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");
var facekit = LK.import("@upit/facekit.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 AI-generated body parts based on evolution level
var evolutionComplexity = Math.min(5, Math.floor(self.evolutionCount / 2) + 1);
var newPartsCount = evolutionComplexity + Math.floor(Math.random() * evolutionComplexity);
for (var j = 0; j < newPartsCount; j++) {
var offsetX = (Math.random() - 0.5) * (120 + self.evolutionCount * 20);
var offsetY = (Math.random() - 0.5) * (120 + self.evolutionCount * 20);
// Generate AI body part type
var aiPartData = AIBodyPartGenerator.generateUniqueBodyPart(self.evolutionCount, prompt1, prompt2, self.consumedItems);
var partType = (aiPartData.id - 1) % 6;
var newBodyPart = new BodyPart(partType, offsetX, offsetY);
newBodyPart.x = offsetX;
newBodyPart.y = offsetY;
newBodyPart.alpha = 0;
// Apply AI characteristics immediately
newBodyPart.attributes.specialAbility = aiPartData.specialAbility;
newBodyPart.scaleX = aiPartData.size;
newBodyPart.scaleY = aiPartData.size;
newBodyPart.tint = aiPartData.color;
self.addChild(newBodyPart);
self.bodyParts.push(newBodyPart);
// Fade in new part with AI-enhanced animation
tween(newBodyPart, {
alpha: 1
}, {
duration: 1000 + j * 200
});
}
// 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++;
// Use AI generation system for evolution
var aiCharacteristics = AIBodyPartGenerator.generateUniqueBodyPart(self.evolutionLevel, evolutionData.prompt1, evolutionData.prompt2, evolutionData.consumedItems);
// Apply AI-generated characteristics
self.attributes.size = aiCharacteristics.size;
self.attributes.color = aiCharacteristics.color;
self.attributes.rotation = (Math.random() - 0.5) * Math.PI;
self.attributes.specialAbility = aiCharacteristics.specialAbility;
// Create new AI-generated body part asset if this is a major evolution
if (self.evolutionLevel % 2 === 0) {
// Replace with AI-generated part
partGraphics.destroy();
partGraphics = self.attachAsset('aiBodyPart' + aiCharacteristics.id, {
anchorX: 0.5,
anchorY: 0.5
});
}
tween(partGraphics, {
scaleX: aiCharacteristics.size,
scaleY: aiCharacteristics.size,
tint: aiCharacteristics.color,
rotation: self.attributes.rotation
}, {
duration: 800,
easing: tween.easeInOut
});
// Organic growth positioning
var growthFactor = 1 + self.evolutionLevel * 0.1;
var newOffsetX = self.offsetX + (Math.random() - 0.5) * 40 * growthFactor;
var newOffsetY = self.offsetY + (Math.random() - 0.5) * 40 * growthFactor;
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
****/
// AI-generated body part assets with infinite variations
var AIBodyPartGenerator = {
generateUniqueBodyPart: function generateUniqueBodyPart(evolutionLevel, prompt1, prompt2, consumedItems) {
// Generate AI-influenced body part based on prompts and evolution
var partId = this.generatePartId(prompt1, prompt2, evolutionLevel);
var characteristics = this.analyzePrompts(prompt1, prompt2, consumedItems);
return {
id: partId,
size: characteristics.size,
color: characteristics.color,
shape: characteristics.shape,
specialAbility: characteristics.ability,
evolutionTier: evolutionLevel
};
},
generatePartId: function generatePartId(prompt1, prompt2, evolutionLevel) {
// Generate unique ID based on prompts and evolution level
var hash = 0;
var combined = (prompt1 + prompt2 + evolutionLevel).toLowerCase();
for (var i = 0; i < combined.length; i++) {
hash = (hash << 5) - hash + combined.charCodeAt(i) & 0xffffffff;
}
return Math.abs(hash) % 8 + 1; // Return 1-8 for aiBodyPart assets
},
analyzePrompts: function analyzePrompts(prompt1, prompt2, consumedItems) {
var characteristics = {
size: 1.0,
color: 0xffffff,
shape: 'ellipse',
ability: 'none'
};
var allText = (prompt1 + ' ' + prompt2).toLowerCase();
// Size analysis
if (allText.includes('big') || allText.includes('large') || allText.includes('huge')) {
characteristics.size = 1.5 + Math.random() * 0.8;
} else if (allText.includes('small') || allText.includes('tiny') || allText.includes('mini')) {
characteristics.size = 0.4 + Math.random() * 0.4;
} else {
characteristics.size = 0.8 + Math.random() * 0.6;
}
// Color analysis based on prompt keywords
if (allText.includes('fire') || allText.includes('red') || allText.includes('flame')) {
characteristics.color = 0xff4757;
} else if (allText.includes('ice') || allText.includes('blue') || allText.includes('cold')) {
characteristics.color = 0x3742fa;
} else if (allText.includes('nature') || allText.includes('green') || allText.includes('plant')) {
characteristics.color = 0x2ed573;
} else if (allText.includes('electric') || allText.includes('yellow') || allText.includes('lightning')) {
characteristics.color = 0xffa502;
} else {
// Generate color based on consumed items
var colorBase = 0x000000;
for (var i = 0; i < consumedItems.length; i++) {
colorBase += consumedItems[i] * 123456;
}
characteristics.color = Math.abs(colorBase) % 0xffffff;
}
// Shape analysis
if (allText.includes('sharp') || allText.includes('spike') || allText.includes('blade')) {
characteristics.shape = 'box';
} else if (allText.includes('round') || allText.includes('smooth') || allText.includes('soft')) {
characteristics.shape = 'ellipse';
}
// Special ability analysis
if (allText.includes('weapon') || allText.includes('attack') || allText.includes('damage')) {
characteristics.ability = 'attack';
} else if (allText.includes('shield') || allText.includes('defense') || allText.includes('armor')) {
characteristics.ability = 'defense';
} else if (allText.includes('speed') || allText.includes('fast') || allText.includes('quick')) {
characteristics.ability = 'speed';
} else if (allText.includes('heal') || allText.includes('regenerate') || allText.includes('recover')) {
characteristics.ability = 'healing';
}
return characteristics;
}
};
var AIEnemyGenerator = {
generateEnemy: function generateEnemy(battlerEvolutionLevel, enemyLevel) {
var enemyType = this.determineEnemyType(battlerEvolutionLevel, enemyLevel);
var stats = this.generateEnemyStats(enemyLevel, battlerEvolutionLevel);
return {
type: enemyType,
health: stats.health,
damage: stats.damage,
scale: stats.scale,
color: stats.color,
abilities: stats.abilities
};
},
determineEnemyType: function determineEnemyType(battlerEvolution, enemyLevel) {
var types = ['basic', 'armored', 'swift', 'giant', 'elemental', 'shapeshifter'];
var typeIndex = (battlerEvolution + enemyLevel) % types.length;
return types[typeIndex];
},
generateEnemyStats: function generateEnemyStats(enemyLevel, battlerEvolution) {
var baseHealth = 80;
var baseDamage = 15;
var baseScale = 1.0;
// Scale based on both enemy level and battler evolution
var healthMultiplier = 1 + (enemyLevel - 1) * 0.5 + battlerEvolution * 0.3;
var damageMultiplier = 1 + (enemyLevel - 1) * 0.4 + battlerEvolution * 0.2;
var scaleMultiplier = 1 + (enemyLevel - 1) * 0.15;
return {
health: Math.floor(baseHealth * healthMultiplier),
damage: Math.floor(baseDamage * damageMultiplier),
scale: baseScale * scaleMultiplier,
color: this.generateEnemyColor(enemyLevel, battlerEvolution),
abilities: this.generateEnemyAbilities(enemyLevel)
};
},
generateEnemyColor: function generateEnemyColor(enemyLevel, battlerEvolution) {
var colorOptions = [0xe74c3c, 0x9b59b6, 0x3498db, 0xe67e22, 0x1abc9c, 0xf39c12];
var colorIndex = enemyLevel * battlerEvolution % colorOptions.length;
return colorOptions[colorIndex];
},
generateEnemyAbilities: function generateEnemyAbilities(enemyLevel) {
var abilities = [];
if (enemyLevel >= 3) abilities.push('regeneration');
if (enemyLevel >= 5) abilities.push('counter-attack');
if (enemyLevel >= 7) abilities.push('area-damage');
return abilities;
}
};
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);
// Generate AI-powered enemy
var aiEnemyData = AIEnemyGenerator.generateEnemy(battler.evolutionCount, enemyLevel);
enemy = game.addChild(new Enemy());
enemy.x = 1024;
enemy.y = 600;
// Apply AI-generated enemy characteristics
enemy.maxHealth = aiEnemyData.health;
enemy.health = enemy.maxHealth;
enemy.damage = aiEnemyData.damage;
enemy.enemyType = aiEnemyData.type;
enemy.abilities = aiEnemyData.abilities;
// Apply AI visual characteristics
enemy.tint = aiEnemyData.color;
enemy.scaleX = aiEnemyData.scale;
enemy.scaleY = aiEnemyData.scale;
// Enhanced visual scaling animation
tween(enemy, {
scaleX: aiEnemyData.scale,
scaleY: aiEnemyData.scale,
rotation: Math.sin(LK.ticks * 0.02) * 0.1
}, {
duration: 500,
easing: tween.easeInOut
});
// 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++;
// Enhanced AI combat system
if (combatTimer % 120 === 0) {
// Player attack - calculate damage based on body parts
var playerDamage = 25 + battler.bodyParts.length * 5;
// Check for special abilities
var criticalHit = false;
for (var bp = 0; bp < battler.bodyParts.length; bp++) {
if (battler.bodyParts[bp].attributes.specialAbility === 'attack') {
playerDamage += 15;
criticalHit = true;
}
}
if (criticalHit) {
LK.effects.flashObject(enemy, 0xffff00, 300);
}
enemy.takeDamage(playerDamage);
}
if (combatTimer % 180 === 60) {
// AI Enemy attacks with special abilities
var enemyDamage = enemy.damage;
// Apply AI enemy abilities
if (enemy.abilities.includes('counter-attack') && combatTimer % 240 === 60) {
enemyDamage *= 1.5;
LK.effects.flashObject(enemy, 0xff6b6b, 500);
}
if (enemy.abilities.includes('area-damage') && combatTimer % 360 === 60) {
enemyDamage *= 2;
LK.effects.flashScreen(0xff0000, 200);
}
battler.takeDamage(enemyDamage);
// Check for battler defensive abilities
var damageReduction = 0;
for (var dp = 0; dp < battler.bodyParts.length; dp++) {
if (battler.bodyParts[dp].attributes.specialAbility === 'defense') {
damageReduction += 5;
}
}
if (damageReduction > 0) {
battler.health += Math.min(damageReduction, enemyDamage * 0.3);
battler.health = Math.min(battler.health, battler.maxHealth);
}
}
// AI enemy regeneration ability
if (enemy.abilities.includes('regeneration') && combatTimer % 300 === 0) {
enemy.health = Math.min(enemy.maxHealth, enemy.health + enemy.maxHealth * 0.1);
tween(enemy, {
tint: 0x2ecc71
}, {
duration: 300,
onFinish: function onFinish() {
tween(enemy, {
tint: enemy.tint || 0xffffff
}, {
duration: 300
});
}
});
}
updateHealthBars();
checkCombatEnd();
}
}; ===================================================================
--- original.js
+++ change.js
@@ -2,8 +2,9 @@
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
+var facekit = LK.import("@upit/facekit.v1");
/****
* Classes
****/
@@ -63,25 +64,33 @@
prompt2: prompt2,
consumedItems: self.consumedItems
});
}
- // Add new body parts based on evolution
- var newPartsCount = 1 + Math.floor(Math.random() * 3); // 1-3 new parts
+ // Add new AI-generated body parts based on evolution level
+ var evolutionComplexity = Math.min(5, Math.floor(self.evolutionCount / 2) + 1);
+ var newPartsCount = evolutionComplexity + Math.floor(Math.random() * evolutionComplexity);
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 offsetX = (Math.random() - 0.5) * (120 + self.evolutionCount * 20);
+ var offsetY = (Math.random() - 0.5) * (120 + self.evolutionCount * 20);
+ // Generate AI body part type
+ var aiPartData = AIBodyPartGenerator.generateUniqueBodyPart(self.evolutionCount, prompt1, prompt2, self.consumedItems);
+ var partType = (aiPartData.id - 1) % 6;
var newBodyPart = new BodyPart(partType, offsetX, offsetY);
newBodyPart.x = offsetX;
newBodyPart.y = offsetY;
newBodyPart.alpha = 0;
+ // Apply AI characteristics immediately
+ newBodyPart.attributes.specialAbility = aiPartData.specialAbility;
+ newBodyPart.scaleX = aiPartData.size;
+ newBodyPart.scaleY = aiPartData.size;
+ newBodyPart.tint = aiPartData.color;
self.addChild(newBodyPart);
self.bodyParts.push(newBodyPart);
- // Fade in new part
+ // Fade in new part with AI-enhanced animation
tween(newBodyPart, {
alpha: 1
}, {
- duration: 1000
+ duration: 1000 + j * 200
});
}
// Boost stats based on evolution count and body parts
self.maxHealth = 100 + self.evolutionCount * 30 + self.bodyParts.length * 10;
@@ -139,27 +148,37 @@
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;
+ // Use AI generation system for evolution
+ var aiCharacteristics = AIBodyPartGenerator.generateUniqueBodyPart(self.evolutionLevel, evolutionData.prompt1, evolutionData.prompt2, evolutionData.consumedItems);
+ // Apply AI-generated characteristics
+ self.attributes.size = aiCharacteristics.size;
+ self.attributes.color = aiCharacteristics.color;
+ self.attributes.rotation = (Math.random() - 0.5) * Math.PI;
+ self.attributes.specialAbility = aiCharacteristics.specialAbility;
+ // Create new AI-generated body part asset if this is a major evolution
+ if (self.evolutionLevel % 2 === 0) {
+ // Replace with AI-generated part
+ partGraphics.destroy();
+ partGraphics = self.attachAsset('aiBodyPart' + aiCharacteristics.id, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ }
tween(partGraphics, {
- scaleX: newSize,
- scaleY: newSize,
- tint: colorShift,
- rotation: newRotation
+ scaleX: aiCharacteristics.size,
+ scaleY: aiCharacteristics.size,
+ tint: aiCharacteristics.color,
+ rotation: self.attributes.rotation
}, {
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;
+ // Organic growth positioning
+ var growthFactor = 1 + self.evolutionLevel * 0.1;
+ var newOffsetX = self.offsetX + (Math.random() - 0.5) * 40 * growthFactor;
+ var newOffsetY = self.offsetY + (Math.random() - 0.5) * 40 * growthFactor;
tween(self, {
x: newOffsetX,
y: newOffsetY
}, {
@@ -310,8 +329,131 @@
/****
* Game Code
****/
+// AI-generated body part assets with infinite variations
+var AIBodyPartGenerator = {
+ generateUniqueBodyPart: function generateUniqueBodyPart(evolutionLevel, prompt1, prompt2, consumedItems) {
+ // Generate AI-influenced body part based on prompts and evolution
+ var partId = this.generatePartId(prompt1, prompt2, evolutionLevel);
+ var characteristics = this.analyzePrompts(prompt1, prompt2, consumedItems);
+ return {
+ id: partId,
+ size: characteristics.size,
+ color: characteristics.color,
+ shape: characteristics.shape,
+ specialAbility: characteristics.ability,
+ evolutionTier: evolutionLevel
+ };
+ },
+ generatePartId: function generatePartId(prompt1, prompt2, evolutionLevel) {
+ // Generate unique ID based on prompts and evolution level
+ var hash = 0;
+ var combined = (prompt1 + prompt2 + evolutionLevel).toLowerCase();
+ for (var i = 0; i < combined.length; i++) {
+ hash = (hash << 5) - hash + combined.charCodeAt(i) & 0xffffffff;
+ }
+ return Math.abs(hash) % 8 + 1; // Return 1-8 for aiBodyPart assets
+ },
+ analyzePrompts: function analyzePrompts(prompt1, prompt2, consumedItems) {
+ var characteristics = {
+ size: 1.0,
+ color: 0xffffff,
+ shape: 'ellipse',
+ ability: 'none'
+ };
+ var allText = (prompt1 + ' ' + prompt2).toLowerCase();
+ // Size analysis
+ if (allText.includes('big') || allText.includes('large') || allText.includes('huge')) {
+ characteristics.size = 1.5 + Math.random() * 0.8;
+ } else if (allText.includes('small') || allText.includes('tiny') || allText.includes('mini')) {
+ characteristics.size = 0.4 + Math.random() * 0.4;
+ } else {
+ characteristics.size = 0.8 + Math.random() * 0.6;
+ }
+ // Color analysis based on prompt keywords
+ if (allText.includes('fire') || allText.includes('red') || allText.includes('flame')) {
+ characteristics.color = 0xff4757;
+ } else if (allText.includes('ice') || allText.includes('blue') || allText.includes('cold')) {
+ characteristics.color = 0x3742fa;
+ } else if (allText.includes('nature') || allText.includes('green') || allText.includes('plant')) {
+ characteristics.color = 0x2ed573;
+ } else if (allText.includes('electric') || allText.includes('yellow') || allText.includes('lightning')) {
+ characteristics.color = 0xffa502;
+ } else {
+ // Generate color based on consumed items
+ var colorBase = 0x000000;
+ for (var i = 0; i < consumedItems.length; i++) {
+ colorBase += consumedItems[i] * 123456;
+ }
+ characteristics.color = Math.abs(colorBase) % 0xffffff;
+ }
+ // Shape analysis
+ if (allText.includes('sharp') || allText.includes('spike') || allText.includes('blade')) {
+ characteristics.shape = 'box';
+ } else if (allText.includes('round') || allText.includes('smooth') || allText.includes('soft')) {
+ characteristics.shape = 'ellipse';
+ }
+ // Special ability analysis
+ if (allText.includes('weapon') || allText.includes('attack') || allText.includes('damage')) {
+ characteristics.ability = 'attack';
+ } else if (allText.includes('shield') || allText.includes('defense') || allText.includes('armor')) {
+ characteristics.ability = 'defense';
+ } else if (allText.includes('speed') || allText.includes('fast') || allText.includes('quick')) {
+ characteristics.ability = 'speed';
+ } else if (allText.includes('heal') || allText.includes('regenerate') || allText.includes('recover')) {
+ characteristics.ability = 'healing';
+ }
+ return characteristics;
+ }
+};
+var AIEnemyGenerator = {
+ generateEnemy: function generateEnemy(battlerEvolutionLevel, enemyLevel) {
+ var enemyType = this.determineEnemyType(battlerEvolutionLevel, enemyLevel);
+ var stats = this.generateEnemyStats(enemyLevel, battlerEvolutionLevel);
+ return {
+ type: enemyType,
+ health: stats.health,
+ damage: stats.damage,
+ scale: stats.scale,
+ color: stats.color,
+ abilities: stats.abilities
+ };
+ },
+ determineEnemyType: function determineEnemyType(battlerEvolution, enemyLevel) {
+ var types = ['basic', 'armored', 'swift', 'giant', 'elemental', 'shapeshifter'];
+ var typeIndex = (battlerEvolution + enemyLevel) % types.length;
+ return types[typeIndex];
+ },
+ generateEnemyStats: function generateEnemyStats(enemyLevel, battlerEvolution) {
+ var baseHealth = 80;
+ var baseDamage = 15;
+ var baseScale = 1.0;
+ // Scale based on both enemy level and battler evolution
+ var healthMultiplier = 1 + (enemyLevel - 1) * 0.5 + battlerEvolution * 0.3;
+ var damageMultiplier = 1 + (enemyLevel - 1) * 0.4 + battlerEvolution * 0.2;
+ var scaleMultiplier = 1 + (enemyLevel - 1) * 0.15;
+ return {
+ health: Math.floor(baseHealth * healthMultiplier),
+ damage: Math.floor(baseDamage * damageMultiplier),
+ scale: baseScale * scaleMultiplier,
+ color: this.generateEnemyColor(enemyLevel, battlerEvolution),
+ abilities: this.generateEnemyAbilities(enemyLevel)
+ };
+ },
+ generateEnemyColor: function generateEnemyColor(enemyLevel, battlerEvolution) {
+ var colorOptions = [0xe74c3c, 0x9b59b6, 0x3498db, 0xe67e22, 0x1abc9c, 0xf39c12];
+ var colorIndex = enemyLevel * battlerEvolution % colorOptions.length;
+ return colorOptions[colorIndex];
+ },
+ generateEnemyAbilities: function generateEnemyAbilities(enemyLevel) {
+ var abilities = [];
+ if (enemyLevel >= 3) abilities.push('regeneration');
+ if (enemyLevel >= 5) abilities.push('counter-attack');
+ if (enemyLevel >= 7) abilities.push('area-damage');
+ return abilities;
+ }
+};
var gameState = 'exploration'; // exploration, transformation, evolution, combat
var battler;
var enemy;
var items = [];
@@ -447,23 +589,31 @@
}
function startCombat() {
gameState = 'combat';
stateText.setText('Battle begins! Enemy Level: ' + enemyLevel);
- // Create enemy with scaling stats based on level
+ // Generate AI-powered enemy
+ var aiEnemyData = AIEnemyGenerator.generateEnemy(battler.evolutionCount, enemyLevel);
enemy = game.addChild(new Enemy());
enemy.x = 1024;
enemy.y = 600;
- // Scale enemy stats based on level
- enemy.maxHealth = 80 + (enemyLevel - 1) * 40;
+ // Apply AI-generated enemy characteristics
+ enemy.maxHealth = aiEnemyData.health;
enemy.health = enemy.maxHealth;
- enemy.damage = 15 + (enemyLevel - 1) * 10;
- // Visual scaling for stronger enemies
- var enemyScale = 1 + (enemyLevel - 1) * 0.2;
+ enemy.damage = aiEnemyData.damage;
+ enemy.enemyType = aiEnemyData.type;
+ enemy.abilities = aiEnemyData.abilities;
+ // Apply AI visual characteristics
+ enemy.tint = aiEnemyData.color;
+ enemy.scaleX = aiEnemyData.scale;
+ enemy.scaleY = aiEnemyData.scale;
+ // Enhanced visual scaling animation
tween(enemy, {
- scaleX: enemyScale,
- scaleY: enemyScale
+ scaleX: aiEnemyData.scale,
+ scaleY: aiEnemyData.scale,
+ rotation: Math.sin(LK.ticks * 0.02) * 0.1
}, {
- duration: 500
+ duration: 500,
+ easing: tween.easeInOut
});
// Create health bars
healthBarBg = LK.getAsset('healthBarBg', {
anchorX: 0,
@@ -593,17 +743,66 @@
}
}
} else if (gameState === 'combat') {
combatTimer++;
- // Simple turn-based combat
+ // Enhanced AI combat system
if (combatTimer % 120 === 0) {
- // Every 2 seconds
- enemy.takeDamage(25);
+ // Player attack - calculate damage based on body parts
+ var playerDamage = 25 + battler.bodyParts.length * 5;
+ // Check for special abilities
+ var criticalHit = false;
+ for (var bp = 0; bp < battler.bodyParts.length; bp++) {
+ if (battler.bodyParts[bp].attributes.specialAbility === 'attack') {
+ playerDamage += 15;
+ criticalHit = true;
+ }
+ }
+ if (criticalHit) {
+ LK.effects.flashObject(enemy, 0xffff00, 300);
+ }
+ enemy.takeDamage(playerDamage);
}
if (combatTimer % 180 === 60) {
- // Enemy attacks 1 second after player
- battler.takeDamage(enemy.damage);
+ // AI Enemy attacks with special abilities
+ var enemyDamage = enemy.damage;
+ // Apply AI enemy abilities
+ if (enemy.abilities.includes('counter-attack') && combatTimer % 240 === 60) {
+ enemyDamage *= 1.5;
+ LK.effects.flashObject(enemy, 0xff6b6b, 500);
+ }
+ if (enemy.abilities.includes('area-damage') && combatTimer % 360 === 60) {
+ enemyDamage *= 2;
+ LK.effects.flashScreen(0xff0000, 200);
+ }
+ battler.takeDamage(enemyDamage);
+ // Check for battler defensive abilities
+ var damageReduction = 0;
+ for (var dp = 0; dp < battler.bodyParts.length; dp++) {
+ if (battler.bodyParts[dp].attributes.specialAbility === 'defense') {
+ damageReduction += 5;
+ }
+ }
+ if (damageReduction > 0) {
+ battler.health += Math.min(damageReduction, enemyDamage * 0.3);
+ battler.health = Math.min(battler.health, battler.maxHealth);
+ }
}
+ // AI enemy regeneration ability
+ if (enemy.abilities.includes('regeneration') && combatTimer % 300 === 0) {
+ enemy.health = Math.min(enemy.maxHealth, enemy.health + enemy.maxHealth * 0.1);
+ tween(enemy, {
+ tint: 0x2ecc71
+ }, {
+ duration: 300,
+ onFinish: function onFinish() {
+ tween(enemy, {
+ tint: enemy.tint || 0xffffff
+ }, {
+ duration: 300
+ });
+ }
+ });
+ }
updateHealthBars();
checkCombatEnd();
}
};
\ No newline at end of file