/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { playerHP: 20, monstersFought: 0, monstersSpared: 0, currentArea: "ruins", gameProgress: 0 }); /**** * Classes ****/ var ActionButton = Container.expand(function (type, text) { var self = Container.call(this); var assetId = type + 'Button'; var buttonGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); self.text = new Text2(text, { size: 40, fill: 0xFFFFFF }); self.text.anchor.set(0.5, 0.5); self.addChild(self.text); self.setPosition = function (x, y) { self.x = x; self.y = y; self.text.x = 0; self.text.y = 0; }; self.down = function (x, y, obj) { tween(buttonGraphics, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100 }); }; self.up = function (x, y, obj) { tween(buttonGraphics, { scaleX: 1.0, scaleY: 1.0 }, { duration: 100 }); if (self.onClick) { self.onClick(); } }; return self; }); var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = 0; self.speedY = 0; self.damage = 2; self.update = function () { self.x += self.speedX; self.y += self.speedY; // Check if out of bounds if (self.x < battleArea.x || self.x > battleArea.x + battleArea.width || self.y < battleArea.y || self.y > battleArea.y + battleArea.height) { self.shouldRemove = true; } }; self.setVelocity = function (speedX, speedY) { self.speedX = speedX; self.speedY = speedY; }; return self; }); var DialogBox = Container.expand(function () { var self = Container.call(this); var box = self.attachAsset('dialogBox', { anchorX: 0.5, anchorY: 0.5 }); self.text = new Text2("", { size: 48, fill: 0xFFFFFF }); self.text.anchor.set(0.5, 0.5); self.addChild(self.text); self.setMessage = function (message) { self.text.setText(message); }; self.setPosition = function (x, y) { self.x = x; self.y = y; self.text.x = 0; self.text.y = 0; }; self.show = function () { self.visible = true; }; self.hide = function () { self.visible = false; }; return self; }); var Monster = Container.expand(function () { var self = Container.call(this); var monsterSprite = self.attachAsset('monster', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); self.hp = 30; self.maxHP = 30; self.name = "Froggit"; self.mercy = 0; self.mercyThreshold = 100; self.spared = false; self.defeated = false; // Attacks available to this monster self.attacks = ['basic', 'circle', 'random']; self.setPosition = function (x, y) { self.x = x; self.y = y; }; self.takeDamage = function (amount) { self.hp = Math.max(0, self.hp - amount); // Flash the sprite white tween(monsterSprite, { tint: 0xffffff }, { duration: 100, onFinish: function onFinish() { tween(monsterSprite, { tint: 0xffffff }, { duration: 100, onFinish: function onFinish() { monsterSprite.tint = 0xffffff; } }); } }); if (self.hp <= 0) { self.defeated = true; storage.monstersFought++; monsterSprite.alpha = 0; LK.getSound('hit').play(); } }; self.increaseMercy = function (amount) { self.mercy = Math.min(self.mercyThreshold, self.mercy + amount); if (self.mercy >= self.mercyThreshold) { self.spared = true; storage.monstersSpared++; tween(monsterSprite, { alpha: 0 }, { duration: 1000 }); LK.getSound('spare').play(); } }; self.getRandomAttack = function () { var index = Math.floor(Math.random() * self.attacks.length); return self.attacks[index]; }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); self.hp = storage.playerHP || 20; self.maxHP = 20; self.name = "You"; self.level = 1; var playerSprite = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.resetPosition = function () { self.x = 2048 / 2; self.y = 2732 / 2; }; self.takeDamage = function (amount) { self.hp = Math.max(0, self.hp - amount); storage.playerHP = self.hp; LK.getSound('damage').play(); // Flash the sprite red tween(playerSprite, { alpha: 0.5 }, { duration: 100, onFinish: function onFinish() { tween(playerSprite, { alpha: 1 }, { duration: 100 }); } }); if (self.hp <= 0) { LK.showGameOver(); } }; self.heal = function (amount) { self.hp = Math.min(self.maxHP, self.hp + amount); storage.playerHP = self.hp; }; return self; }); var Soul = Container.expand(function () { var self = Container.call(this); var heart = self.attachAsset('heart', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.targetX = 0; self.targetY = 0; self.update = function () { if (self.moving) { // Move toward target position self.x += (self.targetX - self.x) * 0.2; self.y += (self.targetY - self.y) * 0.2; } }; self.moveTo = function (x, y) { self.targetX = x; self.targetY = y; self.moving = true; }; self.stopMoving = function () { self.moving = false; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ game.setBackgroundColor(0x111111); // Game state variables var gameState = 'exploration'; // exploration, battle, dialog var battlePhase = 'start'; // start, playerTurn, monsterTurn, end var dialogQueue = []; var bullets = []; var attackTimer = 0; var turnCounter = 0; // Create our main gameplay objects var player = new Player(); var currentMonster = null; var soul = new Soul(); var dialogBox = new DialogBox(); var battleArea = null; // Action buttons var fightButton = new ActionButton('fight', 'FIGHT'); var actButton = new ActionButton('act', 'ACT'); var mercyButton = new ActionButton('mercy', 'MERCY'); // Set up dialog box dialogBox.setPosition(2048 / 2, 2732 - 300); dialogBox.hide(); game.addChild(dialogBox); // Add UI elements var hpText = new Text2("HP: " + player.hp + "/" + player.maxHP, { size: 48, fill: 0xFFFFFF }); hpText.anchor.set(0, 0); hpText.x = 50; hpText.y = 50; LK.gui.topLeft.addChild(hpText); // Initialize player player.resetPosition(); game.addChild(player); // Set up button actions fightButton.onClick = function () { if (gameState === 'battle' && battlePhase === 'playerTurn') { // Player chooses to attack dialogBox.setMessage("You attack!"); battlePhase = 'playerAttack'; // Simple damage calculation var damage = 5 + Math.floor(Math.random() * 3); currentMonster.takeDamage(damage); LK.setTimeout(function () { if (currentMonster.defeated) { endBattle(true); } else { startMonsterTurn(); } }, 1000); } }; actButton.onClick = function () { if (gameState === 'battle' && battlePhase === 'playerTurn') { // Player chooses to interact dialogBox.setMessage("* You try to talk to " + currentMonster.name); battlePhase = 'playerAct'; // Increase mercy meter currentMonster.increaseMercy(25); LK.setTimeout(function () { if (currentMonster.spared) { endBattle(false); } else { startMonsterTurn(); } }, 1500); } }; mercyButton.onClick = function () { if (gameState === 'battle' && battlePhase === 'playerTurn') { // Player chooses mercy dialogBox.setMessage("* You spare " + currentMonster.name); battlePhase = 'playerMercy'; // Increase mercy meter significantly currentMonster.increaseMercy(50); LK.setTimeout(function () { if (currentMonster.spared) { endBattle(false); } else { startMonsterTurn(); } }, 1500); } }; // Helper functions function startBattle() { gameState = 'battle'; battlePhase = 'start'; // Create a new monster for this battle currentMonster = new Monster(); currentMonster.setPosition(2048 / 2, 800); game.addChild(currentMonster); // Create battle area (where bullets and the soul interact) battleArea = LK.getAsset('battleArea', { anchorX: 0.5, anchorY: 0.5 }); battleArea.x = 2048 / 2; battleArea.y = 1600; battleArea.width = 1000; battleArea.height = 500; game.addChild(battleArea); // Initialize soul in battle area soul.x = battleArea.x; soul.y = battleArea.y + battleArea.height / 2; game.addChild(soul); // Add buttons fightButton.setPosition(2048 / 4, 2200); actButton.setPosition(2048 / 2, 2200); mercyButton.setPosition(2048 * 3 / 4, 2200); game.addChild(fightButton); game.addChild(actButton); game.addChild(mercyButton); // Hide player during battle player.visible = false; // Show dialog to start dialogBox.setMessage("* A " + currentMonster.name + " appears!"); dialogBox.show(); LK.setTimeout(function () { startPlayerTurn(); }, 1500); } function startPlayerTurn() { battlePhase = 'playerTurn'; dialogBox.setMessage("* What will you do?"); turnCounter++; } function startMonsterTurn() { battlePhase = 'monsterTurn'; dialogBox.setMessage("* " + currentMonster.name + " prepares an attack!"); // Start a timer for this attack sequence attackTimer = 0; // Select attack pattern based on monster currentAttack = currentMonster.getRandomAttack(); // Allow soul movement during monster turn soul.moving = true; } function endBattle(won) { battlePhase = 'end'; if (won) { dialogBox.setMessage("* You defeated " + currentMonster.name + "!"); LK.setScore(LK.getScore() + 100); } else { dialogBox.setMessage("* You spared " + currentMonster.name + "!"); LK.setScore(LK.getScore() + 150); } // Clean up battle area LK.setTimeout(function () { // Remove all battle elements if (battleArea) { battleArea.destroy(); battleArea = null; } if (currentMonster) { currentMonster.destroy(); currentMonster = null; } soul.destroy(); fightButton.destroy(); actButton.destroy(); mercyButton.destroy(); bullets.forEach(function (bullet) { bullet.destroy(); }); bullets = []; player.visible = true; dialogBox.hide(); gameState = 'exploration'; // Check if game should be won if (storage.monstersFought + storage.monstersSpared >= 5) { LK.showYouWin(); } }, 2000); } function createBullet(x, y, speedX, speedY) { var bullet = new Bullet(); bullet.x = x; bullet.y = y; bullet.setVelocity(speedX, speedY); bullets.push(bullet); game.addChild(bullet); return bullet; } function basicAttack() { // Create bullets that move horizontally from left to right if (attackTimer % 15 === 0 && attackTimer < 90) { createBullet(battleArea.x - battleArea.width / 2, battleArea.y - battleArea.height / 3 + Math.random() * battleArea.height * 2 / 3, 5 + Math.random() * 3, 0); } } function circleAttack() { // Create bullets in a circular pattern if (attackTimer % 10 === 0 && attackTimer < 100) { var angle = attackTimer / 5; var speed = 4; createBullet(battleArea.x, battleArea.y, Math.cos(angle) * speed, Math.sin(angle) * speed); createBullet(battleArea.x, battleArea.y, Math.cos(angle + Math.PI) * speed, Math.sin(angle + Math.PI) * speed); } } function randomAttack() { // Create bullets at random positions with random velocities if (attackTimer % 20 === 0 && attackTimer < 100) { for (var i = 0; i < 3; i++) { var startX = battleArea.x - battleArea.width / 2 + Math.random() * battleArea.width; var startY = battleArea.y - battleArea.height / 2; createBullet(startX, startY, -2 + Math.random() * 4, 2 + Math.random() * 3); } } } // Game update loop game.update = function () { // Update HP text hpText.setText("HP: " + player.hp + "/" + player.maxHP); // Handle exploration state if (gameState === 'exploration') { // In a real game, we'd handle movement, exploration, etc. here // For this demo, we'll just randomly trigger battles if (LK.ticks % 180 === 0 && Math.random() < 0.3) { startBattle(); } } // Handle battle state if (gameState === 'battle') { // Monster turn attack logic if (battlePhase === 'monsterTurn') { attackTimer++; // Run current attack pattern if (currentAttack === 'basic') { basicAttack(); } else if (currentAttack === 'circle') { circleAttack(); } else if (currentAttack === 'random') { randomAttack(); } // End turn after a certain time if (attackTimer >= 120) { battlePhase = 'playerTurn'; soul.moving = false; dialogBox.setMessage("* What will you do?"); } } // Update all bullets for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; // Check collision with soul if (soul.intersects(bullet)) { player.takeDamage(bullet.damage); bullet.destroy(); bullets.splice(i, 1); continue; } // Remove bullets that are flagged for removal if (bullet.shouldRemove) { bullet.destroy(); bullets.splice(i, 1); } } } }; // Handle input events var dragTarget = null; game.down = function (x, y, obj) { if (gameState === 'battle' && battlePhase === 'monsterTurn') { // During monster turn, control the soul soul.targetX = x; soul.targetY = y; } }; game.move = function (x, y, obj) { if (gameState === 'battle' && battlePhase === 'monsterTurn') { // During monster turn, control the soul soul.targetX = x; soul.targetY = y; } else if (gameState === 'exploration') { // During exploration, move the player player.x = x; player.y = y; } }; game.up = function (x, y, obj) { // Nothing special on release }; // Start the game with a welcome message dialogBox.setMessage("* Welcome to Monster Tales! Touch to move."); dialogBox.show(); LK.setTimeout(function () { dialogBox.hide(); }, 3000); // Play background music LK.playMusic('bgm');
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,539 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+var storage = LK.import("@upit/storage.v1", {
+ playerHP: 20,
+ monstersFought: 0,
+ monstersSpared: 0,
+ currentArea: "ruins",
+ gameProgress: 0
+});
+
+/****
+* Classes
+****/
+var ActionButton = Container.expand(function (type, text) {
+ var self = Container.call(this);
+ var assetId = type + 'Button';
+ var buttonGraphics = self.attachAsset(assetId, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.text = new Text2(text, {
+ size: 40,
+ fill: 0xFFFFFF
+ });
+ self.text.anchor.set(0.5, 0.5);
+ self.addChild(self.text);
+ self.setPosition = function (x, y) {
+ self.x = x;
+ self.y = y;
+ self.text.x = 0;
+ self.text.y = 0;
+ };
+ self.down = function (x, y, obj) {
+ tween(buttonGraphics, {
+ scaleX: 0.9,
+ scaleY: 0.9
+ }, {
+ duration: 100
+ });
+ };
+ self.up = function (x, y, obj) {
+ tween(buttonGraphics, {
+ scaleX: 1.0,
+ scaleY: 1.0
+ }, {
+ duration: 100
+ });
+ if (self.onClick) {
+ self.onClick();
+ }
+ };
+ return self;
+});
+var Bullet = Container.expand(function () {
+ var self = Container.call(this);
+ var bulletGraphics = self.attachAsset('bullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speedX = 0;
+ self.speedY = 0;
+ self.damage = 2;
+ self.update = function () {
+ self.x += self.speedX;
+ self.y += self.speedY;
+ // Check if out of bounds
+ if (self.x < battleArea.x || self.x > battleArea.x + battleArea.width || self.y < battleArea.y || self.y > battleArea.y + battleArea.height) {
+ self.shouldRemove = true;
+ }
+ };
+ self.setVelocity = function (speedX, speedY) {
+ self.speedX = speedX;
+ self.speedY = speedY;
+ };
+ return self;
+});
+var DialogBox = Container.expand(function () {
+ var self = Container.call(this);
+ var box = self.attachAsset('dialogBox', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.text = new Text2("", {
+ size: 48,
+ fill: 0xFFFFFF
+ });
+ self.text.anchor.set(0.5, 0.5);
+ self.addChild(self.text);
+ self.setMessage = function (message) {
+ self.text.setText(message);
+ };
+ self.setPosition = function (x, y) {
+ self.x = x;
+ self.y = y;
+ self.text.x = 0;
+ self.text.y = 0;
+ };
+ self.show = function () {
+ self.visible = true;
+ };
+ self.hide = function () {
+ self.visible = false;
+ };
+ return self;
+});
+var Monster = Container.expand(function () {
+ var self = Container.call(this);
+ var monsterSprite = self.attachAsset('monster', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 1.5,
+ scaleY: 1.5
+ });
+ self.hp = 30;
+ self.maxHP = 30;
+ self.name = "Froggit";
+ self.mercy = 0;
+ self.mercyThreshold = 100;
+ self.spared = false;
+ self.defeated = false;
+ // Attacks available to this monster
+ self.attacks = ['basic', 'circle', 'random'];
+ self.setPosition = function (x, y) {
+ self.x = x;
+ self.y = y;
+ };
+ self.takeDamage = function (amount) {
+ self.hp = Math.max(0, self.hp - amount);
+ // Flash the sprite white
+ tween(monsterSprite, {
+ tint: 0xffffff
+ }, {
+ duration: 100,
+ onFinish: function onFinish() {
+ tween(monsterSprite, {
+ tint: 0xffffff
+ }, {
+ duration: 100,
+ onFinish: function onFinish() {
+ monsterSprite.tint = 0xffffff;
+ }
+ });
+ }
+ });
+ if (self.hp <= 0) {
+ self.defeated = true;
+ storage.monstersFought++;
+ monsterSprite.alpha = 0;
+ LK.getSound('hit').play();
+ }
+ };
+ self.increaseMercy = function (amount) {
+ self.mercy = Math.min(self.mercyThreshold, self.mercy + amount);
+ if (self.mercy >= self.mercyThreshold) {
+ self.spared = true;
+ storage.monstersSpared++;
+ tween(monsterSprite, {
+ alpha: 0
+ }, {
+ duration: 1000
+ });
+ LK.getSound('spare').play();
+ }
+ };
+ self.getRandomAttack = function () {
+ var index = Math.floor(Math.random() * self.attacks.length);
+ return self.attacks[index];
+ };
+ return self;
+});
+var Player = Container.expand(function () {
+ var self = Container.call(this);
+ self.hp = storage.playerHP || 20;
+ self.maxHP = 20;
+ self.name = "You";
+ self.level = 1;
+ var playerSprite = self.attachAsset('player', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.resetPosition = function () {
+ self.x = 2048 / 2;
+ self.y = 2732 / 2;
+ };
+ self.takeDamage = function (amount) {
+ self.hp = Math.max(0, self.hp - amount);
+ storage.playerHP = self.hp;
+ LK.getSound('damage').play();
+ // Flash the sprite red
+ tween(playerSprite, {
+ alpha: 0.5
+ }, {
+ duration: 100,
+ onFinish: function onFinish() {
+ tween(playerSprite, {
+ alpha: 1
+ }, {
+ duration: 100
+ });
+ }
+ });
+ if (self.hp <= 0) {
+ LK.showGameOver();
+ }
+ };
+ self.heal = function (amount) {
+ self.hp = Math.min(self.maxHP, self.hp + amount);
+ storage.playerHP = self.hp;
+ };
+ return self;
+});
+var Soul = Container.expand(function () {
+ var self = Container.call(this);
+ var heart = self.attachAsset('heart', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 10;
+ self.targetX = 0;
+ self.targetY = 0;
+ self.update = function () {
+ if (self.moving) {
+ // Move toward target position
+ self.x += (self.targetX - self.x) * 0.2;
+ self.y += (self.targetY - self.y) * 0.2;
+ }
+ };
+ self.moveTo = function (x, y) {
+ self.targetX = x;
+ self.targetY = y;
+ self.moving = true;
+ };
+ self.stopMoving = function () {
+ self.moving = false;
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
backgroundColor: 0x000000
-});
\ No newline at end of file
+});
+
+/****
+* Game Code
+****/
+game.setBackgroundColor(0x111111);
+// Game state variables
+var gameState = 'exploration'; // exploration, battle, dialog
+var battlePhase = 'start'; // start, playerTurn, monsterTurn, end
+var dialogQueue = [];
+var bullets = [];
+var attackTimer = 0;
+var turnCounter = 0;
+// Create our main gameplay objects
+var player = new Player();
+var currentMonster = null;
+var soul = new Soul();
+var dialogBox = new DialogBox();
+var battleArea = null;
+// Action buttons
+var fightButton = new ActionButton('fight', 'FIGHT');
+var actButton = new ActionButton('act', 'ACT');
+var mercyButton = new ActionButton('mercy', 'MERCY');
+// Set up dialog box
+dialogBox.setPosition(2048 / 2, 2732 - 300);
+dialogBox.hide();
+game.addChild(dialogBox);
+// Add UI elements
+var hpText = new Text2("HP: " + player.hp + "/" + player.maxHP, {
+ size: 48,
+ fill: 0xFFFFFF
+});
+hpText.anchor.set(0, 0);
+hpText.x = 50;
+hpText.y = 50;
+LK.gui.topLeft.addChild(hpText);
+// Initialize player
+player.resetPosition();
+game.addChild(player);
+// Set up button actions
+fightButton.onClick = function () {
+ if (gameState === 'battle' && battlePhase === 'playerTurn') {
+ // Player chooses to attack
+ dialogBox.setMessage("You attack!");
+ battlePhase = 'playerAttack';
+ // Simple damage calculation
+ var damage = 5 + Math.floor(Math.random() * 3);
+ currentMonster.takeDamage(damage);
+ LK.setTimeout(function () {
+ if (currentMonster.defeated) {
+ endBattle(true);
+ } else {
+ startMonsterTurn();
+ }
+ }, 1000);
+ }
+};
+actButton.onClick = function () {
+ if (gameState === 'battle' && battlePhase === 'playerTurn') {
+ // Player chooses to interact
+ dialogBox.setMessage("* You try to talk to " + currentMonster.name);
+ battlePhase = 'playerAct';
+ // Increase mercy meter
+ currentMonster.increaseMercy(25);
+ LK.setTimeout(function () {
+ if (currentMonster.spared) {
+ endBattle(false);
+ } else {
+ startMonsterTurn();
+ }
+ }, 1500);
+ }
+};
+mercyButton.onClick = function () {
+ if (gameState === 'battle' && battlePhase === 'playerTurn') {
+ // Player chooses mercy
+ dialogBox.setMessage("* You spare " + currentMonster.name);
+ battlePhase = 'playerMercy';
+ // Increase mercy meter significantly
+ currentMonster.increaseMercy(50);
+ LK.setTimeout(function () {
+ if (currentMonster.spared) {
+ endBattle(false);
+ } else {
+ startMonsterTurn();
+ }
+ }, 1500);
+ }
+};
+// Helper functions
+function startBattle() {
+ gameState = 'battle';
+ battlePhase = 'start';
+ // Create a new monster for this battle
+ currentMonster = new Monster();
+ currentMonster.setPosition(2048 / 2, 800);
+ game.addChild(currentMonster);
+ // Create battle area (where bullets and the soul interact)
+ battleArea = LK.getAsset('battleArea', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ battleArea.x = 2048 / 2;
+ battleArea.y = 1600;
+ battleArea.width = 1000;
+ battleArea.height = 500;
+ game.addChild(battleArea);
+ // Initialize soul in battle area
+ soul.x = battleArea.x;
+ soul.y = battleArea.y + battleArea.height / 2;
+ game.addChild(soul);
+ // Add buttons
+ fightButton.setPosition(2048 / 4, 2200);
+ actButton.setPosition(2048 / 2, 2200);
+ mercyButton.setPosition(2048 * 3 / 4, 2200);
+ game.addChild(fightButton);
+ game.addChild(actButton);
+ game.addChild(mercyButton);
+ // Hide player during battle
+ player.visible = false;
+ // Show dialog to start
+ dialogBox.setMessage("* A " + currentMonster.name + " appears!");
+ dialogBox.show();
+ LK.setTimeout(function () {
+ startPlayerTurn();
+ }, 1500);
+}
+function startPlayerTurn() {
+ battlePhase = 'playerTurn';
+ dialogBox.setMessage("* What will you do?");
+ turnCounter++;
+}
+function startMonsterTurn() {
+ battlePhase = 'monsterTurn';
+ dialogBox.setMessage("* " + currentMonster.name + " prepares an attack!");
+ // Start a timer for this attack sequence
+ attackTimer = 0;
+ // Select attack pattern based on monster
+ currentAttack = currentMonster.getRandomAttack();
+ // Allow soul movement during monster turn
+ soul.moving = true;
+}
+function endBattle(won) {
+ battlePhase = 'end';
+ if (won) {
+ dialogBox.setMessage("* You defeated " + currentMonster.name + "!");
+ LK.setScore(LK.getScore() + 100);
+ } else {
+ dialogBox.setMessage("* You spared " + currentMonster.name + "!");
+ LK.setScore(LK.getScore() + 150);
+ }
+ // Clean up battle area
+ LK.setTimeout(function () {
+ // Remove all battle elements
+ if (battleArea) {
+ battleArea.destroy();
+ battleArea = null;
+ }
+ if (currentMonster) {
+ currentMonster.destroy();
+ currentMonster = null;
+ }
+ soul.destroy();
+ fightButton.destroy();
+ actButton.destroy();
+ mercyButton.destroy();
+ bullets.forEach(function (bullet) {
+ bullet.destroy();
+ });
+ bullets = [];
+ player.visible = true;
+ dialogBox.hide();
+ gameState = 'exploration';
+ // Check if game should be won
+ if (storage.monstersFought + storage.monstersSpared >= 5) {
+ LK.showYouWin();
+ }
+ }, 2000);
+}
+function createBullet(x, y, speedX, speedY) {
+ var bullet = new Bullet();
+ bullet.x = x;
+ bullet.y = y;
+ bullet.setVelocity(speedX, speedY);
+ bullets.push(bullet);
+ game.addChild(bullet);
+ return bullet;
+}
+function basicAttack() {
+ // Create bullets that move horizontally from left to right
+ if (attackTimer % 15 === 0 && attackTimer < 90) {
+ createBullet(battleArea.x - battleArea.width / 2, battleArea.y - battleArea.height / 3 + Math.random() * battleArea.height * 2 / 3, 5 + Math.random() * 3, 0);
+ }
+}
+function circleAttack() {
+ // Create bullets in a circular pattern
+ if (attackTimer % 10 === 0 && attackTimer < 100) {
+ var angle = attackTimer / 5;
+ var speed = 4;
+ createBullet(battleArea.x, battleArea.y, Math.cos(angle) * speed, Math.sin(angle) * speed);
+ createBullet(battleArea.x, battleArea.y, Math.cos(angle + Math.PI) * speed, Math.sin(angle + Math.PI) * speed);
+ }
+}
+function randomAttack() {
+ // Create bullets at random positions with random velocities
+ if (attackTimer % 20 === 0 && attackTimer < 100) {
+ for (var i = 0; i < 3; i++) {
+ var startX = battleArea.x - battleArea.width / 2 + Math.random() * battleArea.width;
+ var startY = battleArea.y - battleArea.height / 2;
+ createBullet(startX, startY, -2 + Math.random() * 4, 2 + Math.random() * 3);
+ }
+ }
+}
+// Game update loop
+game.update = function () {
+ // Update HP text
+ hpText.setText("HP: " + player.hp + "/" + player.maxHP);
+ // Handle exploration state
+ if (gameState === 'exploration') {
+ // In a real game, we'd handle movement, exploration, etc. here
+ // For this demo, we'll just randomly trigger battles
+ if (LK.ticks % 180 === 0 && Math.random() < 0.3) {
+ startBattle();
+ }
+ }
+ // Handle battle state
+ if (gameState === 'battle') {
+ // Monster turn attack logic
+ if (battlePhase === 'monsterTurn') {
+ attackTimer++;
+ // Run current attack pattern
+ if (currentAttack === 'basic') {
+ basicAttack();
+ } else if (currentAttack === 'circle') {
+ circleAttack();
+ } else if (currentAttack === 'random') {
+ randomAttack();
+ }
+ // End turn after a certain time
+ if (attackTimer >= 120) {
+ battlePhase = 'playerTurn';
+ soul.moving = false;
+ dialogBox.setMessage("* What will you do?");
+ }
+ }
+ // Update all bullets
+ for (var i = bullets.length - 1; i >= 0; i--) {
+ var bullet = bullets[i];
+ // Check collision with soul
+ if (soul.intersects(bullet)) {
+ player.takeDamage(bullet.damage);
+ bullet.destroy();
+ bullets.splice(i, 1);
+ continue;
+ }
+ // Remove bullets that are flagged for removal
+ if (bullet.shouldRemove) {
+ bullet.destroy();
+ bullets.splice(i, 1);
+ }
+ }
+ }
+};
+// Handle input events
+var dragTarget = null;
+game.down = function (x, y, obj) {
+ if (gameState === 'battle' && battlePhase === 'monsterTurn') {
+ // During monster turn, control the soul
+ soul.targetX = x;
+ soul.targetY = y;
+ }
+};
+game.move = function (x, y, obj) {
+ if (gameState === 'battle' && battlePhase === 'monsterTurn') {
+ // During monster turn, control the soul
+ soul.targetX = x;
+ soul.targetY = y;
+ } else if (gameState === 'exploration') {
+ // During exploration, move the player
+ player.x = x;
+ player.y = y;
+ }
+};
+game.up = function (x, y, obj) {
+ // Nothing special on release
+};
+// Start the game with a welcome message
+dialogBox.setMessage("* Welcome to Monster Tales! Touch to move.");
+dialogBox.show();
+LK.setTimeout(function () {
+ dialogBox.hide();
+}, 3000);
+// Play background music
+LK.playMusic('bgm');
\ No newline at end of file