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