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Add the gold Bag image below the part where the gold amount is written, in its own size, it is too small, make it as big as workBtn
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Add the goldBag image below the part where the gold amount is written, your own size
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Add the goldBag image below the section where the gold amount is written
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Resize images as before
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Make your image in your own size
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Add the goldBag image below the section where the gold amount is written
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If the main character's health is not full, workBtn cannot be pressed, and it should also become slightly transparent like spawnBtn. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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If the main character's health is not full, workBtn cannot be pressed.
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If the main character dies in a battle, the health regeneration time is doubled.
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What I'm saying is, if the character's health is full, remove all effects on the character's asset image and the colors will return to normal. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Remove the red effect on the character when his health is full. If not, the character is still red even though he has full health.
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Remove the red effect on the character when his health is full
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After any battle, the main character will regenerate his health with the same health regeneration speed.
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Reduce the main character's health regeneration speed to 1/5th so that the main character's health regenerates after every battle and I can never press spawnBtn without the main character's health being full
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When you click on the buttons, they will shrink by 10% for 0.2 seconds and then return to their original size. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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When you click on workBtn, here's what will happen, let duration = Math.max(10000, ((level ** 1.2) * 60000) / (attackSpeed * attack)); spawnBtn can't be pressed for a period of seconds, this time will flow backwards under workBtn, when the time is up spawnBtn can be pressed again. and when the time is up, it will drop gold as much as (main character's level * attack speed + attack / 2) / random number between 1-5), create the gold under the main character's visual and again, move towards the part where the gold amount is.
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When you click on workBtn, the following will happen: spawnBtn cannot be pressed for a period of seconds equal to (main character's level * 1000/((attack speed * attack ) / 10)), this time will flow backwards under workBtn, when the time is up, spawnBtn can be pressed again. And when the time is up, it will drop gold equal to (main character's level * attack speed + attack / 2) / a random number between 1-5), create the gold under the main character's visual and again, retreat to the part where the gold amount is.
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When you click on workBtn, the following will happen: spawnBtn cannot be pressed for a period of (main character's level * 1000/((attack speed * attack ) / 10)), this time will flow backwards under workBtn, when the time is up, spawnBtn can be pressed again. And when the time is up, it will drop gold equal to (main character's level * attack speed + attack / 2) / a random number between 1-5), create the gold under the main character's visual and again, move towards the part where the gold amount is.
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When you click on workBtn, the following will happen: spawnBtn cannot be pressed for a period of (main character's level * 60 / ((attack speed * attack ) / 10)), this time will flow backwards under workBtn, when the time is up, spawnBtn can be pressed again. And when the time is up, it will drop gold equal to (main character's level * attack speed + attack / 2) / a random number between 1-5), create the gold under the main character's visual and again, move towards the part where the gold amount is. bu şekilde değiştir
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Please fix the bug: 'Uncaught TypeError: isFinite is not a function' in or related to this line: 'if (!isFinite(duration) || duration < 0.5) {' Line Number: 841
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Please fix the bug: 'Cannot set properties of undefined (setting 'alpha')' in or related to this line: 'spawnBtn.alpha = 1;' Line Number: 222
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When you click on workBtn, the following will happen: spawnBtn cannot be pressed for a period of (main character's level * 60 / (attack speed * attack ) / 10), this time will flow backwards under workBtn, when the time is up, spawnBtn can be pressed again. And when the time is up, it will drop gold equal to (main character's level * attack speed + attack) / a random number between 1-5), create the gold under the main character's visual and again, move towards the part where the gold amount is.
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Place workBtn to the right of upgradeBtn
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AFTER LEVEL 15, THE ATTACK SPEED OF THE MAIN CHARACTER AND THE ENEMY WILL NO LONGER INCREASE, AND THE HEALTH VALUE OF THE ENEMY WILL INCREASE BY 50% FOR EVERY EXTRA LEVEL AFTER LEVEL 20.
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THE LEVEL OF THE ENEMY THAT WILL COME AGAINST ME IS AS I TOLD YOU. IT WILL ALWAYS BE EITHER 1 LEVEL LOWER THAN ME, OR THE SAME LEVEL AS ME, OR 1 LEVEL HIGHER, OR 2 LEVEL HIGHER. WHEN I AM LEVEL 20, HE MAY BE ONE OF THE LEVELS 19-20-21-22, ADD THIS TO THE GAME
/**** * 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 ****/ // --- Background Image --- // Hero: red box, left side // Enemy: blue ellipse // Gold: yellow ellipse // Spawn Enemy Button: green box // Upgrade Button: orange box 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: 70, fill: 0xFFE066, glow: { color: 0xffffff, distance: 10, strength: 2 } }); 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: 40, fill: "#000", glow: { color: 0xffffff, distance: 8, strength: 2 } }); 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: 40, fill: "#000", glow: { color: 0xffffff, distance: 8, strength: 2 } }); 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 }); // Work button (to the right of upgradeBtn) var workBtn = LK.getAsset('workBtn', { anchorX: 0.5, anchorY: 0.5 }); // --- Work Button State --- var workBtnActive = true; var workBtnTimer = null; var workBtnCountdownTxt = null; var workBtnTimeLeft = 0; var workBtnDuration = 0; // Helper to enable/disable spawnBtn function setSpawnBtnEnabled(enabled) { if (typeof spawnBtn !== "undefined" && spawnBtn) { if (enabled) { spawnBtn.alpha = 1; spawnBtn.interactive = true; spawnBtn.buttonMode = true; } else { spawnBtn.alpha = 0.5; spawnBtn.interactive = false; spawnBtn.buttonMode = false; } } } setSpawnBtnEnabled(true); // Helper to show/hide workBtn countdown text function showWorkBtnCountdown(timeLeft) { if (!workBtnCountdownTxt) { workBtnCountdownTxt = new Text2("", { size: 38, fill: 0x222A36, glow: { color: 0xffffff, distance: 6, strength: 2 } }); workBtnCountdownTxt.anchor.set(0.5, 0); workBtnCountdownTxt.x = workBtn.x; workBtnCountdownTxt.y = workBtn.y + workBtn.height / 2 + 8; LK.gui.top.addChild(workBtnCountdownTxt); } workBtnCountdownTxt.visible = true; workBtnCountdownTxt.setText(timeLeft > 0 ? timeLeft.toFixed(1) + "s" : ""); } function hideWorkBtnCountdown() { if (workBtnCountdownTxt) { workBtnCountdownTxt.visible = false; } } // 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; // Place workBtn to the right of upgradeBtn, with a small gap workBtn.x = upgradeBtn.x + upgradeBtn.width / 2 + workBtn.width / 2 + 30; workBtn.y = upgradeBtn.y; // Add gold required text under the upgrade button var upgradeCostTxt = new Text2("", { size: 40, fill: 0x222A36, glow: { color: 0xffffff, distance: 8, strength: 2 } }); upgradeCostTxt.anchor.set(0.5, 0); upgradeCostTxt.x = upgradeBtn.x; upgradeCostTxt.y = upgradeBtn.y + upgradeBtn.height / 2 + 10; LK.gui.top.addChild(upgradeCostTxt); LK.gui.top.addChild(upgradeBtn); LK.gui.top.addChild(workBtn); // 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; // Add "find enemy!" text above the spawn button var findEnemyTxt = new Text2("find enemy!", { size: 45, fill: 0x222A36, glow: { color: 0xffffff, distance: 8, strength: 2 } }); findEnemyTxt.anchor.set(0.5, 1); findEnemyTxt.x = spawnBtn.x; findEnemyTxt.y = spawnBtn.y - spawnBtn.height / 2 - 20; LK.gui.bottom.addChild(findEnemyTxt); LK.gui.bottom.addChild(spawnBtn); // --- Helper Functions --- function updateGoldDisplay() { goldTxt.setText(goldAmount); } function updateUpgradeDisplay() { // Show gold required to upgrade under the upgrade button if (typeof upgradeCostTxt !== "undefined") { var nextUpgradeCost = heroLevel * 5; upgradeCostTxt.setText("Gold required: " + nextUpgradeCost); } } // Update hero stats display function updateHeroStatsDisplay() { var stats = getStatsForLevel(heroLevel, "hero"); 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 enemyLevel = currentEnemy.level || heroLevel; var stats = getStatsForLevel(enemyLevel, "enemy"); var hpDisplay = typeof currentEnemy.hp === "number" ? Math.max(0, Math.round(currentEnemy.hp)) + " / " + stats.hp : stats.hp; enemyStatsTxt.setText("Enemy\n" + "Level: " + enemyLevel + "\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 }]; // --- Stat scaling logic for hero and enemy after level 10 --- // Store hero stat growth per level (compounded) and enemy stat growth per level (linear from level 10 base) var heroStatGrowth = { hp: [enemyStatsByLevel[9].hp], atk: [enemyStatsByLevel[9].atk], atkSpd: [enemyStatsByLevel[9].atkSpd] }; var enemyStatGrowth = { hp: [enemyStatsByLevel[9].hp], atk: [enemyStatsByLevel[9].atk], atkSpd: [enemyStatsByLevel[9].atkSpd] }; // Store enemy stat percent increases per level (for linear scaling) var enemyStatPercents = { hp: [], atk: [], atkSpd: [] }; // Store hero stat percent increases per level (for compounded scaling) var heroStatPercents = { hp: [], atk: [], atkSpd: [] }; // Helper to get random percent between 5% and 20% function randomPercent() { return 0.05 + Math.random() * 0.15; } // Precompute stat growth up to a reasonable max level (e.g. 100) function ensureStatGrowthUpTo(level) { var maxComputed = heroStatGrowth.hp.length + 9; // since index 0 is level 10 for (var lvl = maxComputed + 1; lvl <= level; lvl++) { // HERO: compounded var prevHeroHp = heroStatGrowth.hp[heroStatGrowth.hp.length - 1]; var prevHeroAtk = heroStatGrowth.atk[heroStatGrowth.atk.length - 1]; var prevHeroAtkSpd = heroStatGrowth.atkSpd[heroStatGrowth.atkSpd.length - 1]; var heroHpPct = randomPercent(); var heroAtkPct = randomPercent(); // After level 15, hero attack speed no longer increases var heroAtkSpdPct = lvl > 15 ? 0 : randomPercent(); heroStatPercents.hp.push(heroHpPct); heroStatPercents.atk.push(heroAtkPct); heroStatPercents.atkSpd.push(heroAtkSpdPct); heroStatGrowth.hp.push(Math.round(prevHeroHp * (1 + heroHpPct))); heroStatGrowth.atk.push(Math.round(prevHeroAtk * (1 + heroAtkPct))); heroStatGrowth.atkSpd.push(Math.round(prevHeroAtkSpd * (1 + heroAtkSpdPct))); // ENEMY: linear from level 10 base var baseHp = enemyStatsByLevel[9].hp; var baseAtk = enemyStatsByLevel[9].atk; var baseAtkSpd = enemyStatsByLevel[9].atkSpd; var enemyHpPct = randomPercent(); var enemyAtkPct = randomPercent(); // After level 15, enemy attack speed no longer increases var enemyAtkSpdPct = lvl > 15 ? 0 : randomPercent(); enemyStatPercents.hp.push(enemyHpPct); enemyStatPercents.atk.push(enemyAtkPct); enemyStatPercents.atkSpd.push(enemyAtkSpdPct); // For linear, sum all previous percent increases var totalHpPct = 0; var totalAtkPct = 0; var totalAtkSpdPct = 0; for (var i = 0; i < enemyStatPercents.hp.length; i++) totalHpPct += enemyStatPercents.hp[i]; for (var i = 0; i < enemyStatPercents.atk.length; i++) totalAtkPct += enemyStatPercents.atk[i]; for (var i = 0; i < enemyStatPercents.atkSpd.length; i++) totalAtkSpdPct += enemyStatPercents.atkSpd[i]; // After level 20, enemy health increases by an additional 50% per level var extraHpMultiplier = 1; if (lvl > 20) { // For each level above 20, multiply by 1.5 for each extra level extraHpMultiplier = Math.pow(1.5, lvl - 20); } enemyStatGrowth.hp.push(Math.round(baseHp * (1 + totalHpPct) * extraHpMultiplier)); enemyStatGrowth.atk.push(Math.round(baseAtk * (1 + totalAtkPct))); enemyStatGrowth.atkSpd.push(Math.round(baseAtkSpd * (1 + totalAtkSpdPct))); } } // Returns stats for a given level and type ('hero' or 'enemy') function getStatsForLevel(level, type) { if (level <= 10) { var idx = Math.max(0, Math.min(enemyStatsByLevel.length - 1, level - 1)); var stats = enemyStatsByLevel[idx]; return { hp: stats.hp, atk: stats.atk, atkSpd: stats.atkSpd }; } ensureStatGrowthUpTo(level); var idx = level - 10; if (type === "hero") { return { hp: heroStatGrowth.hp[idx], atk: heroStatGrowth.atk[idx], atkSpd: heroStatGrowth.atkSpd[idx] }; } else { return { hp: enemyStatGrowth.hp[idx], atk: enemyStatGrowth.atk[idx], atkSpd: enemyStatGrowth.atkSpd[idx] }; } } // For backward compatibility, keep getEnemyStatsForLevel for hero stats (used in refill, etc) function getEnemyStatsForLevel(level) { return getStatsForLevel(level, "hero"); } function spawnEnemy() { if (currentEnemy && currentEnemy.isAlive) return; // Only one at a time if (hero.healthRefilling) return; // Don't allow spawn while refilling 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; // Determine enemy level: always one of heroLevel-1, heroLevel, heroLevel+1, or heroLevel+2 var possibleLevels = [Math.max(1, heroLevel - 1), heroLevel, heroLevel + 1, heroLevel + 2]; // Remove duplicates and clamp to at least 1 var uniqueLevels = []; for (var i = 0; i < possibleLevels.length; i++) { var lvl = Math.max(1, possibleLevels[i]); if (uniqueLevels.indexOf(lvl) === -1) uniqueLevels.push(lvl); } // Randomly pick one var enemyLevel = uniqueLevels[Math.floor(Math.random() * uniqueLevels.length)]; // Clamp enemyLevel to valid range for stats table enemyLevel = Math.max(1, Math.min(enemyStatsByLevel.length + heroStatGrowth.hp.length, enemyLevel)); // Get stats for this level (enemy uses linear scaling after level 10) var stats = getStatsForLevel(enemyLevel, "enemy"); enemy.hp = stats.hp; enemy.attack = stats.atk; enemy.attackSpeed = stats.atkSpd; enemy.isAlive = true; enemy.spawnAnim(); game.addChild(enemy); currentEnemy = enemy; // Store the enemy's level for display currentEnemy.level = enemyLevel; 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 (hero uses compounded scaling after level 10) var heroStats = getStatsForLevel(heroLevel, "hero"); 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; // Start health refill (handled in update loop) hero.healthRefilling = false; // Will be set to true in update loop } }, 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(); } // Start hero health refill after any battle (at same refill speed as on defeat) // If hero died (currentHp <= 0), double the refill duration if (typeof hero.currentHp === "number" && hero.currentHp < getStatsForLevel(heroLevel, "hero").hp && !hero.healthRefilling) { hero.healthRefilling = true; hero.refillStartTime = Date.now(); var stats = getStatsForLevel(heroLevel, "hero"); hero.refillFromHp = hero.currentHp; hero.refillToHp = stats.hp; // Set refill duration to 1/5th speed (5x slower), or 1/10th (10x slower) if hero died var baseDuration = 1000; // original duration if (hero.currentHp <= 0) { hero.refillDuration = baseDuration * 10; // 10x slower if died } else { hero.refillDuration = baseDuration * 5; // 5x slower otherwise } } }); // --- 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) { // Animate shrink tween.stop(spawnBtn, { scaleX: true, scaleY: true }); tween(spawnBtn, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100, easing: tween.cubicIn, onFinish: function onFinish() { tween(spawnBtn, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.cubicOut, onFinish: function onFinish() { // After animation, trigger action 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) { // Animate shrink tween.stop(upgradeBtn, { scaleX: true, scaleY: true }); tween(upgradeBtn, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100, easing: tween.cubicIn, onFinish: function onFinish() { tween(upgradeBtn, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.cubicOut, onFinish: function onFinish() { // After animation, trigger action upgradeHero(); } }); } }); }; // Work button tap workBtn.down = function (x, y, obj) { if (!workBtnActive) return; // Prevent workBtn press if hero HP is not full if (typeof hero.currentHp === "number" && hero.currentHp < getStatsForLevel(heroLevel, "hero").hp) return; // Animate shrink tween.stop(workBtn, { scaleX: true, scaleY: true }); tween(workBtn, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100, easing: tween.cubicIn, onFinish: function onFinish() { tween(workBtn, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.cubicOut, onFinish: function onFinish() { // After animation, trigger action // Calculate duration: let duration = Math.max(10000, ((level ** 1.2) * 60000) / (attackSpeed * attack)); var stats = getStatsForLevel(heroLevel, "hero"); var denominator = stats.atkSpd * stats.atk; var duration = 10; // Defensive minimum in seconds if (Number.isFinite(denominator) && denominator > 0) { duration = Math.max(10000, Math.pow(heroLevel, 1.2) * 60000 / denominator) / 1000; // ms to seconds } workBtnActive = false; workBtnDuration = duration; workBtnTimeLeft = duration; setSpawnBtnEnabled(false); showWorkBtnCountdown(workBtnTimeLeft); // Start timer to update countdown if (workBtnTimer) { LK.clearInterval(workBtnTimer); workBtnTimer = null; } workBtnTimer = LK.setInterval(function () { workBtnTimeLeft -= 0.1; if (workBtnTimeLeft < 0) workBtnTimeLeft = 0; showWorkBtnCountdown(workBtnTimeLeft); if (workBtnTimeLeft <= 0) { // Timer done LK.clearInterval(workBtnTimer); workBtnTimer = null; workBtnActive = true; setSpawnBtnEnabled(true); hideWorkBtnCountdown(); // Drop gold: (main character's level * attack speed + attack / 2) / random(1-5) var stats = getStatsForLevel(heroLevel, "hero"); var divisor = Math.floor(Math.random() * 5) + 1; var goldVal = heroLevel * stats.atkSpd + stats.atk / 2; var goldDrop = Math.max(1, Math.floor(goldVal / divisor)); // Calculate 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); // Spawn gold under hero and animate to gold display for (var i = 0; i < goldDrop; i++) { var gold = new Gold(); gold.x = hero.x; gold.y = hero.y + hero.height / 2 + 60 + (Math.random() * 40 - 20); gold.scaleX = 1; gold.scaleY = 1; gold.alpha = 1; game.addChild(gold); golds.push(gold); // Animate to gold display (function (goldObj, idx) { // Retreat: move down a bit, then animate to gold display var retreatY = goldObj.y + 80 + (Math.random() * 30 - 15); goldObj.dropAnim(goldObj.x, retreatY, function () { LK.setTimeout(function () { goldObj.collectAnim(goldDisplayGamePos.x, goldDisplayGamePos.y, function () { goldAmount += 1; updateGoldDisplay(); goldObj.destroy(); }); }, 80 * idx); }); })(gold, i); } } }, 100); } }); } }); }; // --- 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); } } // --- Hero health refill logic --- if (typeof hero.healthRefilling === "undefined") hero.healthRefilling = false; if (typeof hero.refillStartTime === "undefined") hero.refillStartTime = 0; if (typeof hero.refillDuration === "undefined") hero.refillDuration = 5000; // Default, will be set below if (typeof hero.refillFromHp === "undefined") hero.refillFromHp = 0; if (typeof hero.refillToHp === "undefined") hero.refillToHp = 0; if (typeof hero.currentHp === "number" && hero.currentHp <= 0 && !hero.healthRefilling) { // Start refill hero.healthRefilling = true; hero.refillStartTime = Date.now(); var stats = getStatsForLevel(heroLevel, "hero"); hero.refillFromHp = 0; hero.refillToHp = stats.hp; // Set refill duration to 1/5th speed (5x slower) hero.refillDuration = 5000; // fallback var baseDuration = 1000; // original duration if (hero.currentHp <= 0) { hero.refillDuration = baseDuration * 10; // 10x slower if died } else { hero.refillDuration = baseDuration * 5; // 5x slower otherwise } // Destroy enemy immediately (so a new one can only be summoned after refill) if (currentEnemy && currentEnemy.isAlive) { currentEnemy.isAlive = false; currentEnemy.defeatAnim(function () { if (currentEnemy) { currentEnemy.destroy(); currentEnemy = null; updateEnemyStatsDisplay(); } }); } } if (hero.healthRefilling) { var now = Date.now(); var elapsed = now - hero.refillStartTime; var t = Math.min(1, elapsed / hero.refillDuration); var stats = getStatsForLevel(heroLevel, "hero"); hero.currentHp = Math.round(hero.refillFromHp + (hero.refillToHp - hero.refillFromHp) * t); if (t >= 1) { hero.currentHp = stats.hp; hero.healthRefilling = false; } } // Prevent spawnBtn and workBtn from being pressed unless hero HP is full if (typeof hero.currentHp === "number" && hero.currentHp < getStatsForLevel(heroLevel, "hero").hp) { setSpawnBtnEnabled(false); // Disable workBtn and make it semi-transparent workBtn.alpha = 0.5; workBtn.interactive = false; workBtn.buttonMode = false; } else if (!hero.healthRefilling && workBtnActive) { setSpawnBtnEnabled(true); // Enable workBtn and restore full opacity workBtn.alpha = 1; workBtn.interactive = true; workBtn.buttonMode = true; // If hero HP is full, remove all effects and restore color tween.stop(hero, { tint: true, alpha: true, scaleX: true, scaleY: true }); hero.tint = 0xffffff; hero.alpha = 1; hero.scaleX = 1; hero.scaleY = 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(); // Keep workBtnCountdownTxt positioned under workBtn if visible if (workBtnCountdownTxt && workBtnCountdownTxt.visible) { workBtnCountdownTxt.x = workBtn.x; workBtnCountdownTxt.y = workBtn.y + workBtn.height / 2 + 8; } }; // --- Initial UI state --- updateGoldDisplay(); updateUpgradeDisplay(); updateHeroStatsDisplay(); updateEnemyStatsDisplay();
===================================================================
--- original.js
+++ change.js
@@ -1039,13 +1039,21 @@
hero.currentHp = stats.hp;
hero.healthRefilling = false;
}
}
- // Prevent spawnBtn from being pressed unless hero HP is full
+ // Prevent spawnBtn and workBtn from being pressed unless hero HP is full
if (typeof hero.currentHp === "number" && hero.currentHp < getStatsForLevel(heroLevel, "hero").hp) {
setSpawnBtnEnabled(false);
+ // Disable workBtn and make it semi-transparent
+ workBtn.alpha = 0.5;
+ workBtn.interactive = false;
+ workBtn.buttonMode = false;
} else if (!hero.healthRefilling && workBtnActive) {
setSpawnBtnEnabled(true);
+ // Enable workBtn and restore full opacity
+ workBtn.alpha = 1;
+ workBtn.interactive = true;
+ workBtn.buttonMode = true;
// If hero HP is full, remove all effects and restore color
tween.stop(hero, {
tint: true,
alpha: true,