/**** 
* Classes
****/
var Boss = Container.expand(function () {
	var self = Container.call(this);
	self.health = 300;
	self.attachAsset('boss', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.takeDamage = function (amount) {
		// Damage logic here
	};
});
var HealthPotion = Container.expand(function () {
	var self = Container.call(this);
	self.attachAsset('healthPotion', {
		anchorX: 0.5,
		anchorY: 0.5
	});
});
var Hero = Container.expand(function () {
	var self = Container.call(this);
	self.health = 100;
	self.attachAsset('hero', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.attack = function (target) {
		// Attack logic here
	};
	self.heal = function () {
		// Heal logic here
	};
	self.applyPoison = function (target) {
		// Poison logic here
	};
});
var PoisonVial = Container.expand(function () {
	var self = Container.call(this);
	self.attachAsset('poisonVial', {
		anchorX: 0.5,
		anchorY: 0.5
	});
});
var Sword = Container.expand(function () {
	var self = Container.call(this);
	self.attachAsset('sword', {
		anchorX: 0.5,
		anchorY: 0.5
	});
});
/**** 
* Initialize Game
****/
var game = new LK.Game({
	backgroundColor: 0x000000 // Init game with black background
});
/**** 
* Game Code
****/
// Initialize assets for the game
var turnText = new Text2('Turn: 0', {
	size: 50,
	fill: '#ffffff'
});
LK.gui.top.addChild(turnText);
var heroHealthText = new Text2('Hero Health: 100', {
	size: 50,
	fill: '#00ff00'
});
LK.gui.left.addChild(heroHealthText);
var bossHealthText = new Text2('Boss Health: 300', {
	size: 50,
	fill: '#ff0000'
});
LK.gui.right.addChild(bossHealthText);
var hero = game.addChild(new Hero());
hero.x = 1024; // Center horizontally
hero.y = 2732 - 200; // Position at the bottom
var boss = game.addChild(new Boss());
boss.x = 1024; // Center horizontally
boss.y = 200; // Position at the top
var turns = 0;
var maxTurns = 10;
// Game logic
LK.on('tick', function () {
	// Game logic to be executed every frame
	// This example does not include the full game logic, which would handle turns, attacks, and game over conditions.
});
// Example of handling a touch event to attack
game.on('down', function (obj) {
	var pos = obj.event.getLocalPosition(game);
	// Example: if touch is on the left side, attack; right side, heal.
	if (pos.x < 1024) {
		hero.attack(boss);
	} else {
		hero.heal();
	}
	turns++;
	turnText.setText('Turn: ' + turns);
	heroHealthText.setText('Hero Health: ' + hero.health);
	bossHealthText.setText('Boss Health: ' + boss.health);
	if (turns >= maxTurns) {
		// Check if the boss is defeated or not and end the game accordingly
		if (boss.health <= 0) {
			// Victory
			LK.effects.flashScreen(0x00FF00, 1000);
			LK.showGameOver("Victory!");
		} else {
			// Defeat
			LK.effects.flashScreen(0xFF0000, 1000);
			LK.showGameOver("Defeat!");
		}
	}
});
// This is a simplified example. The actual game would need more detailed logic for handling attacks, healing, poison effects, and determining the game's end. ===================================================================
--- original.js
+++ change.js
@@ -1,68 +1,83 @@
-/****
+/**** 
 * Classes
 ****/
 var Boss = Container.expand(function () {
-  var self = Container.call(this);
-  self.health = 300;
-  self.attachAsset('boss', {
-    anchorX: 0.5,
-    anchorY: 0.5
-  });
-  self.takeDamage = function (amount) {
-    // Damage logic here
-  };
+	var self = Container.call(this);
+	self.health = 300;
+	self.attachAsset('boss', {
+		anchorX: 0.5,
+		anchorY: 0.5
+	});
+	self.takeDamage = function (amount) {
+		// Damage logic here
+	};
 });
 var HealthPotion = Container.expand(function () {
-  var self = Container.call(this);
-  self.attachAsset('healthPotion', {
-    anchorX: 0.5,
-    anchorY: 0.5
-  });
+	var self = Container.call(this);
+	self.attachAsset('healthPotion', {
+		anchorX: 0.5,
+		anchorY: 0.5
+	});
 });
 var Hero = Container.expand(function () {
-  var self = Container.call(this);
-  self.health = 100;
-  self.attachAsset('hero', {
-    anchorX: 0.5,
-    anchorY: 0.5
-  });
-  self.attack = function (target) {
-    // Attack logic here
-  };
-  self.heal = function () {
-    // Heal logic here
-  };
-  self.applyPoison = function (target) {
-    // Poison logic here
-  };
+	var self = Container.call(this);
+	self.health = 100;
+	self.attachAsset('hero', {
+		anchorX: 0.5,
+		anchorY: 0.5
+	});
+	self.attack = function (target) {
+		// Attack logic here
+	};
+	self.heal = function () {
+		// Heal logic here
+	};
+	self.applyPoison = function (target) {
+		// Poison logic here
+	};
 });
 var PoisonVial = Container.expand(function () {
-  var self = Container.call(this);
-  self.attachAsset('poisonVial', {
-    anchorX: 0.5,
-    anchorY: 0.5
-  });
+	var self = Container.call(this);
+	self.attachAsset('poisonVial', {
+		anchorX: 0.5,
+		anchorY: 0.5
+	});
 });
 var Sword = Container.expand(function () {
-  var self = Container.call(this);
-  self.attachAsset('sword', {
-    anchorX: 0.5,
-    anchorY: 0.5
-  });
+	var self = Container.call(this);
+	self.attachAsset('sword', {
+		anchorX: 0.5,
+		anchorY: 0.5
+	});
 });
 
-/****
+/**** 
 * Initialize Game
 ****/
 var game = new LK.Game({
-  backgroundColor: 0x000000 // Init game with black background 
+	backgroundColor: 0x000000 // Init game with black background
 });
 
-/****
+/**** 
 * Game Code
 ****/
 // Initialize assets for the game
+var turnText = new Text2('Turn: 0', {
+	size: 50,
+	fill: '#ffffff'
+});
+LK.gui.top.addChild(turnText);
+var heroHealthText = new Text2('Hero Health: 100', {
+	size: 50,
+	fill: '#00ff00'
+});
+LK.gui.left.addChild(heroHealthText);
+var bossHealthText = new Text2('Boss Health: 300', {
+	size: 50,
+	fill: '#ff0000'
+});
+LK.gui.right.addChild(bossHealthText);
 var hero = game.addChild(new Hero());
 hero.x = 1024; // Center horizontally
 hero.y = 2732 - 200; // Position at the bottom
 var boss = game.addChild(new Boss());
@@ -71,31 +86,34 @@
 var turns = 0;
 var maxTurns = 10;
 // Game logic
 LK.on('tick', function () {
-  // Game logic to be executed every frame
-  // This example does not include the full game logic, which would handle turns, attacks, and game over conditions.
+	// Game logic to be executed every frame
+	// This example does not include the full game logic, which would handle turns, attacks, and game over conditions.
 });
 // Example of handling a touch event to attack
 game.on('down', function (obj) {
-  var pos = obj.event.getLocalPosition(game);
-  // Example: if touch is on the left side, attack; right side, heal.
-  if (pos.x < 1024) {
-    hero.attack(boss);
-  } else {
-    hero.heal();
-  }
-  turns++;
-  if (turns >= maxTurns) {
-    // Check if the boss is defeated or not and end the game accordingly
-    if (boss.health <= 0) {
-      // Victory
-      LK.effects.flashScreen(0x00FF00, 1000);
-      LK.showGameOver("Victory!");
-    } else {
-      // Defeat
-      LK.effects.flashScreen(0xFF0000, 1000);
-      LK.showGameOver("Defeat!");
-    }
-  }
+	var pos = obj.event.getLocalPosition(game);
+	// Example: if touch is on the left side, attack; right side, heal.
+	if (pos.x < 1024) {
+		hero.attack(boss);
+	} else {
+		hero.heal();
+	}
+	turns++;
+	turnText.setText('Turn: ' + turns);
+	heroHealthText.setText('Hero Health: ' + hero.health);
+	bossHealthText.setText('Boss Health: ' + boss.health);
+	if (turns >= maxTurns) {
+		// Check if the boss is defeated or not and end the game accordingly
+		if (boss.health <= 0) {
+			// Victory
+			LK.effects.flashScreen(0x00FF00, 1000);
+			LK.showGameOver("Victory!");
+		} else {
+			// Defeat
+			LK.effects.flashScreen(0xFF0000, 1000);
+			LK.showGameOver("Defeat!");
+		}
+	}
 });
 // This is a simplified example. The actual game would need more detailed logic for handling attacks, healing, poison effects, and determining the game's end.
\ No newline at end of file
:quality(85)/https://cdn.frvr.ai/65dd196ecfd2bc39a2010713.png%3F3) 
 Heroic wizard knight wearing knight armor with a star pattern and wielding a sword.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/65dd1beecfd2bc39a2010726.png%3F3) 
 Health potion button.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/65dd1c2fcfd2bc39a2010730.png%3F3) 
 Poison vial button.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/65dd1c70cfd2bc39a201073a.png%3F3) 
 Golden glittery magic sword button.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/65dd211fcfd2bc39a2010754.png%3F3) 
 Giant muscular evil wizard with purple skin and a menacing scowl sitting in a black throne.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/65dd219fcfd2bc39a2010762.png%3F3) 
 A glowing horizontal arrow button that says "End Turn".. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/65dd23fccfd2bc39a2010778.png%3F3) 
 Background seen from above showing the long vertical black throne room hallway of the dark wizard king.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/65dd2f14cfd2bc39a2010797.png%3F3) 
 "You Lose" written in blood.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/65dd300acfd2bc39a20107ae.png%3F3) 
 "You Win" written in glittering holy golden light.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/65dd31f5cfd2bc39a20107bc.png%3F3) 
 Empty futuristic black application window box.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.