defeat logic here (e.g. show game over) LK.clearInterval(heroAutoAttackTimer); heroAutoAttackTimer = null; LK.clearInterval(enemyAutoAttackTimer); enemyAutoAttackTimer = null; } }, 1000 / currentEnemy.attackSpeed); } // Defeat enemy logic function defeatEnemy() { if (!currentEnemy || !currentEnemy.isAlive) return; currentEnemy.isAlive = false; // Stop auto-fight timers if (typeof heroAutoAttackTimer !== "undefined" && heroAutoAttackTimer) { LK.clearInterval(heroAutoAttackTimer); heroAutoAttackTimer = null; } if (typeof enemyAutoAttackTimer !== "undefined" && enemyAutoAttackTimer) { LK.clearInterval(enemyAutoAttackTimer); enemyAutoAttackTimer = null; } currentEnemy.defeatAnim(function () { if (currentEnemy) { currentEnemy.destroy(); currentEnemy = null; updateEnemyStatsDisplay(); } }); // --- Gold drop amount table per level --- var goldDropByLevel = [{ min: 1, max: 5 }, // Level 1 { min: 3, max: 8 }, // Level 2 { min: 5, max: 12 }, // Level 3 { min: 8, max: 16 }, // Level 4 { min: 12, max: 20 }, // Level 5 { min: 15, max: 25 }, // Level 6 { min: 20, max: 32 }, // Level 7 { min: 25, max: 40 }, // Level 8 { min: 30, max: 48 }, // Level 9 { min: 35, max: 60 } // Level 10 ]; // Determine gold drop amount for this level var goldDropStats = goldDropByLevel[Math.max(0, Math.min(heroLevel - 1, goldDropByLevel.length - 1))]; var goldDropAmount = Math.floor(Math.random() * (goldDropStats.max - goldDropStats.min + 1)) + goldDropStats.min; // Drop gold at the far right (where enemy was) // Animate and auto-collect gold after enemy defeat // Calculate the gold display position in game coordinates (top right, where goldTxt is) var goldDisplayGlobal = LK.gui.topRight.toGlobal({ x: goldTxt.x, y: goldTxt.y }); var goldDisplayGamePos = game.toLocal(goldDisplayGlobal); for (var i = 0; i < goldDropAmount; i++) { var gold = new Gold(); 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); (function (goldObj, idx) { goldObj.dropAnim(goldObj.x, dropY, function () { // Stagger collection for nice effect LK.setTimeout(function () { // Animate to gold display and collect goldObj.collectAnim(goldDisplayGamePos.x, goldDisplayGamePos.y, function () { goldAmount += 1; updateGoldDisplay(); goldObj.destroy(); }); }, 80 * idx); }); })(gold, i); } } // 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(); updateHeroStatsDisplay(); updateEnemyStatsDisplay(); 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 slightly lower than vertical center hero.y = 2732 / 2 + 200; // Keep enemy vertically centered and at far right if alive if (currentEnemy && currentEnemy.isAlive) { currentEnemy.x = 2048 - 200; currentEnemy.y = hero.y + 100; // Move enemy a little lower } updateHeroStatsDisplay(); updateEnemyStatsDisplay(); }; // --- Initial UI state --- updateGoldDisplay(); updateUpgradeDisplay(); updateHeroStatsDisplay(); updateEnemyStatsDisplay();
===================================================================
--- original.js
+++ change.js
@@ -163,16 +163,16 @@
heroStatsTxt.anchor.set(0, 1);
heroStatsTxt.x = 30;
heroStatsTxt.y = LK.gui.bottom.height - 30;
LK.gui.bottomLeft.addChild(heroStatsTxt);
-// Enemy stats text (bottom right, moved further left)
+// Enemy stats text (bottom right, moved slightly to the right)
var enemyStatsTxt = new Text2('', {
size: 60,
fill: "#000"
});
enemyStatsTxt.anchor.set(1, 1);
-// Move enemy stats further left by 200px
-enemyStatsTxt.x = LK.gui.bottomRight.width - 230;
+// Move enemy stats slightly to the right (less offset from right edge)
+enemyStatsTxt.x = LK.gui.bottomRight.width - 130;
enemyStatsTxt.y = LK.gui.bottom.height - 30;
LK.gui.bottomRight.addChild(enemyStatsTxt);
// Upgrade button (top center)
var upgradeBtn = LK.getAsset('upgradeBtn', {