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The player should lose the game immediately if their health falls below 0.
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Please fix the bug: 'TypeError: boss.heal is not a function' in or related to this line: 'boss.heal();' Line Number: 149
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Please fix the bug: 'TypeError: boss.attack is not a function' in or related to this line: 'boss.attack(hero);' Line Number: 149
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The boss should randomly heal themselves, attack the hero, or poison the hero every time the end turn button is pressed.
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The player should lose the game if the turn counter reaches 11 and the boss' health is greater than 0, if the hero's health is reduced to 0 or below.
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Increase the size of the background asset to fill the screen.
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Use the background asset as the background of the game.
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When a character is poisoned they should flash purple.
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When a character heals they should flash green.
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When a character is damaged they should flash red.
Code edit (4 edits merged)
Please save this source code
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Replace the endTurnButton with the endTurnButtonArrow asset, making it a clickable image with the same logic.
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Please fix the bug: 'Uncaught ReferenceError: Arrow is not defined' in or related to this line: 'var endTurnButton = game.addChild(new Arrow());' Line Number: 113
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The end turn button should be a clickable image of an arrow.
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Whenever the End Turn button is pressed the actionTaken variable should be set to false.
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When the poison button is pressed, as long as no other button is pressed that turn, the boss should be poisoned.
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When a character is poisoned they should take 10% more damage from attacks and this should scale with each time they are poisoned.
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When the sword button is pressed as long as no other button has been pressed that turn, should trigger the hero to attack the boss.
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Clicking the health potion button during a turn, as long as no other buttons have been pressed during that turn, should allow for the hero to heal.
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When a character uses a health potion their health should increase by a number between 15 and 30.
Code edit (1 edits merged)
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The sword, the health potion, and the poison vial should all be on screen buttons. The player should only be able to click on one of the three buttons per turn.
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When a character attacks they should deal 30 damage to their opponent's health.
Code edit (10 edits merged)
Please save this source code
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Move turnText 100 pixels to the right.
/**** * Classes ****/ var Boss = Container.expand(function () { var self = Container.call(this); self.applyPoison = function () { self.poisoned++; }; self.health = 300; self.poisoned = 0; self.attachAsset('boss', { anchorX: 0.5, anchorY: 0.5 }); self.takeDamage = function (amount) { self.health -= 30 * (1 + 0.1 * self.poisoned); LK.effects.flashObject(self, 0xff0000, 1000); }; }); 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) { target.health -= 30; LK.effects.flashObject(target, 0xff0000, 1000); }; self.heal = function () { var healAmount = Math.floor(Math.random() * (30 - 15 + 1)) + 15; self.health += healAmount; }; self.applyPoison = function (target) { target.applyPoison(); }; }); 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 poisonVialButton = game.addChild(new PoisonVial()); poisonVialButton.x = 1548; poisonVialButton.y = 2732 - 200; poisonVialButton.interactive = true; poisonVialButton.on('down', function () { if (!actionTaken) { hero.applyPoison(boss); bossHealthText.setText('Boss Health: ' + boss.health); actionTaken = true; } }); var healthPotionButton = game.addChild(new HealthPotion()); healthPotionButton.x = 1800; healthPotionButton.y = 2732 - 200; healthPotionButton.interactive = true; var actionTaken = false; healthPotionButton.on('down', function () { if (!actionTaken) { hero.heal(); heroHealthText.setText('Hero Health: ' + hero.health); actionTaken = true; } }); var swordButton = game.addChild(new Sword()); swordButton.x = 500; swordButton.y = 2732 - 200; swordButton.interactive = true; swordButton.on('down', function () { if (!actionTaken) { hero.attack(boss); bossHealthText.setText('Boss Health: ' + boss.health); actionTaken = true; } }); var endTurnButton = game.addChild(new LK.getAsset('endTurnButtonArrow', { anchorX: 0.5, anchorY: 0.5 })); LK.gui.right.addChild(endTurnButton); endTurnButton.y = 200; endTurnButton.x = -200; endTurnButton.interactive = true; endTurnButton.on('down', function () { turns++; turnText.setText('Turn: ' + turns); actionTaken = false; }); var turnText = new Text2('Turn: 0', { size: 50, fill: '#ffffff' }); LK.gui.top.addChild(turnText); turnText.x = 200; 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.left.addChild(bossHealthText); bossHealthText.y = heroHealthText.y - 150; 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 // 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
@@ -13,8 +13,9 @@
anchorY: 0.5
});
self.takeDamage = function (amount) {
self.health -= 30 * (1 + 0.1 * self.poisoned);
+ LK.effects.flashObject(self, 0xff0000, 1000);
};
});
var HealthPotion = Container.expand(function () {
var self = Container.call(this);
@@ -31,8 +32,9 @@
anchorY: 0.5
});
self.attack = function (target) {
target.health -= 30;
+ LK.effects.flashObject(target, 0xff0000, 1000);
};
self.heal = function () {
var healAmount = Math.floor(Math.random() * (30 - 15 + 1)) + 15;
self.health += healAmount;
@@ -78,9 +80,9 @@
actionTaken = true;
}
});
var healthPotionButton = game.addChild(new HealthPotion());
-healthPotionButton.x = 1900;
+healthPotionButton.x = 1800;
healthPotionButton.y = 2732 - 200;
healthPotionButton.interactive = true;
var actionTaken = false;
healthPotionButton.on('down', function () {
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.
Health potion button.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Poison vial button.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Golden glittery magic sword button.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
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.
A glowing horizontal arrow button that says "End Turn".. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
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.
"You Lose" written in blood.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
"You Win" written in glittering holy golden light.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Empty futuristic black application window box.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.