User prompt
select prompt to typee it
User prompt
enter when prompt done
User prompt
homescreen tutorial and moe about different kinds of food boss weakeer progressive evolution when you beat enemy you start with guy you beat him with when you eat and prompt and then transforms some based on everything that happend
User prompt
progressive evolution ai generated body parts and enemies
User prompt
progressive evolution and infinite possible body parts
User prompt
infinite and with evolution like I said infinite forms no ways to win only lose
User prompt
Please fix the bug: 'Uncaught TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 374
Code edit (1 edits merged)
Please save this source code
User prompt
Morph Battle Arena
User prompt
A dynamic battle game where players engage in combat using a customizable battler that evolves and transforms based on text prompts they type. Players input keywords or phrases using an on-screen keyboard to modify their battler's appearance, abilities, and fighting style in real-time. The battler adapts its form, color, size, and combat capabilities based on the descriptive words entered. Combat is automated once transformations are applied, with the evolved battler fighting against AI opponents. Success depends on strategic prompt choices that create powerful combinations and counter enemy types. The game features a progression system where victories unlock new transformation possibilities and more challenging opponents. 5 items eaten and three moves 2 prompts is one evolution what you eat effects what you become
User prompt
Please continue polishing my design document.
User prompt
Please continue polishing my design document.
User prompt
Please continue polishing my design document.
Initial prompt
battle game where your battler changes all sorts of ways and evolves based on a prompt you add in keyboard friendly please
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Battler = Container.expand(function () { var self = Container.call(this); var battlerGraphics = self.attachAsset('battler', { anchorX: 0.5, anchorY: 0.5 }); self.health = 100; self.maxHealth = 100; self.consumedItems = []; self.bodyParts = []; self.evolutionCount = 0; self.speed = 3; // Initialize with random starting body parts self.initializeBodyParts = function () { var initialParts = 2 + Math.floor(Math.random() * 3); // 2-4 starting parts for (var i = 0; i < initialParts; i++) { var offsetX = (Math.random() - 0.5) * 80; var offsetY = (Math.random() - 0.5) * 80; var partType = Math.floor(Math.random() * 6); var bodyPart = new BodyPart(partType, offsetX, offsetY); bodyPart.x = offsetX; bodyPart.y = offsetY; self.addChild(bodyPart); self.bodyParts.push(bodyPart); } }; self.consumeItem = function (item) { self.consumedItems.push(item.itemType); item.collect(); // Visual feedback tween(self, { scaleX: 1.2, scaleY: 1.2 }, { duration: 200, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 200 }); } }); }; self.evolve = function (prompt1, prompt2) { self.evolutionCount++; LK.getSound('evolve').play(); // Evolve existing body parts for (var i = 0; i < self.bodyParts.length; i++) { var part = self.bodyParts[i]; part.evolve({ prompt1: prompt1, prompt2: prompt2, consumedItems: self.consumedItems }); } // Add new body parts based on evolution var newPartsCount = 1 + Math.floor(Math.random() * 3); // 1-3 new parts for (var j = 0; j < newPartsCount; j++) { var offsetX = (Math.random() - 0.5) * 120; var offsetY = (Math.random() - 0.5) * 120; var partType = Math.floor(Math.random() * 6); var newBodyPart = new BodyPart(partType, offsetX, offsetY); newBodyPart.x = offsetX; newBodyPart.y = offsetY; newBodyPart.alpha = 0; self.addChild(newBodyPart); self.bodyParts.push(newBodyPart); // Fade in new part tween(newBodyPart, { alpha: 1 }, { duration: 1000 }); } // Boost stats based on evolution count and body parts self.maxHealth = 100 + self.evolutionCount * 30 + self.bodyParts.length * 10; self.health = self.maxHealth; }; self.takeDamage = function (damage) { self.health = Math.max(0, self.health - damage); // Visual damage feedback on all body parts for (var i = 0; i < self.bodyParts.length; i++) { var part = self.bodyParts[i]; tween(part, { tint: 0xff0000 }, { duration: 100, onFinish: function onFinish() { tween(part, { tint: 0xffffff }, { duration: 200 }); } }); } tween(battlerGraphics, { tint: 0xff0000 }, { duration: 100, onFinish: function onFinish() { tween(battlerGraphics, { tint: 0xffffff }, { duration: 200 }); } }); }; // Initialize body parts when created self.initializeBodyParts(); return self; }); var BodyPart = Container.expand(function (partType, offsetX, offsetY) { var self = Container.call(this); self.partType = partType; self.offsetX = offsetX || 0; self.offsetY = offsetY || 0; self.evolutionLevel = 0; self.attributes = { size: 1, color: 0xffffff, rotation: 0, shape: 'ellipse' }; var partGraphics = self.attachAsset('bodyPart' + (partType + 1), { anchorX: 0.5, anchorY: 0.5 }); self.evolve = function (evolutionData) { self.evolutionLevel++; // Apply evolution based on consumed items and prompts var newSize = 1 + self.evolutionLevel * 0.3 + Math.random() * 0.5; var colorShift = Math.floor(Math.random() * 16777215); var newRotation = (Math.random() - 0.5) * Math.PI; self.attributes.size = newSize; self.attributes.color = colorShift; self.attributes.rotation = newRotation; tween(partGraphics, { scaleX: newSize, scaleY: newSize, tint: colorShift, rotation: newRotation }, { duration: 800, easing: tween.easeInOut }); // Random position shift for organic growth var newOffsetX = self.offsetX + (Math.random() - 0.5) * 40; var newOffsetY = self.offsetY + (Math.random() - 0.5) * 40; tween(self, { x: newOffsetX, y: newOffsetY }, { duration: 800 }); self.offsetX = newOffsetX; self.offsetY = newOffsetY; }; return self; }); var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.health = 80; self.maxHealth = 80; self.damage = 15; self.takeDamage = function (damage) { self.health = Math.max(0, self.health - damage); // Visual damage feedback tween(enemyGraphics, { tint: 0xff0000 }, { duration: 100, onFinish: function onFinish() { tween(enemyGraphics, { tint: 0xffffff }, { duration: 200 }); } }); }; return self; }); var Item = Container.expand(function (itemType) { var self = Container.call(this); self.itemType = itemType; var colors = [0xff6b6b, 0x4ecdc4, 0x45b7d1, 0x96ceb4, 0xfeca57]; var itemGraphics = self.attachAsset('item' + (itemType + 1), { anchorX: 0.5, anchorY: 0.5 }); self.collected = false; self.collect = function () { if (!self.collected) { self.collected = true; LK.getSound('pickup').play(); tween(self, { alpha: 0, scaleX: 0.1, scaleY: 0.1 }, { duration: 300, onFinish: function onFinish() { self.destroy(); } }); } }; return self; }); var KeyboardKey = Container.expand(function (_char) { var self = Container.call(this); self["char"] = _char; var keyBg = LK.getAsset('item1', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); keyBg.tint = 0xecf0f1; self.addChild(keyBg); var keyText = new Text2(_char, { size: 30, fill: 0x2C3E50 }); keyText.anchor.set(0.5, 0.5); self.addChild(keyText); self.down = function (x, y, obj) { tween(self, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 100 }); } }); if (currentInput && currentInput.addChar) { currentInput.addChar(self["char"]); } }; return self; }); var TextInput = Container.expand(function (placeholder) { var self = Container.call(this); self.text = ''; self.maxLength = 20; var inputBg = LK.getAsset('healthBarBg', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 1.5 }); self.addChild(inputBg); self.displayText = new Text2(placeholder || 'Enter text...', { size: 40, fill: 0x333333 }); self.displayText.anchor.set(0.5, 0.5); self.addChild(self.displayText); self.updateDisplay = function () { if (self.text.length > 0) { self.displayText.setText(self.text); } else { self.displayText.setText(placeholder || 'Enter text...'); } }; self.addChar = function (_char2) { if (self.text.length < self.maxLength) { self.text += _char2; self.updateDisplay(); } }; self.backspace = function () { if (self.text.length > 0) { self.text = self.text.slice(0, -1); self.updateDisplay(); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x34495e }); /**** * Game Code ****/ var gameState = 'exploration'; // exploration, transformation, evolution, combat var battler; var enemy; var items = []; var consumedCount = 0; var textInputs = []; var currentInput = null; var keyboard = []; // UI elements var stateText; var healthBar; var healthBarBg; var enemyHealthBar; var enemyHealthBarBg; // Initialize UI stateText = new Text2('Find and consume 5 items to evolve!', { size: 50, fill: 0xECF0F1 }); stateText.anchor.set(0.5, 0); LK.gui.top.addChild(stateText); // Create battler battler = game.addChild(new Battler()); battler.x = 1024; battler.y = 1366; // Create items scattered around the arena function spawnItems() { for (var i = 0; i < 8; i++) { var item = game.addChild(new Item(i % 5)); item.x = 300 + Math.random() * 1400; item.y = 400 + Math.random() * 1800; items.push(item); } } function createKeyboard() { var keys = 'ABCDEFGHIJKLMNOPQRSTUVWXYZ '.split(''); var rows = ['QWERTYUIOP', 'ASDFGHJKL', 'ZXCVBNM']; var startY = 2000; var keySize = 80; var spacing = 10; for (var row = 0; row < rows.length; row++) { var rowKeys = rows[row]; var startX = (2048 - rowKeys.length * (keySize + spacing)) / 2; for (var i = 0; i < rowKeys.length; i++) { var key = game.addChild(new KeyboardKey(rowKeys[i])); key.x = startX + i * (keySize + spacing); key.y = startY + row * (keySize + spacing); keyboard.push(key); } } // Add space and backspace var spaceKey = game.addChild(new KeyboardKey(' ')); spaceKey.x = 1024; spaceKey.y = startY + 3 * (keySize + spacing); spaceKey.scaleX = 3; keyboard.push(spaceKey); // Backspace key var backspaceKey = game.addChild(new KeyboardKey('⌫')); backspaceKey.x = 1600; backspaceKey.y = startY + 3 * (keySize + spacing); backspaceKey["char"] = 'BACKSPACE'; backspaceKey.down = function (x, y, obj) { if (currentInput && currentInput.backspace) { currentInput.backspace(); } }; keyboard.push(backspaceKey); } function hideKeyboard() { for (var i = 0; i < keyboard.length; i++) { keyboard[i].visible = false; } } function showKeyboard() { for (var i = 0; i < keyboard.length; i++) { keyboard[i].visible = true; } } function startTransformation() { gameState = 'transformation'; stateText.setText('Enter two transformation prompts:'); // Create text inputs var input1 = game.addChild(new TextInput('Describe your battler...')); input1.x = 1024; input1.y = 1200; textInputs.push(input1); var input2 = game.addChild(new TextInput('Add special abilities...')); input2.x = 1024; input2.y = 1400; textInputs.push(input2); currentInput = input1; createKeyboard(); // Add input switching input1.down = function () { currentInput = input1; }; input2.down = function () { currentInput = input2; }; // Add confirm button var confirmButton = LK.getAsset('healthBar', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); confirmButton.tint = 0x27ae60; game.addChild(confirmButton); confirmButton.x = 1024; confirmButton.y = 1600; var confirmText = new Text2('EVOLVE!', { size: 40, fill: 0xFFFFFF }); confirmText.anchor.set(0.5, 0.5); confirmText.x = 1024; confirmText.y = 1600; game.addChild(confirmText); confirmButton.down = function () { if (textInputs[0].text.length > 0 && textInputs[1].text.length > 0) { battler.evolve(textInputs[0].text, textInputs[1].text); // Clean up transformation UI for (var i = 0; i < textInputs.length; i++) { textInputs[i].destroy(); } confirmButton.destroy(); confirmText.destroy(); hideKeyboard(); LK.setTimeout(function () { startCombat(); }, 1500); } }; } function startCombat() { gameState = 'combat'; stateText.setText('Battle begins! Enemy Level: ' + enemyLevel); // Create enemy with scaling stats based on level enemy = game.addChild(new Enemy()); enemy.x = 1024; enemy.y = 600; // Scale enemy stats based on level enemy.maxHealth = 80 + (enemyLevel - 1) * 40; enemy.health = enemy.maxHealth; enemy.damage = 15 + (enemyLevel - 1) * 10; // Visual scaling for stronger enemies var enemyScale = 1 + (enemyLevel - 1) * 0.2; tween(enemy, { scaleX: enemyScale, scaleY: enemyScale }, { duration: 500 }); // Create health bars healthBarBg = LK.getAsset('healthBarBg', { anchorX: 0, anchorY: 0.5 }); healthBarBg.x = 50; healthBarBg.y = 150; LK.gui.addChild(healthBarBg); healthBar = LK.getAsset('healthBar', { anchorX: 0, anchorY: 0.5 }); healthBar.x = 50; healthBar.y = 150; LK.gui.addChild(healthBar); enemyHealthBarBg = LK.getAsset('healthBarBg', { anchorX: 1, anchorY: 0.5 }); enemyHealthBarBg.x = 1998; enemyHealthBarBg.y = 150; LK.gui.addChild(enemyHealthBarBg); enemyHealthBar = LK.getAsset('healthBar', { anchorX: 1, anchorY: 0.5 }); enemyHealthBar.tint = 0xe74c3c; enemyHealthBar.x = 1998; enemyHealthBar.y = 150; LK.gui.addChild(enemyHealthBar); LK.getSound('battle').play(); } function updateHealthBars() { if (healthBar && battler) { var healthPercent = battler.health / battler.maxHealth; healthBar.scaleX = healthPercent; } if (enemyHealthBar && enemy) { var enemyHealthPercent = enemy.health / enemy.maxHealth; enemyHealthBar.scaleX = enemyHealthPercent; } } var enemyLevel = 1; function checkCombatEnd() { if (battler.health <= 0) { stateText.setText('Defeated! Restarting...'); LK.setTimeout(function () { LK.showGameOver(); }, 2000); } else if (enemy.health <= 0) { enemyLevel++; stateText.setText('Enemy defeated! Stronger enemy approaching...'); LK.setTimeout(function () { startNewCombatCycle(); }, 2000); } } function startNewCombatCycle() { // Clean up current enemy if (enemy) { enemy.destroy(); } // Clean up health bars if (enemyHealthBar) enemyHealthBar.destroy(); if (enemyHealthBarBg) enemyHealthBarBg.destroy(); if (healthBar) healthBar.destroy(); if (healthBarBg) healthBarBg.destroy(); // Reset battler for new evolution cycle but keep some body parts var partsToKeep = Math.floor(battler.bodyParts.length * 0.6); // Keep 60% of parts for (var p = partsToKeep; p < battler.bodyParts.length; p++) { if (battler.bodyParts[p]) { battler.bodyParts[p].destroy(); } } battler.bodyParts = battler.bodyParts.slice(0, partsToKeep); battler.consumedItems = []; consumedCount = 0; gameState = 'exploration'; combatTimer = 0; currentInput = null; textInputs = []; // Heal battler partially but not fully to increase difficulty battler.health = Math.min(battler.maxHealth, battler.health + 30); // Clear old items and spawn new ones for (var i = 0; i < items.length; i++) { if (items[i] && !items[i].collected) { items[i].destroy(); } } items = []; spawnItems(); stateText.setText('Evolution ' + battler.evolutionCount + ' | Battle ' + enemyLevel + ' | Body Parts: ' + battler.bodyParts.length); } // Initialize game spawnItems(); // Movement controls var dragTarget = null; game.down = function (x, y, obj) { if (gameState === 'exploration') { dragTarget = battler; } }; game.move = function (x, y, obj) { if (dragTarget) { dragTarget.x = x; dragTarget.y = y; } }; game.up = function (x, y, obj) { dragTarget = null; }; // Combat timer var combatTimer = 0; game.update = function () { if (gameState === 'exploration') { // Check for item collection for (var i = items.length - 1; i >= 0; i--) { var item = items[i]; if (!item.collected && battler.intersects(item)) { battler.consumeItem(item); items.splice(i, 1); consumedCount++; if (consumedCount >= 5) { startTransformation(); } stateText.setText('Items consumed: ' + consumedCount + '/5'); } } } else if (gameState === 'combat') { combatTimer++; // Simple turn-based combat if (combatTimer % 120 === 0) { // Every 2 seconds enemy.takeDamage(25); } if (combatTimer % 180 === 60) { // Enemy attacks 1 second after player battler.takeDamage(enemy.damage); } updateHealthBars(); checkCombatEnd(); } };
===================================================================
--- original.js
+++ change.js
@@ -15,10 +15,25 @@
});
self.health = 100;
self.maxHealth = 100;
self.consumedItems = [];
- self.isEvolved = false;
+ self.bodyParts = [];
+ self.evolutionCount = 0;
self.speed = 3;
+ // Initialize with random starting body parts
+ self.initializeBodyParts = function () {
+ var initialParts = 2 + Math.floor(Math.random() * 3); // 2-4 starting parts
+ for (var i = 0; i < initialParts; i++) {
+ var offsetX = (Math.random() - 0.5) * 80;
+ var offsetY = (Math.random() - 0.5) * 80;
+ var partType = Math.floor(Math.random() * 6);
+ var bodyPart = new BodyPart(partType, offsetX, offsetY);
+ bodyPart.x = offsetX;
+ bodyPart.y = offsetY;
+ self.addChild(bodyPart);
+ self.bodyParts.push(bodyPart);
+ }
+ };
self.consumeItem = function (item) {
self.consumedItems.push(item.itemType);
item.collect();
// Visual feedback
@@ -37,41 +52,60 @@
}
});
};
self.evolve = function (prompt1, prompt2) {
- self.isEvolved = true;
+ self.evolutionCount++;
LK.getSound('evolve').play();
- // Transform based on consumed items and prompts
- var newColor = self.calculateEvolutionColor();
- var newSize = self.calculateEvolutionSize();
- tween(battlerGraphics, {
- tint: newColor,
- scaleX: newSize,
- scaleY: newSize
- }, {
- duration: 1000,
- easing: tween.easeInOut
- });
- // Boost stats based on evolution
- self.maxHealth = 100 + self.consumedItems.length * 20;
+ // Evolve existing body parts
+ for (var i = 0; i < self.bodyParts.length; i++) {
+ var part = self.bodyParts[i];
+ part.evolve({
+ prompt1: prompt1,
+ prompt2: prompt2,
+ consumedItems: self.consumedItems
+ });
+ }
+ // Add new body parts based on evolution
+ var newPartsCount = 1 + Math.floor(Math.random() * 3); // 1-3 new parts
+ for (var j = 0; j < newPartsCount; j++) {
+ var offsetX = (Math.random() - 0.5) * 120;
+ var offsetY = (Math.random() - 0.5) * 120;
+ var partType = Math.floor(Math.random() * 6);
+ var newBodyPart = new BodyPart(partType, offsetX, offsetY);
+ newBodyPart.x = offsetX;
+ newBodyPart.y = offsetY;
+ newBodyPart.alpha = 0;
+ self.addChild(newBodyPart);
+ self.bodyParts.push(newBodyPart);
+ // Fade in new part
+ tween(newBodyPart, {
+ alpha: 1
+ }, {
+ duration: 1000
+ });
+ }
+ // Boost stats based on evolution count and body parts
+ self.maxHealth = 100 + self.evolutionCount * 30 + self.bodyParts.length * 10;
self.health = self.maxHealth;
};
- self.calculateEvolutionColor = function () {
- var colors = [0xff6b6b, 0x4ecdc4, 0x45b7d1, 0x96ceb4, 0xfeca57, 0x9b59b6, 0xe67e22];
- var colorIndex = self.consumedItems.reduce(function (sum, item) {
- return sum + item;
- }, 0) % colors.length;
- return colors[colorIndex];
- };
- self.calculateEvolutionSize = function () {
- var avgItem = self.consumedItems.reduce(function (sum, item) {
- return sum + item;
- }, 0) / self.consumedItems.length;
- return 1 + avgItem * 0.2;
- };
self.takeDamage = function (damage) {
self.health = Math.max(0, self.health - damage);
- // Visual damage feedback
+ // Visual damage feedback on all body parts
+ for (var i = 0; i < self.bodyParts.length; i++) {
+ var part = self.bodyParts[i];
+ tween(part, {
+ tint: 0xff0000
+ }, {
+ duration: 100,
+ onFinish: function onFinish() {
+ tween(part, {
+ tint: 0xffffff
+ }, {
+ duration: 200
+ });
+ }
+ });
+ }
tween(battlerGraphics, {
tint: 0xff0000
}, {
duration: 100,
@@ -83,10 +117,60 @@
});
}
});
};
+ // Initialize body parts when created
+ self.initializeBodyParts();
return self;
});
+var BodyPart = Container.expand(function (partType, offsetX, offsetY) {
+ var self = Container.call(this);
+ self.partType = partType;
+ self.offsetX = offsetX || 0;
+ self.offsetY = offsetY || 0;
+ self.evolutionLevel = 0;
+ self.attributes = {
+ size: 1,
+ color: 0xffffff,
+ rotation: 0,
+ shape: 'ellipse'
+ };
+ var partGraphics = self.attachAsset('bodyPart' + (partType + 1), {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.evolve = function (evolutionData) {
+ self.evolutionLevel++;
+ // Apply evolution based on consumed items and prompts
+ var newSize = 1 + self.evolutionLevel * 0.3 + Math.random() * 0.5;
+ var colorShift = Math.floor(Math.random() * 16777215);
+ var newRotation = (Math.random() - 0.5) * Math.PI;
+ self.attributes.size = newSize;
+ self.attributes.color = colorShift;
+ self.attributes.rotation = newRotation;
+ tween(partGraphics, {
+ scaleX: newSize,
+ scaleY: newSize,
+ tint: colorShift,
+ rotation: newRotation
+ }, {
+ duration: 800,
+ easing: tween.easeInOut
+ });
+ // Random position shift for organic growth
+ var newOffsetX = self.offsetX + (Math.random() - 0.5) * 40;
+ var newOffsetY = self.offsetY + (Math.random() - 0.5) * 40;
+ tween(self, {
+ x: newOffsetX,
+ y: newOffsetY
+ }, {
+ duration: 800
+ });
+ self.offsetX = newOffsetX;
+ self.offsetY = newOffsetY;
+ };
+ return self;
+});
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
@@ -446,11 +530,17 @@
if (enemyHealthBar) enemyHealthBar.destroy();
if (enemyHealthBarBg) enemyHealthBarBg.destroy();
if (healthBar) healthBar.destroy();
if (healthBarBg) healthBarBg.destroy();
- // Reset battler for new evolution cycle
+ // Reset battler for new evolution cycle but keep some body parts
+ var partsToKeep = Math.floor(battler.bodyParts.length * 0.6); // Keep 60% of parts
+ for (var p = partsToKeep; p < battler.bodyParts.length; p++) {
+ if (battler.bodyParts[p]) {
+ battler.bodyParts[p].destroy();
+ }
+ }
+ battler.bodyParts = battler.bodyParts.slice(0, partsToKeep);
battler.consumedItems = [];
- battler.isEvolved = false;
consumedCount = 0;
gameState = 'exploration';
combatTimer = 0;
currentInput = null;
@@ -464,9 +554,9 @@
}
}
items = [];
spawnItems();
- stateText.setText('Find and consume 5 items to evolve for battle ' + enemyLevel + '!');
+ stateText.setText('Evolution ' + battler.evolutionCount + ' | Battle ' + enemyLevel + ' | Body Parts: ' + battler.bodyParts.length);
}
// Initialize game
spawnItems();
// Movement controls