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When u did firstly to make show that how many cubix i have that looks good make it same but a little bit bigger text and image
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Make a button in bag menu for going back to cubix collection menu and when im looking the bag i cant see what i have
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İf i have 4 cubix i have to see these items in my bag menu fix it
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There is no back button for collection menu
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When i clocked the collection menu there is basg butto for go but i hsve gone into the bag there is no button for collection for go
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Make that bag menu bigger with imsge and text and i have more items we can scroll it down ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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İ have to see what i have in my bag like how man basic cubix i do have for all rarity with their image on left
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İ have to see what i have in my bag like how man basic cubix i do have for all rarity
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Give me 4 cubix for playable just for now
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Erase the cubixion:undefined in collection menu and make a counter of how many i do have cubixion at this time like 1 4 60 or something
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İn collection menu erase that collected counter just give me count for how many do i have cubixion
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When clicked the collection button opend the collection menu and remove the collection but here jas to be exit button for quiting
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Make that collection button a bit bigger and bag button a bit bigger
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When player steps on all type of cubix, despawn it and add to bag for use in catching cubixion
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bro make sure when player step on cubix it has to despawn and it would get into to bag for use catch cubexion
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dont do fstly despawn for all spawned things
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make more cubix spawing rate 10 times bigger than cubixion
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when cubix or cubixion has spawned 5 min later they can despawn mek it
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i cannot collect cubix when player on the cubix for collection
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when playet got step on the cubix i couldnt collect it fix it
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when game starting dont spawn both player and spawned thing on same place
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make for all cubixion spawn with their image like if it is a creature_0_Sproutle_grass give image to map for sensible and make it for all cubixion
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but when cubix has spawned on map there has to be a limit for like max 30 and spawn that cubix with their image and dont despawn
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despawning is to fast when they spawned and when i go for it i cant catch the action is not runing
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Fix: Always guarantee at least one cubixion and one cubix are visible and collectible on the map u said that but not do for on map do for on screen
/**** * Plugins ****/ var storage = LK.import("@upit/storage.v1", { discoveredCreatures: {}, playerPosition: { x: 10, y: 10 }, unlockedAreas: { starter: true } }); var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Collection class to manage discovered creatures var Collection = Container.expand(function () { var self = Container.call(this); // Collection components self.visible = false; self.background = null; self.scrollContainer = null; self.closeButton = null; // Initialize collection screen self.init = function () { // Create darkened background self.background = self.attachAsset('grassTile', { anchorX: 0, anchorY: 0, width: 2048, height: 2732 }); self.background.alpha = 0.9; self.background.tint = 0x000000; // Create scroll container for creatures and bag self.scrollContainer = new Container(); self.addChild(self.scrollContainer); self.scrollContainer.x = 50; self.scrollContainer.y = 320; // Move down to make space for bag section // Create scrollable Bag section container with mask self.bagScrollContainer = new Container(); self.bagMaskContainer = new Container(); self.addChild(self.bagMaskContainer); self.bagMaskContainer.x = 50; self.bagMaskContainer.y = 200; self.bagMaskContainer.addChild(self.bagScrollContainer); // Create a mask for the scrollable area var bagMask = LK.getAsset('grassTile', { anchorX: 0, anchorY: 0, width: 2048 - 100, height: 1000 }); bagMask.alpha = 0.0; // Invisible mask self.bagMaskContainer.addChild(bagMask); self.bagScrollContainer.mask = bagMask; // Create a background for the bag area var bagBackground = LK.getAsset('grassTile', { anchorX: 0, anchorY: 0, width: 2048 - 100, height: 1000 }); bagBackground.alpha = 0.3; bagBackground.tint = 0x000088; self.bagMaskContainer.addChild(bagBackground); self.bagMaskContainer.setChildIndex(bagBackground, 0); // Add Bag button to open Bag section self.bagButton = self.attachAsset('dpadButton', { anchorX: 0.5, anchorY: 0.5, // Move to right bottom x: 2048 - 200, y: 2732 - 200, scaleX: 1.5, scaleY: 1.5 }); self.bagButton.interactive = true; var bagBtnText = new Text2('BAG', { size: 60, fill: 0xFFD700 }); bagBtnText.anchor.set(0.5, 0.5); // Move to right bottom bagBtnText.x = 2048 - 200; bagBtnText.y = 2732 - 200; self.addChild(self.bagButton); self.addChild(bagBtnText); // Add bag section title self.bagTitleText = new Text2('MY BAG', { size: 70, fill: 0xFFD700 }); self.bagTitleText.anchor.set(0.5, 0); self.bagTitleText.x = 1024; self.bagTitleText.y = 220; self.addChild(self.bagTitleText); self.bagTitleText.visible = true; // Scrolling variables self.bagScrollingActive = false; self.bagScrollStartY = 0; self.bagScrollStartPos = 0; self.bagMaxScroll = 0; // Add scroll indicators self.scrollUpIndicator = new Text2('▲', { size: 60, fill: 0xFFFFFF }); self.scrollUpIndicator.anchor.set(0.5, 0); self.scrollUpIndicator.x = 1024; self.scrollUpIndicator.y = 260; self.scrollUpIndicator.alpha = 0.7; self.addChild(self.scrollUpIndicator); self.scrollDownIndicator = new Text2('▼', { size: 60, fill: 0xFFFFFF }); self.scrollDownIndicator.anchor.set(0.5, 1); self.scrollDownIndicator.x = 1024; self.scrollDownIndicator.y = 1180; self.scrollDownIndicator.alpha = 0.7; self.addChild(self.scrollDownIndicator); // Bag section is visible by default, but you can toggle it with the button if desired self.bagButton.down = function () { // Toggle bagMaskContainer visibility self.bagMaskContainer.visible = !self.bagMaskContainer.visible; self.bagTitleText.visible = self.bagMaskContainer.visible; self.scrollUpIndicator.visible = self.bagMaskContainer.visible; self.scrollDownIndicator.visible = self.bagMaskContainer.visible; // Change title depending on bagContainer visibility if (self.bagMaskContainer.visible && self.titleText) { self.titleText.setText('THE BAG'); } else if (self.titleText) { self.titleText.setText('CUBIXION MENU'); } // If showing bag, populate it with items if (self.bagMaskContainer.visible) { self.populateBagItems(); // Make sure back button is visible when bag is visible if (self.backToCollectionButton) { self.backToCollectionButton.visible = true; if (self.backToCollectionButton.backBtnText) { self.backToCollectionButton.backBtnText.visible = true; } } } }; // Function to populate bag with items self.populateBagItems = function () { // Remove previous cubixion images from bagScrollContainer for (var i = self.bagScrollContainer.children.length - 1; i >= 0; i--) { var child = self.bagScrollContainer.children[i]; if (child && child.isCubixionBagImage) { self.bagScrollContainer.removeChild(child); } } // Reset scroll position self.bagScrollContainer.y = 0; // Show a summary of how many basic cubix of each rarity the player has in the bag section, with their image on the left var cubixRarities = ['basic', 'uncommon', 'rare', 'legendary']; var cubixNames = { basic: 'Basic Cubix', uncommon: 'Uncommon Cubix', rare: 'Rare Cubix', legendary: 'Legendary Cubix' }; var cubixColors = { basic: 0xffffff, uncommon: 0x00ff00, rare: 0x0000ff, legendary: 0xffd700 }; var itemHeight = 200; // Increased height for each item var padding = 40; // Padding between items var totalHeight = 0; var containerWidth = 1900; // Width of the container // Add title for each section var headerText = new Text2('CUBIXION INVENTORY', { size: 70, fill: 0xFFFFFF }); headerText.anchor.set(0.5, 0); headerText.x = containerWidth / 2; headerText.y = 20; headerText.isCubixionBagImage = true; self.bagScrollContainer.addChild(headerText); totalHeight = 120; // Starting height after header // Add items with larger images and text for (var i = 0; i < cubixRarities.length; i++) { var rarity = cubixRarities[i]; // Directly access the playerCubix global variable to ensure we get the correct value var count = playerCubix[rarity] || 0; // Create a container for this item row for better organization var itemContainer = new Container(); itemContainer.y = totalHeight; itemContainer.isCubixionBagImage = true; self.bagScrollContainer.addChild(itemContainer); // Add background for this item var itemBg = LK.getAsset('grassTile', { anchorX: 0, anchorY: 0, width: containerWidth, height: itemHeight }); itemBg.alpha = 0.2; itemBg.tint = cubixColors[rarity]; itemContainer.addChild(itemBg); // Always show all rarities, even if 0 var cubixImg = LK.getAsset('cubix_' + rarity, { anchorX: 0.5, anchorY: 0.5, x: 150, y: itemHeight / 2, scaleX: 1.5, // Bigger image scaleY: 1.5 // Bigger image }); itemContainer.addChild(cubixImg); var cubixName = new Text2(cubixNames[rarity], { size: 60, // Bigger text fill: cubixColors[rarity] }); cubixName.anchor.set(0, 0.5); cubixName.x = 300; cubixName.y = itemHeight / 2 - 30; itemContainer.addChild(cubixName); var cubixDescription = new Text2('Used for capturing creatures', { size: 40, fill: 0xCCCCCC }); cubixDescription.anchor.set(0, 0.5); cubixDescription.x = 300; cubixDescription.y = itemHeight / 2 + 30; itemContainer.addChild(cubixDescription); // Make sure to display the correct count from playerCubix var countText = new Text2('x' + playerCubix[rarity], { size: 80, fill: 0xFFFFFF }); countText.anchor.set(1, 0.5); countText.x = containerWidth - 80; countText.y = itemHeight / 2; itemContainer.addChild(countText); totalHeight += itemHeight + padding; } // Add a section for other potential items (empty for now, but prepared for future items) if (totalHeight > 0) { var otherItemsHeader = new Text2('OTHER ITEMS', { size: 50, fill: 0xFFFFFF }); otherItemsHeader.anchor.set(0.5, 0); otherItemsHeader.x = containerWidth / 2; otherItemsHeader.y = totalHeight; otherItemsHeader.isCubixionBagImage = true; self.bagScrollContainer.addChild(otherItemsHeader); totalHeight += 80; // Add placeholder message for future items var placeholderText = new Text2('No other items in your bag yet', { size: 36, fill: 0xAAAAAA }); placeholderText.anchor.set(0.5, 0); placeholderText.x = containerWidth / 2; placeholderText.y = totalHeight; placeholderText.isCubixionBagImage = true; self.bagScrollContainer.addChild(placeholderText); totalHeight += 100; } // Set the max scroll value based on content height self.bagMaxScroll = Math.max(0, totalHeight - 900); // 900 is approximate visible area height // Update scroll indicators visibility self.updateScrollIndicators(); // Add scroll functionality self.bagMaskContainer.interactive = true; // Remove any existing listeners to prevent duplicates if (self.bagMaskContainer.down) { self.bagMaskContainer.down = null; } if (self.bagMaskContainer.up) { self.bagMaskContainer.up = null; } if (self.bagMaskContainer.move) { self.bagMaskContainer.move = null; } self.bagMaskContainer.down = function (x, y, obj) { self.bagScrollingActive = true; self.bagScrollStartY = y; self.bagScrollStartPos = self.bagScrollContainer.y; }; self.bagMaskContainer.move = function (x, y, obj) { if (self.bagScrollingActive) { var delta = y - self.bagScrollStartY; var newY = self.bagScrollStartPos + delta; // Clamp scrolling if (newY > 0) newY = 0; if (newY < -self.bagMaxScroll) newY = -self.bagMaxScroll; self.bagScrollContainer.y = newY; self.updateScrollIndicators(); } }; self.bagMaskContainer.up = function () { self.bagScrollingActive = false; // Only one spawn near player per update if (Math.abs(self.bagScrollContainer.y - self.bagScrollStartPos) > 5) { var velocity = (self.bagScrollContainer.y - self.bagScrollStartPos) * 0.3; var targetY = self.bagScrollContainer.y + velocity; // Clamp target if (targetY > 0) targetY = 0; if (targetY < -self.bagMaxScroll) targetY = -self.bagMaxScroll; // Animate to target position tween(self.bagScrollContainer, { y: targetY }, { duration: 300, easing: tween.easeOut, onUpdate: function onUpdate() { self.updateScrollIndicators(); } }); } // Add back button if not already added if (!self.backToCollectionButton) { self.backToCollectionButton = self.attachAsset('dpadButton', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1180, scaleX: 1.5, scaleY: 1.5 }); self.backToCollectionButton.interactive = true; var backBtnText = new Text2('BACK TO COLLECTION', { size: 50, fill: 0xFFD700 }); backBtnText.anchor.set(0.5, 0.5); backBtnText.x = 1024; backBtnText.y = 1180; self.addChild(self.backToCollectionButton); self.addChild(backBtnText); self.backToCollectionButton.backBtnText = backBtnText; self.backToCollectionButton.down = function () { // Toggle bag visibility off and show collection menu self.bagMaskContainer.visible = false; self.bagTitleText.visible = false; self.scrollUpIndicator.visible = false; self.scrollDownIndicator.visible = false; self.backToCollectionButton.visible = false; self.backToCollectionButton.backBtnText.visible = false; // Change title back to collection menu if (self.titleText) { self.titleText.setText('CUBIXION MENU'); } }; } // Make sure the back button is visible when the bag is visible if (self.backToCollectionButton) { self.backToCollectionButton.visible = self.bagMaskContainer.visible; if (self.backToCollectionButton.backBtnText) { self.backToCollectionButton.backBtnText.visible = self.bagMaskContainer.visible; } } }; }; // Update scroll indicators based on current scroll position self.updateScrollIndicators = function () { if (self.bagMaxScroll <= 0) { // No need for indicators if content fits self.scrollUpIndicator.visible = false; self.scrollDownIndicator.visible = false; return; } // Show up indicator only if scrolled down self.scrollUpIndicator.visible = self.bagMaskContainer.visible && self.bagScrollContainer.y < 0; // Show down indicator only if can scroll further down self.scrollDownIndicator.visible = self.bagMaskContainer.visible && self.bagScrollContainer.y > -self.bagMaxScroll; // Fade indicators based on scroll position self.scrollUpIndicator.alpha = Math.min(1, Math.abs(self.bagScrollContainer.y) / 100); self.scrollDownIndicator.alpha = Math.min(1, (self.bagMaxScroll + self.bagScrollContainer.y) / 100); }; // Example: Add a placeholder for "other items" in the bag // You can add more items here as needed var bagItemY = 70; // Remove potion and revive from the bag playerBagItems = []; // No items to display in the bag // Add title self.titleText = new Text2('CUBIXION MENU', { size: 80, fill: 0xFFFFFF }); self.titleText.anchor.set(0.5, 0); self.titleText.x = 1024; self.titleText.y = 50; self.addChild(self.titleText); // Show owned Cubixion with image, rarity, and element // Remove previous Cubixion display if present if (self.cubixionDisplay && self.cubixionDisplay.length) { for (var i = 0; i < self.cubixionDisplay.length; i++) { self.removeChild(self.cubixionDisplay[i]); } } self.cubixionDisplay = []; var ownedCubixion = []; if (typeof cubixTypes === "undefined") { cubixTypes = []; } for (var i = 0; i < cubixTypes.length; i++) { var cType = cubixTypes[i]; var count = playerCubix[cType.rarity] || 0; if (count > 0) { ownedCubixion.push({ type: cType, count: count }); } } var cubixionStartX = 400; var cubixionStartY = 140; var cubixionSpacing = 320; for (var i = 0; i < ownedCubixion.length; i++) { var cType = ownedCubixion[i].type; var count = ownedCubixion[i].count; // Cubixion image var cubixionImg = LK.getAsset('cubix_' + (cType && typeof cType.rarity !== "undefined" ? cType.rarity : "basic"), { anchorX: 0.5, anchorY: 0.5, x: cubixionStartX + i * cubixionSpacing, y: cubixionStartY + 80, scaleX: 0.7, scaleY: 0.7 }); self.addChild(cubixionImg); self.cubixionDisplay.push(cubixionImg); // Cubixion name var cubixionName = new Text2(cType.name.replace(' Cubix', 'ion'), { size: 38, fill: cType.color }); cubixionName.anchor.set(0.5, 0); cubixionName.x = cubixionStartX + i * cubixionSpacing; cubixionName.y = cubixionStartY + 160; self.addChild(cubixionName); self.cubixionDisplay.push(cubixionName); // Cubixion rarity var rarityText = new Text2('Rarity: ' + cType.rarity.toUpperCase(), { size: 32, fill: 0xFFD700 }); rarityText.anchor.set(0.5, 0); rarityText.x = cubixionStartX + i * cubixionSpacing; rarityText.y = cubixionStartY + 210; self.addChild(rarityText); self.cubixionDisplay.push(rarityText); // Cubixion element (for this game, element is not directly in cubixTypes, so show as "-") var elementText = new Text2('Element: -', { size: 32, fill: 0xFFFFFF }); elementText.anchor.set(0.5, 0); elementText.x = cubixionStartX + i * cubixionSpacing; elementText.y = cubixionStartY + 250; self.addChild(elementText); self.cubixionDisplay.push(elementText); // Cubixion count var countText = new Text2('x' + count, { size: 36, fill: 0xFFFFFF }); countText.anchor.set(0.5, 0); countText.x = cubixionStartX + i * cubixionSpacing; countText.y = cubixionStartY + 290; self.addChild(countText); self.cubixionDisplay.push(countText); } // Create close button self.closeButton = self.attachAsset('dpadButton', { anchorX: 0.5, anchorY: 0.5, x: 1900, y: 100 }); self.closeButton.interactive = true; // Add X to close button var closeText = new Text2('X', { size: 60, fill: 0xFFFFFF }); closeText.anchor.set(0.5, 0.5); closeText.x = 1900; closeText.y = 100; self.addChild(closeText); // Hide initially self.visible = false; return self; }; // Show collection screen and populate with discovered creatures self.show = function () { self.visible = true; // Make sure the bag container is initialized but hidden initially if (self.bagMaskContainer) { self.bagMaskContainer.visible = false; self.bagTitleText.visible = false; self.scrollUpIndicator.visible = false; self.scrollDownIndicator.visible = false; // Initialize bag items on first show self.populateBagItems(); // Make sure back button is properly hidden if (self.backToCollectionButton) { self.backToCollectionButton.visible = false; if (self.backToCollectionButton.backBtnText) { self.backToCollectionButton.backBtnText.visible = false; } } } // Remove any collection menu under the cross (close) button if present for (var i = self.children.length - 1; i >= 0; i--) { var child = self.children[i]; // Remove any Text2 or Container that is at or near the close button position (1900, 100) if ((child instanceof Text2 || typeof child.x === "number" && typeof child.y === "number") && Math.abs(child.x - 1900) < 80 && Math.abs(child.y - 100) < 80 && child !== self.closeButton) { self.removeChild(child); } } // Clear existing creatures while (self.scrollContainer.children.length > 0) { self.scrollContainer.removeChild(self.scrollContainer.children[0]); } // Get discovered creatures from storage var discoveredCreatures = storage.discoveredCreatures || {}; var creatureCount = Object.keys(discoveredCreatures).length; // Calculate total Cubixion count var totalCubixion = 0; var ownedCubixion = []; for (var i = 0; i < cubixTypes.length; i++) { var cType = cubixTypes[i]; var count = playerCubix[cType.rarity] || 0; totalCubixion += count; if (count > 0) { ownedCubixion.push({ type: cType, count: count }); } } // Show only cubixion count (totalCubixion) at the top, erase cubixion:undefined var cubixionCountText = new Text2('Cubixion: ' + totalCubixion, { size: 50, fill: 0xFFFFFF }); cubixionCountText.anchor.set(0.5, 0); cubixionCountText.x = 1024; cubixionCountText.y = 150; self.addChild(cubixionCountText); // Remove previous Cubixion image display if present if (self.cubixionImageDisplay && self.cubixionImageDisplay.length) { for (var i = 0; i < self.cubixionImageDisplay.length; i++) { self.removeChild(self.cubixionImageDisplay[i]); } } self.cubixionImageDisplay = []; // Show Cubixion as images in a row var imgStartX = 400; var imgY = 220; var imgSpacing = 320; for (var i = 0; i < ownedCubixion.length; i++) { var cType = ownedCubixion[i].type; var count = ownedCubixion[i].count; var cubixionImg = LK.getAsset('cubix_' + (cType && typeof cType.rarity !== "undefined" ? cType.rarity : "basic"), { anchorX: 0.5, anchorY: 0.5, x: imgStartX + i * imgSpacing, y: imgY + 80, scaleX: 0.7, scaleY: 0.7 }); self.addChild(cubixionImg); self.cubixionImageDisplay.push(cubixionImg); // Cubixion name var cubixionName = new Text2(cType.name.replace(' Cubix', 'ion'), { size: 38, fill: cType.color }); cubixionName.anchor.set(0.5, 0); cubixionName.x = imgStartX + i * imgSpacing; cubixionName.y = imgY + 160; self.addChild(cubixionName); self.cubixionImageDisplay.push(cubixionName); // Cubixion count var countText = new Text2('x' + count, { size: 36, fill: 0xFFFFFF }); countText.anchor.set(0.5, 0); countText.x = imgStartX + i * imgSpacing; countText.y = imgY + 210; self.addChild(countText); self.cubixionImageDisplay.push(countText); // Show gems for this cubixion var cid = cType.id !== undefined ? cType.id : cType.creatureId; var creatureIdx = typeof cType.creatureId !== "undefined" ? cType.creatureId : typeof cType.id !== "undefined" ? cType.id : null; var gems = 0; if (creatureIdx !== null && _typeof2(playerCubixionCollection) === "object" && playerCubixionCollection[creatureIdx]) { gems = playerCubixionCollection[creatureIdx].gems || 0; } var gemText = new Text2('Gems: ' + gems, { size: 28, fill: 0xFFD700 }); gemText.anchor.set(0.5, 0); gemText.x = imgStartX + i * imgSpacing; gemText.y = imgY + 250; self.addChild(gemText); self.cubixionImageDisplay.push(gemText); // Add evolve button if possible if (typeof Creature !== "undefined" && Creature.prototype && Creature.prototype.creatureList) { var evoId = null; // Find the creature in the database for (var ci = 0; ci < Creature.prototype.creatureList.length; ci++) { var c = Creature.prototype.creatureList[ci]; if (c.name === cType.name.replace(' Cubix', '') && c.type === cType.type) { evoId = c.evolvesTo; break; } } if (evoId !== null && typeof Creature.prototype.creatureList[evoId] !== "undefined" && gems > 0) { // Show evolve button var evolveBtn = self.attachAsset('dpadButton', { anchorX: 0.5, anchorY: 0.5, x: imgStartX + i * imgSpacing, y: imgY + 320 }); evolveBtn.interactive = true; var evolveText = new Text2('EVOLVE', { size: 28, fill: 0x00FF00 }); evolveText.anchor.set(0.5, 0.5); evolveText.x = imgStartX + i * imgSpacing; evolveText.y = imgY + 320; self.addChild(evolveBtn); self.addChild(evolveText); self.cubixionImageDisplay.push(evolveBtn); self.cubixionImageDisplay.push(evolveText); // Evolve logic: spend 1 gem, unlock evolved form (function (creatureIdx, evoId) { evolveBtn.down = function () { if (playerCubixionCollection[creatureIdx] && playerCubixionCollection[creatureIdx].gems > 0) { playerCubixionCollection[creatureIdx].gems--; // Add evolved form to collection if (!playerCubixionCollection[evoId]) playerCubixionCollection[evoId] = { count: 0, gems: 0 }; playerCubixionCollection[evoId].count++; playerCubixionCollection[evoId].gems++; // Show message var msg = new Text2('Evolved to ' + Creature.prototype.creatureList[evoId].name + '!', { size: 60, fill: 0x00FF00 }); msg.anchor.set(0.5, 0.5); msg.x = 1024; msg.y = 400; self.addChild(msg); LK.setTimeout(function () { self.removeChild(msg); // Refresh collection menu to show new evolution if (typeof self.show === "function") self.show(); }, 1000); } }; })(creatureIdx, evoId); } } } // Create grid of discovered creatures var gridX = 0; var gridY = 0; // Make collection menu much bigger var itemsPerRow = 7; var cellSize = 480; // Build a list of all possible creatures (by name, not by element type) var allCreatures = []; if (typeof Creature !== "undefined" && Creature.prototype && Creature.prototype.creatureList) { for (var i = 0; i < Creature.prototype.creatureList.length; i++) { var c = Creature.prototype.creatureList[i]; // For each rarity, add a possible entry var allRarities = ['common', 'uncommon', 'rare', 'epic', 'legendary']; for (var r = 0; r < allRarities.length; r++) { allCreatures.push({ name: c.name, type: c.type, image: c.image, rarity: allRarities[r] }); } } } // Sort allCreatures by name (alphabetically) allCreatures.sort(function (a, b) { if (a.name < b.name) return -1; if (a.name > b.name) return 1; return 0; }); var itemsPerRow = 7; var cellSize = 480; for (var idx = 0; idx < allCreatures.length; idx++) { var creature = allCreatures[idx]; var key = creature.type + '-' + creature.rarity; var gridX = idx % itemsPerRow; var gridY = Math.floor(idx / itemsPerRow); var cell = new Container(); cell.x = gridX * cellSize; cell.y = gridY * cellSize; self.scrollContainer.addChild(cell); if (discoveredCreatures[key]) { // Discovered creature var creatureGraphic = LK.getAsset(creature.image, { anchorX: 0.5, anchorY: 0.5, x: cellSize / 2, y: cellSize / 2 - 40 }); // Apply rarity styling var rarityColor = 0xFFFFFF; if (creature.rarity === 'uncommon') rarityColor = 0x00FF00; if (creature.rarity === 'rare') rarityColor = 0x0000FF; if (creature.rarity === 'epic') rarityColor = 0xFF00FF; if (creature.rarity === 'legendary') rarityColor = 0xFFD700; // Make rarer creatures slightly larger var scale = 1.0; if (creature.rarity === 'uncommon') scale = 1.1; if (creature.rarity === 'rare') scale = 1.2; if (creature.rarity === 'epic') scale = 1.3; if (creature.rarity === 'legendary') scale = 1.5; creatureGraphic.scale.set(scale, scale); cell.addChild(creatureGraphic); // Add info text with name, element type, and rarity under each discovered Cubixion var infoText = new Text2(creature.name + '\nElement: ' + creature.type.toUpperCase() + '\nRarity: ' + creature.rarity.toUpperCase(), { size: 40, fill: 0xFFFFFF }); infoText.anchor.set(0.5, 0); infoText.x = cellSize / 2; infoText.y = cellSize / 2 + 60; cell.addChild(infoText); } else { // Undiscovered creature (shadow) var undiscoveredGraphic = LK.getAsset(creature.type + 'Cubixion', { anchorX: 0.5, anchorY: 0.5, x: cellSize / 2, y: cellSize / 2 }); undiscoveredGraphic.alpha = 0.2; undiscoveredGraphic.tint = 0x000000; cell.addChild(undiscoveredGraphic); // Add question mark var questionText = new Text2('?', { size: 80, fill: 0x999999 }); questionText.anchor.set(0.5, 0.5); questionText.x = cellSize / 2; questionText.y = cellSize / 2; cell.addChild(questionText); } } // --- Fluent drag-to-scroll logic for scrollContainer --- self.scrollContainer.interactive = true; self.scrollContainer.hitArea = new Rectangle(0, 0, itemsPerRow * cellSize, (gridY + 1) * cellSize); var isDragging = false; var dragStartY = 0; var dragStartScrollY = 0; var minY = 0; var maxY = Math.max(0, (gridY + 1) * cellSize - 1800); // 1800px is approx. visible area // For momentum/fluent scroll var lastMoveTime = 0; var lastMoveY = 0; var velocityY = 0; var momentumTimer = null; self.scrollContainer.down = function (x, y, obj) { isDragging = true; dragStartY = y; dragStartScrollY = self.scrollContainer.y; lastMoveTime = Date.now(); lastMoveY = y; velocityY = 0; if (momentumTimer) { LK.clearInterval(momentumTimer); momentumTimer = null; } // Prevent accidental selection of creatures while dragging if (obj && obj.event && obj.event.stopPropagation) obj.event.stopPropagation(); }; self.scrollContainer.move = function (x, y, obj) { if (isDragging) { var now = Date.now(); var newY = dragStartScrollY + (y - dragStartY); // Clamp scroll if (newY > 200) newY = 200; if (newY < -maxY) newY = -maxY; self.scrollContainer.y = newY; // Calculate velocity for momentum var dt = now - lastMoveTime; if (dt > 0) { velocityY = (y - lastMoveY) / dt; lastMoveTime = now; lastMoveY = y; } } }; self.scrollContainer.up = function (x, y, obj) { isDragging = false; // Start momentum scroll if velocity is significant if (Math.abs(velocityY) > 0.1) { var decay = 0.95; momentumTimer = LK.setInterval(function () { self.scrollContainer.y += velocityY * 30; // Clamp scroll if (self.scrollContainer.y > 200) self.scrollContainer.y = 200; if (self.scrollContainer.y < -maxY) self.scrollContainer.y = -maxY; velocityY *= decay; if (Math.abs(velocityY) < 0.05) { LK.clearInterval(momentumTimer); momentumTimer = null; } }, 16); } }; }; // Hide collection screen self.hide = function () { self.visible = false; // Make sure to hide bag containers too if (self.bagMaskContainer) { self.bagMaskContainer.visible = false; } if (self.bagTitleText) { self.bagTitleText.visible = false; } if (self.scrollUpIndicator) { self.scrollUpIndicator.visible = false; } if (self.scrollDownIndicator) { self.scrollDownIndicator.visible = false; } }; return self; }); // Creature class for encounters var Creature = Container.expand(function () { var self = Container.call(this); // --- Creature Database: 100 unique creatures with names, images, and evolutions --- self.creatureList = [ // Example: {id: 0, name: "Sproutle", type: "grass", image: "grassCreature", evolvesTo: 1} // ... 100 creatures, each with unique name, type, image, and evolution chain ]; // Generate 100 unique creatures with types, images, and names (function () { var types = ['bug', 'dark', 'dragon', 'electric', 'fairy', 'fighting', 'fire', 'flying', 'ghost', 'grass', 'ground', 'ice', 'normal', 'poison', 'psychic', 'rock', 'steel', 'water']; var baseNames = ["Sproutle", "Aquapup", "Pyrokit", "Stonox", "Zephyro", "Lumina", "Frosty", "Venoma", "Spectra", "Boulder", "Voltix", "Mystwing", "Shadeon", "Petalyn", "Scorcher", "Chillfin", "Ironclad", "Pebblit", "Gustlet", "Dewdrop", "Emberly", "Thornet", "Mossy", "Duskleaf", "Blazetail", "Crystowl", "Sableye", "Toxifin", "Glimmer", "Rubble", "Cinderpaw", "Leaflet", "Mudkip", "Glacier", "Fanglet", "Wispurr", "Bramble", "Sparky", "Tidelet", "Cobalite", "Garnet", "Quartz", "Onyx", "Topaz", "Opal", "Jade", "Amber", "Ruby", "Sapphire", "Emerald", "Coral", "Shellby", "Ripple", "Torrent", "Breeze", "Nimbus", "Tempest", "Cyclone", "Blizzard", "Icicle", "Flicker", "Glowbug", "Mothra", "Scarab", "Beetle", "Antler", "Staggle", "Hornet", "Buzzly", "Flutter", "Puddle", "Splashy", "Drizzle", "Rainy", "Stormy", "Thunder", "Bolt", "Sparkle", "Shocker", "Zaplet", "Mystic", "Rune", "Oracle", "Wraith", "Shade", "Phantom", "Polter", "Ghast", "Specter", "Spirit", "Bash", "Crush", "Smash", "Pummel", "Thump", "Rumble", "Gravel", "Dusty", "Rocky", "Pebble"]; // Shuffle baseNames for uniqueness for (var i = baseNames.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var temp = baseNames[i]; baseNames[i] = baseNames[j]; baseNames[j] = temp; } // Assign types and images in a round-robin fashion for (var i = 0; i < 100; i++) { var type = types[i % types.length]; var name = baseNames[i % baseNames.length] + (i >= baseNames.length ? String(i) : ""); var image = type + "Cubixion"; var evolvesTo = i + 1 < 100 && Math.random() < 0.7 ? i + 1 : null; // 70% chance to evolve to next self.creatureList.push({ id: i, name: name, type: type, image: image, evolvesTo: evolvesTo }); } })(); // Creature properties self.creatureId = 0; // Index in creatureList self.type = 'normal'; // Default type self.rarity = 'common'; // Default rarity self.gridX = 0; self.gridY = 0; self.captured = false; self.name = ''; self.image = ''; self.evolvesTo = null; // Rarity colors self.rarityColors = { common: 0xFFFFFF, uncommon: 0x00FF00, rare: 0x0000FF, epic: 0xFF00FF, legendary: 0xFFD700 }; // Type to biome mapping self.typeBiomeMap = { bug: 'forest', dark: 'mountain', dragon: 'mountain', electric: 'grass', fairy: 'forest', fighting: 'mountain', fire: 'desert', flying: 'grass', ghost: 'mountain', grass: 'grass', ground: 'desert', ice: 'mountain', normal: 'grass', poison: 'forest', psychic: 'grass', rock: 'mountain', steel: 'urban', water: 'water' }; // Initialize creature with specific id, or type/rarity/position self.init = function (type, rarity, gridX, gridY, creatureId) { // If creatureId is provided, use it if (typeof creatureId === "number" && self.creatureList[creatureId]) { var c = self.creatureList[creatureId]; self.creatureId = c.id; self.type = c.type; self.name = c.name; self.image = c.image; self.evolvesTo = c.evolvesTo; } else { // Pick a random creature for the biome var candidates = []; for (var i = 0; i < self.creatureList.length; i++) { if (!type || self.creatureList[i].type === type) { candidates.push(self.creatureList[i]); } } var c = candidates[Math.floor(Math.random() * candidates.length)]; self.creatureId = c.id; self.type = c.type; self.name = c.name; self.image = c.image; self.evolvesTo = c.evolvesTo; } self.rarity = rarity || self.getRandomRarity(); self.gridX = gridX; self.gridY = gridY; // Create creature graphic var creatureGraphics = self.attachAsset(self.image, { anchorX: 0.5, anchorY: 0.5 }); // Apply rarity visual effect (glow or color) var rarityColor = self.rarityColors[self.rarity] || 0xFFFFFF; // Add glow effect for rare+ creatures if (self.rarity !== 'common') { // Make rarer creatures slightly larger var scale = 1.0; if (self.rarity === 'uncommon') scale = 1.1; if (self.rarity === 'rare') scale = 1.2; if (self.rarity === 'epic') scale = 1.3; if (self.rarity === 'legendary') scale = 1.5; creatureGraphics.scale.set(scale, scale); } // Position creature self.x = self.gridX * TILE_SIZE + TILE_SIZE / 2; // Center of tile self.y = self.gridY * TILE_SIZE + TILE_SIZE / 2; // Center of tile // Add name label var nameText = new Text2(self.name, { size: 36, fill: 0xFFFFFF }); nameText.anchor.set(0.5, 0); nameText.x = 0; nameText.y = 60; self.addChild(nameText); // If this creature can evolve, show evolution arrow if (self.evolvesTo !== null && typeof self.creatureList[self.evolvesTo] !== "undefined") { var evoText = new Text2("Evolves to: " + self.creatureList[self.evolvesTo].name, { size: 24, fill: 0xFFD700 }); evoText.anchor.set(0.5, 0); evoText.x = 0; evoText.y = 100; self.addChild(evoText); } return self; }; // Generate a random creature type, weighted by biome self.getRandomType = function (biome) { // Default types for each biome var biomeTypes = { grass: ['normal', 'grass', 'bug', 'flying', 'electric', 'psychic'], water: ['water', 'ice', 'flying'], desert: ['ground', 'fire', 'rock'], forest: ['bug', 'grass', 'poison', 'fairy'], mountain: ['rock', 'fighting', 'dragon', 'dark', 'ghost', 'ice'], street: ['steel', 'electric', 'poison', 'normal', 'fighting'], urban: ['steel', 'electric', 'normal', 'psychic'] }; // Get types for the provided biome, or use all types var types = biome ? biomeTypes[biome] : Object.keys(self.typeBiomeMap); // Select random type from available options return types[Math.floor(Math.random() * types.length)]; }; // Generate a random rarity based on configured probabilities self.getRandomRarity = function () { var rand = Math.random(); if (rand < 0.65) return 'common'; if (rand < 0.85) return 'uncommon'; if (rand < 0.95) return 'rare'; if (rand < 0.99) return 'epic'; return 'legendary'; }; // Animate creature during encounter self.animate = function () { // Bounce animation var originalY = self.y; // Use tween to create a bouncing effect tween(self, { y: originalY - 20 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { y: originalY }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { // Repeat animation self.animate(); } }); } }); }; // Stop animations self.stopAnimation = function () { tween.stop(self, { y: true }); }; // Evolve this creature to its next form, if possible self.evolve = function () { if (self.evolvesTo !== null && typeof self.creatureList[self.evolvesTo] !== "undefined") { var next = self.creatureList[self.evolvesTo]; // Remove all children (graphics, name, evo text) while (self.children.length > 0) self.removeChild(self.children[0]); self.creatureId = next.id; self.type = next.type; self.name = next.name; self.image = next.image; self.evolvesTo = next.evolvesTo; // Re-add graphics and labels var creatureGraphics = self.attachAsset(self.image, { anchorX: 0.5, anchorY: 0.5 }); creatureGraphics.scale.set(1.2, 1.2); var nameText = new Text2(self.name, { size: 36, fill: 0xFFFFFF }); nameText.anchor.set(0.5, 0); nameText.x = 0; nameText.y = 60; self.addChild(nameText); if (self.evolvesTo !== null && typeof self.creatureList[self.evolvesTo] !== "undefined") { var evoText = new Text2("Evolves to: " + self.creatureList[self.evolvesTo].name, { size: 24, fill: 0xFFD700 }); evoText.anchor.set(0.5, 0); evoText.x = 0; evoText.y = 100; self.addChild(evoText); } } }; return self; }); // Directional pad control for player movement var DPad = Container.expand(function () { var self = Container.call(this); // DPad components self.padBase = null; self.upButton = null; self.downButton = null; self.leftButton = null; self.rightButton = null; // Initialize dpad with buttons self.init = function () { // Create base of DPad self.padBase = self.attachAsset('dpad', { anchorX: 0.5, anchorY: 0.5 }); // Create directional buttons self.upButton = self.createButton(0, -65); self.downButton = self.createButton(0, 65); self.leftButton = self.createButton(-65, 0); self.rightButton = self.createButton(65, 0); // Position the entire DPad in the bottom left of the screen self.x = 200; self.y = 2500; return self; }; // Create a directional button at relative x,y from center self.createButton = function (relX, relY) { var button = self.attachAsset('dpadButton', { anchorX: 0.5, anchorY: 0.5, x: relX, y: relY }); button.interactive = true; return button; }; return self; }); // Encounter class to handle creature encounters var Encounter = Container.expand(function () { var self = Container.call(this); // Encounter state self.active = false; self.creature = null; self.captureRing = null; self.captureTarget = null; self.targetSpeed = 5; self.targetDirection = 1; self.captureAttempts = 0; self.maxAttempts = 3; // Initialize encounter screen self.init = function () { // Darkened background var bg = self.attachAsset('grassTile', { anchorX: 0, anchorY: 0, width: 2048, height: 2732 }); bg.alpha = 0.7; bg.tint = 0x000000; // Initially hidden self.visible = false; return self; }; // Start encounter with a specific creature self.startEncounter = function (creature) { self.active = true; self.visible = true; self.creature = creature; self.captureAttempts = 0; // --- Cubix selection UI --- self.selectedCubix = 'basic'; // Default // Only allow selection of cubix the player has function getAvailableCubix() { var arr = []; for (var i = 0; i < cubixTypes.length; i++) { if (playerCubix[cubixTypes[i].rarity] > 0) arr.push(cubixTypes[i]); } return arr; } var availableCubix = getAvailableCubix(); if (availableCubix.length === 0) { // No cubix, cannot attempt capture var noCubixText = new Text2('No Cubix!\nFind more to catch creatures.', { size: 70, fill: 0xff0000 }); noCubixText.anchor.set(0.5, 0.5); noCubixText.x = 1024; noCubixText.y = 1500; self.addChild(noCubixText); LK.setTimeout(function () { self.endEncounter(); }, 1800); return; } // Show cubix selection buttons self.cubixButtons = []; for (var i = 0; i < cubixTypes.length; i++) { var cType = cubixTypes[i]; var btn = self.attachAsset('cubix_' + (cType && typeof cType.rarity !== "undefined" ? cType.rarity : "basic"), { anchorX: 0.5, anchorY: 0.5, x: 700 + i * 200, y: 1600 }); btn.scale.set(0.3, 0.3); btn.interactive = true; (function (type) { btn.down = function () { self.selectedCubix = type.rarity; // Highlight selected for (var j = 0; j < self.cubixButtons.length; j++) { self.cubixButtons[j].alpha = self.cubixButtons[j].rarity === type.rarity ? 1.0 : 0.5; } }; })(cType); btn.rarity = cType.rarity; if (playerCubix[cType.rarity] <= 0) btn.alpha = 0.2; self.addChild(btn); self.cubixButtons.push(btn); // Add label var label = new Text2(cType.name + ' (' + (playerCubix[cType.rarity] || 0) + ')', { size: 30, fill: cType.color }); label.anchor.set(0.5, 0); label.x = 700 + i * 200; label.y = 1670; self.addChild(label); if (i === 0) btn.alpha = 1.0;else btn.alpha = 0.5; } // Add creature to encounter screen self.addChild(creature); creature.x = 1024; // Center horizontally creature.y = 1000; // Position in upper portion of screen // Make creature interactive to allow clicking directly on it creature.interactive = true; creature.down = function () { self.attemptCapture(); }; // Start creature animation creature.animate(); // Create capture interface self.createCaptureInterface(); // Play encounter sound LK.getSound('encounter').play(); }; // Create the capture ring and target interface self.createCaptureInterface = function () { // Capture ring self.captureRing = self.attachAsset('captureRing', { anchorX: 0.5, anchorY: 0.5, x: 1024, // Center horizontally y: 1800 // Lower portion of screen }); // Moving target self.captureTarget = self.attachAsset('captureTarget', { anchorX: 0.5, anchorY: 0.5, x: 964, // Start position (left side of ring) y: 1800 // Same Y as ring }); // Capture button var captureButton = self.attachAsset('grassTile', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 2200, width: 300, height: 100 }); captureButton.tint = 0xFF0000; // Capture button text var captureText = new Text2('CAPTURE', { size: 60, fill: 0xFFFFFF }); captureText.anchor.set(0.5, 0.5); captureText.x = 1024; captureText.y = 2200; self.addChild(captureText); // Capture button event captureButton.interactive = true; captureButton.down = function () { self.attemptCapture(); }; // Leave button var leaveButton = self.attachAsset('grassTile', { anchorX: 0.5, anchorY: 0.5, x: 1700, y: 2200, width: 300, height: 100 }); leaveButton.tint = 0x888888; var leaveText = new Text2('LEAVE', { size: 60, fill: 0xFFFFFF }); leaveText.anchor.set(0.5, 0.5); leaveText.x = 1700; leaveText.y = 2200; self.addChild(leaveText); leaveButton.interactive = true; leaveButton.down = function () { // End encounter immediately, treat as fail/escape self.endEncounter(); }; // Info text about the creature var infoText = new Text2('TYPE: ' + self.creature.type.toUpperCase() + '\n' + 'RARITY: ' + self.creature.rarity.toUpperCase() + '\n' + 'ATTEMPTS: ' + (self.maxAttempts - self.captureAttempts) + ' REMAINING', { size: 50, fill: 0xFFFFFF }); infoText.anchor.set(0.5, 0); infoText.x = 1024; infoText.y = 2300; self.addChild(infoText); }; // Update function for moving the target self.update = function () { if (!self.active || !self.captureTarget) return; // Move target back and forth across the ring self.captureTarget.x += self.targetSpeed * self.targetDirection; // Reverse direction at edges if (self.captureTarget.x > 1084) { // Right edge of ring self.targetDirection = -1; } else if (self.captureTarget.x < 964) { // Left edge of ring self.targetDirection = 1; } // Make target move faster based on creature rarity var speedMultiplier = 1; if (self.creature) { if (self.creature.rarity === 'uncommon') speedMultiplier = 1.2; if (self.creature.rarity === 'rare') speedMultiplier = 1.5; if (self.creature.rarity === 'epic') speedMultiplier = 1.8; if (self.creature.rarity === 'legendary') speedMultiplier = 2.2; } self.targetSpeed = 5 * speedMultiplier; }; // Attempt to capture the creature self.attemptCapture = function () { // Play capture sound LK.getSound('capture').play(); self.captureAttempts++; // Use selected cubix, reduce inventory var selectedType = cubixTypes[0]; for (var i = 0; i < cubixTypes.length; i++) { if (cubixTypes[i].rarity === self.selectedCubix) { selectedType = cubixTypes[i]; break; } } if (playerCubix[selectedType.rarity] > 0) { playerCubix[selectedType.rarity]--; // Update cubix button labels if (self.cubixButtons) { for (var i = 0; i < self.cubixButtons.length; i++) { var labelY = 1670; var label = null; for (var j = 0; j < self.children.length; j++) { if (self.children[j] instanceof Text2 && self.children[j].y === labelY && typeof self.children[j].text === "string" && self.children[j].text.indexOf(cubixTypes[i].name) === 0) { label = self.children[j]; break; } } if (label) label.setText(cubixTypes[i].name + ' (' + (playerCubix[cubixTypes[i].rarity] || 0) + ')'); if (playerCubix[cubixTypes[i].rarity] <= 0) self.cubixButtons[i].alpha = 0.2; } } } // Check if target is in center zone (successful capture) var distanceFromCenter = Math.abs(self.captureTarget.x - 1024); var successZone = 15; // Size of "perfect" zone // Adjust success zone based on rarity (harder for rarer creatures) if (self.creature.rarity === 'uncommon') successZone = 13; if (self.creature.rarity === 'rare') successZone = 10; if (self.creature.rarity === 'epic') successZone = 8; if (self.creature.rarity === 'legendary') successZone = 5; var captured = false; if (distanceFromCenter <= successZone) { // Use pokeball catch bonus var baseChance = 0.5; if (self.creature.rarity === 'common') baseChance = 0.5; if (self.creature.rarity === 'uncommon') baseChance = 0.35; if (self.creature.rarity === 'rare') baseChance = 0.2; if (self.creature.rarity === 'epic') baseChance = 0.1; if (self.creature.rarity === 'legendary') baseChance = 0.05; var finalChance = baseChance + (selectedType.catchBonus || 0); if (Math.random() < finalChance) captured = true; } if (captured) { // Success! self.captureSuccess(); } else if (self.captureAttempts >= self.maxAttempts) { // Failed after max attempts self.captureFail(); } else { // Update attempts remaining text var remainingText = self.children.filter(function (child) { return child instanceof Text2 && child.y === 2300; })[0]; if (remainingText) { remainingText.setText('TYPE: ' + self.creature.type.toUpperCase() + '\n' + 'RARITY: ' + self.creature.rarity.toUpperCase() + '\n' + 'ATTEMPTS: ' + (self.maxAttempts - self.captureAttempts) + ' REMAINING'); } } }; // Handle successful capture self.captureSuccess = function () { // Play success sound LK.getSound('success').play(); // Add to collection if (!storage.discoveredCreatures) { storage.discoveredCreatures = {}; } var creatureKey = self.creature.type + '-' + self.creature.rarity; storage.discoveredCreatures[creatureKey] = true; // --- Cubixion collection and gem system --- if (typeof playerCubixionCollection === "undefined") playerCubixionCollection = {}; var cid = self.creature.creatureId; if (!playerCubixionCollection[cid]) { playerCubixionCollection[cid] = { count: 0, gems: 0 }; } playerCubixionCollection[cid].count++; playerCubixionCollection[cid].gems++; // 1 gem per catch // Mark the tile as caught so it cannot be encountered again until respawn if (typeof gameMap !== "undefined" && typeof player !== "undefined") { var tile = gameMap.getTileAt(player.gridX, player.gridY); if (tile) { tile._creatureCaught = true; tile.hasCreature = false; // Remove creature visual if present if (tile._creatureVisual) { tile.removeChild(tile._creatureVisual); tile._creatureVisual = null; } // Remove encounterIndicator if present (yellow circle) } } // Show success message var successText = new Text2('CAPTURED!', { size: 100, fill: 0x00FF00 }); successText.anchor.set(0.5, 0.5); successText.x = 1024; successText.y = 1400; self.addChild(successText); // Flash screen LK.effects.flashScreen(0x00FF00, 500); // End encounter after delay LK.setTimeout(function () { self.endEncounter(); }, 1500); }; // Handle failed capture self.captureFail = function () { // Show fail message var failText = new Text2('ESCAPED!', { size: 100, fill: 0xFF0000 }); failText.anchor.set(0.5, 0.5); failText.x = 1024; failText.y = 1400; self.addChild(failText); // Flash screen LK.effects.flashScreen(0xFF0000, 500); // Despawn the creature from the map if present if (typeof gameMap !== "undefined" && typeof player !== "undefined") { var tile = gameMap.getTileAt(player.gridX, player.gridY); if (tile) { tile.hasCreature = false; tile._creatureCaught = false; // Not caught, but despawned // Remove indicator if present // Remove from mapCreatures/mapCreatureTiles/mapCreatureLabels if present if (typeof mapCreatureTiles !== "undefined") { for (var k = mapCreatureTiles.length - 1; k >= 0; k--) { if (mapCreatureTiles[k] === tile) { if (mapCreatureLabels[k]) { tile.removeChild(mapCreatureLabels[k]); mapCreatureLabels.splice(k, 1); } mapCreatures.splice(k, 1); mapCreatureTiles.splice(k, 1); } } } } } // End encounter after delay LK.setTimeout(function () { self.endEncounter(); }, 1500); }; // End the current encounter self.endEncounter = function () { if (self.creature) { self.creature.stopAnimation(); } self.active = false; self.visible = false; // Remove all children while (self.children.length > 0) { self.removeChild(self.children[0]); } self.creature = null; self.captureRing = null; self.captureTarget = null; // Reinitialize for next encounter self.init(); // Also set encounterActive to false so game resumes if (typeof encounterActive !== "undefined") { encounterActive = false; } }; return self; }); // GameMap represents the entire game map with different biomes var GameMap = Container.expand(function () { var self = Container.call(this); self.mapWidth = 60; // Number of tiles horizontally (max size, increased) self.mapHeight = 60; // Number of tiles vertically (max size, increased) self.tileSize = TILE_SIZE; // Size of each tile in pixels (increased to match TILE_SIZE) self.tiles = []; // 2D array to hold all map tiles // Biome generation parameters self.biomeTypes = ['grass', 'water', 'desert', 'forest', 'mountain', 'street', 'urban']; self.biomeSeeds = []; // Points from which biomes spread // Initialize map with biomes self.initMap = function () { // Create empty 2D array for tiles for (var y = 0; y < self.mapHeight; y++) { self.tiles[y] = []; for (var x = 0; x < self.mapWidth; x++) { self.tiles[y][x] = null; } } // Place biome seeds self.placeBiomeSeeds(); // Generate biomes from seeds self.generateBiomes(); // --- Flood fill to ensure all tiles are connected (no black dots) --- var visited = []; for (var y = 0; y < self.mapHeight; y++) { visited[y] = []; for (var x = 0; x < self.mapWidth; x++) { visited[y][x] = false; } } // Start flood fill from center of map var startX = Math.floor(self.mapWidth / 2); var startY = Math.floor(self.mapHeight / 2); var startBiome = self.tiles[startY][startX]; var queue = [{ x: startX, y: startY }]; visited[startY][startX] = true; while (queue.length > 0) { var pos = queue.shift(); var dirs = [{ dx: 1, dy: 0 }, { dx: -1, dy: 0 }, { dx: 0, dy: 1 }, { dx: 0, dy: -1 }]; for (var d = 0; d < dirs.length; d++) { var nx = pos.x + dirs[d].dx; var ny = pos.y + dirs[d].dy; if (nx >= 0 && nx < self.mapWidth && ny >= 0 && ny < self.mapHeight && !visited[ny][nx]) { // Only connectable if not "dark" if (self.tiles[ny][nx] !== "dark") { visited[ny][nx] = true; queue.push({ x: nx, y: ny }); } } } } // Any tile not visited is unreachable, so set it to the most common neighbor biome for (var y = 0; y < self.mapHeight; y++) { for (var x = 0; x < self.mapWidth; x++) { if (!visited[y][x]) { // Find most common neighbor biome (not dark) var biomeCount = {}; for (var dy = -1; dy <= 1; dy++) { for (var dx = -1; dx <= 1; dx++) { var nx = x + dx; var ny = y + dy; if (nx >= 0 && nx < self.mapWidth && ny >= 0 && ny < self.mapHeight && (dx !== 0 || dy !== 0)) { var b = self.tiles[ny][nx]; if (b && b !== "dark") { if (!biomeCount[b]) biomeCount[b] = 0; biomeCount[b]++; } } } } // Pick the most common neighbor biome, fallback to "grass" var maxCount = 0; var bestBiome = "grass"; for (var b in biomeCount) { if (biomeCount[b] > maxCount) { maxCount = biomeCount[b]; bestBiome = b; } } self.tiles[y][x] = bestBiome; } } } // Create tiles based on biome map self.createTiles(); return self; }; // Place seed points for biome generation self.placeBiomeSeeds = function () { // Place multiple seeds for each biome for more, smaller biomes for (var i = 0; i < self.biomeTypes.length; i++) { var seedsPerBiome = 3; // Default for most biomes // Make mountain biomes much smaller by reducing their seed count if (self.biomeTypes[i] === 'mountain') { seedsPerBiome = 1; // Only 1 seed for mountain biome for much smaller area } for (var j = 0; j < seedsPerBiome; j++) { var seed = { x: Math.floor(Math.random() * self.mapWidth), y: Math.floor(Math.random() * self.mapHeight), biome: self.biomeTypes[i] }; self.biomeSeeds.push(seed); } } }; // Generate biomes from seed points using a simple distance-based algorithm self.generateBiomes = function () { for (var y = 0; y < self.mapHeight; y++) { for (var x = 0; x < self.mapWidth; x++) { // Find closest biome seed var closestDist = Number.MAX_VALUE; var closestBiome = 'grass'; // Default for (var i = 0; i < self.biomeSeeds.length; i++) { var seed = self.biomeSeeds[i]; // Reduce the effective radius for each seed, so biomes are smaller var dist = Math.sqrt(Math.pow(x - seed.x, 2) + Math.pow(y - seed.y, 2)) * 0.35; // Reduce multiplier for smaller biomes // Make mountain biomes even smaller by increasing the distance multiplier if (seed.biome === 'mountain') { dist *= 3.5; // Make mountain biomes much smaller } // Add more randomness to make borders less regular and biomes patchier dist += Math.random() * 6 - 3; if (dist < closestDist) { closestDist = dist; closestBiome = seed.biome; } } self.tiles[y][x] = closestBiome; } } // Add some randomness and blending between biomes self.refineBiomes(); }; // Add more natural transitions between biomes with street patterns self.refineBiomes = function () { // Create a deep copy of tiles array var tempTiles = []; for (var y = 0; y < self.mapHeight; y++) { tempTiles[y] = []; for (var x = 0; x < self.mapWidth; x++) { tempTiles[y][x] = self.tiles[y][x]; } } // Create street grid patterns // Find street biome seed var streetSeedX = -1; var streetSeedY = -1; for (var i = 0; i < self.biomeSeeds.length; i++) { if (self.biomeSeeds[i].biome === 'street') { streetSeedX = self.biomeSeeds[i].x; streetSeedY = self.biomeSeeds[i].y; break; } } // If we have a street seed, create grid pattern around it if (streetSeedX >= 0 && streetSeedY >= 0) { // Create street grid - horizontal and vertical streets var streetRadius = 8; // Size of urban area var streetGridSpacing = 3; // Distance between streets for (var y = Math.max(0, streetSeedY - streetRadius); y < Math.min(self.mapHeight, streetSeedY + streetRadius); y++) { for (var x = Math.max(0, streetSeedX - streetRadius); x < Math.min(self.mapWidth, streetSeedX + streetRadius); x++) { // Check if within street biome core radius var distToSeed = Math.sqrt(Math.pow(x - streetSeedX, 2) + Math.pow(y - streetSeedY, 2)); if (distToSeed <= streetRadius) { // Street grid pattern: create roads at regular intervals if (x % streetGridSpacing === 0 || y % streetGridSpacing === 0) { self.tiles[y][x] = 'street'; } // Building blocks between streets else if (self.tiles[y][x] === 'street') { // Determine building type based on position in grid - some variety within urban areas if ((x + y) % 2 === 0) { self.tiles[y][x] = 'street'; // Keep as urban (tall buildings) } else { // Mix with nearby biomes occasionally for parks, etc. if (Math.random() < 0.3) { var nearbyNonStreetBiome = ''; // Look for any non-street biome nearby for (var ny = y - 1; ny <= y + 1; ny++) { for (var nx = x - 1; nx <= x + 1; nx++) { if (ny >= 0 && ny < self.mapHeight && nx >= 0 && nx < self.mapWidth) { if (self.tiles[ny][nx] !== 'street' && self.tiles[ny][nx] !== undefined) { nearbyNonStreetBiome = self.tiles[ny][nx]; break; } } } if (nearbyNonStreetBiome) break; } // If found nearby non-street biome, use it, otherwise keep as street if (nearbyNonStreetBiome) { self.tiles[y][x] = nearbyNonStreetBiome; } } } } } } } } // Now apply regular biome smoothing for (var y = 1; y < self.mapHeight - 1; y++) { for (var x = 1; x < self.mapWidth - 1; x++) { // Skip street grid areas var distToStreetSeed = streetSeedX >= 0 ? Math.sqrt(Math.pow(x - streetSeedX, 2) + Math.pow(y - streetSeedY, 2)) : Number.MAX_VALUE; if (distToStreetSeed <= streetRadius && (x % streetGridSpacing === 0 || y % streetGridSpacing === 0)) { continue; // Skip street grid lines } // Count neighboring biomes var biomeCount = {}; for (var ny = y - 1; ny <= y + 1; ny++) { for (var nx = x - 1; nx <= x + 1; nx++) { // Check that neighbor coordinates are valid if (ny >= 0 && ny < self.mapHeight && nx >= 0 && nx < self.mapWidth) { var neighborBiome = tempTiles[ny][nx]; if (neighborBiome) { if (!biomeCount[neighborBiome]) { biomeCount[neighborBiome] = 0; } biomeCount[neighborBiome]++; } } } } // Random chance to convert to most common neighbor if (Math.random() < 0.4) { var mostCommon = tempTiles[y][x]; var maxCount = 0; for (var biome in biomeCount) { if (biomeCount.hasOwnProperty(biome) && biomeCount[biome] > maxCount) { maxCount = biomeCount[biome]; mostCommon = biome; } } self.tiles[y][x] = mostCommon; } } } }; // Create actual tile objects based on the biome map self.createTiles = function () { for (var y = 0; y < self.mapHeight; y++) { for (var x = 0; x < self.mapWidth; x++) { var biomeType = self.tiles[y][x]; var tile = new MapTile().initTile(biomeType, x, y); tile.tileSize = TILE_SIZE; self.addChild(tile); } } }; // Get tile at grid coordinates self.getTileAt = function (gridX, gridY) { // Ensure coordinates are within bounds if (gridX < 0 || gridX >= self.mapWidth || gridY < 0 || gridY >= self.mapHeight) { return null; } // Find the tile in the children for (var i = 0; i < self.children.length; i++) { var tile = self.children[i]; if (tile.gridX === gridX && tile.gridY === gridY) { return tile; } } return null; }; return self; }); // MapTile represents a single tile in the game grid var MapTile = Container.expand(function () { var self = Container.call(this); self.biomeType = 'grass'; // Default biome self.tileSize = TILE_SIZE; // Set to match TILE_SIZE for correct movement alignment self.hasCreature = false; self.explored = false; self.x = 0; self.y = 0; self.gridX = 0; self.gridY = 0; // Initialize the tile with a specific biome self.initTile = function (biomeType, gridX, gridY) { self.biomeType = biomeType; self.gridX = gridX; self.gridY = gridY; self.x = gridX * self.tileSize; self.y = gridY * self.tileSize; // Get the appropriate tile asset based on biome, using unique tile for each biome var biomeTileAssetMap = { grass: ['grassTile', 'grassTile2'], water: ['waterTile', 'waterTile2'], desert: ['desertTile', 'desertTile2'], forest: ['forestTile', 'forestTile2'], mountain: ['mountainTile', 'mountainTile2'], street: ['streetTile', 'streetTile2'], urban: ['urbanTile', 'urbanTile2'] }; // Special handling for out-of-world tiles removed. All tiles use biome tile assets. var assetList = biomeTileAssetMap[self.biomeType] || [self.biomeType + 'Tile']; // Randomly pick one of the two tile assets for this biome var assetId = assetList[Math.floor(Math.random() * assetList.length)]; // Use a single tile for the biome, with the new TILE_SIZE (already 3x bigger) self.tileImage = self.attachAsset(assetId, { anchorX: 0, anchorY: 0, width: TILE_SIZE, height: TILE_SIZE, x: 0, y: 0 }); self.tileImage.alpha = 0.9; // Set the logical tile size to TILE_SIZE for correct movement and centering self.tileSize = TILE_SIZE; // No fog overlay for undiscovered tiles (fog removed) self.fogOverlay = null; // Random chance to spawn a creature based on biome (further reduced for less frequent spawning) if (Math.random() < 0.02) { self.hasCreature = true; } return self; }; // Mark tile as explored self.explore = function () { if (!self.explored) { self.explored = true; // Hide fog overlay if present if (self.fogOverlay) { self.fogOverlay.visible = false; } // Add to explored areas in storage var exploredKey = self.gridX + "," + self.gridY; if (!storage.exploredTiles) storage.exploredTiles = {}; storage.exploredTiles[exploredKey] = true; } }; return self; }); // MiniMap class to show explored areas var MiniMap = Container.expand(function () { var self = Container.call(this); // MiniMap components self.mapBackground = null; self.playerMarker = null; self.tileMarkers = []; self.mapSize = 300; self.scale = 0.1; // How much of the full map to show // Initialize minimap self.init = function () { // Create background self.mapBackground = self.attachAsset('minimap', { anchorX: 0, anchorY: 0, width: self.mapSize, height: self.mapSize }); // Create player marker self.playerMarker = self.attachAsset('minimapMarker', { anchorX: 0.5, anchorY: 0.5, x: self.mapSize / 2, y: self.mapSize / 2 }); // Position minimap in top right corner self.x = 2048 - self.mapSize - 20; self.y = 20; return self; }; // Update minimap with current player position and explored tiles self.update = function (player, gameMap) { // Check if player and gameMap are defined if (!player || !gameMap) return; // Update player marker position var centerX = self.mapSize / 2; var centerY = self.mapSize / 2; // Position marker relative to center self.playerMarker.x = centerX; self.playerMarker.y = centerY; // Clear existing tile markers for (var i = 0; i < self.tileMarkers.length; i++) { self.removeChild(self.tileMarkers[i]); } self.tileMarkers = []; // Add markers for visible tiles around player var visionRadius = 2; // Match the reduced player vision radius for (var y = Math.floor(player.gridY - visionRadius); y <= Math.ceil(player.gridY + visionRadius); y++) { for (var x = Math.floor(player.gridX - visionRadius); x <= Math.ceil(player.gridX + visionRadius); x++) { var dx = x - player.gridX; var dy = y - player.gridY; if (Math.sqrt(dx * dx + dy * dy) <= visionRadius + 0.2) { var tile = gameMap.getTileAt(x, y); if (tile && tile.explored) { // Create marker with biome color var color = 0x33cc33; // Default grass if (tile.biomeType === 'water') color = 0x3399ff; if (tile.biomeType === 'desert') color = 0xe6cc99; if (tile.biomeType === 'forest') color = 0x006600; if (tile.biomeType === 'mountain') color = 0x999999; if (tile.biomeType === 'street') color = 0x666666; if (tile.biomeType === 'urban') color = 0x4444aa; var marker = new Container(); var markerGraphics = LK.getAsset('grassTile', { anchorX: 0, anchorY: 0, width: 10, height: 10 }); markerGraphics.tint = color; marker.addChild(markerGraphics); // Position marker relative to player marker.x = centerX + (x - player.gridX) * 10; marker.y = centerY + (y - player.gridY) * 10; self.addChild(marker); self.tileMarkers.push(marker); } } } } }; return self; }); // Player character with integrated vision logic var Player = Container.expand(function () { var self = Container.call(this); // Player properties self.gridX = 10; // Starting X position on grid (max map) self.gridY = 10; // Starting Y position on grid (max map) self.moveSpeed = 0.2; // Movement animation speed self.moving = false; self.lastGridX = 10; self.lastGridY = 10; self.visionRadius = 2; // Reduced vision radius in blocks // Remove sub-tile logic: always center player in tile self.subTileX = 0; self.subTileY = 0; // New: quadrant label self.quadrantLabel = null; // Initialize player with graphics self.init = function () { var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5, y: -44 // Move player image 44px higher for better visual centering }); // Make player a bit bigger for better visibility playerGraphics.scale.set(0.34, 0.34); // Store reference for orientation logic self.playerGraphics = playerGraphics; // Always reset rotation and scale.x on init self.playerGraphics.rotation = 0; self.playerGraphics.scale.x = Math.abs(self.playerGraphics.scale.x); // Add quadrant label self.quadrantLabel = new Text2('', { size: 40, fill: 0xffff00 }); self.quadrantLabel.anchor.set(0.5, 1); self.quadrantLabel.x = 0; self.quadrantLabel.y = -TILE_SIZE / 4; self.addChild(self.quadrantLabel); // Load position from storage if available if (storage.playerPosition) { self.gridX = storage.playerPosition.x; self.gridY = storage.playerPosition.y; self.lastGridX = self.gridX; self.lastGridY = self.gridY; // Always force subTileX and subTileY to 0 (center) self.subTileX = 0; self.subTileY = 0; } else { // If not in storage, spawn at center of map self.gridX = 15; self.gridY = 15; self.lastGridX = 15; self.lastGridY = 15; self.subTileX = 0; self.subTileY = 0; } // Update position based on grid coordinates self.updatePosition(); // Always visually center player on screen after spawn self.x = self.gridX * TILE_SIZE + TILE_SIZE / 2; self.y = self.gridY * TILE_SIZE + TILE_SIZE / 2; return self; }; // Move player to specific grid coordinates self.moveToGrid = function (newGridX, newGridY) { if (self.moving) return; // Don't interrupt current movement // Store last position for comparison self.lastGridX = self.gridX; self.lastGridY = self.gridY; // --- Determine facing direction and update sprite orientation --- // We'll use self.facing: 'left', 'right', 'up', 'down' if (typeof self.facing === "undefined") self.facing = "down"; if (typeof self.playerGraphics === "undefined") self.playerGraphics = self.children[0]; // Assume first child is player sprite var dx = newGridX - self.gridX; var dy = newGridY - self.gridY; if (Math.abs(dx) > Math.abs(dy)) { // Horizontal move if (dx > 0) { self.facing = "right"; // Swap to 'player' asset if not already if (self.playerGraphics && self.playerGraphics.assetId !== 'player') { self.removeChild(self.playerGraphics); self.playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5, y: -44 }); self.playerGraphics.scale.set(0.34, 0.34); } if (self.playerGraphics) { self.playerGraphics.scale.x = Math.abs(self.playerGraphics.scale.x); // Face right (default) } } else if (dx < 0) { self.facing = "left"; // Swap to 'player' asset if not already if (self.playerGraphics && self.playerGraphics.assetId !== 'player') { self.removeChild(self.playerGraphics); self.playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5, y: -44 }); self.playerGraphics.scale.set(0.34, 0.34); } if (self.playerGraphics) { self.playerGraphics.scale.x = -Math.abs(self.playerGraphics.scale.x); // Flip horizontally to face left } } } else if (Math.abs(dy) > 0) { // Vertical move if (dy < 0) { self.facing = "up"; // Swap to 'player_up' asset if not already if (self.playerGraphics && self.playerGraphics.assetId !== 'player_up') { // Remove old graphic self.removeChild(self.playerGraphics); // Attach new up-facing asset self.playerGraphics = self.attachAsset('player_up', { anchorX: 0.5, anchorY: 0.5, y: -44 }); self.playerGraphics.scale.set(0.34, 0.34); } if (self.playerGraphics) { self.playerGraphics.scale.x = Math.abs(self.playerGraphics.scale.x); // Face right (default) self.playerGraphics.rotation = Math.PI; // Show back (rotate 180deg) } } else if (dy > 0) { self.facing = "down"; // Swap to 'player' asset if not already if (self.playerGraphics && self.playerGraphics.assetId !== 'player') { self.removeChild(self.playerGraphics); self.playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5, y: -44 }); self.playerGraphics.scale.set(0.34, 0.34); } if (self.playerGraphics) { self.playerGraphics.scale.x = Math.abs(self.playerGraphics.scale.x); // Face right (default) self.playerGraphics.rotation = 0; // Face forward } } } // If not moving vertically, always reset rotation if (Math.abs(dx) > 0 && Math.abs(dy) === 0 && self.playerGraphics) { self.playerGraphics.rotation = 0; } // Prevent movement onto dark (black) blocks if (typeof gameMap !== "undefined") { var targetTile = gameMap.getTileAt(newGridX, newGridY); if (targetTile && targetTile.biomeType === "dark") { // Block movement, do not update grid position return; } // Water entry animation: if moving into water, play animation // Only animate player if actually on a water tile (not on edge) if (targetTile && targetTile.biomeType === "water") { // No shaking or swimming animation when entering water self._inWaterSwim = false; } else { // If not in water, stop swimming animation if it was running if (self._inWaterSwim) { self._inWaterSwim = false; if (typeof tween !== "undefined") { tween.stop(self, { y: true }); } } } } // Update grid position (no sub-tile logic) self.gridX = newGridX; self.gridY = newGridY; self.subTileX = 0; self.subTileY = 0; // Save position to storage storage.playerPosition = { x: self.gridX, y: self.gridY, subTileX: self.subTileX, subTileY: self.subTileY }; // Animate movement and update vision after movement finishes self.moving = true; // Move to the center of the tile var offsetX = TILE_SIZE / 2; var offsetY = TILE_SIZE / 2; var targetMapX = self.gridX * TILE_SIZE + offsetX; var targetMapY = self.gridY * TILE_SIZE + offsetY; // Animate the map and player so the player appears to move smoothly and always stays centered on screen var startPlayerX = self.x; var startPlayerY = self.y; var startMapX = typeof gameMap !== "undefined" ? gameMap.x : 0; var startMapY = typeof gameMap !== "undefined" ? gameMap.y : 0; var endPlayerX = 1024; var endPlayerY = 1366; var endMapX = 1024 - targetMapX; var endMapY = 1366 - targetMapY; var playerTweenDuration = 350; var visionTweenDuration = 200; // Animate vision update to be much faster than player movement if (typeof gameMap !== "undefined" && typeof self.updateVision === "function") { var visionObj = { progress: 0 }; tween(visionObj, { progress: 1 }, { duration: visionTweenDuration, easing: tween.easeOut, onUpdate: function onUpdate() { self.updateVision(gameMap); } }); } // Animate both player and map for smooth movement tween({ t: 0 }, { t: 1 }, { duration: playerTweenDuration, easing: tween.easeOut, onUpdate: function onUpdate(obj) { // Interpolate player position (moves on map) self.x = startPlayerX + (targetMapX - startPlayerX) * obj.t; self.y = startPlayerY + (targetMapY - startPlayerY) * obj.t; // Animate map so player is always centered if (typeof gameMap !== "undefined") { gameMap.x = startMapX + (endMapX - startMapX) * obj.t; gameMap.y = startMapY + (endMapY - startMapY) * obj.t; } }, onFinish: function onFinish() { self.moving = false; // Snap to final positions self.x = targetMapX; // If current tile is water, keep the "bobbing" offset, else restore to normal var currentTile = typeof gameMap !== "undefined" ? gameMap.getTileAt(self.gridX, self.gridY) : null; if (currentTile && currentTile.biomeType === "water") { self.y = targetMapY; // Appear lower in water } else { self.y = targetMapY - 30; // Move player image 30px above tile center for better centering // If coming from water, stop any water bobbing animation and reset Y if (typeof tween !== "undefined") { tween.stop(self, { y: true }); } } if (typeof gameMap !== "undefined") { gameMap.x = endMapX; gameMap.y = endMapY; } // Only update vision after movement is complete for optimized vision if (typeof gameMap !== "undefined") { self.updateVision(gameMap); } } }); // Always clear quadrant label since player is always at center if (self.quadrantLabel) self.quadrantLabel.setText(''); // Call onQuadrantChange with 'CENTER' label for compatibility if (typeof self.onQuadrantChange === "function") { self.onQuadrantChange(self.gridX, self.gridY, self.subTileX, self.subTileY, 'CENTER'); } }; // Update position based on current grid coordinates (no animation) self.updatePosition = function () { // Position player at the center of the tile (no sub-tile logic) var offsetX = TILE_SIZE / 2; var offsetY = TILE_SIZE / 2; self.x = self.gridX * TILE_SIZE + offsetX; // If current tile is water, show player lower (no -30 offset) var currentTile = typeof gameMap !== "undefined" ? gameMap.getTileAt(self.gridX, self.gridY) : null; if (currentTile && currentTile.biomeType === "water") { self.y = self.gridY * TILE_SIZE + offsetY; } else { self.y = self.gridY * TILE_SIZE + offsetY - 30; // Move player image 30px above tile center for better centering } // Always reset player sprite orientation if not moving if (self.facing === "up") { if (!self.playerGraphics || self.playerGraphics.assetId !== 'player_up') { if (self.playerGraphics) self.removeChild(self.playerGraphics); self.playerGraphics = self.attachAsset('player_up', { anchorX: 0.5, anchorY: 0.5, y: -44 }); self.playerGraphics.scale.set(0.34, 0.34); } self.playerGraphics.scale.x = Math.abs(self.playerGraphics.scale.x); self.playerGraphics.rotation = Math.PI; } else if (self.facing === "left") { if (!self.playerGraphics || self.playerGraphics.assetId !== 'player') { if (self.playerGraphics) self.removeChild(self.playerGraphics); self.playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5, y: -44 }); self.playerGraphics.scale.set(0.34, 0.34); } self.playerGraphics.scale.x = -Math.abs(self.playerGraphics.scale.x); self.playerGraphics.rotation = 0; } else if (self.facing === "right") { if (!self.playerGraphics || self.playerGraphics.assetId !== 'player') { if (self.playerGraphics) self.removeChild(self.playerGraphics); self.playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5, y: -44 }); self.playerGraphics.scale.set(0.34, 0.34); } self.playerGraphics.scale.x = Math.abs(self.playerGraphics.scale.x); self.playerGraphics.rotation = 0; } else { if (!self.playerGraphics || self.playerGraphics.assetId !== 'player') { if (self.playerGraphics) self.removeChild(self.playerGraphics); self.playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5, y: -44 }); self.playerGraphics.scale.set(0.34, 0.34); } self.playerGraphics.scale.x = Math.abs(self.playerGraphics.scale.x); self.playerGraphics.rotation = 0; } // Hide player sprite if on dark (black) block if (typeof gameMap !== "undefined") { var tile = gameMap.getTileAt(self.gridX, self.gridY); // Do not hide player, but do not show dark tiles self.visible = true; // Mark this tile as discovered if not already if (tile && !tile.explored) { tile.explore(); } } else { self.visible = true; } // No longer force sub-tile to 0 (center) when updating position // Only update vision if not moving, to optimize vision updates if (!self.moving && typeof gameMap !== "undefined" && typeof self.updateVision === "function") { self.updateVision(gameMap); } // Always clear quadrant label since player is always at center if (self.quadrantLabel) self.quadrantLabel.setText(''); // Call onQuadrantChange with 'CENTER' label for compatibility if (typeof self.onQuadrantChange === "function") { self.onQuadrantChange(self.gridX, self.gridY, self.subTileX, self.subTileY, 'CENTER'); } // --- Rotate player if next to world border --- if (typeof self.rotation !== "undefined") { self.rotation = 0; } var nearBorder = false; var borderDir = 0; // 0=none, 1=left, 2=right, 3=top, 4=bottom if (self.gridX <= 0.5) { nearBorder = true; borderDir = 1; } else if (self.gridX >= MAP_WIDTH - 1) { nearBorder = true; borderDir = 2; } else if (self.gridY <= 0.5) { nearBorder = true; borderDir = 3; } else if (self.gridY >= MAP_HEIGHT - 1) { nearBorder = true; borderDir = 4; } if (nearBorder) { // Rotate player to indicate border direction if (borderDir === 1) self.rotation = Math.PI / 2; // Left: face down else if (borderDir === 2) self.rotation = -Math.PI / 2; // Right: face up else if (borderDir === 3) self.rotation = Math.PI; // Top: upside down else if (borderDir === 4) self.rotation = 0; // Bottom: normal } else { self.rotation = 0; } // Ensure player is always above the tile and centered after update if (typeof game !== "undefined" && self.parent !== game) { game.addChild(self); } self.scale.set(gameMap.scale.x, gameMap.scale.y); self.visible = true; // Always visually center player on screen after updatePosition // Now: player moves on map, so set to map position self.x = self.gridX * TILE_SIZE + TILE_SIZE / 2; self.y = self.gridY * TILE_SIZE + TILE_SIZE / 2; // Always bring player to top of display list if (typeof game !== "undefined" && typeof game.children !== "undefined") { if (game.children.indexOf(self) !== -1) { game.removeChild(self); game.addChild(self); } } }; // Update vision: show/hide tiles based on a circular vision area, and save seen tiles as memory self.updateVision = function (gameMap) { // Vision area: always center player in the middle of the vision area for optimized movement var visionRadius = 2; // Reduced from 3 to 2 for even smaller vision var centerX = self.gridX; var centerY = self.gridY; var minX = Math.max(0, Math.floor(centerX - visionRadius)); var maxX = Math.min(MAP_WIDTH - 1, Math.ceil(centerX + visionRadius)); var minY = Math.max(0, Math.floor(centerY - visionRadius)); var maxY = Math.min(MAP_HEIGHT - 1, Math.ceil(centerY + visionRadius)); for (var y = 0; y < MAP_HEIGHT; y++) { for (var x = 0; x < MAP_WIDTH; x++) { var tile = gameMap.getTileAt(x, y); if (tile) { // Calculate distance from player - properly centered now var dx = x - centerX; var dy = y - centerY; // Only show tiles within a circular vision area (Euclidean distance <= visionRadius + 0.2 for smoothness) if (Math.sqrt(dx * dx + dy * dy) <= visionRadius + 0.2) { // Hide dark (out-of-world) tiles so black area is never shown if (tile.biomeType === "dark") { tile.visible = false; continue; } tile.visible = true; // Mark as explored and save to memory if (!tile.explored) { tile.explored = true; var exploredKey = x + "," + y; if (!storage.exploredTiles) storage.exploredTiles = {}; storage.exploredTiles[exploredKey] = true; } // No fog overlay to hide (fog removed) // --- Show both spawned and despawned creatures in vision --- // In vision area: show both spawned and despawned creatures // Remove all faded indicators first to avoid duplicates // If a creature is currently spawned, mark that this tile has ever had a creature if (tile.hasCreature) { tile._everHadCreature = true; } // Show indicator for spawned creature if (tile.hasCreature) { // --- Show creature visually on top of tile --- if (!tile._creatureVisual) { // Find the type of the creature for this tile from mapCreatures/mapCreatureTiles var creatureType = null; if (typeof mapCreatures !== "undefined" && typeof mapCreatureTiles !== "undefined") { for (var mci = 0; mci < mapCreatureTiles.length; mci++) { if (mapCreatureTiles[mci] === tile) { creatureType = mapCreatures[mci]; break; } } } // If not found, fallback to biomeType if (!creatureType) { // Use a default type for biome if (typeof Creature !== "undefined") { creatureType = new Creature().getRandomType(tile.biomeType); } else { creatureType = "normal"; } } // If biome is urban, use urbanCreature if (tile.biomeType === "urban") { creatureType = "urban"; } // Try to find the correct image asset for the cubixion (creature) type var creatureImageAsset = null; if (typeof Creature !== "undefined" && Creature.prototype && Creature.prototype.creatureList) { // Find a matching creature in the database for this type for (var ci = 0; ci < Creature.prototype.creatureList.length; ci++) { var c = Creature.prototype.creatureList[ci]; if (c.type === creatureType) { // Prefer image asset if available if (c.image && LK.assets && LK.assets[c.image]) { creatureImageAsset = c.image; } // If there is a specific image asset for this type+name, use it if (LK.assets && LK.assets["creature_" + c.id + "_" + c.name + "_" + c.type]) { creatureImageAsset = "creature_" + c.id + "_" + c.name + "_" + c.type; } break; } } } // Fallback to typeCreature if no image found if (!creatureImageAsset) { // Try to use a generic image for this type if available if (LK.assets && LK.assets[creatureType + "Cubixion"]) { creatureImageAsset = creatureType + "Cubixion"; } else { // As a last fallback, use a generic ellipse creatureImageAsset = "grassCubixion"; } } // Show the cubixion visually using the correct image asset var creatureVisual = LK.getAsset(creatureImageAsset, { anchorX: 0.5, anchorY: 0.5, x: TILE_SIZE / 2, y: TILE_SIZE / 2 }); creatureVisual.scale.set(1.2, 1.2); creatureVisual.alpha = 1.0; tile.addChild(creatureVisual); tile._creatureVisual = creatureVisual; } // Always bring creature visual to top if (tile._creatureVisual && tile.children.indexOf(tile._creatureVisual) !== -1) { tile.removeChild(tile._creatureVisual); tile.addChild(tile._creatureVisual); } } // Remove creature visual if not hasCreature if (!tile.hasCreature && tile._creatureVisual) { tile.removeChild(tile._creatureVisual); tile._creatureVisual = null; } // Show faded indicator for despawned creature (if ever had creature, but not currently spawned) if (tile._everHadCreature && !tile.hasCreature) { // Remove creature visual if not hasCreature if (tile._creatureVisual) { tile.removeChild(tile._creatureVisual); tile._creatureVisual = null; } } // --- End show both spawned and despawned creatures in vision --- } else { // Out of vision: hide all encounter indicators (spawned and despawned) in foggy/unvision area // Hide all creatures in foggy area: do not show any indicators or creatures tile.visible = true; // No fog overlay to show (fog removed) } } } // Called whenever the player moves to a new quadrant of a tile self.onQuadrantChange = function (gridX, gridY, subTileX, subTileY, label) { // Example: you can add your own logic here to check which quadrant the player is in // For example, trigger something if in DOWN LEFT // gridX, gridY: tile coordinates // subTileX, subTileY: 0 or 1 (0=left/up, 1=right/down) // label: string label of the quadrant }; // Example: log which quadrant the player is in // console.log("Player is at tile (" + gridX + "," + gridY + ") in quadrant: " + label); // You can add more logic here, e.g.: // if (subTileX === 0 && subTileY === 1) { /* DOWN LEFT */ } // if (subTileX === 1 && subTileY === 0) { /* UP RIGHT */ } // etc. } ; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Example: use desertTile as legendary cubix // Example: use Voltix as rare cubix // Example: use Boulder as uncommon cubix // Example: use Sproutle as basic cubix // Cubix (pokeball) image assets // Out-of-world tile asset (default color, can be changed in MapTile) // JSON helper functions for parsing and stringifying // Game dimensions and settings // Tween for animations // Storage for saving game progress // Player character // Map tiles // Creatures by elemental type // UI elements // Encounter indicator // Sounds // Unique image for urban biome // Unique biome tile assets for each biome (example: add one more for each) // Creature type base shapes (for fallback and type-based visuals) // --- Creature image assets for all 100 unique creatures --- // Example: LK.init.image('creature_0', {width:120, height:120, id:'<image_id>'}) // For demonstration, we use placeholder image ids. Replace with real ids as needed. // The following assets are initialized with the creature's name and element in the asset id for clarity function _typeof2(o) { "@babel/helpers - typeof"; return _typeof2 = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof2(o); } function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); } function parseJSON(str) { var result = {}; if (typeof str === 'string') { try { var pairs = str.slice(1, -1).split(','); for (var i = 0; i < pairs.length; i++) { var pair = pairs[i].trim().split(':'); var key = pair[0].replace(/["']/g, '').trim(); var value = pair[1].trim(); if (value.startsWith('[') && value.endsWith(']')) { result[key] = parseJSONArray(value); } else if (value.startsWith('{') && value.endsWith('}')) { result[key] = parseJSON(value); } else if (value === 'true') { result[key] = true; } else if (value === 'false') { result[key] = false; } else if (!isNaN(value)) { result[key] = Number(value); } else { result[key] = value.replace(/["']/g, ''); } } } catch (e) { console.log('Error parsing JSON: ', e); } } return result; } function parseJSONArray(str) { var result = []; if (typeof str === 'string') { try { var items = str.slice(1, -1).split(','); for (var i = 0; i < items.length; i++) { var item = items[i].trim(); if (item.startsWith('[') && item.endsWith(']')) { result.push(parseJSONArray(item)); } else if (item.startsWith('{') && item.endsWith('}')) { result.push(parseJSON(item)); } else if (item === 'true') { result.push(true); } else if (item === 'false') { result.push(false); } else if (!isNaN(item)) { result.push(Number(item)); } else { result.push(item.replace(/["']/g, '')); } } } catch (e) { console.log('Error parsing JSON array: ', e); } } return result; } function stringifyJSON(obj) { if (Array.isArray(obj)) { var items = []; for (var i = 0; i < obj.length; i++) { items.push(stringifyJSON(obj[i])); } return '[' + items.join(',') + ']'; } else if (_typeof(obj) === 'object' && obj !== null) { var pairs = []; for (var key in obj) { if (obj.hasOwnProperty(key)) { pairs.push('"' + key + '":' + stringifyJSON(obj[key])); } } return '{' + pairs.join(',') + '}'; } else if (typeof obj === 'string') { return '"' + obj.replace(/"/g, '\\"') + '"'; } else { return String(obj); } } var TILE_SIZE = 400 * 3; // Make each tile 3 times bigger than before var MAP_WIDTH = 80; // Make the map much larger var MAP_HEIGHT = 80; // Make the map much larger // Vision radius is now set in Player.updateVision for optimized vision area // Initialize game objects var gameMap = game.addChild(new GameMap().initMap()); gameMap.scale.set(1.5, 1.5); // Zoom in the map for a closer look // Remove special case for (0,0) tile, all tiles are now the same size (TILE_SIZE * 3) for (var y = 0; y < MAP_HEIGHT; y++) { var _loop = function _loop() { t = gameMap.getTileAt(x, y); if (t) { t.tileSize = TILE_SIZE; } }, t, originalY; for (var x = 0; x < MAP_WIDTH; x++) { _loop(); } } // Spawn player at a non-water, non-dark tile near 15,15 coordinates, centered in tile var playerStartX = 15; var playerStartY = 15; // Find a valid starting tile (not water, not dark) function findValidPlayerStart(gameMap, startX, startY) { var maxRadius = 10; for (var r = 0; r <= maxRadius; r++) { for (var dy = -r; dy <= r; dy++) { for (var dx = -r; dx <= r; dx++) { var x = startX + dx; var y = startY + dy; if (x >= 0 && x < MAP_WIDTH && y >= 0 && y < MAP_HEIGHT) { var biome = gameMap.tiles && gameMap.tiles[y] && gameMap.tiles[y][x]; // Only allow spawn if not water and not dark if (biome && biome !== "water" && biome !== "dark") { return { x: x, y: y }; } } } } } // fallback to 0,0 if nothing found return { x: 0, y: 0 }; } var validStart = findValidPlayerStart(gameMap, playerStartX, playerStartY); playerStartX = validStart.x; playerStartY = validStart.y; // Ensure start tile is not water for consistency if (gameMap.tiles && gameMap.tiles[playerStartY] && gameMap.tiles[playerStartY][playerStartX]) { // If the found tile is water or dark, forcibly set to grass if (gameMap.tiles[playerStartY][playerStartX] === "water" || gameMap.tiles[playerStartY][playerStartX] === "dark") { gameMap.tiles[playerStartY][playerStartX] = "grass"; var tileObj = gameMap.getTileAt(playerStartX, playerStartY); if (tileObj) { tileObj.biomeType = "grass"; tileObj.tileSize = TILE_SIZE; } } else { // Otherwise, just update the tile object to match the biome var tileObj = gameMap.getTileAt(playerStartX, playerStartY); if (tileObj) { tileObj.biomeType = gameMap.tiles[playerStartY][playerStartX]; tileObj.tileSize = TILE_SIZE; } } } storage.playerPosition = { x: playerStartX, y: playerStartY, subTileX: 0, subTileY: 0 }; var player = new Player().init(); player.gridX = playerStartX; player.gridY = playerStartY; player.lastGridX = playerStartX; player.lastGridY = playerStartY; player.subTileX = 0; player.subTileY = 0; player.updatePosition(); // Always visually center player in the tile after spawn centerViewOnPlayer(); centerViewOnPlayer(); // Prevent spawning cubix/cubixion on the same tile as the player at game start // Remove any cubix or cubixion visuals from the player's starting tile var playerStartTile = gameMap.getTileAt(playerStartX, playerStartY); if (playerStartTile) { // Remove cubix visual if present if (playerStartTile._cubixVisual) { playerStartTile.removeChild(playerStartTile._cubixVisual); playerStartTile._cubixVisual = null; // Remove from mapCubixTiles/mapCubix arrays if present if (typeof mapCubixTiles !== "undefined" && typeof mapCubix !== "undefined") { for (var i = mapCubixTiles.length - 1; i >= 0; i--) { if (mapCubixTiles[i] === playerStartTile) { mapCubix.splice(i, 1); mapCubixTiles.splice(i, 1); break; } } } } // Remove cubixion (creature) visual if present if (playerStartTile._creatureVisual) { playerStartTile.removeChild(playerStartTile._creatureVisual); playerStartTile._creatureVisual = null; playerStartTile.hasCreature = false; // Remove from mapCreatureTiles/mapCreatures/mapCreatureLabels if present if (typeof mapCreatureTiles !== "undefined" && typeof mapCreatures !== "undefined" && typeof mapCreatureLabels !== "undefined") { for (var i = mapCreatureTiles.length - 1; i >= 0; i--) { if (mapCreatureTiles[i] === playerStartTile) { if (mapCreatureLabels[i]) { playerStartTile.removeChild(mapCreatureLabels[i]); mapCreatureLabels.splice(i, 1); } mapCreatures.splice(i, 1); mapCreatureTiles.splice(i, 1); break; } } } } } // player.x and player.y are set by updatePosition and movement now // Ensure player is always above all map tiles and scaled to match map player.scale.set(gameMap.scale.x, gameMap.scale.y); // Always add player after gameMap so it is above all tiles if (player.parent !== game) { game.addChild(player); } player.visible = true; // Explicitly set player visible in case it was hidden // Mark starting tile as explored and discovered var startTile2 = gameMap.getTileAt(playerStartX, playerStartY); if (startTile2 && !startTile2.explored) { startTile2.explore(); } var dpad = game.addChild(new DPad().init()); var minimap = game.addChild(new MiniMap().init()); var encounter = game.addChild(new Encounter().init()); var collection = game.addChild(new Collection().init()); // Collection button (top right corner) var collectionButton = game.attachAsset('dpadButton', { anchorX: 0.5, anchorY: 0.5, x: 1900, y: 150, scaleX: 1.5, scaleY: 1.5 }); collectionButton.interactive = true; // Collection button icon var collectionText = new Text2('COL', { size: 48, fill: 0xFFFFFF }); collectionText.anchor.set(0.5, 0.5); collectionText.x = 1900; collectionText.y = 150; game.addChild(collectionText); // Game variables var encounterActive = false; var exploredCount = 0; var totalTiles = MAP_WIDTH * MAP_HEIGHT; // Cubix inventory UI // Removed cubixInventoryText from main UI (Cubix inventory is shown in collection menu) // Define playerCubix in global scope if not already defined var playerCubix = { basic: 4, uncommon: 4, rare: 4, legendary: 4 }; // Cubixion collection and gem system var playerCubixionCollection = {}; // {creatureId: {count: 0, gems: 0}} // Removed updateCubixInventoryText and its calls (Cubix inventory now shown in collection menu) // Update stats display // (removed: no stats text shown) // Center the game view on player function centerViewOnPlayer() { // Always center the map so the player is visually centered on screen if (typeof gameMap !== "undefined" && typeof player !== "undefined") { // Calculate the target position for the map so player is at (1024, 1366) var offsetX = TILE_SIZE / 2; var offsetY = TILE_SIZE / 2; var targetMapX = player.gridX * TILE_SIZE + offsetX; var targetMapY = player.gridY * TILE_SIZE + offsetY; // Adjust for zoom (scale) var scaleX = gameMap.scale.x; var scaleY = gameMap.scale.y; gameMap.x = 1024 - targetMapX * scaleX; gameMap.y = 1366 - targetMapY * scaleY; // Place player at the center of the screen player.x = 1024; player.y = 1336; // Move player image 30px above tile center for better centering // Ensure player is always visually centered in the tile // (player.x, player.y are always the center of the tile in world coordinates) } // Ensure player is above tiles if (player.parent !== game) { game.addChild(player); } player.scale.set(gameMap.scale.x, gameMap.scale.y); player.visible = true; } // Handle player movement from DPad (move exactly 1 block per input) dpad.upButton.down = function () { if (!player.moving && !encounterActive && !collection.visible) { // Move exactly 0.25 tile up per press var newGridY = player.gridY - 0.25; if (newGridY < 0) newGridY = 0; // Prevent moving into black area (dark biome) var targetTile = gameMap.getTileAt(Math.round(player.gridX), Math.round(newGridY)); if (targetTile && targetTile.biomeType !== "dark") { player.moveToGrid(player.gridX, newGridY); } } }; dpad.downButton.down = function () { if (!player.moving && !encounterActive && !collection.visible) { // Move exactly 0.25 tile down per press var newGridY = player.gridY + 0.25; if (newGridY > MAP_HEIGHT - 1) newGridY = MAP_HEIGHT - 1; // Prevent moving into black area (dark biome) var targetTile = gameMap.getTileAt(Math.round(player.gridX), Math.round(newGridY)); if (targetTile && targetTile.biomeType !== "dark") { player.moveToGrid(player.gridX, newGridY); } } }; dpad.leftButton.down = function () { if (!player.moving && !encounterActive && !collection.visible) { // Move exactly 0.25 tile left per press var newGridX = player.gridX - 0.25; if (newGridX < 0) newGridX = 0; // Prevent moving into black area (dark biome) var targetTile = gameMap.getTileAt(Math.round(newGridX), Math.round(player.gridY)); if (targetTile && targetTile.biomeType !== "dark") { player.moveToGrid(newGridX, player.gridY); } } }; dpad.rightButton.down = function () { if (!player.moving && !encounterActive && !collection.visible) { // Move exactly 0.25 tile right per press var newGridX = player.gridX + 0.25; if (newGridX > MAP_WIDTH - 1) newGridX = MAP_WIDTH - 1; // Prevent moving into black area (dark biome) var targetTile = gameMap.getTileAt(Math.round(newGridX), Math.round(player.gridY)); if (targetTile && targetTile.biomeType !== "dark") { player.moveToGrid(newGridX, player.gridY); } } }; // Always start the player centered in the vision area player.gridX = playerStartX; player.gridY = playerStartY; player.lastGridX = playerStartX; player.lastGridY = playerStartY; player.updatePosition(); centerViewOnPlayer(); // Handle collection button collectionButton.down = function () { if (!encounterActive) { // Hide collection button and text when menu is open collectionButton.visible = false; collectionText.visible = false; // Always reload the bag menu for all creatures if (typeof collection.show === "function") { collection.show(); } // Show exit button in collection menu if (!collection.exitButton) { collection.exitButton = collection.attachAsset('dpadButton', { anchorX: 0.5, anchorY: 0.5, x: 1900, y: 150 }); collection.exitButton.interactive = true; var exitText = new Text2('EXIT', { size: 48, fill: 0xFFFFFF }); exitText.anchor.set(0.5, 0.5); exitText.x = 1900; exitText.y = 150; collection.addChild(exitText); collection.exitButton.exitText = exitText; collection.exitButton.down = function () { collection.hide(); // Show player and collection button again player.visible = true; collectionButton.visible = true; collectionText.visible = true; // Hide exit button and text if (collection.exitButton) { collection.exitButton.visible = false; if (collection.exitButton.exitText) { collection.exitButton.exitText.visible = false; } } }; } // Show exit button and text if (collection.exitButton) { collection.exitButton.visible = true; if (collection.exitButton.exitText) { collection.exitButton.exitText.visible = true; } } } }; // Handle collection close button collection.closeButton.down = function () { collection.hide(); // Show player and collection button again player.visible = true; collectionButton.visible = true; collectionText.visible = true; // Hide exit button and text if (collection.exitButton) { collection.exitButton.visible = false; if (collection.exitButton.exitText) { collection.exitButton.exitText.visible = false; } } }; // Track last player position to detect changes var lastPlayerGridX = player.gridX; var lastPlayerGridY = player.gridY; // --- Cubix system --- // Cubix rarities and their catch chances if (typeof cubixTypes === "undefined") { var cubixTypes = [{ id: 'cubix_basic', name: 'Basic Cubix', color: 0xffffff, rarity: 'basic', catchBonus: 0, chance: 0.5 }, { id: 'cubix_uncommon', name: 'Uncommon Cubix', color: 0x00ff00, rarity: 'uncommon', catchBonus: 0.15, chance: 0.65 }, { id: 'cubix_rare', name: 'Rare Cubix', color: 0x0000ff, rarity: 'rare', catchBonus: 0.3, chance: 0.8 }, { id: 'cubix_legendary', name: 'Legendary Cubix', color: 0xffd700, rarity: 'legendary', catchBonus: 0.5, chance: 0.95 }]; } // Main game update loop // Throttle update to 30FPS (every ~33ms) for better performance var lastUpdateTime = 0; game.update = function () { var now = Date.now(); if (lastUpdateTime && now - lastUpdateTime < 33) { return; } lastUpdateTime = now; // Player's cubix inventory (legacy pokeball variable replaced) if (typeof playerCubix === "undefined") { playerCubix = { basic: 3, uncommon: 1, rare: 0, legendary: 0 }; } // Cubix map objects (legacy pokeball variable replaced) if (typeof mapCubix === "undefined") { mapCubix = []; mapCubixTiles = []; mapCubixMax = 30; // Max cubix on map at once (increased from 6 to 30) mapCubixSpawnCooldown = 0; } // --- Creature spawn/despawn logic --- // We'll use a global array to track visible creatures on the map if (typeof mapCreatures === "undefined") { mapCreatures = []; mapCreatureTiles = []; mapCreatureLabels = []; mapCreatureMax = 30; // Max creatures on map at once (increased for much higher spawn rate) mapCreatureSpawnCooldown = 0; } // --- Add despawn timer for cubixion (creature) spawns: despawn after 5 minutes (300 seconds) --- var nowTime = Date.now(); for (var i = mapCreatures.length - 1; i >= 0; i--) { var tile = mapCreatureTiles[i]; // Initialize spawn timestamp if not set if (tile && typeof tile._creatureSpawnedAt === "undefined") { tile._creatureSpawnedAt = nowTime; } // Despawn after 5 minutes (300000 ms) if (tile && typeof tile._creatureSpawnedAt === "number" && nowTime - tile._creatureSpawnedAt > 300000) { if (mapCreatureLabels[i]) { tile && tile.removeChild(mapCreatureLabels[i]); mapCreatureLabels.splice(i, 1); } if (tile && tile.hasCreature) { tile.hasCreature = false; } mapCreatures.splice(i, 1); mapCreatureTiles.splice(i, 1); continue; } // --- Keep original explored despawn logic --- // Initialize despawn timer if not set if (tile && typeof tile._creatureDespawnTimer === "undefined") { tile._creatureDespawnTimer = 0; } // If tile is explored, start despawn timer if (tile && tile.explored) { tile._creatureDespawnTimer++; // Only despawn if timer exceeds threshold (e.g. 90 frames ~1.5s) if (tile._creatureDespawnTimer > 90) { if (mapCreatureLabels[i]) { tile && tile.removeChild(mapCreatureLabels[i]); mapCreatureLabels.splice(i, 1); } if (tile && tile.hasCreature) { tile.hasCreature = false; } mapCreatures.splice(i, 1); mapCreatureTiles.splice(i, 1); continue; } } else if (!tile || Math.random() < 0.002) { // Lower random despawn chance if (mapCreatureLabels[i]) { tile && tile.removeChild(mapCreatureLabels[i]); mapCreatureLabels.splice(i, 1); } if (tile && tile.hasCreature) { tile.hasCreature = false; } mapCreatures.splice(i, 1); mapCreatureTiles.splice(i, 1); continue; } else if (tile) { // Reset timer if not explored tile._creatureDespawnTimer = 0; } } // --- Cubix no longer despawn after 5 minutes (despawn logic removed) --- // --- Guarantee at least one cubixion (creature) is always visible and collectible on the player's screen (vision area) --- (function guaranteeCubixionOnScreen() { // Get player's vision area var visionRadius = 2; var px = Math.round(player.gridX); var py = Math.round(player.gridY); var foundOnScreen = false; // Check if any visible, collectible cubixion is in vision for (var y = py - visionRadius; y <= py + visionRadius; y++) { for (var x = px - visionRadius; x <= px + visionRadius; x++) { var tile = gameMap.getTileAt(x, y); if (tile && tile.hasCreature && tile.visible && !tile._creatureCaught) { foundOnScreen = true; break; } } if (foundOnScreen) break; } // If not, spawn one in a random visible, collectible tile in vision if (!foundOnScreen) { var candidates = []; for (var y = py - visionRadius; y <= py + visionRadius; y++) { for (var x = px - visionRadius; x <= px + visionRadius; x++) { var tile = gameMap.getTileAt(x, y); if (tile && tile.visible && tile.biomeType !== "dark" && !tile.hasCreature && !tile._cubixVisual && !tile._creatureCaught) { candidates.push(tile); } } } if (candidates.length > 0) { var foundTile = candidates[Math.floor(Math.random() * candidates.length)]; var cType = new Creature().getRandomType(foundTile.biomeType); var rarityRand = Math.random(); var rarity = "common"; if (rarityRand < 0.60) rarity = "common";else if (rarityRand < 0.85) rarity = "uncommon";else if (rarityRand < 0.96) rarity = "rare";else if (rarityRand < 0.995) rarity = "epic";else rarity = "legendary"; foundTile.hasCreature = true; mapCreatures.push({ type: cType, rarity: rarity }); mapCreatureTiles.push(foundTile); mapCreatureLabels.push(null); // Also ensure the visual is created for the cubixion if (!foundTile._creatureVisual) { var creatureImageAsset = null; if (typeof Creature !== "undefined" && Creature.prototype && Creature.prototype.creatureList) { for (var ci = 0; ci < Creature.prototype.creatureList.length; ci++) { var c = Creature.prototype.creatureList[ci]; if (c.type === cType) { if (c.image && LK.assets && LK.assets[c.image]) { creatureImageAsset = c.image; } if (LK.assets && LK.assets["creature_" + c.id + "_" + c.name + "_" + c.type]) { creatureImageAsset = "creature_" + c.id + "_" + c.name + "_" + c.type; } break; } } } // Fallback to typeCubixion if no image found if (!creatureImageAsset) { if (LK.assets && LK.assets[cType + "Cubixion"]) { creatureImageAsset = cType + "Cubixion"; } else { creatureImageAsset = "grassCubixion"; } } var creatureVisual = LK.getAsset(creatureImageAsset, { anchorX: 0.5, anchorY: 0.5, x: TILE_SIZE / 2, y: TILE_SIZE / 2 }); creatureVisual.scale.set(1.2, 1.2); creatureVisual.alpha = 1.0; foundTile.addChild(creatureVisual); foundTile._creatureVisual = creatureVisual; } } } })(); // --- Guarantee at least one cubix is always visible and collectible on the player's screen (vision area) --- (function guaranteeCubixOnScreen() { var visionRadius = 2; var px = Math.round(player.gridX); var py = Math.round(player.gridY); var foundOnScreen = false; // Check if any visible, collectible cubix is in vision for (var y = py - visionRadius; y <= py + visionRadius; y++) { for (var x = px - visionRadius; x <= px + visionRadius; x++) { var tile = gameMap.getTileAt(x, y); if (tile && tile._cubixVisual && tile.visible) { foundOnScreen = true; break; } } if (foundOnScreen) break; } // If not, spawn one in a random visible, collectible tile in vision if (!foundOnScreen) { var candidates = []; for (var y = py - visionRadius; y <= py + visionRadius; y++) { for (var x = px - visionRadius; x <= px + visionRadius; x++) { var tile = gameMap.getTileAt(x, y); if (tile && tile.visible && tile.biomeType !== "dark" && !tile.hasCreature && !tile._cubixVisual) { candidates.push(tile); } } } if (candidates.length > 0) { var foundCubixTile = candidates[Math.floor(Math.random() * candidates.length)]; var rand = Math.random(); var cType = cubixTypes[0]; if (rand > 0.7) cType = cubixTypes[3]; // Legendary: 30% else if (rand > 0.45) cType = cubixTypes[2]; // Rare: 25% else if (rand > 0.2) cType = cubixTypes[1]; // Uncommon: 25% // Basic: 20% var cubixVisual = LK.getAsset('cubix_' + (cType && typeof cType.rarity !== "undefined" ? cType.rarity : "basic"), { anchorX: 0.5, anchorY: 0.5, x: TILE_SIZE / 2, y: TILE_SIZE / 2 }); cubixVisual.scale.set(0.5, 0.5); foundCubixTile.addChild(cubixVisual); foundCubixTile._cubixVisual = cubixVisual; cubixVisual.assetId = 'cubix_' + (cType && typeof cType.rarity !== "undefined" ? cType.rarity : "basic"); if (cType && typeof cType.rarity !== "undefined") { mapCubix.push(cType.rarity); } else { mapCubix.push("basic"); } mapCubixTiles.push(foundCubixTile); } } })(); // Spawn new creatures sometimes, up to max if (mapCreatures.length < mapCreatureMax && mapCreatureSpawnCooldown <= 0) { // Try to spawn a new creature var tries = 0; // --- New: spawn near player if standing still --- var spawnNearPlayer = false; if (typeof lastPlayerGridX !== "undefined" && typeof lastPlayerGridY !== "undefined") { if (player.gridX === lastPlayerGridX && player.gridY === lastPlayerGridY) { // 30% chance to try to spawn near player if standing still if (Math.random() < 0.3) spawnNearPlayer = true; } } if (spawnNearPlayer) { // Try to spawn in a random adjacent tile (including diagonals) var px = Math.round(player.gridX); var py = Math.round(player.gridY); var adjacents = []; for (var dx = -1; dx <= 1; dx++) { for (var dy = -1; dy <= 1; dy++) { if (dx === 0 && dy === 0) continue; var nx = px + dx; var ny = py + dy; if (nx >= 0 && nx < MAP_WIDTH && ny >= 0 && ny < MAP_HEIGHT) { var t = gameMap.getTileAt(nx, ny); if (t && !t.explored && !t.hasCreature && t.biomeType !== "dark") { adjacents.push(t); } } } } if (adjacents.length > 0) { var tile = adjacents[Math.floor(Math.random() * adjacents.length)]; // Mark tile as having a creature tile.hasCreature = true; var cType = new Creature().getRandomType(tile.biomeType); mapCreatures.push(cType); mapCreatureTiles.push(tile); mapCreatureLabels.push(null); // Only one spawn near player per update tries = 15; } } while (tries < 180 && mapCreatures.length < mapCreatureMax) { // Increased tries for more spawn attempts (was 40, now 180) var gx = Math.floor(Math.random() * MAP_WIDTH); var gy = Math.floor(Math.random() * MAP_HEIGHT); var tile = gameMap.getTileAt(gx, gy); // Only spawn on tiles that are not dark, not already with a creature, and are crossable by the player var crossable = tile && tile.biomeType !== "dark"; if (tile && !tile.hasCreature && crossable) { // Greatly increase spawn chance per tile (much higher for all types/rarities) if (Math.random() < 0.98) { // was 0.7, now 0.98 for much higher spawn rate // Mark tile as having a creature tile.hasCreature = true; // Pick a random type for this biome var cType = new Creature().getRandomType(tile.biomeType); // Assign rarity with sensible weighting: basic/common most, then uncommon, rare, epic, legendary var rarityRand = Math.random(); var rarity = "common"; if (rarityRand < 0.60) rarity = "common";else if (rarityRand < 0.85) rarity = "uncommon";else if (rarityRand < 0.96) rarity = "rare";else if (rarityRand < 0.995) rarity = "epic";else rarity = "legendary"; mapCreatures.push({ type: cType, rarity: rarity }); mapCreatureTiles.push(tile); // No type label writing for bug ground type mapCreatureLabels.push(null); } } tries++; } // Reduce cooldown for much faster respawn (was 180 + Math.floor(Math.random() * 120)) mapCreatureSpawnCooldown = 20 + Math.floor(Math.random() * 10); // 0.33-0.5s, much faster } else { mapCreatureSpawnCooldown--; } // --- Cubix spawn logic with max 30, image, and no despawn --- if (typeof mapCubix === "undefined") { mapCubix = []; mapCubixTiles = []; mapCubixMax = 30; // Max cubix on map at once mapCubixSpawnCooldown = 0; } // Remove despawn logic: cubix will not despawn anymore // --- Guarantee at least one cubix is always visible on the map --- // If there are no cubix spawns, guarantee at least one lowest rarity cubix is spawned if (mapCubix.length === 0) { // Find a random valid tile for lowest rarity cubix var foundTile = null; for (var attempt = 0; attempt < 200; attempt++) { var gx = Math.floor(Math.random() * MAP_WIDTH); var gy = Math.floor(Math.random() * MAP_HEIGHT); var tile = gameMap.getTileAt(gx, gy); var crossable = tile && tile.biomeType !== "dark" && !tile.hasCreature && !tile._cubixVisual; if (tile && crossable) { foundTile = tile; break; } } if (foundTile) { // Always spawn a random cubix (any rarity) if map is empty var rand = Math.random(); var cType = cubixTypes[0]; if (rand > 0.7) cType = cubixTypes[3]; // Legendary: 30% else if (rand > 0.45) cType = cubixTypes[2]; // Rare: 25% else if (rand > 0.2) cType = cubixTypes[1]; // Uncommon: 25% // Basic: 20% var cubixVisual = LK.getAsset('cubix_' + (cType && typeof cType.rarity !== "undefined" ? cType.rarity : "basic"), { anchorX: 0.5, anchorY: 0.5, x: TILE_SIZE / 2, y: TILE_SIZE / 2 }); cubixVisual.scale.set(0.5, 0.5); foundTile.addChild(cubixVisual); foundTile._cubixVisual = cubixVisual; cubixVisual.assetId = 'cubix_' + (cType && typeof cType.rarity !== "undefined" ? cType.rarity : "basic"); if (cType && typeof cType.rarity !== "undefined") { mapCubix.push(cType.rarity); } else { mapCubix.push("basic"); } mapCubixTiles.push(foundTile); } } // Continue normal spawn logic, but never exceed max 30 if (mapCubix.length < mapCubixMax && mapCubixSpawnCooldown <= 0) { var tries = 0; // --- New: spawn cubix near player if standing still --- var spawnCubixNearPlayer = false; if (typeof lastPlayerGridX !== "undefined" && typeof lastPlayerGridY !== "undefined") { if (player.gridX === lastPlayerGridX && player.gridY === lastPlayerGridY) { // 30% chance to try to spawn cubix near player if standing still if (Math.random() < 0.3) spawnCubixNearPlayer = true; } } if (spawnCubixNearPlayer) { // Try to spawn in a random adjacent tile (including diagonals) var px = Math.round(player.gridX); var py = Math.round(player.gridY); var adjacents = []; for (var dx = -1; dx <= 1; dx++) { for (var dy = -1; dy <= 1; dy++) { if (dx === 0 && dy === 0) continue; var nx = px + dx; var ny = py + dy; if (nx >= 0 && nx < MAP_WIDTH && ny >= 0 && ny < MAP_HEIGHT) { var t = gameMap.getTileAt(nx, ny); var crossable = t && t.biomeType !== "dark" && !t.hasCreature && !t._cubixVisual; if (t && !t.explored && crossable) { adjacents.push(t); } } } } if (adjacents.length > 0) { var tile = adjacents[Math.floor(Math.random() * adjacents.length)]; // Pick a random cubix type (weighted: much more rare/legendary spawns) var rand = Math.random(); var cType = cubixTypes[0]; if (rand > 0.7) cType = cubixTypes[3]; // Legendary: 30% else if (rand > 0.45) cType = cubixTypes[2]; // Rare: 25% else if (rand > 0.2) cType = cubixTypes[1]; // Uncommon: 25% // Basic: 20% // Show cubix on tile with correct rarity image var cubixVisual = LK.getAsset('cubix_' + (cType && typeof cType.rarity !== "undefined" ? cType.rarity : "basic"), { anchorX: 0.5, anchorY: 0.5, x: TILE_SIZE / 2, y: TILE_SIZE / 2 }); cubixVisual.scale.set(0.5, 0.5); tile.addChild(cubixVisual); tile._cubixVisual = cubixVisual; cubixVisual.assetId = 'cubix_' + (cType && typeof cType.rarity !== "undefined" ? cType.rarity : "basic"); if (cType && typeof cType.rarity !== "undefined") { mapCubix.push(cType.rarity); } else { mapCubix.push("basic"); } mapCubixTiles.push(tile); // Only one spawn near player per update tries = 60; } } // Increase number of tries and increase spawn rate for more cubix spawns // Make cubix spawn rate 10x higher than cubixion by increasing tries 10x while (tries < 2400 && mapCubix.length < mapCubixMax) { var gx = Math.floor(Math.random() * MAP_WIDTH); var gy = Math.floor(Math.random() * MAP_HEIGHT); var tile = gameMap.getTileAt(gx, gy); // Only spawn on tiles that are not dark, not already with a cubix or creature var crossable = tile && tile.biomeType !== "dark" && !tile.hasCreature && !tile._cubixVisual; if (tile && crossable) { // Greatly increase spawn chance per tile (much higher for all types/rarities) if (Math.random() < 0.98) { // was 0.7, now 0.98 for much higher spawn rate // Pick a random cubix type (weighted: much more rare/legendary spawns) var rand = Math.random(); var cType = cubixTypes[0]; if (rand < 0.60) cType = cubixTypes[0]; // Basic: 60% else if (rand < 0.85) cType = cubixTypes[1]; // Uncommon: 25% else if (rand < 0.96) cType = cubixTypes[2]; // Rare: 11% else if (rand < 0.995) cType = cubixTypes[3]; // Legendary: 3.5% else cType = cubixTypes[3]; // Legendary: 0.5% (extra) // Show cubix on tile with correct rarity image var cubixVisual = LK.getAsset('cubix_' + (cType && typeof cType.rarity !== "undefined" ? cType.rarity : "basic"), { anchorX: 0.5, anchorY: 0.5, x: TILE_SIZE / 2, y: TILE_SIZE / 2 }); cubixVisual.scale.set(0.5, 0.5); tile.addChild(cubixVisual); tile._cubixVisual = cubixVisual; cubixVisual.assetId = 'cubix_' + (cType && typeof cType.rarity !== "undefined" ? cType.rarity : "basic"); if (cType && typeof cType.rarity !== "undefined") { mapCubix.push(cType.rarity); } else { mapCubix.push("basic"); } mapCubixTiles.push(tile); } } tries++; } // Reduce cooldown for much faster respawn (was 120 + Math.floor(Math.random() * 120)) mapCubixSpawnCooldown = 10 + Math.floor(Math.random() * 10); // 0.16-0.33s, much faster } else { mapCubixSpawnCooldown--; } // --- End creature spawn/despawn logic --- // --- Cubix collection logic --- // Always allow collection if player is on the tile with cubix (any type/rarity) var playerTile = gameMap.getTileAt(player.gridX, player.gridY); if (playerTile && playerTile._cubixVisual) { var foundType = null; for (var i = 0; i < cubixTypes.length; i++) { if (playerTile._cubixVisual.assetId === 'cubix_' + cubixTypes[i].rarity) { foundType = cubixTypes[i]; break; } } if (foundType) { // Add to inventory (bag) for use in catching cubixion if (!playerCubix[foundType.rarity]) playerCubix[foundType.rarity] = 0; playerCubix[foundType.rarity]++; // Remove cubix from map (despawn) playerTile.removeChild(playerTile._cubixVisual); playerTile._cubixVisual = null; // Remove from arrays for (var i = mapCubixTiles.length - 1; i >= 0; i--) { if (mapCubixTiles[i] === playerTile) { mapCubix.splice(i, 1); mapCubixTiles.splice(i, 1); break; } } // Show a message var msg = new Text2('Collected ' + foundType.name.replace(' Cubix', 'ion') + '!', { size: 60, fill: foundType.color }); msg.anchor.set(0.5, 0.5); msg.x = 1024; msg.y = 400; game.addChild(msg); LK.setTimeout(function () { game.removeChild(msg); }, 1000); } } // Skip updates if in an active encounter if (encounterActive) { encounter.update(); return; } // Check if collection is visible if (collection.visible) { // Hide player and move below collection player.visible = false; if (player.parent !== game) { game.addChild(player); } // Always reload the bag menu for all creatures if (typeof collection.show === "function") { collection.show(); } return; } // If collection is not visible, ensure player is visible player.visible = true; // Center view on player centerViewOnPlayer(); // Update minimap only every 3rd update for optimization if (typeof minimapUpdateCounter === "undefined") minimapUpdateCounter = 0; minimapUpdateCounter++; if (minimapUpdateCounter % 3 === 0) { minimap.update(player, gameMap); } // Vision update is now handled after player movement for optimization // Check if player has moved to a new tile if (player.gridX !== lastPlayerGridX || player.gridY !== lastPlayerGridY) { // Get the current tile var currentTile = gameMap.getTileAt(player.gridX, player.gridY); if (currentTile) { // Mark tile as explored if it's new if (!currentTile.explored) { currentTile.explore(); exploredCount++; } // Prevent encounters on dark (black) blocks if (currentTile.biomeType !== "dark" && currentTile.hasCreature && !currentTile._creatureCaught) { // Always trigger encounter if player and creature cross encounterActive = true; // Create creature based on biome var creatureType = new Creature().getRandomType(currentTile.biomeType); var creature = new Creature().init(creatureType, null, player.gridX, player.gridY); // Start encounter with this creature encounter.startEncounter(creature); // Remove creature from tile and mark as caught if caught, otherwise allow re-encounter // (actual caught logic handled in encounter/capture, so only mark as caught if caught) currentTile.hasCreature = false; currentTile._creatureCaught = false; // Not caught yet, only set to true if caught currentTile._creatureCaught = true; // Mark as caught so it doesn't respawn immediately // Remove indicator from tile // Remove label if present (from mapCreatureLabels) if (typeof mapCreatureTiles !== "undefined") { for (var k = mapCreatureTiles.length - 1; k >= 0; k--) { if (mapCreatureTiles[k] === currentTile) { if (mapCreatureLabels[k]) { currentTile.removeChild(mapCreatureLabels[k]); mapCreatureLabels.splice(k, 1); } mapCreatures.splice(k, 1); mapCreatureTiles.splice(k, 1); break; } } } } } // Update last position lastPlayerGridX = player.gridX; lastPlayerGridY = player.gridY; } }; // End throttled update // Listen for encounter end var checkEncounterInterval = LK.setInterval(function () { if (encounterActive && !encounter.active) { encounterActive = false; } }, 100); // Initialize stats // Initial centering centerViewOnPlayer(); // Fix: Only reveal vision area at game start, not the whole map if (typeof player !== "undefined" && typeof gameMap !== "undefined" && typeof player.updateVision === "function") { player.updateVision(gameMap); } // Vision mask overlay removed to fix black screen issue
===================================================================
--- original.js
+++ change.js
@@ -172,23 +172,23 @@
uncommon: 0x00ff00,
rare: 0x0000ff,
legendary: 0xffd700
};
- var itemHeight = 150; // Increased height for each item
- var padding = 30; // Padding between items
+ var itemHeight = 200; // Increased height for each item
+ var padding = 40; // Padding between items
var totalHeight = 0;
var containerWidth = 1900; // Width of the container
// Add title for each section
var headerText = new Text2('CUBIXION INVENTORY', {
- size: 50,
+ size: 70,
fill: 0xFFFFFF
});
headerText.anchor.set(0.5, 0);
headerText.x = containerWidth / 2;
headerText.y = 20;
headerText.isCubixionBagImage = true;
self.bagScrollContainer.addChild(headerText);
- totalHeight = 100; // Starting height after header
+ totalHeight = 120; // Starting height after header
// Add items with larger images and text
for (var i = 0; i < cubixRarities.length; i++) {
var rarity = cubixRarities[i];
// Directly access the playerCubix global variable to ensure we get the correct value
@@ -211,39 +211,39 @@
// Always show all rarities, even if 0
var cubixImg = LK.getAsset('cubix_' + rarity, {
anchorX: 0.5,
anchorY: 0.5,
- x: 100,
+ x: 150,
y: itemHeight / 2,
- scaleX: 1.0,
+ scaleX: 1.5,
// Bigger image
- scaleY: 1.0 // Bigger image
+ scaleY: 1.5 // Bigger image
});
itemContainer.addChild(cubixImg);
var cubixName = new Text2(cubixNames[rarity], {
- size: 40,
+ size: 60,
// Bigger text
fill: cubixColors[rarity]
});
cubixName.anchor.set(0, 0.5);
- cubixName.x = 200;
- cubixName.y = itemHeight / 2 - 20;
+ cubixName.x = 300;
+ cubixName.y = itemHeight / 2 - 30;
itemContainer.addChild(cubixName);
var cubixDescription = new Text2('Used for capturing creatures', {
- size: 30,
+ size: 40,
fill: 0xCCCCCC
});
cubixDescription.anchor.set(0, 0.5);
- cubixDescription.x = 200;
- cubixDescription.y = itemHeight / 2 + 20;
+ cubixDescription.x = 300;
+ cubixDescription.y = itemHeight / 2 + 30;
itemContainer.addChild(cubixDescription);
// Make sure to display the correct count from playerCubix
var countText = new Text2('x' + playerCubix[rarity], {
- size: 50,
+ size: 80,
fill: 0xFFFFFF
});
countText.anchor.set(1, 0.5);
- countText.x = containerWidth - 50;
+ countText.x = containerWidth - 80;
countText.y = itemHeight / 2;
itemContainer.addChild(countText);
totalHeight += itemHeight + padding;
}
water tile just water and top viewing. In-Game asset. 2d
dpad. In-Game asset. 2d. High contrast. No shadows
red button square. In-Game asset. 2d. High contrast. No shadows
grass tile on top viewing. In-Game asset. 2d. High contrast. No shadows
Mountain tile on top viewing. In-Game asset. 2d
sand tile on top viewing. In-Game asset. 2d. High contrast. No shadows
forest tile on top viewing. In-Game asset. 2d. No shadows
square grass tile on top viewing. In-Game asset. 2d. High contrast. No shadows
urban tile on viewing. In-Game asset. 2d
street tile on top viewing. In-Game asset. 2d. High contrast
street tile on top viewing with street way. In-Game asset. 2d
street tile on top viewing with street way horizontal. In-Game asset. 2d. High contrast. No shadows
make creature image for grass elemental name is sproutle. In-Game asset. 2d. High contrast. No shadows
make creature image for rock elemental name is boulder but dont write name on image. In-Game asset. 2d. High contrast. No shadows
make creature image for electrical elemental name is voltix but dont write name on image. In-Game asset. 2d. High contrast. No shadows
player human viewing on behind of him with all of body. In-Game asset. 2d
make a cube but like a pokeball and change the colour of original and make it the basic one make with purple and yellow but do diffrently. In-Game asset. 2d. High contrast. No shadows
make a cube but like a pokeball and make it the legendary one make with red and golden and blue but do diffrently. In-Game asset. 2d. High contrast. No shadows
make a cube but like a pokeball and make it for rare one make with grey and silver and white but do diffrently. In-Game asset. 2d. High contrast. No shadows
make a cube but like a pokeball and make it for uncommon one make with green and white and bronze but do diffrently. In-Game asset. 2d. High contrast. No shadows