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 function _createForOfIteratorHelper(r, e) { var t = "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (!t) { if (Array.isArray(r) || (t = _unsupportedIterableToArray(r)) || e && r && "number" == typeof r.length) { t && (r = t); var _n = 0, F = function F() {}; return { s: F, n: function n() { return _n >= r.length ? { done: !0 } : { done: !1, value: r[_n++] }; }, e: function e(r) { throw r; }, f: F }; } throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } var o, a = !0, u = !1; return { s: function s() { t = t.call(r); }, n: function n() { var r = t.next(); return a = r.done, r; }, e: function e(r) { u = !0, o = r; }, f: function f() { try { a || null == t["return"] || t["return"](); } finally { if (u) throw o; } } }; } function _unsupportedIterableToArray(r, a) { if (r) { if ("string" == typeof r) return _arrayLikeToArray(r, a); var t = {}.toString.call(r).slice(8, -1); return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray(r, a) : void 0; } } function _arrayLikeToArray(r, a) { (null == a || a > r.length) && (a = r.length); for (var e = 0, n = Array(a); e < a; e++) n[e] = r[e]; return n; } 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 = 'homescreen'; // homescreen, tutorial, exploration, transformation, evolution, combat var battler; var enemy; var items = []; var consumedCount = 0; var textInputs = []; var currentInput = null; var keyboard = []; var tutorialStep = 0; var previousBattlerData = null; // Store battler data from previous victory var isBoss = false; // UI elements var stateText; var healthBar; var healthBarBg; var enemyHealthBar; var enemyHealthBarBg; var homeScreenUI = []; var tutorialUI = []; // Initialize homescreen function createHomeScreen() { var title = new Text2('MORPH BATTLE ARENA', { size: 80, fill: 0xFFFFFF }); title.anchor.set(0.5, 0.5); title.x = 1024; title.y = 600; game.addChild(title); homeScreenUI.push(title); var subtitle = new Text2('Transform. Evolve. Conquer.', { size: 40, fill: 0xBDC3C7 }); subtitle.anchor.set(0.5, 0.5); subtitle.x = 1024; subtitle.y = 700; game.addChild(subtitle); homeScreenUI.push(subtitle); var startButton = LK.getAsset('healthBar', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); startButton.tint = 0x27ae60; startButton.x = 1024; startButton.y = 1200; game.addChild(startButton); homeScreenUI.push(startButton); var startText = new Text2('START TUTORIAL', { size: 50, fill: 0xFFFFFF }); startText.anchor.set(0.5, 0.5); startText.x = 1024; startText.y = 1200; game.addChild(startText); homeScreenUI.push(startText); startButton.down = function () { clearHomeScreen(); startTutorial(); }; } function clearHomeScreen() { for (var i = 0; i < homeScreenUI.length; i++) { homeScreenUI[i].destroy(); } homeScreenUI = []; } function startTutorial() { gameState = 'tutorial'; tutorialStep = 0; showTutorialStep(); } function showTutorialStep() { // Clear previous tutorial UI for (var i = 0; i < tutorialUI.length; i++) { tutorialUI[i].destroy(); } tutorialUI = []; var tutorialTexts = ['Welcome! You control a morphing battler that evolves based on what it eats and your descriptions.', 'Drag your battler around to collect 5 different food items. Each type affects your evolution!', 'After eating 5 items, you will describe your battler with 2 prompts to trigger evolution.', 'Your evolved battler will automatically fight enemies. Win to face stronger foes with your evolved form!', 'Food types: Red=Strength, Blue=Defense, Green=Speed, Yellow=Magic, Purple=Special abilities', 'Ready to begin your morphing journey?']; if (tutorialStep < tutorialTexts.length) { var tutText = new Text2(tutorialTexts[tutorialStep], { size: 45, fill: 0xFFFFFF }); tutText.anchor.set(0.5, 0.5); tutText.x = 1024; tutText.y = 800; game.addChild(tutText); tutorialUI.push(tutText); var nextButton = LK.getAsset('healthBar', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); nextButton.tint = 0x3498db; nextButton.x = 1024; nextButton.y = 1200; game.addChild(nextButton); tutorialUI.push(nextButton); var nextText = new Text2(tutorialStep < tutorialTexts.length - 1 ? 'NEXT' : 'START GAME', { size: 40, fill: 0xFFFFFF }); nextText.anchor.set(0.5, 0.5); nextText.x = 1024; nextText.y = 1200; game.addChild(nextText); tutorialUI.push(nextText); nextButton.down = function () { tutorialStep++; if (tutorialStep >= tutorialTexts.length) { clearTutorialUI(); startGame(); } else { showTutorialStep(); } }; } } function clearTutorialUI() { for (var i = 0; i < tutorialUI.length; i++) { tutorialUI[i].destroy(); } tutorialUI = []; } function startGame() { gameState = 'exploration'; // 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 - use previous evolution if available if (previousBattlerData) { battler = game.addChild(new Battler()); // Restore previous battler characteristics battler.evolutionCount = previousBattlerData.evolutionCount; battler.maxHealth = previousBattlerData.maxHealth; battler.health = Math.floor(battler.maxHealth * 0.8); // Start with 80% health // Recreate body parts from previous evolution for (var p = 0; p < previousBattlerData.bodyParts.length; p++) { var partData = previousBattlerData.bodyParts[p]; var newPart = new BodyPart(partData.partType, partData.offsetX, partData.offsetY); newPart.evolutionLevel = partData.evolutionLevel; newPart.attributes = JSON.parse(JSON.stringify(partData.attributes)); newPart.x = partData.offsetX; newPart.y = partData.offsetY; battler.addChild(newPart); battler.bodyParts.push(newPart); } } else { battler = game.addChild(new Battler()); } battler.x = 1024; battler.y = 1366; spawnItems(); } // Create items scattered around the arena with different food types function spawnItems() { var foodTypes = [{ color: 0xff6b6b, name: 'Strength Berry' }, { color: 0x4ecdc4, name: 'Defense Fruit' }, { color: 0x45b7d1, name: 'Speed Seed' }, { color: 0x96ceb4, name: 'Magic Mushroom' }, { color: 0xfeca57, name: 'Special Spice' }]; for (var i = 0; i < 8; i++) { var foodType = i % 5; var item = game.addChild(new Item(foodType)); item.x = 300 + Math.random() * 1400; item.y = 400 + Math.random() * 1800; item.foodType = foodTypes[foodType]; items.push(item); } } // Check if current enemy should be a boss (every 5th enemy) function shouldBeBoss(enemyLevel) { return enemyLevel % 5 === 0; } // Store battler data for next round function storeBattlerData() { if (battler) { previousBattlerData = { evolutionCount: battler.evolutionCount, maxHealth: battler.maxHealth, bodyParts: [] }; for (var i = 0; i < battler.bodyParts.length; i++) { var part = battler.bodyParts[i]; previousBattlerData.bodyParts.push({ partType: part.partType, offsetX: part.offsetX, offsetY: part.offsetY, evolutionLevel: part.evolutionLevel, attributes: JSON.parse(JSON.stringify(part.attributes)) }); } } } // Start the game with homescreen createHomeScreen(); 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 onPromptDone(prompt1, prompt2) { // Handle prompt completion battler.evolve(prompt1, prompt2); // Visual feedback for completion stateText.setText('Evolution in progress...'); LK.effects.flashScreen(0x27ae60, 1000); // Clean up transformation UI for (var i = 0; i < textInputs.length; i++) { textInputs[i].destroy(); } // Clean up other UI elements var confirmButton = null; var confirmText = null; var _iterator = _createForOfIteratorHelper(game.children), _step; try { for (_iterator.s(); !(_step = _iterator.n()).done;) { var child = _step.value; if (child.tint === 0x27ae60) confirmButton = child; } } catch (err) { _iterator.e(err); } finally { _iterator.f(); } if (confirmButton) confirmButton.destroy(); // Find and destroy confirm text var _iterator2 = _createForOfIteratorHelper(game.children), _step2; try { for (_iterator2.s(); !(_step2 = _iterator2.n()).done;) { var child = _step2.value; if (child.text && child.text === 'EVOLVE!') { child.destroy(); break; } } } catch (err) { _iterator2.e(err); } finally { _iterator2.f(); } hideKeyboard(); textInputs = []; currentInput = null; LK.setTimeout(function () { startCombat(); }, 1500); } function startTransformation() { gameState = 'transformation'; stateText.setText('Select or type your transformation prompts:'); // Show predefined prompt suggestions var promptSuggestions1 = ['fire warrior', 'ice guardian', 'nature beast', 'lightning striker', 'shadow hunter', 'crystal defender']; var promptSuggestions2 = ['razor claws', 'healing aura', 'speed boost', 'armor plating', 'energy blast', 'poison spikes']; // Create suggestion title for first prompt var title1 = new Text2('Body Type Suggestions (or type your own):', { size: 35, fill: 0xBDC3C7 }); title1.anchor.set(0.5, 0.5); title1.x = 1024; title1.y = 800; game.addChild(title1); textInputs.push(title1); // Create suggestion buttons for first prompt for (var i = 0; i < promptSuggestions1.length; i++) { var suggestionButton = LK.getAsset('item1', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 1.5 }); suggestionButton.tint = 0x3498db; suggestionButton.x = 200 + i % 3 * 600; suggestionButton.y = 900 + Math.floor(i / 3) * 80; suggestionButton.promptText = promptSuggestions1[i]; suggestionButton.inputIndex = 0; game.addChild(suggestionButton); textInputs.push(suggestionButton); var suggestionText = new Text2(promptSuggestions1[i], { size: 25, fill: 0xFFFFFF }); suggestionText.anchor.set(0.5, 0.5); suggestionText.x = suggestionButton.x; suggestionText.y = suggestionButton.y; game.addChild(suggestionText); textInputs.push(suggestionText); suggestionButton.down = function () { if (this.inputIndex === 0) { input1.text = this.promptText; input1.updateDisplay(); } else if (this.inputIndex === 1) { input2.text = this.promptText; input2.updateDisplay(); } }; } // Create text inputs var input1 = game.addChild(new TextInput('Describe your battler...')); input1.x = 1024; input1.y = 1100; textInputs.push(input1); // Create suggestion title for second prompt var title2 = new Text2('Ability Suggestions (or type your own):', { size: 35, fill: 0xBDC3C7 }); title2.anchor.set(0.5, 0.5); title2.x = 1024; title2.y = 1300; game.addChild(title2); textInputs.push(title2); // Create suggestion buttons for second prompt for (var j = 0; j < promptSuggestions2.length; j++) { var suggestionButton2 = LK.getAsset('item2', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 1.5 }); suggestionButton2.tint = 0xe67e22; suggestionButton2.x = 200 + j % 3 * 600; suggestionButton2.y = 1400 + Math.floor(j / 3) * 80; suggestionButton2.promptText = promptSuggestions2[j]; suggestionButton2.inputIndex = 1; game.addChild(suggestionButton2); textInputs.push(suggestionButton2); var suggestionText2 = new Text2(promptSuggestions2[j], { size: 25, fill: 0xFFFFFF }); suggestionText2.anchor.set(0.5, 0.5); suggestionText2.x = suggestionButton2.x; suggestionText2.y = suggestionButton2.y; game.addChild(suggestionText2); textInputs.push(suggestionText2); suggestionButton2.down = function () { if (this.inputIndex === 0) { input1.text = this.promptText; input1.updateDisplay(); } else if (this.inputIndex === 1) { input2.text = this.promptText; input2.updateDisplay(); } }; } var input2 = game.addChild(new TextInput('Add special abilities...')); input2.x = 1024; input2.y = 1600; 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 = 1800; var confirmText = new Text2('EVOLVE!', { size: 40, fill: 0xFFFFFF }); confirmText.anchor.set(0.5, 0.5); confirmText.x = 1024; confirmText.y = 1800; game.addChild(confirmText); confirmButton.down = function () { if (textInputs[0].text && textInputs[0].text.length > 0 && textInputs[1].text && textInputs[1].text.length > 0) { onPromptDone(textInputs[0].text, textInputs[1].text); } }; } function startCombat() { gameState = 'combat'; isBoss = shouldBeBoss(enemyLevel); if (isBoss) { stateText.setText('BOSS BATTLE! Level: ' + enemyLevel + ' | Evolution: ' + battler.evolutionCount); } else { stateText.setText('Battle begins! Enemy Level: ' + enemyLevel + ' | Evolution: ' + battler.evolutionCount); } // Generate AI-powered enemy with boss scaling var aiEnemyData = AIEnemyGenerator.generateEnemy(battler.evolutionCount, enemyLevel); enemy = game.addChild(new Enemy()); enemy.x = 1024; enemy.y = 600; // Apply boss multipliers if it's a boss if (isBoss) { aiEnemyData.health *= 2.5; aiEnemyData.damage *= 1.8; aiEnemyData.scale *= 1.4; aiEnemyData.abilities.push('boss-rage'); aiEnemyData.abilities.push('multi-attack'); } // 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; enemy.isBoss = isBoss; // Apply AI visual characteristics enemy.tint = aiEnemyData.color; enemy.scaleX = aiEnemyData.scale; enemy.scaleY = aiEnemyData.scale; // Boss visual effects if (isBoss) { LK.effects.flashScreen(0x8e44ad, 1000); tween(enemy, { scaleX: aiEnemyData.scale * 1.1, scaleY: aiEnemyData.scale * 1.1, rotation: Math.sin(LK.ticks * 0.05) * 0.2 }, { duration: 800, easing: tween.easeInOut, loop: true }); } else { // 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 = isBoss ? 0x8e44ad : 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! Your evolution ends here...'); LK.setTimeout(function () { previousBattlerData = null; // Reset progress on game over LK.showGameOver(); }, 2000); } else if (enemy.health <= 0) { // Store current battler data for next round storeBattlerData(); enemyLevel++; if (isBoss) { stateText.setText('BOSS DEFEATED! Epic victory! Evolution continues...'); LK.effects.flashScreen(0xf1c40f, 2000); } else { stateText.setText('Enemy defeated! Your evolution grows stronger...'); } LK.setTimeout(function () { startNewCombatCycle(); }, 3000); } } 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 === 'homescreen' || gameState === 'tutorial') { // No update logic needed for these states return; } else 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(); } var foodTypeName = item.foodType ? item.foodType.name : 'Mystery Food'; stateText.setText('Consumed ' + foodTypeName + ' (' + 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; // Boss rage mode - gets stronger as health gets lower if (enemy.isBoss && enemy.abilities.includes('boss-rage')) { var healthPercent = enemy.health / enemy.maxHealth; if (healthPercent < 0.5) { enemyDamage *= 1.5; enemy.tint = 0xff0000; } if (healthPercent < 0.25) { enemyDamage *= 2; LK.effects.flashScreen(0xff0000, 100); } } // Boss multi-attack if (enemy.isBoss && enemy.abilities.includes('multi-attack') && combatTimer % 300 === 60) { // Attack 3 times with reduced damage for (var attackCount = 0; attackCount < 3; attackCount++) { LK.setTimeout(function () { battler.takeDamage(Math.floor(enemyDamage * 0.7)); LK.effects.flashObject(battler, 0xff0000, 200); }, attackCount * 400); } return; // Skip normal attack this turn } // Apply other 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
@@ -823,17 +823,108 @@
}, 1500);
}
function startTransformation() {
gameState = 'transformation';
- stateText.setText('Enter two transformation prompts:');
+ stateText.setText('Select or type your transformation prompts:');
+ // Show predefined prompt suggestions
+ var promptSuggestions1 = ['fire warrior', 'ice guardian', 'nature beast', 'lightning striker', 'shadow hunter', 'crystal defender'];
+ var promptSuggestions2 = ['razor claws', 'healing aura', 'speed boost', 'armor plating', 'energy blast', 'poison spikes'];
+ // Create suggestion title for first prompt
+ var title1 = new Text2('Body Type Suggestions (or type your own):', {
+ size: 35,
+ fill: 0xBDC3C7
+ });
+ title1.anchor.set(0.5, 0.5);
+ title1.x = 1024;
+ title1.y = 800;
+ game.addChild(title1);
+ textInputs.push(title1);
+ // Create suggestion buttons for first prompt
+ for (var i = 0; i < promptSuggestions1.length; i++) {
+ var suggestionButton = LK.getAsset('item1', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 2,
+ scaleY: 1.5
+ });
+ suggestionButton.tint = 0x3498db;
+ suggestionButton.x = 200 + i % 3 * 600;
+ suggestionButton.y = 900 + Math.floor(i / 3) * 80;
+ suggestionButton.promptText = promptSuggestions1[i];
+ suggestionButton.inputIndex = 0;
+ game.addChild(suggestionButton);
+ textInputs.push(suggestionButton);
+ var suggestionText = new Text2(promptSuggestions1[i], {
+ size: 25,
+ fill: 0xFFFFFF
+ });
+ suggestionText.anchor.set(0.5, 0.5);
+ suggestionText.x = suggestionButton.x;
+ suggestionText.y = suggestionButton.y;
+ game.addChild(suggestionText);
+ textInputs.push(suggestionText);
+ suggestionButton.down = function () {
+ if (this.inputIndex === 0) {
+ input1.text = this.promptText;
+ input1.updateDisplay();
+ } else if (this.inputIndex === 1) {
+ input2.text = this.promptText;
+ input2.updateDisplay();
+ }
+ };
+ }
// Create text inputs
var input1 = game.addChild(new TextInput('Describe your battler...'));
input1.x = 1024;
- input1.y = 1200;
+ input1.y = 1100;
textInputs.push(input1);
+ // Create suggestion title for second prompt
+ var title2 = new Text2('Ability Suggestions (or type your own):', {
+ size: 35,
+ fill: 0xBDC3C7
+ });
+ title2.anchor.set(0.5, 0.5);
+ title2.x = 1024;
+ title2.y = 1300;
+ game.addChild(title2);
+ textInputs.push(title2);
+ // Create suggestion buttons for second prompt
+ for (var j = 0; j < promptSuggestions2.length; j++) {
+ var suggestionButton2 = LK.getAsset('item2', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 2,
+ scaleY: 1.5
+ });
+ suggestionButton2.tint = 0xe67e22;
+ suggestionButton2.x = 200 + j % 3 * 600;
+ suggestionButton2.y = 1400 + Math.floor(j / 3) * 80;
+ suggestionButton2.promptText = promptSuggestions2[j];
+ suggestionButton2.inputIndex = 1;
+ game.addChild(suggestionButton2);
+ textInputs.push(suggestionButton2);
+ var suggestionText2 = new Text2(promptSuggestions2[j], {
+ size: 25,
+ fill: 0xFFFFFF
+ });
+ suggestionText2.anchor.set(0.5, 0.5);
+ suggestionText2.x = suggestionButton2.x;
+ suggestionText2.y = suggestionButton2.y;
+ game.addChild(suggestionText2);
+ textInputs.push(suggestionText2);
+ suggestionButton2.down = function () {
+ if (this.inputIndex === 0) {
+ input1.text = this.promptText;
+ input1.updateDisplay();
+ } else if (this.inputIndex === 1) {
+ input2.text = this.promptText;
+ input2.updateDisplay();
+ }
+ };
+ }
var input2 = game.addChild(new TextInput('Add special abilities...'));
input2.x = 1024;
- input2.y = 1400;
+ input2.y = 1600;
textInputs.push(input2);
currentInput = input1;
createKeyboard();
// Add input switching
@@ -852,19 +943,19 @@
});
confirmButton.tint = 0x27ae60;
game.addChild(confirmButton);
confirmButton.x = 1024;
- confirmButton.y = 1600;
+ confirmButton.y = 1800;
var confirmText = new Text2('EVOLVE!', {
size: 40,
fill: 0xFFFFFF
});
confirmText.anchor.set(0.5, 0.5);
confirmText.x = 1024;
- confirmText.y = 1600;
+ confirmText.y = 1800;
game.addChild(confirmText);
confirmButton.down = function () {
- if (textInputs[0].text.length > 0 && textInputs[1].text.length > 0) {
+ if (textInputs[0].text && textInputs[0].text.length > 0 && textInputs[1].text && textInputs[1].text.length > 0) {
onPromptDone(textInputs[0].text, textInputs[1].text);
}
};
}