/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
coins: 0,
playerLevel: 1,
playerHealth: 100,
playerMaxHealth: 100,
playerStrength: 10,
playerDefense: 5,
playerAgility: 5,
wins: 0
});
/****
* Classes
****/
var ActionButton = Container.expand(function (label, callback) {
var self = Container.call(this);
var button = self.attachAsset('actionButton', {
anchorX: 0.5,
anchorY: 0.5
});
var text = new Text2(label, {
size: 40,
fill: 0xFFFFFF
});
text.anchor.set(0.5, 0.5);
self.addChild(text);
self.setEnabled = function (enabled) {
self.enabled = enabled;
self.alpha = enabled ? 1.0 : 0.5;
};
self.down = function () {
if (self.enabled) {
tween(button, {
scaleX: 0.9,
scaleY: 0.9
}, {
duration: 100
});
}
};
self.up = function () {
if (self.enabled) {
tween(button, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 100
});
if (callback) {
callback();
}
}
};
self.setEnabled(true);
return self;
});
var CoinDisplay = Container.expand(function () {
var self = Container.call(this);
var coinIcon = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5,
x: -30,
y: 0
});
var coinText = new Text2(storage.coins.toString(), {
size: 40,
fill: 0xFFFFFF
});
coinText.anchor.set(0, 0.5);
coinText.x = 10;
self.addChild(coinText);
self.update = function () {
coinText.setText(storage.coins.toString());
};
return self;
});
var CombatLog = Container.expand(function () {
var self = Container.call(this);
var logText = new Text2("", {
size: 35,
fill: 0xFFFFFF
});
logText.anchor.set(0.5, 0);
self.addChild(logText);
self.addEntry = function (message) {
logText.setText(message);
// Clear the message after a delay
LK.setTimeout(function () {
if (logText.text === message) {
// Only clear if it hasn't been changed
logText.setText("");
}
}, 3000);
};
return self;
});
var Gladiator = Container.expand(function (isPlayer) {
var self = Container.call(this);
var sprite = self.attachAsset(isPlayer ? 'player' : 'enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.isPlayer = isPlayer;
self.health = isPlayer ? storage.playerMaxHealth : 0;
self.maxHealth = isPlayer ? storage.playerMaxHealth : 0;
self.strength = isPlayer ? storage.playerStrength : 0;
self.defense = isPlayer ? storage.playerDefense : 0;
self.agility = isPlayer ? storage.playerAgility : 0;
self.level = isPlayer ? storage.playerLevel : 1;
self.healthBar = new HealthBar();
self.healthBar.y = -sprite.height / 2 - 40;
self.healthBar.x = -self.healthBar.width / 2;
self.addChild(self.healthBar);
var levelText = new Text2("Lvl " + self.level, {
size: 40,
fill: 0xFFFFFF
});
levelText.anchor.set(0.5, 0.5);
levelText.y = sprite.height / 2 + 40;
self.addChild(levelText);
self.takeDamage = function (amount) {
var actualDamage = Math.max(1, amount - self.defense / 2);
self.health = Math.max(0, self.health - actualDamage);
self.healthBar.setHealth(self.health, self.maxHealth);
// Visual feedback
tween(sprite, {
tint: 0xFF0000
}, {
duration: 200,
onFinish: function onFinish() {
tween(sprite, {
tint: 0xFFFFFF
}, {
duration: 200
});
}
});
return actualDamage;
};
self.heal = function (amount) {
self.health = Math.min(self.maxHealth, self.health + amount);
self.healthBar.setHealth(self.health, self.maxHealth);
// Visual feedback
tween(sprite, {
tint: 0x00FF00
}, {
duration: 200,
onFinish: function onFinish() {
tween(sprite, {
tint: 0xFFFFFF
}, {
duration: 200
});
}
});
};
self.isDead = function () {
return self.health <= 0;
};
self.reset = function () {
if (self.isPlayer) {
self.health = storage.playerMaxHealth;
self.maxHealth = storage.playerMaxHealth;
self.strength = storage.playerStrength;
self.defense = storage.playerDefense;
self.agility = storage.playerAgility;
self.level = storage.playerLevel;
levelText.setText("Lvl " + self.level);
}
self.healthBar.setHealth(self.health, self.maxHealth);
};
self.generateEnemy = function (difficulty) {
if (!self.isPlayer) {
self.level = Math.max(1, difficulty);
self.health = 80 + self.level * 20;
self.maxHealth = self.health;
self.strength = 8 + self.level * 2;
self.defense = 3 + Math.floor(self.level * 1.5);
self.agility = 3 + Math.floor(self.level * 1.2);
levelText.setText("Lvl " + self.level);
self.healthBar.setHealth(self.health, self.maxHealth);
}
};
self.healthBar.setHealth(self.health, self.maxHealth);
return self;
});
var HealthBar = Container.expand(function () {
var self = Container.call(this);
var background = self.attachAsset('healthBarBg', {
anchorX: 0,
anchorY: 0
});
var bar = self.attachAsset('healthBar', {
anchorX: 0,
anchorY: 0
});
self.setHealth = function (current, max) {
var percentage = Math.max(0, Math.min(1, current / max));
bar.scale.x = percentage;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x302b2a
});
/****
* Game Code
****/
// Game state
var gameState = "menu"; // menu, combat, upgrade, victory, defeat
var currentTurn = "player"; // player, enemy
var currentRound = 0;
var battleWon = false;
// Create arena
var arena = LK.getAsset('arena', {
anchorX: 0.5,
anchorY: 0.5
});
arena.x = 2048 / 2;
arena.y = 2732 / 2;
game.addChild(arena);
// Create gladiators
var player = new Gladiator(true);
player.x = 2048 / 2 - 300;
player.y = 2732 / 2;
game.addChild(player);
var enemy = new Gladiator(false);
enemy.x = 2048 / 2 + 300;
enemy.y = 2732 / 2;
game.addChild(enemy);
// Generate enemy based on player's level
enemy.generateEnemy(storage.playerLevel);
// Create UI elements
var combatLog = new CombatLog();
combatLog.x = 2048 / 2;
combatLog.y = 2732 / 2 - 300;
game.addChild(combatLog);
var coinDisplay = new CoinDisplay();
coinDisplay.x = 2048 - 150;
coinDisplay.y = 150;
game.addChild(coinDisplay);
// Battle UI
var actionButtons = [];
// Attack button
var attackButton = new ActionButton("Attack", function () {
performPlayerAttack();
});
attackButton.x = 2048 / 2 - 250;
attackButton.y = 2732 - 200;
game.addChild(attackButton);
actionButtons.push(attackButton);
// Defend button
var defendButton = new ActionButton("Defend", function () {
performPlayerDefend();
});
defendButton.x = 2048 / 2;
defendButton.y = 2732 - 200;
game.addChild(defendButton);
actionButtons.push(defendButton);
// Special attack button
var specialButton = new ActionButton("Special", function () {
performPlayerSpecial();
});
specialButton.x = 2048 / 2 + 250;
specialButton.y = 2732 - 200;
game.addChild(specialButton);
actionButtons.push(specialButton);
// Next battle button (shown after victory)
var nextBattleButton = new ActionButton("Next Battle", function () {
startNextBattle();
});
nextBattleButton.x = 2048 / 2;
nextBattleButton.y = 2732 - 200;
nextBattleButton.visible = false;
game.addChild(nextBattleButton);
// Upgrade buttons (shown after victory)
var upgradeButtons = [];
var upgradeHealthButton = new ActionButton("Health +20", function () {
upgradeHealth();
});
upgradeHealthButton.x = 2048 / 2 - 250;
upgradeHealthButton.y = 2732 - 300;
upgradeHealthButton.visible = false;
game.addChild(upgradeHealthButton);
upgradeButtons.push(upgradeHealthButton);
var upgradeStrengthButton = new ActionButton("Strength +2", function () {
upgradeStrength();
});
upgradeStrengthButton.x = 2048 / 2;
upgradeStrengthButton.y = 2732 - 300;
upgradeStrengthButton.visible = false;
game.addChild(upgradeStrengthButton);
upgradeButtons.push(upgradeStrengthButton);
var upgradeDefenseButton = new ActionButton("Defense +2", function () {
upgradeDefense();
});
upgradeDefenseButton.x = 2048 / 2 + 250;
upgradeDefenseButton.y = 2732 - 300;
upgradeDefenseButton.visible = false;
game.addChild(upgradeDefenseButton);
upgradeButtons.push(upgradeDefenseButton);
// Title text
var titleText = new Text2("ARENA GLADIATOR", {
size: 120,
fill: 0xFFFFFF
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 2048 / 2;
titleText.y = 500;
game.addChild(titleText);
// Start game button
var startButton = new ActionButton("Start Battle", function () {
startGame();
});
startButton.x = 2048 / 2;
startButton.y = 800;
game.addChild(startButton);
// Status text
var statusText = new Text2("", {
size: 60,
fill: 0xFFFFFF
});
statusText.anchor.set(0.5, 0.5);
statusText.x = 2048 / 2;
statusText.y = 400;
game.addChild(statusText);
// Game functions
function startGame() {
gameState = "combat";
currentTurn = "player";
currentRound = 1;
battleWon = false;
// Reset gladiators
player.reset();
enemy.generateEnemy(storage.playerLevel);
// Update UI visibility
titleText.visible = false;
startButton.visible = false;
showCombatUI(true);
showUpgradeUI(false);
nextBattleButton.visible = false;
statusText.setText("Round " + currentRound);
combatLog.addEntry("The battle begins! It's your turn.");
// Play arena music
LK.playMusic('arenaMusic');
}
function showCombatUI(visible) {
for (var i = 0; i < actionButtons.length; i++) {
actionButtons[i].visible = visible;
}
}
function showUpgradeUI(visible) {
for (var i = 0; i < upgradeButtons.length; i++) {
upgradeButtons[i].visible = visible;
}
}
function performPlayerAttack() {
if (gameState !== "combat" || currentTurn !== "player") {
return;
}
// Disable buttons during animation
setActionButtonsEnabled(false);
// Calculate damage
var baseDamage = player.strength;
var criticalChance = player.agility / 100;
var isCritical = Math.random() < criticalChance;
var damage = baseDamage * (isCritical ? 2 : 1);
// Apply damage to enemy
var actualDamage = enemy.takeDamage(damage);
// Show combat log
if (isCritical) {
combatLog.addEntry("Critical hit! You dealt " + actualDamage + " damage!");
LK.getSound('critical').play();
} else {
combatLog.addEntry("You attacked for " + actualDamage + " damage!");
LK.getSound('hit').play();
}
// Check if enemy is defeated
if (enemy.isDead()) {
LK.setTimeout(function () {
endBattle(true);
}, 1000);
} else {
// Enemy turn after a delay
LK.setTimeout(function () {
currentTurn = "enemy";
performEnemyTurn();
}, 1000);
}
}
function performPlayerDefend() {
if (gameState !== "combat" || currentTurn !== "player") {
return;
}
// Disable buttons during animation
setActionButtonsEnabled(false);
// Add temporary defense bonus
var tempDefenseBonus = Math.floor(player.defense * 0.5);
player.defense += tempDefenseBonus;
combatLog.addEntry("You take a defensive stance! (+" + tempDefenseBonus + " DEF)");
LK.getSound('block').play();
// Enemy turn after a delay
LK.setTimeout(function () {
currentTurn = "enemy";
performEnemyTurn();
// Remove temporary defense bonus after enemy turn
LK.setTimeout(function () {
player.defense -= tempDefenseBonus;
}, 1000);
}, 1000);
}
function performPlayerSpecial() {
if (gameState !== "combat" || currentTurn !== "player") {
return;
}
// Disable buttons during animation
setActionButtonsEnabled(false);
// Special attack has higher damage but might miss
var hitChance = 0.7 + player.agility / 100;
var isHit = Math.random() < hitChance;
if (isHit) {
// Calculate damage (higher than normal attack)
var damage = Math.floor(player.strength * 1.5);
var actualDamage = enemy.takeDamage(damage);
combatLog.addEntry("Special attack hits for " + actualDamage + " damage!");
LK.getSound('critical').play();
// Check if enemy is defeated
if (enemy.isDead()) {
LK.setTimeout(function () {
endBattle(true);
}, 1000);
} else {
// Enemy turn after a delay
LK.setTimeout(function () {
currentTurn = "enemy";
performEnemyTurn();
}, 1000);
}
} else {
combatLog.addEntry("Special attack missed!");
// Enemy turn after a delay
LK.setTimeout(function () {
currentTurn = "enemy";
performEnemyTurn();
}, 1000);
}
}
function performEnemyTurn() {
if (gameState !== "combat" || currentTurn !== "enemy") {
return;
}
// Enemy AI - randomly choose between attack types
var moveType = Math.random();
if (moveType < 0.7) {
// Basic attack
var damage = enemy.strength;
var actualDamage = player.takeDamage(damage);
combatLog.addEntry("Enemy attacks for " + actualDamage + " damage!");
LK.getSound('hit').play();
} else if (moveType < 0.9) {
// Strong attack
var damage = Math.floor(enemy.strength * 1.3);
var actualDamage = player.takeDamage(damage);
combatLog.addEntry("Enemy strikes hard for " + actualDamage + " damage!");
LK.getSound('critical').play();
} else {
// Heal
var healAmount = Math.floor(enemy.maxHealth * 0.1);
enemy.heal(healAmount);
combatLog.addEntry("Enemy recovers " + healAmount + " health!");
}
// Check if player is defeated
if (player.isDead()) {
LK.setTimeout(function () {
endBattle(false);
}, 1000);
} else {
// Player turn after a delay
LK.setTimeout(function () {
currentTurn = "player";
currentRound++;
statusText.setText("Round " + currentRound);
combatLog.addEntry("Your turn!");
setActionButtonsEnabled(true);
}, 1000);
}
}
function endBattle(playerWon) {
gameState = playerWon ? "victory" : "defeat";
battleWon = playerWon;
if (playerWon) {
// Award coins based on enemy level
var coinsEarned = 10 + enemy.level * 5;
storage.coins += coinsEarned;
storage.wins += 1;
coinDisplay.update();
statusText.setText("VICTORY!");
combatLog.addEntry("You won! Earned " + coinsEarned + " coins.");
LK.getSound('victory').play();
// Show upgrade options
showCombatUI(false);
showUpgradeUI(true);
nextBattleButton.visible = true;
} else {
statusText.setText("DEFEAT!");
combatLog.addEntry("You were defeated. Try again!");
LK.getSound('defeat').play();
// Show restart button
showCombatUI(false);
startButton.visible = true;
startButton.x = 2048 / 2;
startButton.y = 2732 - 200;
}
}
function startNextBattle() {
if (gameState !== "victory") {
return;
}
// Level up player
storage.playerLevel += 1;
// Start new battle
startGame();
}
function upgradeHealth() {
if (gameState !== "victory" || storage.coins < 20) {
return;
}
storage.coins -= 20;
storage.playerMaxHealth += 20;
coinDisplay.update();
combatLog.addEntry("Health increased! (20 coins spent)");
updateUpgradeButtons();
}
function upgradeStrength() {
if (gameState !== "victory" || storage.coins < 15) {
return;
}
storage.coins -= 15;
storage.playerStrength += 2;
coinDisplay.update();
combatLog.addEntry("Strength increased! (15 coins spent)");
updateUpgradeButtons();
}
function upgradeDefense() {
if (gameState !== "victory" || storage.coins < 15) {
return;
}
storage.coins -= 15;
storage.playerDefense += 2;
coinDisplay.update();
combatLog.addEntry("Defense increased! (15 coins spent)");
updateUpgradeButtons();
}
function updateUpgradeButtons() {
upgradeHealthButton.setEnabled(storage.coins >= 20);
upgradeStrengthButton.setEnabled(storage.coins >= 15);
upgradeDefenseButton.setEnabled(storage.coins >= 15);
}
function setActionButtonsEnabled(enabled) {
for (var i = 0; i < actionButtons.length; i++) {
actionButtons[i].setEnabled(enabled);
}
}
// Initialize button states
updateUpgradeButtons();
// Game initialization state
player.visible = false;
enemy.visible = false;
statusText.visible = false;
combatLog.visible = false;
// Game main update loop
game.update = function () {
// Update game state
if (gameState === "menu") {
titleText.visible = true;
startButton.visible = true;
player.visible = false;
enemy.visible = false;
statusText.visible = false;
combatLog.visible = false;
showCombatUI(false);
showUpgradeUI(false);
nextBattleButton.visible = false;
} else if (gameState === "combat" || gameState === "victory" || gameState === "defeat") {
titleText.visible = false;
player.visible = true;
enemy.visible = true;
statusText.visible = true;
combatLog.visible = true;
}
};
// Start with menu
gameState = "menu"; ===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,602 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+var storage = LK.import("@upit/storage.v1", {
+ coins: 0,
+ playerLevel: 1,
+ playerHealth: 100,
+ playerMaxHealth: 100,
+ playerStrength: 10,
+ playerDefense: 5,
+ playerAgility: 5,
+ wins: 0
+});
+
+/****
+* Classes
+****/
+var ActionButton = Container.expand(function (label, callback) {
+ var self = Container.call(this);
+ var button = self.attachAsset('actionButton', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ var text = new Text2(label, {
+ size: 40,
+ fill: 0xFFFFFF
+ });
+ text.anchor.set(0.5, 0.5);
+ self.addChild(text);
+ self.setEnabled = function (enabled) {
+ self.enabled = enabled;
+ self.alpha = enabled ? 1.0 : 0.5;
+ };
+ self.down = function () {
+ if (self.enabled) {
+ tween(button, {
+ scaleX: 0.9,
+ scaleY: 0.9
+ }, {
+ duration: 100
+ });
+ }
+ };
+ self.up = function () {
+ if (self.enabled) {
+ tween(button, {
+ scaleX: 1.0,
+ scaleY: 1.0
+ }, {
+ duration: 100
+ });
+ if (callback) {
+ callback();
+ }
+ }
+ };
+ self.setEnabled(true);
+ return self;
+});
+var CoinDisplay = Container.expand(function () {
+ var self = Container.call(this);
+ var coinIcon = self.attachAsset('coin', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: -30,
+ y: 0
+ });
+ var coinText = new Text2(storage.coins.toString(), {
+ size: 40,
+ fill: 0xFFFFFF
+ });
+ coinText.anchor.set(0, 0.5);
+ coinText.x = 10;
+ self.addChild(coinText);
+ self.update = function () {
+ coinText.setText(storage.coins.toString());
+ };
+ return self;
+});
+var CombatLog = Container.expand(function () {
+ var self = Container.call(this);
+ var logText = new Text2("", {
+ size: 35,
+ fill: 0xFFFFFF
+ });
+ logText.anchor.set(0.5, 0);
+ self.addChild(logText);
+ self.addEntry = function (message) {
+ logText.setText(message);
+ // Clear the message after a delay
+ LK.setTimeout(function () {
+ if (logText.text === message) {
+ // Only clear if it hasn't been changed
+ logText.setText("");
+ }
+ }, 3000);
+ };
+ return self;
+});
+var Gladiator = Container.expand(function (isPlayer) {
+ var self = Container.call(this);
+ var sprite = self.attachAsset(isPlayer ? 'player' : 'enemy', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.isPlayer = isPlayer;
+ self.health = isPlayer ? storage.playerMaxHealth : 0;
+ self.maxHealth = isPlayer ? storage.playerMaxHealth : 0;
+ self.strength = isPlayer ? storage.playerStrength : 0;
+ self.defense = isPlayer ? storage.playerDefense : 0;
+ self.agility = isPlayer ? storage.playerAgility : 0;
+ self.level = isPlayer ? storage.playerLevel : 1;
+ self.healthBar = new HealthBar();
+ self.healthBar.y = -sprite.height / 2 - 40;
+ self.healthBar.x = -self.healthBar.width / 2;
+ self.addChild(self.healthBar);
+ var levelText = new Text2("Lvl " + self.level, {
+ size: 40,
+ fill: 0xFFFFFF
+ });
+ levelText.anchor.set(0.5, 0.5);
+ levelText.y = sprite.height / 2 + 40;
+ self.addChild(levelText);
+ self.takeDamage = function (amount) {
+ var actualDamage = Math.max(1, amount - self.defense / 2);
+ self.health = Math.max(0, self.health - actualDamage);
+ self.healthBar.setHealth(self.health, self.maxHealth);
+ // Visual feedback
+ tween(sprite, {
+ tint: 0xFF0000
+ }, {
+ duration: 200,
+ onFinish: function onFinish() {
+ tween(sprite, {
+ tint: 0xFFFFFF
+ }, {
+ duration: 200
+ });
+ }
+ });
+ return actualDamage;
+ };
+ self.heal = function (amount) {
+ self.health = Math.min(self.maxHealth, self.health + amount);
+ self.healthBar.setHealth(self.health, self.maxHealth);
+ // Visual feedback
+ tween(sprite, {
+ tint: 0x00FF00
+ }, {
+ duration: 200,
+ onFinish: function onFinish() {
+ tween(sprite, {
+ tint: 0xFFFFFF
+ }, {
+ duration: 200
+ });
+ }
+ });
+ };
+ self.isDead = function () {
+ return self.health <= 0;
+ };
+ self.reset = function () {
+ if (self.isPlayer) {
+ self.health = storage.playerMaxHealth;
+ self.maxHealth = storage.playerMaxHealth;
+ self.strength = storage.playerStrength;
+ self.defense = storage.playerDefense;
+ self.agility = storage.playerAgility;
+ self.level = storage.playerLevel;
+ levelText.setText("Lvl " + self.level);
+ }
+ self.healthBar.setHealth(self.health, self.maxHealth);
+ };
+ self.generateEnemy = function (difficulty) {
+ if (!self.isPlayer) {
+ self.level = Math.max(1, difficulty);
+ self.health = 80 + self.level * 20;
+ self.maxHealth = self.health;
+ self.strength = 8 + self.level * 2;
+ self.defense = 3 + Math.floor(self.level * 1.5);
+ self.agility = 3 + Math.floor(self.level * 1.2);
+ levelText.setText("Lvl " + self.level);
+ self.healthBar.setHealth(self.health, self.maxHealth);
+ }
+ };
+ self.healthBar.setHealth(self.health, self.maxHealth);
+ return self;
+});
+var HealthBar = Container.expand(function () {
+ var self = Container.call(this);
+ var background = self.attachAsset('healthBarBg', {
+ anchorX: 0,
+ anchorY: 0
+ });
+ var bar = self.attachAsset('healthBar', {
+ anchorX: 0,
+ anchorY: 0
+ });
+ self.setHealth = function (current, max) {
+ var percentage = Math.max(0, Math.min(1, current / max));
+ bar.scale.x = percentage;
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x302b2a
+});
+
+/****
+* Game Code
+****/
+// Game state
+var gameState = "menu"; // menu, combat, upgrade, victory, defeat
+var currentTurn = "player"; // player, enemy
+var currentRound = 0;
+var battleWon = false;
+// Create arena
+var arena = LK.getAsset('arena', {
+ anchorX: 0.5,
+ anchorY: 0.5
+});
+arena.x = 2048 / 2;
+arena.y = 2732 / 2;
+game.addChild(arena);
+// Create gladiators
+var player = new Gladiator(true);
+player.x = 2048 / 2 - 300;
+player.y = 2732 / 2;
+game.addChild(player);
+var enemy = new Gladiator(false);
+enemy.x = 2048 / 2 + 300;
+enemy.y = 2732 / 2;
+game.addChild(enemy);
+// Generate enemy based on player's level
+enemy.generateEnemy(storage.playerLevel);
+// Create UI elements
+var combatLog = new CombatLog();
+combatLog.x = 2048 / 2;
+combatLog.y = 2732 / 2 - 300;
+game.addChild(combatLog);
+var coinDisplay = new CoinDisplay();
+coinDisplay.x = 2048 - 150;
+coinDisplay.y = 150;
+game.addChild(coinDisplay);
+// Battle UI
+var actionButtons = [];
+// Attack button
+var attackButton = new ActionButton("Attack", function () {
+ performPlayerAttack();
+});
+attackButton.x = 2048 / 2 - 250;
+attackButton.y = 2732 - 200;
+game.addChild(attackButton);
+actionButtons.push(attackButton);
+// Defend button
+var defendButton = new ActionButton("Defend", function () {
+ performPlayerDefend();
+});
+defendButton.x = 2048 / 2;
+defendButton.y = 2732 - 200;
+game.addChild(defendButton);
+actionButtons.push(defendButton);
+// Special attack button
+var specialButton = new ActionButton("Special", function () {
+ performPlayerSpecial();
+});
+specialButton.x = 2048 / 2 + 250;
+specialButton.y = 2732 - 200;
+game.addChild(specialButton);
+actionButtons.push(specialButton);
+// Next battle button (shown after victory)
+var nextBattleButton = new ActionButton("Next Battle", function () {
+ startNextBattle();
+});
+nextBattleButton.x = 2048 / 2;
+nextBattleButton.y = 2732 - 200;
+nextBattleButton.visible = false;
+game.addChild(nextBattleButton);
+// Upgrade buttons (shown after victory)
+var upgradeButtons = [];
+var upgradeHealthButton = new ActionButton("Health +20", function () {
+ upgradeHealth();
+});
+upgradeHealthButton.x = 2048 / 2 - 250;
+upgradeHealthButton.y = 2732 - 300;
+upgradeHealthButton.visible = false;
+game.addChild(upgradeHealthButton);
+upgradeButtons.push(upgradeHealthButton);
+var upgradeStrengthButton = new ActionButton("Strength +2", function () {
+ upgradeStrength();
+});
+upgradeStrengthButton.x = 2048 / 2;
+upgradeStrengthButton.y = 2732 - 300;
+upgradeStrengthButton.visible = false;
+game.addChild(upgradeStrengthButton);
+upgradeButtons.push(upgradeStrengthButton);
+var upgradeDefenseButton = new ActionButton("Defense +2", function () {
+ upgradeDefense();
+});
+upgradeDefenseButton.x = 2048 / 2 + 250;
+upgradeDefenseButton.y = 2732 - 300;
+upgradeDefenseButton.visible = false;
+game.addChild(upgradeDefenseButton);
+upgradeButtons.push(upgradeDefenseButton);
+// Title text
+var titleText = new Text2("ARENA GLADIATOR", {
+ size: 120,
+ fill: 0xFFFFFF
+});
+titleText.anchor.set(0.5, 0.5);
+titleText.x = 2048 / 2;
+titleText.y = 500;
+game.addChild(titleText);
+// Start game button
+var startButton = new ActionButton("Start Battle", function () {
+ startGame();
+});
+startButton.x = 2048 / 2;
+startButton.y = 800;
+game.addChild(startButton);
+// Status text
+var statusText = new Text2("", {
+ size: 60,
+ fill: 0xFFFFFF
+});
+statusText.anchor.set(0.5, 0.5);
+statusText.x = 2048 / 2;
+statusText.y = 400;
+game.addChild(statusText);
+// Game functions
+function startGame() {
+ gameState = "combat";
+ currentTurn = "player";
+ currentRound = 1;
+ battleWon = false;
+ // Reset gladiators
+ player.reset();
+ enemy.generateEnemy(storage.playerLevel);
+ // Update UI visibility
+ titleText.visible = false;
+ startButton.visible = false;
+ showCombatUI(true);
+ showUpgradeUI(false);
+ nextBattleButton.visible = false;
+ statusText.setText("Round " + currentRound);
+ combatLog.addEntry("The battle begins! It's your turn.");
+ // Play arena music
+ LK.playMusic('arenaMusic');
+}
+function showCombatUI(visible) {
+ for (var i = 0; i < actionButtons.length; i++) {
+ actionButtons[i].visible = visible;
+ }
+}
+function showUpgradeUI(visible) {
+ for (var i = 0; i < upgradeButtons.length; i++) {
+ upgradeButtons[i].visible = visible;
+ }
+}
+function performPlayerAttack() {
+ if (gameState !== "combat" || currentTurn !== "player") {
+ return;
+ }
+ // Disable buttons during animation
+ setActionButtonsEnabled(false);
+ // Calculate damage
+ var baseDamage = player.strength;
+ var criticalChance = player.agility / 100;
+ var isCritical = Math.random() < criticalChance;
+ var damage = baseDamage * (isCritical ? 2 : 1);
+ // Apply damage to enemy
+ var actualDamage = enemy.takeDamage(damage);
+ // Show combat log
+ if (isCritical) {
+ combatLog.addEntry("Critical hit! You dealt " + actualDamage + " damage!");
+ LK.getSound('critical').play();
+ } else {
+ combatLog.addEntry("You attacked for " + actualDamage + " damage!");
+ LK.getSound('hit').play();
+ }
+ // Check if enemy is defeated
+ if (enemy.isDead()) {
+ LK.setTimeout(function () {
+ endBattle(true);
+ }, 1000);
+ } else {
+ // Enemy turn after a delay
+ LK.setTimeout(function () {
+ currentTurn = "enemy";
+ performEnemyTurn();
+ }, 1000);
+ }
+}
+function performPlayerDefend() {
+ if (gameState !== "combat" || currentTurn !== "player") {
+ return;
+ }
+ // Disable buttons during animation
+ setActionButtonsEnabled(false);
+ // Add temporary defense bonus
+ var tempDefenseBonus = Math.floor(player.defense * 0.5);
+ player.defense += tempDefenseBonus;
+ combatLog.addEntry("You take a defensive stance! (+" + tempDefenseBonus + " DEF)");
+ LK.getSound('block').play();
+ // Enemy turn after a delay
+ LK.setTimeout(function () {
+ currentTurn = "enemy";
+ performEnemyTurn();
+ // Remove temporary defense bonus after enemy turn
+ LK.setTimeout(function () {
+ player.defense -= tempDefenseBonus;
+ }, 1000);
+ }, 1000);
+}
+function performPlayerSpecial() {
+ if (gameState !== "combat" || currentTurn !== "player") {
+ return;
+ }
+ // Disable buttons during animation
+ setActionButtonsEnabled(false);
+ // Special attack has higher damage but might miss
+ var hitChance = 0.7 + player.agility / 100;
+ var isHit = Math.random() < hitChance;
+ if (isHit) {
+ // Calculate damage (higher than normal attack)
+ var damage = Math.floor(player.strength * 1.5);
+ var actualDamage = enemy.takeDamage(damage);
+ combatLog.addEntry("Special attack hits for " + actualDamage + " damage!");
+ LK.getSound('critical').play();
+ // Check if enemy is defeated
+ if (enemy.isDead()) {
+ LK.setTimeout(function () {
+ endBattle(true);
+ }, 1000);
+ } else {
+ // Enemy turn after a delay
+ LK.setTimeout(function () {
+ currentTurn = "enemy";
+ performEnemyTurn();
+ }, 1000);
+ }
+ } else {
+ combatLog.addEntry("Special attack missed!");
+ // Enemy turn after a delay
+ LK.setTimeout(function () {
+ currentTurn = "enemy";
+ performEnemyTurn();
+ }, 1000);
+ }
+}
+function performEnemyTurn() {
+ if (gameState !== "combat" || currentTurn !== "enemy") {
+ return;
+ }
+ // Enemy AI - randomly choose between attack types
+ var moveType = Math.random();
+ if (moveType < 0.7) {
+ // Basic attack
+ var damage = enemy.strength;
+ var actualDamage = player.takeDamage(damage);
+ combatLog.addEntry("Enemy attacks for " + actualDamage + " damage!");
+ LK.getSound('hit').play();
+ } else if (moveType < 0.9) {
+ // Strong attack
+ var damage = Math.floor(enemy.strength * 1.3);
+ var actualDamage = player.takeDamage(damage);
+ combatLog.addEntry("Enemy strikes hard for " + actualDamage + " damage!");
+ LK.getSound('critical').play();
+ } else {
+ // Heal
+ var healAmount = Math.floor(enemy.maxHealth * 0.1);
+ enemy.heal(healAmount);
+ combatLog.addEntry("Enemy recovers " + healAmount + " health!");
+ }
+ // Check if player is defeated
+ if (player.isDead()) {
+ LK.setTimeout(function () {
+ endBattle(false);
+ }, 1000);
+ } else {
+ // Player turn after a delay
+ LK.setTimeout(function () {
+ currentTurn = "player";
+ currentRound++;
+ statusText.setText("Round " + currentRound);
+ combatLog.addEntry("Your turn!");
+ setActionButtonsEnabled(true);
+ }, 1000);
+ }
+}
+function endBattle(playerWon) {
+ gameState = playerWon ? "victory" : "defeat";
+ battleWon = playerWon;
+ if (playerWon) {
+ // Award coins based on enemy level
+ var coinsEarned = 10 + enemy.level * 5;
+ storage.coins += coinsEarned;
+ storage.wins += 1;
+ coinDisplay.update();
+ statusText.setText("VICTORY!");
+ combatLog.addEntry("You won! Earned " + coinsEarned + " coins.");
+ LK.getSound('victory').play();
+ // Show upgrade options
+ showCombatUI(false);
+ showUpgradeUI(true);
+ nextBattleButton.visible = true;
+ } else {
+ statusText.setText("DEFEAT!");
+ combatLog.addEntry("You were defeated. Try again!");
+ LK.getSound('defeat').play();
+ // Show restart button
+ showCombatUI(false);
+ startButton.visible = true;
+ startButton.x = 2048 / 2;
+ startButton.y = 2732 - 200;
+ }
+}
+function startNextBattle() {
+ if (gameState !== "victory") {
+ return;
+ }
+ // Level up player
+ storage.playerLevel += 1;
+ // Start new battle
+ startGame();
+}
+function upgradeHealth() {
+ if (gameState !== "victory" || storage.coins < 20) {
+ return;
+ }
+ storage.coins -= 20;
+ storage.playerMaxHealth += 20;
+ coinDisplay.update();
+ combatLog.addEntry("Health increased! (20 coins spent)");
+ updateUpgradeButtons();
+}
+function upgradeStrength() {
+ if (gameState !== "victory" || storage.coins < 15) {
+ return;
+ }
+ storage.coins -= 15;
+ storage.playerStrength += 2;
+ coinDisplay.update();
+ combatLog.addEntry("Strength increased! (15 coins spent)");
+ updateUpgradeButtons();
+}
+function upgradeDefense() {
+ if (gameState !== "victory" || storage.coins < 15) {
+ return;
+ }
+ storage.coins -= 15;
+ storage.playerDefense += 2;
+ coinDisplay.update();
+ combatLog.addEntry("Defense increased! (15 coins spent)");
+ updateUpgradeButtons();
+}
+function updateUpgradeButtons() {
+ upgradeHealthButton.setEnabled(storage.coins >= 20);
+ upgradeStrengthButton.setEnabled(storage.coins >= 15);
+ upgradeDefenseButton.setEnabled(storage.coins >= 15);
+}
+function setActionButtonsEnabled(enabled) {
+ for (var i = 0; i < actionButtons.length; i++) {
+ actionButtons[i].setEnabled(enabled);
+ }
+}
+// Initialize button states
+updateUpgradeButtons();
+// Game initialization state
+player.visible = false;
+enemy.visible = false;
+statusText.visible = false;
+combatLog.visible = false;
+// Game main update loop
+game.update = function () {
+ // Update game state
+ if (gameState === "menu") {
+ titleText.visible = true;
+ startButton.visible = true;
+ player.visible = false;
+ enemy.visible = false;
+ statusText.visible = false;
+ combatLog.visible = false;
+ showCombatUI(false);
+ showUpgradeUI(false);
+ nextBattleButton.visible = false;
+ } else if (gameState === "combat" || gameState === "victory" || gameState === "defeat") {
+ titleText.visible = false;
+ player.visible = true;
+ enemy.visible = true;
+ statusText.visible = true;
+ combatLog.visible = true;
+ }
+};
+// Start with menu
+gameState = "menu";
\ No newline at end of file