User prompt
next to the items to buy in the shop state what stats they improve
User prompt
change color text of antidote
User prompt
shop should also sell items, the low level shops will sell less quality items
User prompt
change color text of anitdote since it is not very readable
User prompt
stasts upgrade buttons need to be net to the stat the upgrade
User prompt
play open cchest when chest is opened
User prompt
play chest sound when chest i double clicked
User prompt
when start game button is touched play steps instead of slash
User prompt
move startgame text 100 pixels down too
User prompt
move startgmebutton 100 pixels down
User prompt
also move button 100 pixels down
User prompt
move enter 100 pixelsdown
User prompt
Start game button should only say ENTER and button should have no animation but text should
User prompt
level 1 shouldonly have 3 monsters and no poison monsster
User prompt
player should start with 5 hp and only get 5 extra hp when tye buy the extra xp skill
User prompt
play steps when player succesfully runs away
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'itemTextObj.style.fill = "#fff"; // Default color for empty slot' Line Number: 2183
User prompt
Inventory and stats pages are not very clear to read. Can you update them somehow? Maybe make it more like a grid.
User prompt
use potion and use antidote should be next to the quantity. and should only say DRINK
User prompt
Poision monster should posiion player, and player should get -1 of poison per time attack turn. also add a note that says you have been poisoned when poision enemy positions player. all this messages should be green.
User prompt
in battle screen,poision monster should also use poison monster asset
User prompt
make sure poision monster us poison monster assets
User prompt
make sure level 1 has 3 normal monsters and 1 poison monster
User prompt
create a new asset for a poisionmonster
User prompt
add a new monster type. this one of them will appear in level 2. it will be stronger and will be able to poison the player. a poisoned player will receive -1 HP each turn. we should also add antidote potions to buy for the player.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// BattleScreen: Handles the turn-based combat
var BattleScreen = Container.expand(function () {
var self = Container.call(this);
self.visible = false; // Initially hidden
self.alpha = 0; // Set alpha to 0 for fade-in animation
// Background overlay
self.overlay = self.attachAsset('emptyTileCover', {
width: 2048,
height: 2732,
alpha: 0.8
});
// Monster display
self.monsterDisplay = self.attachAsset('monsterTileMonster', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 - 300,
// Position near top-right corner within the battle area
y: 2732 * 0.2,
// Position near top-right corner within the battle area, moved higher
scaleX: 4,
// Increased scale
scaleY: 4 // Increased scale
});
// Monster stats text
self.monsterStatText = new Text2('', {
size: 60,
fill: "#fff",
font: "Impact" // Using a pixel-style font
});
self.monsterStatText.anchor.set(0.5, 0); // Anchor to top-center
self.monsterStatText.x = self.monsterDisplay.x;
self.monsterStatText.y = self.monsterDisplay.y + self.monsterDisplay.height * self.monsterDisplay.scaleY / 2 + 60; // Positioned closer below monster image
self.addChild(self.monsterStatText);
// Player stats text (in battle)
self.playerBattleStatText = new Text2('', {
size: 60,
fill: "#fff",
font: "Impact" // Using a pixel-style font
});
self.playerDisplay = self.attachAsset('character', {
anchorX: 0.5,
anchorY: 0.5,
x: 300,
// Position near bottom-left corner within the battle area
y: 2732 * 0.8 - 350,
// Position near bottom-left corner within the battle area, moved higher
scaleX: 4,
// Increased scale
scaleY: 4 // Increased scale
});
self.playerBattleStatText.anchor.set(0.5, 0); // Anchor to top-center
// Set stat text position to where hero will appear
self.playerBattleStatText.x = self.playerDisplay.x; // Relative to player display X
self.playerBattleStatText.y = self.playerDisplay.y + self.playerDisplay.height * self.playerDisplay.scaleY / 2 + 60; // Positioned closer below player, accounting for new scale
self.addChild(self.playerBattleStatText);
// Action button (Attack)
self.attackBtn = new Text2('ATTACK', {
size: 80,
fill: "#fff",
font: "Impact" // Using a pixel-style font
});
self.attackBtn.anchor.set(0.5, 0.5);
// Action button (Items) - Initial declaration for width calculation
// The actual self.itemsBtn will be (re)declared later. This corresponds to original first itemsBtn {J}
var tempItemsBtn = new Text2('ITEMS', {
size: 80,
fill: "#fff",
font: "Impact" // Using a pixel-style font
});
// Action button (Run) - Initial declaration for width calculation
// The actual self.runBtn will be (re)declared later. This corresponds to original first runBtn {D}
var tempRunBtn = new Text2('RUN', {
size: 80,
fill: "#fff",
font: "Impact" // Using a pixel-style font
});
// Calculate total width using the three distinct buttons' initial declarations
var totalButtonWidth = self.attackBtn.width + tempItemsBtn.width + tempRunBtn.width + 120; // Widths + 2*60px spacing
var startX = (2048 - totalButtonWidth) / 2;
// --- Position buttons in order: Attack, Items, Run ---
var commonButtonY = 2732 - 300; // Common Y position for all buttons
// 1. ATTACK Button (leftmost)
// self.attackBtn is already defined and its anchor is set.
self.attackBtn.x = startX + self.attackBtn.width / 2;
self.attackBtn.y = commonButtonY;
self.addChild(self.attackBtn);
self.attackBtn.down = function () {
if (!self.visible) return;
self.playerTurn();
};
// 2. ITEMS Button (center)
// Action button (Items)//{Z} // This (re)declaration corresponds to original second itemsBtn {Z}
self.itemsBtn = new Text2('ITEMS', {
size: 80,
fill: "#fff",
font: "Impact" // Using a pixel-style font
});
self.itemsBtn.anchor.set(0.5, 0.5);
self.itemsBtn.x = startX + self.attackBtn.width + 60 + self.itemsBtn.width / 2;
self.itemsBtn.y = commonButtonY;
self.addChild(self.itemsBtn);
self.itemsBtn.down = function () {
if (!self.visible || player.inventory.potionCount <= 0) return; // Only allow if visible and player has potions
self.showBattleItemsMenu();
};
// 3. RUN Button (rightmost)
// Action button (Run)//{R} // This (re)declaration corresponds to original second runBtn {R}
self.runBtn = new Text2('RUN', {
size: 80,
fill: "#fff",
font: "Impact" // Using a pixel-style font
});
self.runBtn.anchor.set(0.5, 0.5);
self.runBtn.x = startX + self.attackBtn.width + 60 + self.itemsBtn.width + 60 + self.runBtn.width / 2;
self.runBtn.y = commonButtonY;
self.addChild(self.runBtn);
self.runBtn.down = function () {
if (!self.visible) return;
self.tryToRun();
};
self.currentMonster = null; // Reference to the monster tile being fought
// Battle Items Menu
self.battleItemsMenu = new Container();
self.battleItemsMenu.visible = false;
self.battleItemsMenuOverlay = self.battleItemsMenu.attachAsset('emptyTileCover', {
width: 800,
height: 500,
alpha: 0.9,
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
self.battleItemsMenu.titleText = new Text2('Use Item', {
size: 70,
fill: 0x7DD3FC,
// Light Blue
font: "Impact" // Using a pixel-style font
});
self.battleItemsMenu.titleText.anchor.set(0.5, 0.5);
self.battleItemsMenu.titleText.x = 2048 / 2;
self.battleItemsMenu.titleText.y = 2732 / 2 - 150;
self.battleItemsMenu.addChild(self.battleItemsMenu.titleText);
self.battleItemsMenu.potionCountText = new Text2('', {
size: 60,
fill: 0xA3E635,
// Green
font: "Impact" // Using a pixel-style font
});
self.battleItemsMenu.potionCountText.anchor.set(0, 0.5);
self.battleItemsMenu.potionCountText.x = 2048 / 2 - 120;
self.battleItemsMenu.potionCountText.y = 2732 / 2 - 50;
self.battleItemsMenu.addChild(self.battleItemsMenu.potionCountText);
// DRINK button for potion, placed next to quantity
self.battleItemsMenu.usePotionBtn = new Text2('DRINK', {
size: 60,
fill: 0xA3E635,
font: "Impact"
});
self.battleItemsMenu.usePotionBtn.anchor.set(0, 0.5);
self.battleItemsMenu.usePotionBtn.x = self.battleItemsMenu.potionCountText.x + 350;
self.battleItemsMenu.usePotionBtn.y = self.battleItemsMenu.potionCountText.y;
self.battleItemsMenu.addChild(self.battleItemsMenu.usePotionBtn);
self.battleItemsMenu.usePotionBtn.down = function () {
if (player.inventory.potionCount > 0 && player.hp < player.maxHp) {
player.inventory.potionCount--;
player.hp += 20; // Heal amount
if (player.hp > player.maxHp) player.hp = player.maxHp;
self.updateBattleStats(); // Update battle stats display
self.hideBattleItemsMenu();
self.showConfirmationText('Used a Life Potion!', 0xA3E635); // Show confirmation message
playerInventoryScreen.updateInventoryDisplay(); // Update inventory screen if open
showGameGUIWithTransition();
}
};
self.battleItemsMenu.closeBtn = new Text2('Close', {
size: 60,
fill: "#fff",
font: "Impact" // Using a pixel-style font
});
self.battleItemsMenu.closeBtn.anchor.set(0.5, 0.5);
self.battleItemsMenu.closeBtn.x = 2048 / 2;
self.battleItemsMenu.closeBtn.y = 2732 / 2 + 150;
self.battleItemsMenu.addChild(self.battleItemsMenu.closeBtn);
self.battleItemsMenu.closeBtn.down = function () {
self.hideBattleItemsMenu();
};
self.addChild(self.battleItemsMenu);
self._confirmationText = null; // Text for temporary messages (e.g., item used)
self.showConfirmationText = function (message, color) {
if (self._confirmationText && typeof self._confirmationText.destroy === 'function') {
self._confirmationText.destroy();
}
self._confirmationText = new Text2(message, {
size: 60,
fill: color,
font: "Impact" // Using a pixel-style font
});
self._confirmationText.anchor.set(0.5, 0.5);
self._confirmationText.x = 2048 / 2;
self._confirmationText.y = 2732 / 2 + 300; // Position below action buttons
self.addChild(self._confirmationText);
tween(self._confirmationText, {
alpha: 0
}, {
duration: 1000,
delay: 800,
onFinish: function onFinish() {
self._confirmationText.destroy();
self._confirmationText = null;
}
});
};
// Start battle
self.startBattle = function (monsterTile) {
self.currentMonster = monsterTile;
// Set monster image in battle screen based on monster type
if (monsterTile instanceof PoisonMonsterTile) {
// Remove old asset if present
if (self.monsterDisplay) {
self.removeChild(self.monsterDisplay);
}
self.monsterDisplay = self.attachAsset('poisonMonsterTileMonster', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 - 300,
y: 2732 * 0.2,
scaleX: 4,
scaleY: 4
});
// Reposition monsterStatText below the new monsterDisplay
self.monsterStatText.x = self.monsterDisplay.x;
self.monsterStatText.y = self.monsterDisplay.y + self.monsterDisplay.height * self.monsterDisplay.scaleY / 2 + 60;
self.addChild(self.monsterDisplay);
} else {
// Remove old asset if present
if (self.monsterDisplay) {
self.removeChild(self.monsterDisplay);
}
self.monsterDisplay = self.attachAsset('monsterTileMonster', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 - 300,
y: 2732 * 0.2,
scaleX: 4,
scaleY: 4
});
// Reposition monsterStatText below the new monsterDisplay
self.monsterStatText.x = self.monsterDisplay.x;
self.monsterStatText.y = self.monsterDisplay.y + self.monsterDisplay.height * self.monsterDisplay.scaleY / 2 + 60;
self.addChild(self.monsterDisplay);
}
self.visible = true;
self.alpha = 0;
// Play encounter music when a player fights a monster in the battle screen
LK.playMusic('encounter');
game.addChild(self); // Add battle screen to game
updateGUI(); // Ensure main GUI elements are hidden
// Hide hero/monster and attack button for intro animation
self.monsterDisplay.visible = false;
self.playerDisplay.visible = false;
self.monsterStatText.visible = false;
self.playerBattleStatText.visible = false;
self.attackBtn.visible = false;
self.runBtn.visible = false; // Initially hidden
self.itemsBtn.visible = false; // Hide items button
// Fade in battle screen
tween(self, {
alpha: 1
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
// Show "You encountered a monster!" message
var encounterText = new Text2('You encountered a monster!', {
size: 110,
fill: 0xFFE066,
font: "Impact" // Using a pixel-style font
});
encounterText.anchor.set(0.5, 0.5);
encounterText.x = 2048 / 2;
encounterText.y = 2732 / 2 - 200;
self.addChild(encounterText);
tween(encounterText, {
alpha: 0
}, {
duration: 900,
delay: 900,
easing: tween.easeOut,
onFinish: function onFinish() {
encounterText.destroy();
// Prepare hero/monster offscreen for slide-in
// Save original positions
var heroTargetX = 300;
var heroTargetY = 2732 * 0.8 - 350; // Adjusted Y position
var monsterTargetX = 2048 - 300;
var monsterTargetY = 2732 * 0.2; // Adjusted Y position
self.playerDisplay.x = -self.playerDisplay.width; // Offscreen left
self.playerDisplay.y = heroTargetY;
self.monsterDisplay.x = 2048 + self.monsterDisplay.width; // Offscreen right
self.monsterDisplay.y = monsterTargetY;
self.playerDisplay.visible = true;
self.monsterDisplay.visible = true;
self.monsterStatText.visible = false;
self.playerBattleStatText.visible = false;
// Slide in hero and monster simultaneously
var slideInCount = 0;
function afterSlideIn() {
slideInCount++;
if (slideInCount === 2) {
// Show stats and decide who attacks first
var firstAttacker = "monster"; // Always monster attacks first
self.monsterStatText.visible = true;
self.playerBattleStatText.visible = true;
self.updateBattleStats();
// Randomize who attacks first: 0 = player, 1 = monster
var firstAttacker = Math.random() < 0.5 ? "player" : "monster";
var firstText = firstAttacker === "monster" ? "Monster strikes first!" : "You start!";
var firstTextColor = firstAttacker === "monster" ? 0xff0000 : 0xFFE066;
var whoFirstText = new Text2(firstText, {
size: 110,
fill: firstTextColor,
font: "Impact" // Using a pixel-style font
});
whoFirstText.anchor.set(0.5, 0.5);
whoFirstText.x = 2048 / 2;
whoFirstText.y = 2732 / 2;
self.addChild(whoFirstText);
tween(whoFirstText, {
alpha: 0
}, {
duration: 900,
delay: 900,
easing: tween.easeOut,
onFinish: function onFinish() {
whoFirstText.destroy();
// Show attack button and start the correct turn after a short delay
if (firstAttacker === "monster") {
// Hide player actions until after monster strikes
self.attackBtn.visible = false;
self.runBtn.visible = false;
self.itemsBtn.visible = false;
LK.setTimeout(self.monsterTurn, 500);
} else {
self.attackBtn.visible = true;
self.runBtn.visible = true; // Show run button after intro
self.itemsBtn.visible = true; // Show items button after intro
}
// If player starts, do nothing: player must press attackBtn
}
});
}
}
tween(self.playerDisplay, {
x: heroTargetX
}, {
duration: 600,
easing: tween.cubicOut,
onFinish: afterSlideIn
});
tween(self.monsterDisplay, {
x: monsterTargetX
}, {
duration: 600,
easing: tween.cubicOut,
onFinish: afterSlideIn
});
}
});
}
});
};
// End battle
self.endBattle = function (win) {
self.visible = false;
self.alpha = 0; // Reset alpha
self.attackBtn.visible = false;
self.runBtn.visible = false; // Hide run button
self.itemsBtn.visible = false; // Hide items button
self.hideBattleItemsMenu(); // Hide item menu
if (self._confirmationText) {
// Hide any confirmation text
self._confirmationText.destroy();
self._confirmationText = null;
}
if (win) {
// expGained and player.gainExp(expGained) are now handled in playerTurn's onFinish monster death animation
self.currentMonster.defeat();
monstersLeft--;
showGameGUIWithTransition();
if (monstersLeft <= 0) {
// If not last level, advance to next level
if (currentLevel < LEVELS.length - 1) {
// Show level end screen
levelEndScreen.startLevelEndScreen();
} else {
LK.showYouWin();
gameOver = true;
}
} else {}
// Player lost, game over is handled in handleTileDown
}
self.currentMonster = null;
self.parent.removeChild(self); // Remove battle screen from game
// Play gametitle music when battle screen ends
LK.playMusic('gametitle');
};
// Update battle stats display
self.updateBattleStats = function () {
if (self.currentMonster) {
self.monsterStatText.setText('HP:' + self.currentMonster.hp + '/' + self.currentMonster.maxHp + ' DMG:' + self.currentMonster.damage);
self.playerBattleStatText.setText('HP:' + player.hp + '/' + player.maxHp + ' DMG:' + player.damage);
}
// Grey out and disable ITEMS button if player has no potions
if (player.inventory.potionCount <= 0) {
self.itemsBtn.alpha = 0.5;
self.itemsBtn.interactive = false;
} else {
self.itemsBtn.alpha = 1;
self.itemsBtn.interactive = true;
}
};
// Player's turn
self.playerTurn = function () {
if (!self.currentMonster) return;
// Animate player attack: slide playerDisplay forward diagonally, then back, then apply damage
var originalX = self.playerDisplay.x;
var originalY = self.playerDisplay.y;
var attackX = self.monsterDisplay.x - self.monsterDisplay.width * self.monsterDisplay.scaleX / 2 - 60; // Stop a bit before monster
var attackY = self.monsterDisplay.y + self.monsterDisplay.height * self.monsterDisplay.scaleY / 2 - 60; // Move up towards monster
self.attackBtn.visible = false; // Hide attack button during animation
self.runBtn.visible = false; // Hide run button during animation
self.itemsBtn.visible = false; // Hide items button during animation
// Show "Player Attacks!" text
var playerAttackText = new Text2('Player Attacks!', {
size: 90,
fill: 0xffe066,
font: "Impact" // Using a pixel-style font
});
playerAttackText.anchor.set(0.5, 0.5);
playerAttackText.x = 2048 / 2;
playerAttackText.y = self.monsterStatText.y - 100;
self.addChild(playerAttackText);
function doAttack() {
// Damage and flash
self.currentMonster.hp -= player.damage;
LK.effects.flashObject(self.monsterDisplay, 0xffe066, 300);
// Show animated -X text above monster in battle
if (self.currentMonster && self.monsterDisplay) {
var monsterDmgText = new Text2('-' + player.damage, {
size: 100,
fill: 0xff0000,
font: "Impact" // Using a pixel-style font
});
monsterDmgText.anchor.set(0.5, 1);
// Position above monster sprite
monsterDmgText.x = self.monsterDisplay.x;
monsterDmgText.y = self.monsterDisplay.y - self.monsterDisplay.height / 2 - 20;
self.addChild(monsterDmgText);
// Animate: pop up and fade out
tween(monsterDmgText, {
y: monsterDmgText.y - 80,
alpha: 0
}, {
duration: 700,
easing: tween.cubicOut,
onFinish: function onFinish() {
monsterDmgText.destroy();
}
});
}
self.updateBattleStats();
// Fade out attack text
tween(playerAttackText, {
alpha: 0
}, {
duration: 600,
easing: tween.easeOut,
onFinish: function onFinish() {
playerAttackText.destroy();
}
});
// If monster dies, animate monster death
if (self.currentMonster.hp <= 0) {
// Play victory sound when player defeats monster
LK.getSound('victory').play();
// Monster death animation: fade out and scale down
tween(self.monsterDisplay, {
alpha: 0,
scaleX: 0.1,
scaleY: 0.1
}, {
duration: 600,
easing: tween.cubicIn,
onFinish: function onFinish() {
var expGained = self.currentMonster.exp;
var lootMessages = [];
// Award EXP
player.gainExp(expGained);
// Coin Drop
var coinsDropped = Math.floor(self.currentMonster.exp * (2 + Math.random() * 4)); // 2-5 coins per EXP point
if (coinsDropped > 0) {
player.gold += coinsDropped;
lootMessages.push(coinsDropped + ' Coins');
}
// Gear Drop (Rare)
var gearDropChance = 0.1; // 10% chance for now, we can adjust this later!
if (Math.random() < gearDropChance) {
if (chestScreen && chestScreen._rewardTypes && chestScreen._rewardTypes.length > 2 && chestScreen._lootQualities && chestScreen._lootQualities.length > 0) {
var potentialGearRewards = chestScreen._rewardTypes.slice(2); // Exclude potion and coins
if (potentialGearRewards.length > 0) {
var gearReward = potentialGearRewards[Math.floor(Math.random() * potentialGearRewards.length)];
var gearQuality = chestScreen._lootQualities[Math.floor(Math.random() * chestScreen._lootQualities.length)];
player.equipGear(gearReward.type, gearQuality); // This also calls player.updateEquippedStats()
var gearLabel = gearQuality.label + ' ' + gearReward.label;
lootMessages.push(gearLabel);
// playerStatsScreen and playerInventoryScreen will be updated via updateGUI() when battle ends
}
}
}
// Construct Victory Message
var victoryMessage = 'Victory!\nGained ' + expGained + ' EXP!';
if (lootMessages.length > 0) {
victoryMessage += '\n\nLoot:\n' + lootMessages.join('\n');
}
// Show "Victory!" message before closing battle screen
var victoryText = new Text2(victoryMessage, {
size: 110,
fill: 0xA3E635,
align: 'center',
// Ensure multi-line text is centered
font: "Impact" // Using a pixel-style font
});
victoryText.anchor.set(0.5, 0.5);
victoryText.x = 2048 / 2;
victoryText.y = 2732 / 2;
self.addChild(victoryText);
victoryText.alpha = 0;
// Fade in, hold, then fade out
tween(victoryText, {
alpha: 1
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(victoryText, {
alpha: 0
}, {
duration: 500,
delay: 1000,
// Increased delay to read loot
easing: tween.easeIn,
onFinish: function onFinish() {
victoryText.destroy();
self.endBattle(true); // Player wins
// Reset monsterDisplay for next battle
self.monsterDisplay.alpha = 1;
self.monsterDisplay.scaleX = 4; // Adjusted to new scale
self.monsterDisplay.scaleY = 4; // Adjusted to new scale
}
});
}
});
}
});
} else {
// Monster survives, monster's turn after a delay
LK.setTimeout(self.monsterTurn, 500);
self.attackBtn.visible = true;
self.runBtn.visible = true; // Show run button again
self.itemsBtn.visible = true; // Show items button again
}
}
// Animate player forward diagonally, then back, then do attack
// Play slash sound when player attacks
LK.getSound('slash').play();
tween(self.playerDisplay, {
x: attackX,
y: attackY
}, {
duration: 180,
easing: tween.cubicOut,
onFinish: function onFinish() {
tween(self.playerDisplay, {
x: originalX,
y: originalY
}, {
duration: 180,
easing: tween.cubicIn,
onFinish: doAttack
});
}
});
};
// Monster's turn
self.monsterTurn = function () {
if (!self.currentMonster) return;
// Animate monster attack: slide monsterDisplay forward diagonally, then back, then apply damage
var originalX = self.monsterDisplay.x;
var originalY = self.monsterDisplay.y;
var attackX = self.playerDisplay.x + self.playerDisplay.width * self.playerDisplay.scaleX / 2 + 60; // Stop a bit before player
var attackY = self.playerDisplay.y - self.playerDisplay.height * self.playerDisplay.scaleY / 2 + 60; // Move down towards player
// Play monster1 sound when monster attacks
LK.getSound('monster1').play();
self.attackBtn.visible = false; // Hide attack button during animation
self.runBtn.visible = false; // Hide run button during animation
self.itemsBtn.visible = false; // Hide items button during animation
// Show "Monster Attacks!" text
var monsterAttackText = new Text2('Monster Attacks!', {
size: 90,
fill: 0xff0000,
font: "Impact" // Using a pixel-style font
});
monsterAttackText.anchor.set(0.5, 0.5);
monsterAttackText.x = 2048 / 2;
monsterAttackText.y = self.playerBattleStatText.y + 100;
self.addChild(monsterAttackText);
function doMonsterAttack() {
player.takeDamage(self.currentMonster.damage);
// Flash monster and player
LK.effects.flashObject(self.monsterDisplay, 0xff0000, 300); // Flash monster indicating it attacked
LK.effects.flashObject(self.playerDisplay, 0xff0000, 300); // Flash player sprite
LK.effects.flashObject(self.playerBattleStatText, 0xff0000, 300); // Flash player stats indicating damage
// Show animated -X text above player in battle (damage taken) or show "Blocked!" text
if (player && self.playerDisplay) {
var damageTaken = Math.max(0, self.currentMonster.damage - player.defense);
var playerDmgText;
var textColor;
if (damageTaken > 0) {
playerDmgText = new Text2('-' + damageTaken, {
size: 100,
fill: 0xff0000,
// Red for damage
font: "Impact" // Using a pixel-style font
});
textColor = 0xff0000;
} else {
playerDmgText = new Text2('Blocked!', {
size: 90,
fill: 0x7DD3FC,
// Light blue for blocked
font: "Impact" // Using a pixel-style font
});
textColor = 0x7DD3FC;
}
playerDmgText.anchor.set(0.5, 1);
// Position above player sprite
playerDmgText.x = self.playerDisplay.x;
playerDmgText.y = self.playerDisplay.y - self.playerDisplay.height / 2 - 20;
self.addChild(playerDmgText);
// Animate: pop up and fade out
tween(playerDmgText, {
y: playerDmgText.y - 80,
alpha: 0
}, {
duration: 700,
easing: tween.cubicOut,
onFinish: function onFinish() {
playerDmgText.destroy();
}
});
}
// Fade out attack text
tween(monsterAttackText, {
alpha: 0
}, {
duration: 600,
easing: tween.easeOut,
onFinish: function onFinish() {
monsterAttackText.destroy();
// Show attack button again if player is still alive and battle is ongoing
if (player.hp > 0 && self.currentMonster && !gameOver) {
self.attackBtn.visible = true;
self.runBtn.visible = true; // Show run button again
self.itemsBtn.visible = true; // Show items button again
}
}
});
self.updateBattleStats();
if (player.hp <= 0) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
gameOver = true;
revealAllMonsters();
self.endBattle(false); // Player loses
}
}
// Animate monster forward diagonally, then back, then do attack
tween(self.monsterDisplay, {
x: attackX,
y: attackY
}, {
duration: 180,
easing: tween.cubicOut,
onFinish: function onFinish() {
tween(self.monsterDisplay, {
x: originalX,
y: originalY
}, {
duration: 180,
easing: tween.cubicIn,
onFinish: doMonsterAttack
});
}
});
};
self.tryToRun = function () {
if (!self.currentMonster) return;
self.attackBtn.visible = false; // Hide attack and run buttons
self.runBtn.visible = false;
self.itemsBtn.visible = false; // Hide items button
self.itemsBtn.visible = false; // Hide items button
var runSuccess = true;
// Calculate chance to fail run based on monster level vs player level
if (self.currentMonster.exp > player.level) {
// Use monster EXP as a rough proxy for level/difficulty
var failChance = Math.min(0.8, (self.currentMonster.exp - player.level) * 0.1); // 10% fail chance per monster level difference, max 80%
if (Math.random() < failChance) {
runSuccess = false;
}
}
var runMessageText;
var runMessageColor;
if (runSuccess) {
runMessageText = new Text2('You successfully ran away!', {
size: 90,
fill: 0xA3E635,
// Green
font: "Impact" // Using a pixel-style font
});
} else {
runMessageText = new Text2('Failed to run!', {
size: 90,
fill: 0xFF0000,
// Red
font: "Impact" // Using a pixel-style font
});
}
runMessageText.anchor.set(0.5, 0.5);
runMessageText.x = 2048 / 2;
runMessageText.y = 2732 / 2;
self.addChild(runMessageText);
tween(runMessageText, {
alpha: 0
}, {
duration: 800,
delay: 600,
onFinish: function onFinish() {
runMessageText.destroy();
if (runSuccess) {
LK.getSound('steps').play(); // Play steps sound on successful run
// Reset monster HP and mark as not defeated
self.currentMonster.hp = self.currentMonster.maxHp;
self.currentMonster.defeated = false; // Important: Reset defeated state
// Make sure monster remains visible but cover is restored
self.currentMonster.cover.alpha = 1; // Restore cover to original state
self.currentMonster.monster.alpha = 1; // Ensure monster image remains visible
self.currentMonster.revealed = false; // Set revealed to false
// End battle and return to grid
self.endBattle(false); // Pass false, as it's not a win. This sets battleScreen.visible to false.
showGameGUIWithTransition();
} else {
// Running failed, monster attacks
LK.setTimeout(self.monsterTurn, 300); // Monster attacks immediately after message
}
}
});
};
// Show the battle items menu
self.showBattleItemsMenu = function () {
self.battleItemsMenu.visible = true;
self.attackBtn.visible = false; // Hide action buttons
self.runBtn.visible = false;
self.itemsBtn.visible = false;
// Update potion count display
self.battleItemsMenu.potionCountText.setText('Life Potions: ' + player.inventory.potionCount);
// Disable DRINK button if player is full HP or no potions
if (player.inventory.potionCount <= 0 || player.hp >= player.maxHp) {
self.battleItemsMenu.usePotionBtn.alpha = 0.5;
self.battleItemsMenu.usePotionBtn.interactive = false;
} else {
self.battleItemsMenu.usePotionBtn.alpha = 1;
self.battleItemsMenu.usePotionBtn.interactive = true;
}
// Also update ITEMS button state in battle screen
if (player.inventory.potionCount <= 0) {
self.itemsBtn.alpha = 0.5;
self.itemsBtn.interactive = false;
} else {
self.itemsBtn.alpha = 1;
self.itemsBtn.interactive = true;
}
};
// Hide the battle items menu
self.hideBattleItemsMenu = function () {
self.battleItemsMenu.visible = false;
// Show action buttons again if player is alive and battle is ongoing
if (player.hp > 0 && self.currentMonster && !gameOver) {
self.attackBtn.visible = true;
self.runBtn.visible = true;
self.itemsBtn.visible = true;
// Update ITEMS button state
if (player.inventory.potionCount <= 0) {
self.itemsBtn.alpha = 0.5;
self.itemsBtn.interactive = false;
} else {
self.itemsBtn.alpha = 1;
self.itemsBtn.interactive = true;
}
}
};
return self;
});
// ChestScreen: Handles the chest found popup
var ChestScreen = Container.expand(function () {
var self = Container.call(this);
self.visible = false;
self.alpha = 0;
// Background overlay
self.overlay = self.attachAsset('emptyTileCover', {
width: 2048,
height: 2732,
alpha: 0.8
});
// Chest display (center) - use chest image asset
self.chestDisplay = self.attachAsset('chest', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2 - 100,
scaleX: 4,
// Increased scale
scaleY: 4 // Increased scale
});
// "You found a chest!" text
self.chestText = new Text2('You found a chest!', {
size: 120,
// Increased size
fill: 0xFFD700,
font: "Impact" // Using a pixel-style font
});
self.chestText.anchor.set(0.5, 0.5);
self.chestText.x = 2048 / 2;
self.chestText.y = 2732 * 0.25; // Adjusted Y position to be higher
self.addChild(self.chestText);
// Player display (bottom, like battle screen)
self.playerDisplay = self.attachAsset('character', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 * 0.8,
scaleX: 4,
scaleY: 4
});
// --- Double-tap to open chest logic ---
self._lastTapTime = 0;
self._tapCount = 0;
self._rewardPopup = null;
// Chest reward types
self._rewardTypes = [{
type: "potion",
label: "Life Potion",
color: 0xA3E635
}, {
type: "coins",
label: "Coins",
color: 0xFFD700
}, {
type: "shield",
label: "Shield",
color: 0x7DD3FC
}, {
type: "sword",
label: "Sword",
color: 0xF87171
}, {
type: "helmet",
label: "Helmet",
color: 0xFACC15
}, {
type: "armour",
label: "Armour",
color: 0xA78BFA
}];
// Loot qualities
self._allLootQualities = [{
label: "Wooden",
modifier: 1,
color: 0x8B4513,
// SaddleBrown
minLevel: 1
}, {
label: "Bronze",
modifier: 2,
color: 0xCD7F32,
// Bronze
minLevel: 2
}, {
label: "Silver",
modifier: 3,
color: 0xC0C0C0,
// Silver
minLevel: 3
}];
// This will be set on chest open, based on player.level
self._lootQualities = self._allLootQualities;
// Helper to show reward popup
self._showRewardPopup = function (reward) {
if (self._rewardPopup) {
self._rewardPopup.destroy();
self._rewardPopup = null;
}
var popup = new Container();
// Overlay
var overlay = LK.getAsset('emptyTileBg', {
width: 1200,
height: 600,
alpha: 0.95,
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
popup.addChild(overlay);
// Reward text
var rewardText = new Text2('You found: ' + reward.label + '!', {
size: 90,
fill: "#fff",
font: "Impact" // Using a pixel-style font
});
rewardText.anchor.set(0.5, 0.5);
rewardText.x = 2048 / 2;
rewardText.y = 2732 / 2 - 50;
popup.addChild(rewardText);
// "Close" button
var okBtn = new Text2('Close', {
size: 70,
fill: "#fff",
font: "Impact" // Using a pixel-style font
});
okBtn.anchor.set(0.5, 0.5);
okBtn.x = 2048 / 2;
okBtn.y = 2732 / 2 + 80;
okBtn.down = function () {
LK.getSound('tap').play();
popup.destroy();
self._rewardPopup = null;
self.endChest();
};
popup.addChild(okBtn);
self._rewardPopup = popup;
game.addChild(popup);
};
// Double-tap handler for chest
self.chestDisplay.down = function (x, y, obj) {
var now = Date.now();
if (now - self._lastTapTime < 400) {
self._tapCount++;
} else {
self._tapCount = 1;
}
self._lastTapTime = now;
if (self._tapCount === 2 && self.visible && !self._rewardPopup) {
LK.getSound('openchest').play();
// Open chest
if (self.currentChest && !self.currentChest.opened) {
self.currentChest.open();
// Pick a random reward
var reward = self._rewardTypes[Math.floor(Math.random() * self._rewardTypes.length)];
var quality = null;
if (reward.type !== "potion" && reward.type !== "coins") {
// For gear, pick a random quality from those unlocked by player level
var unlockedQualities = [];
for (var i = 0; i < self._allLootQualities.length; i++) {
if (player.level >= self._allLootQualities[i].minLevel) {
unlockedQualities.push(self._allLootQualities[i]);
}
}
// Fallback: always at least wooden
if (unlockedQualities.length === 0) unlockedQualities.push(self._allLootQualities[0]);
quality = unlockedQualities[Math.floor(Math.random() * unlockedQualities.length)];
}
// Apply reward effect (for now, just heal for potion, add coins, or do nothing for gear)
if (reward.type === "potion") {
player.inventory.potionCount++; // Add potion to inventory
self._showRewardPopup(reward);
playerInventoryScreen.updateInventoryDisplay(); // Update inventory screen if open
} else if (reward.type === "coins") {
player.gold += 10 + Math.floor(Math.random() * 10); // Add 10-20 coins
self._showRewardPopup(reward);
playerInventoryScreen.updateInventoryDisplay(); // Update inventory screen if open
} else if (quality) {
// Add gear to player inventory with quality modifier
player.equipGear(reward.type, quality);
var lootLabel = quality.label + ' ' + reward.label;
self._showRewardPopup({
label: lootLabel,
color: quality.color
});
playerStatsScreen.updateStatsDisplay(); // Update stats screen if open
playerInventoryScreen.updateInventoryDisplay(); // Update inventory screen if open
}
}
self._tapCount = 0;
}
};
// Start chest screen
self.startChest = function (chestTile) {
self.currentChest = chestTile;
// Set available loot qualities for this chest based on player level
var unlockedQualities = [];
for (var i = 0; i < self._allLootQualities.length; i++) {
if (player.level >= self._allLootQualities[i].minLevel) {
unlockedQualities.push(self._allLootQualities[i]);
}
}
// Fallback: always at least wooden
if (unlockedQualities.length === 0) unlockedQualities.push(self._allLootQualities[0]);
self._lootQualities = unlockedQualities;
self.visible = true;
self.alpha = 0;
game.addChild(self);
updateGUI(); // Hide main GUI
// Fade in
tween(self, {
alpha: 1
}, {
duration: 300,
easing: tween.easeOut
});
};
// End chest screen
self.endChest = function () {
self.visible = false;
self.alpha = 0;
self.currentChest = null;
if (self._rewardPopup) {
self._rewardPopup.destroy();
self._rewardPopup = null;
}
if (self.parent) self.parent.removeChild(self);
showGameGUIWithTransition();
};
return self;
});
// ChestTile: Represents a chest hidden under a tile
var ChestTile = Container.expand(function () {
var self = Container.call(this);
self.revealed = false;
self.opened = false;
self.outline = self.attachAsset('tileOutline', {
// Attach black outline
anchorX: 0.5,
anchorY: 0.5
});
self.cover = self.attachAsset('emptyTileCover', {
anchorX: 0.5,
anchorY: 0.5
});
// Use a chest image asset
self.chest = self.attachAsset('chest', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0 // Hidden until revealed
});
// Reveal the chest
self.reveal = function () {
if (self.revealed) return;
self.revealed = true;
self.cover.alpha = 0.2;
self.chest.alpha = 1;
};
// Mark as opened
self.open = function () {
self.opened = true;
LK.getSound('openchest').play();
self.cover.alpha = 0.1; // Grey out cover
self.chest.alpha = 0.5; // Grey out chest image
// Optionally animate chest opening here
};
return self;
});
// EmptyTile: Represents a safe tile (no monster)
var EmptyTile = Container.expand(function () {
var self = Container.call(this);
self.revealed = false;
self.adjacentMonsterDamage = 0; // Change to store damage sum
self.outline = self.attachAsset('tileOutline', {
// Attach black outline
anchorX: 0.5,
anchorY: 0.5
});
self.cover = self.attachAsset('emptyTileCover', {
anchorX: 0.5,
anchorY: 0.5
});
self.bg = self.attachAsset('emptyTileBg', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0 // Hidden until revealed
});
self.adjText = new Text2('', {
size: 48,
fill: "#fff",
font: "Impact" // Using a pixel-style font
});
self.adjText.anchor.set(0.5, 0.5);
self.adjText.alpha = 0;
self.addChild(self.adjText);
self.reveal = function () {
if (self.revealed) return;
self.revealed = true;
self.cover.alpha = 0.2;
self.bg.alpha = 1;
if (self.adjacentMonsterDamage > 0) {
// Check damage sum
self.adjText.setText(self.adjacentMonsterDamage + ''); // Display damage sum
self.adjText.alpha = 1;
}
};
return self;
});
// LevelEndScreen: Appears after clearing a level, offering Next Level and Shop options
var LevelEndScreen = Container.expand(function () {
var self = Container.call(this);
self.visible = false;
self.alpha = 0;
// Background overlay
self.overlay = self.attachAsset('emptyTileCover', {
width: 2048,
height: 2732,
alpha: 0.9
});
// Main panel background
self.panel = self.attachAsset('emptyTileBg', {
width: 1200,
height: 1000,
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
// Title
self.titleText = new Text2('Level Complete!', {
size: 110,
fill: 0xA3E635,
font: "Impact" // Using a pixel-style font
});
self.titleText.anchor.set(0.5, 0.5);
self.titleText.x = 2048 / 2;
self.titleText.y = self.panel.y - self.panel.height / 2 + 120;
self.addChild(self.titleText);
// Next Level Button
self.nextLevelBtn = new Text2('NEXT LEVEL', {
size: 80,
fill: "#fff",
font: "Impact" // Using a pixel-style font
});
self.nextLevelBtn.anchor.set(0.5, 0.5);
self.nextLevelBtn.x = 2048 / 2;
self.nextLevelBtn.y = self.panel.y + 100;
self.nextLevelBtn.down = function () {
if (!self.visible) return;
LK.getSound('tap').play();
self.endLevelEndScreen();
currentLevel++;
MONSTER_COUNT = LEVELS[currentLevel].monsters;
generateBoard();
updateGUI();
levelText.setText('LVL: ' + (currentLevel + 1));
gameOver = false;
};
self.addChild(self.nextLevelBtn);
// Shop Button
self.shopBtn = new Text2('SHOP', {
size: 80,
fill: "#fff",
font: "Impact" // Using a pixel-style font
});
self.shopBtn.anchor.set(0.5, 0.5);
self.shopBtn.x = 2048 / 2;
self.shopBtn.y = self.panel.y + 300;
self.shopBtn.down = function () {
if (!self.visible) return;
LK.getSound('tap').play();
self.endLevelEndScreen();
shopScreen.startShopScreen();
};
self.addChild(self.shopBtn);
// Start the level end screen
self.startLevelEndScreen = function () {
self.visible = true;
self.alpha = 0;
game.addChild(self);
updateGUI(); // Hide main GUI
// Fade in
tween(self, {
alpha: 1
}, {
duration: 300,
easing: tween.easeOut
});
};
// End the level end screen
self.endLevelEndScreen = function () {
self.visible = false;
self.alpha = 0;
if (self.parent) self.parent.removeChild(self);
showGameGUIWithTransition();
};
return self;
});
var MainScreen = Container.expand(function () {
var self = Container.call(this);
self.visible = false; // Initially hidden
self.alpha = 0; // Set alpha to 0 for fade-in animation
// Background overlay
// self.overlay = self.attachAsset('emptyTileCover', {
// width: 2048,
// height: 2732,
// alpha: 0.9
// });
self.overlay = new Container(); // Replace the overlay with an empty container
// Main panel background
// self.panel = self.attachAsset('emptyTileBg', {
// width: 1200,
// height: 1000,
// anchorX: 0.5,
// anchorY: 0.5,
// x: 2048 / 2,
// y: 2732 / 2
// });
self.panel = new Container(); // Replace the panel with an empty container
// Title
// Title - now using image asset
self.titleImage = self.attachAsset('gameTitle', {
// Using the new gameTitle image asset
anchorX: 0.5,
// Anchor to center
anchorY: 0.5,
// Anchor to center
x: 2048 / 2,
// Center horizontally
y: 2732 * 0.3 // Position the game title image higher on the screen
});
// Remove the old text title
// self.titleText.destroy(); // Assuming the original text is added somewhere before this block
// Re-add the title image to ensure it's a child of MainScreen.
self.addChild(self.titleImage); // Add the title image to the screen container
// Update the reference if needed
// self.titleText = self.titleImage; // If any other code references self.titleText, this line can replace it
// Animate the title image up and down (gentle float)
(function animateTitleFloat() {
var startY = self.titleImage.y;
var floatDistance = 40;
tween(self.titleImage, {
y: startY + floatDistance
}, {
duration: 1200,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(self.titleImage, {
y: startY
}, {
duration: 1200,
easing: tween.easeInOut,
onFinish: animateTitleFloat
});
}
});
})();
// Start Game Button with background and animation
self.startGameBtnBg = self.attachAsset('emptyTileBg', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 * 0.7 + 100,
width: 500,
height: 140,
alpha: 0.85
});
self.startGameBtn = new Text2('ENTER', {
size: 80,
fill: "#fff",
font: "Impact"
});
self.startGameBtn.anchor.set(0.5, 0.5);
self.startGameBtn.x = 2048 / 2;
self.startGameBtn.y = 2732 * 0.7 + 100; // Position start button lower
// Animate the button background (pulse)
// tween(self.startGameBtnBg, {
// scaleX: 1.1,
// scaleY: 1.1
// }, {
// duration: 700,
// easing: tween.easeInOut,
// onFinish: function onFinish() {
// tween(self.startGameBtnBg, {
// scaleX: 1,
// scaleY: 1
// }, {
// duration: 700,
// easing: tween.easeInOut,
// onFinish: function pulseAgain() {
// // Loop the pulse
// tween(self.startGameBtnBg, {
// scaleX: 1.1,
// scaleY: 1.1
// }, {
// duration: 700,
// easing: tween.easeInOut,
// onFinish: function onFinish() {
// tween(self.startGameBtnBg, {
// scaleX: 1,
// scaleY: 1
// }, {
// duration: 700,
// easing: tween.easeInOut,
// onFinish: pulseAgain
// });
// }
// });
// }
// });
// }
// });
// Animate the button text (gentle scale pulse)
// tween(self.startGameBtn, {
// scaleX: 1.08,
// scaleY: 1.08
// }, {
// duration: 700,
// easing: tween.easeInOut,
// onFinish: function onFinish() {
// tween(self.startGameBtn, {
// scaleX: 1,
// scaleY: 1
// }, {
// duration: 700,
// easing: tween.easeInOut,
// onFinish: function pulseTextAgain() {
// tween(self.startGameBtn, {
// scaleX: 1.08,
// scaleY: 1.08
// }, {
// duration: 700,
// easing: tween.easeInOut,
// onFinish: function onFinish() {
// tween(self.startGameBtn, {
// scaleX: 1,
// scaleY: 1
// }, {
// duration: 700,
// easing: tween.easeInOut,
// onFinish: pulseTextAgain
// });
// }
// });
// }
// });
// }
// });
self.startGameBtn.down = function () {
if (!self.visible) return;
// Play steps sound when player touches start game
LK.getSound('steps').play();
self.endMainScreen();
// Start the game logic here (e.g., generateBoard)
startGame(); // Call a new function to start the game
};
self.addChild(self.startGameBtnBg);
self.addChild(self.startGameBtn);
// (Reset Progress Button removed)
// Start the main screen
self.startMainScreen = function () {
self.visible = true;
self.alpha = 0;
game.addChild(self);
// Play gametitle music when main screen starts
LK.playMusic('gametitle');
// Fade in
tween(self, {
alpha: 1
}, {
duration: 300,
easing: tween.easeOut
});
};
// End the main screen
self.endMainScreen = function () {
self.visible = false;
self.alpha = 0;
if (self.parent) self.parent.removeChild(self);
};
return self;
});
// MonsterTile: Represents a monster hidden under a tile
var MonsterTile = Container.expand(function () {
var self = Container.call(this);
// Monster stats
self.hp = 1;
self.maxHp = 1;
self.damage = 1;
self.exp = 1;
self.revealed = false;
self.defeated = false;
// Visuals
self.outline = self.attachAsset('tileOutline', {
// Attach black outline
anchorX: 0.5,
anchorY: 0.5
});
self.cover = self.attachAsset('monsterTileCover', {
anchorX: 0.5,
anchorY: 0.5
});
self.monster = self.attachAsset('monsterTileMonster', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0 // Hidden until revealed
});
// Show monster stats as text (hidden until revealed)
self.statText = new Text2('', {
size: 48,
fill: "#fff",
font: "Impact" // Using a pixel-style font
});
self.statText.anchor.set(0.5, 0.5);
self.statText.alpha = 0;
self.addChild(self.statText);
// Reveal the monster
self.reveal = function () {
if (self.revealed) return;
self.revealed = true;
self.cover.alpha = 0.2;
self.monster.alpha = 1;
self.statText.setText('');
self.statText.alpha = 0;
};
// Mark as defeated
self.defeat = function () {
self.defeated = true;
self.monster.alpha = 0.3;
self.cover.alpha = 0.1;
self.statText.setText('');
self.statText.alpha = 0;
// Update adjacent empty tiles' numbers since this monster is no longer generating damage
if (typeof grid !== "undefined") {
// Find this monster's position in the grid
for (var row = 0; row < grid.length; row++) {
for (var col = 0; col < grid[row].length; col++) {
if (grid[row][col] === self) {
var adj = getAdjacent(row, col);
for (var i = 0; i < adj.length; i++) {
var nr = adj[i][0],
nc = adj[i][1];
var t = grid[nr][nc];
if (t instanceof EmptyTile) {
// Recalculate adjacentMonsterDamage for this empty tile
var adj2 = getAdjacent(nr, nc);
var damageSum = 0;
for (var j = 0; j < adj2.length; j++) {
var ar = adj2[j][0],
ac = adj2[j][1];
var adjTile = grid[ar][ac];
if (adjTile instanceof MonsterTile && !adjTile.defeated) {
damageSum += adjTile.damage;
}
}
t.adjacentMonsterDamage = damageSum;
// If revealed, update the displayed number
if (t.revealed) {
if (damageSum > 0) {
t.adjText.setText(damageSum + '');
t.adjText.alpha = 1;
} else {
t.adjText.setText('');
t.adjText.alpha = 0;
}
}
}
}
// Only need to update once for the found monster
row = grid.length; // break outer loop
break;
}
}
}
}
};
return self;
});
// PoisonMonsterTile: A monster that can poison the player
var PoisonMonsterTile = MonsterTile.expand(function () {
var self = MonsterTile.call(this);
// Override monster asset to use poison monster image
if (self.monster) {
self.removeChild(self.monster);
}
self.monster = self.attachAsset('poisonMonsterTileMonster', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0 // Hidden until revealed
});
// Add stat text again if needed
if (!self.statText) {
self.statText = new Text2('', {
size: 48,
fill: "#fff",
font: "Impact"
});
self.statText.anchor.set(0.5, 0.5);
self.statText.alpha = 0;
self.addChild(self.statText);
}
// These will be set during board generation based on level stats
self.poisonChance = 0.3; // 30% chance to poison
self.poisonDamage = 1; // -1 HP per turn when poisoned
// Override the doMonsterAttack function to add poison effect
var originalDoMonsterAttack = self.doMonsterAttack; // Keep reference to original
self.doMonsterAttack = function () {
originalDoMonsterAttack(); // Call the original monster attack logic
// Check if player was hit and apply poison effect
var damageTaken = Math.max(0, self.damage - player.defense);
if (damageTaken > 0 && Math.random() < self.poisonChance) {
if (!player.isPoisoned) {
player.applyPoison(1); // Always poison for -1 per turn
battleScreen.showConfirmationText('You have been poisoned!', 0xA3E635); // Green message
LK.getSound('poison').play(); // Play poison sound
} else {
// Already poisoned, do nothing (could extend duration in future)
}
}
};
// Override monster's turn to call the new doMonsterAttack logic
var originalMonsterTurn = self.monsterTurn; // Keep reference to original
self.monsterTurn = function () {
if (!self.currentMonster) return;
// Animate monster attack: slide monsterDisplay forward diagonally, then back
var originalX = self.monsterDisplay.x;
var originalY = self.monsterDisplay.y;
var attackX = self.playerDisplay.x + self.playerDisplay.width * self.playerDisplay.scaleX / 2 + 60; // Stop a bit before player
var attackY = self.playerDisplay.y - self.playerDisplay.height * self.playerDisplay.scaleY / 2 + 60; // Move down towards player
LK.getSound('monster1').play(); // Play monster1 sound when monster attacks
self.attackBtn.visible = false; // Hide attack button during animation
self.runBtn.visible = false; // Hide run button during animation
self.itemsBtn.visible = false; // Hide items button during animation
// Show "Monster Attacks!" text
var monsterAttackText = new Text2('Monster Attacks!', {
size: 90,
fill: 0xff0000,
font: "Impact" // Using a pixel-style font
});
monsterAttackText.anchor.set(0.5, 0.5);
monsterAttackText.x = 2048 / 2;
monsterAttackText.y = self.playerBattleStatText.y + 100;
self.addChild(monsterAttackText);
// Animate monster forward diagonally, then back, then do attack (calling the new doMonsterAttack)
tween(self.monsterDisplay, {
x: attackX,
y: attackY
}, {
duration: 180,
easing: tween.cubicOut,
onFinish: function onFinish() {
tween(self.monsterDisplay, {
x: originalX,
y: originalY
}, {
duration: 180,
easing: tween.cubicIn,
onFinish: function onFinish() {
// Now call the potentially overridden doMonsterAttack
self.doMonsterAttack();
// Fade out attack text
tween(monsterAttackText, {
alpha: 0
}, {
duration: 600,
easing: tween.easeOut,
onFinish: function onFinish() {
monsterAttackText.destroy();
// Show attack button again if player is still alive and battle is ongoing
if (player.hp > 0 && self.currentMonster && !gameOver) {
self.attackBtn.visible = true;
self.runBtn.visible = true; // Show run button again
self.itemsBtn.visible = true; // Show items button again
}
}
});
self.updateBattleStats();
if (player.hp <= 0) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
gameOver = true;
revealAllMonsters();
self.endBattle(false); // Player loses
}
}
});
}
});
};
return self;
});
// Add event listener to MonsterTile for clicking
// Player: Holds player stats and methods
var Player = Container.expand(function () {
var self = Container.call(this);
// Player stats
self.level = 1;
self.exp = 0;
self.expToLevel = 3; // Start with 3 exp needed for level up
self.maxHp = 5;
self.hp = self.maxHp;
self.damage = 1; // Start with 1 damage
self.defense = 0; // Initial defense is 0
self.skillPoints = 0; // Points to spend on upgrades
self.gold = 0; // Player's currency
self.inventory = {
// Player inventory
potionCount: 0,
antidoteCount: 0,
// Add antidote count
sword: null,
// Equipped items
shield: null,
helmet: null,
armour: null
};
self.baseDamage = 1; // Base damage before gear
self.baseDefense = 0; // Base defense before gear
// Gain experience
self.gainExp = function (amount) {
self.exp += amount;
while (self.exp >= self.expToLevel) {
self.exp -= self.expToLevel;
self.levelUp();
}
};
// Level up player
self.levelUp = function () {
self.level++;
self.skillPoints++;
self.expToLevel = Math.ceil(self.expToLevel * 1.2); // Increase EXP needed for next level, ensuring it consistently grows
// Increase base stats on level up
// self.maxHp += 5; // HP is no longer gained automatically on level up
// self.damage += 1; // Example stat increase
// self.hp = self.maxHp; // Do not heal to full HP on level up
self.updateEquippedStats(); // Update stats after base increase
};
// Take damage
self.takeDamage = function (amount) {
var damageTaken = Math.max(0, amount - self.defense); // Damage reduced by defense
self.hp -= damageTaken;
if (self.hp < 0) self.hp = 0;
};
// Spend skill points
self.spendSkillPoint = function (stat) {
if (self.skillPoints <= 0) return;
self.skillPoints--;
if (stat === "hp") {
self.maxHp += 5; // Gain 5 HP per point
self.hp = self.maxHp; // Heal to full
} else if (stat === "damage") {
self.baseDamage += 2; // Increase base damage
} else if (stat === "defense") {
self.baseDefense += 1; // Increase base defense
}
self.updateEquippedStats(); // Update stats after spending points
};
// Equip gear
self.equipGear = function (type, quality) {
self.inventory[type] = {
type: type,
label: quality.label,
modifier: quality.modifier,
color: quality.color
};
self.updateEquippedStats(); // Update stats after equipping
};
// Update stats based on equipped gear
self.updateEquippedStats = function () {
self.damage = self.baseDamage;
self.defense = self.baseDefense;
if (self.inventory.sword) self.damage += self.inventory.sword.modifier;
if (self.inventory.shield) self.defense += self.inventory.shield.modifier;
if (self.inventory.helmet) self.defense += Math.floor(self.inventory.helmet.modifier / 2); // Helmet gives half defense
if (self.inventory.armour) self.defense += self.inventory.armour.modifier; // Armour gives full defense
// Ensure current HP doesn't exceed new max HP after stat changes
if (self.hp > self.maxHp) self.hp = self.maxHp;
};
// Poison state
self.isPoisoned = false;
self.poisonDamagePerTurn = 0;
self._poisonTimer = null;
// Apply poison effect
self.applyPoison = function (damage) {
self.isPoisoned = true;
self.poisonDamagePerTurn = 1; // Always -1 per turn
// Show green message when poisoned
if (battleScreen && battleScreen.visible) {
battleScreen.showConfirmationText('You have been poisoned!', 0xA3E635);
}
// Start a timer for poison effect
if (self._poisonTimer) {
LK.clearInterval(self._poisonTimer); // Clear existing timer if any
}
// Apply poison damage at the start of each turn (simulated by timer)
self._poisonTimer = LK.setInterval(function () {
if (self.hp > 0) {
self.takeDamage(self.poisonDamagePerTurn);
// Show damage text for poison
if (battleScreen.visible && battleScreen.playerDisplay) {
var poisonDmgText = new Text2('-' + self.poisonDamagePerTurn, {
size: 70,
fill: 0x800080,
// Purple for poison
font: "Impact" // Using a pixel-style font
});
poisonDmgText.anchor.set(0.5, 1);
// Position above player sprite
poisonDmgText.x = battleScreen.playerDisplay.x;
poisonDmgText.y = battleScreen.playerDisplay.y - battleScreen.playerDisplay.height / 2 - 50;
battleScreen.addChild(poisonDmgText);
LK.getSound('poison').play(); // Play poison sound
// Animate: pop up and fade out
tween(poisonDmgText, {
y: poisonDmgText.y - 60,
alpha: 0
}, {
duration: 600,
easing: tween.cubicOut,
onFinish: function onFinish() {
poisonDmgText.destroy();
}
});
}
battleScreen.updateBattleStats(); // Update battle stats display
updateGUI(); // Update main GUI HP display
if (self.hp <= 0) {
// Player died from poison
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
gameOver = true;
revealAllMonsters();
battleScreen.endBattle(false); // Player loses
}
} else {
self.curePoison(); // Player is already dead
}
}, 1000); // Apply poison damage every 1 second (simulating turn-based)
// Note: This is a simplified turn-based simulation using a timer.
// In a true turn-based system, poison would apply at the start of the player's turn.
};
// Cure poison effect
self.curePoison = function () {
self.isPoisoned = false;
self.poisonDamagePerTurn = 0;
if (self._poisonTimer) {
LK.clearInterval(self._poisonTimer);
self._poisonTimer = null;
}
};
return self;
});
// PlayerInventoryScreen: Displays player's inventory and allows using potions
var PlayerInventoryScreen = Container.expand(function () {
var self = Container.call(this);
self.visible = false; // Initially hidden
self.alpha = 0; // Set alpha to 0 for fade-in animation
// Background overlay
self.overlay = self.attachAsset('emptyTileCover', {
width: 2048,
height: 2732,
alpha: 0.9
});
// Main panel background
self.panel = self.attachAsset('emptyTileBg', {
width: 1600,
// Increased width for grid layout
height: 1800,
// Increased height for more items
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
var panelLeftEdge = self.panel.x - self.panel.width / 2;
var contentStartX = panelLeftEdge + 80;
var valueColumnX = contentStartX + 350;
var buttonColumnX = valueColumnX + 200;
var itemSpacingY = 70;
// Title
self.titleText = new Text2('INVENTORY', {
size: 110,
fill: 0x7DD3FC,
// Light Blue
font: "Impact" // Using a pixel-style font
});
self.titleText.anchor.set(0.5, 0.5);
self.titleText.x = 2048 / 2;
self.titleText.y = self.panel.y - self.panel.height / 2 + 120;
self.addChild(self.titleText);
// Gold display
self.goldText = new Text2('', {
size: 60,
fill: 0xFFD700,
// Gold
font: "Impact" // Using a pixel-style font
});
self.goldText.anchor.set(0, 0.5);
self.goldText.x = contentStartX;
self.goldText.y = self.panel.y - self.panel.height / 2 + 220;
self.addChild(self.goldText);
// --- Consumables Section ---
self.consumablesTitle = new Text2('Consumables:', {
size: 70,
fill: 0x7DD3FC,
font: "Impact" // Using a pixel-style font
});
self.consumablesTitle.anchor.set(0, 0.5);
self.consumablesTitle.x = contentStartX;
self.consumablesTitle.y = self.goldText.y + 100;
self.addChild(self.consumablesTitle);
// Potions
var potionY = self.consumablesTitle.y + itemSpacingY;
self.potionLabelText = new Text2('Life Potions:', {
size: 60,
fill: "#fff",
font: "Impact"
});
self.potionLabelText.anchor.set(0, 0.5);
self.potionLabelText.x = contentStartX + 40; // Indent
self.potionLabelText.y = potionY;
self.addChild(self.potionLabelText);
self.potionValueText = new Text2('', {
size: 60,
fill: 0xA3E635,
font: "Impact"
});
self.potionValueText.anchor.set(0, 0.5);
self.potionValueText.x = valueColumnX;
self.potionValueText.y = potionY;
self.addChild(self.potionValueText);
self.usePotionBtn = new Text2('DRINK', {
size: 60,
fill: 0xA3E635,
font: "Impact"
});
self.usePotionBtn.anchor.set(0, 0.5);
self.usePotionBtn.x = buttonColumnX;
self.usePotionBtn.y = potionY;
self.usePotionBtn.visible = false; // Initially hidden
self.usePotionBtn.down = function () {
if (!self.visible || player.inventory.potionCount <= 0 || player.hp >= player.maxHp) return;
player.inventory.potionCount--;
player.hp += 20; // Heal amount
if (player.hp > player.maxHp) player.hp = player.maxHp;
self.updateInventoryDisplay();
playerStatsScreen.updateStatsDisplay(); // Update stats screen if open
updateGUI(); // Update main GUI HP display
};
self.addChild(self.usePotionBtn);
// Antidotes
var antidoteY = potionY + itemSpacingY;
self.antidoteLabelText = new Text2('Antidotes:', {
size: 60,
fill: 0xA78BFA,
// Light purple for better readability
font: "Impact"
});
self.antidoteLabelText.anchor.set(0, 0.5);
self.antidoteLabelText.x = contentStartX + 40; // Indent
self.antidoteLabelText.y = antidoteY;
self.addChild(self.antidoteLabelText);
self.antidoteValueText = new Text2('', {
size: 60,
fill: 0x800080,
font: "Impact"
});
self.antidoteValueText.anchor.set(0, 0.5);
self.antidoteValueText.x = valueColumnX;
self.antidoteValueText.y = antidoteY;
self.addChild(self.antidoteValueText);
self.useAntidoteBtn = new Text2('DRINK', {
size: 60,
fill: 0x800080,
font: "Impact"
});
self.useAntidoteBtn.anchor.set(0, 0.5);
self.useAntidoteBtn.x = buttonColumnX;
self.useAntidoteBtn.y = antidoteY;
self.useAntidoteBtn.visible = false; // Initially hidden
self.useAntidoteBtn.down = function () {
if (!self.visible || player.inventory.antidoteCount <= 0 || !player.isPoisoned) return;
player.inventory.antidoteCount--;
player.curePoison();
self.updateInventoryDisplay();
updateGUI(); // Update main GUI HP display (poison effect removed)
};
self.addChild(self.useAntidoteBtn);
// --- Equipped Gear Section ---
self.gearTitle = new Text2('Equipped Gear:', {
size: 70,
fill: 0xFFE066,
font: "Impact" // Using a pixel-style font
});
self.gearTitle.anchor.set(0, 0.5);
self.gearTitle.x = contentStartX;
self.gearTitle.y = antidoteY + itemSpacingY + 40; // Position below consumables
self.addChild(self.gearTitle);
var gearStartY = self.gearTitle.y + itemSpacingY;
var gearLabelColumnX = contentStartX + 40; // Indent
var gearItemColumnX = valueColumnX - 80; // Align with consumable values, adjust for wider text
self.swordSlotLabel = new Text2('Sword:', {
size: 60,
fill: "#fff",
font: "Impact"
});
self.swordSlotLabel.anchor.set(0, 0.5);
self.swordSlotLabel.x = gearLabelColumnX;
self.swordSlotLabel.y = gearStartY;
self.addChild(self.swordSlotLabel);
self.swordItemText = new Text2('-', {
size: 55,
fill: "#fff",
font: "Impact"
}); // Slightly smaller for item details
self.swordItemText.anchor.set(0, 0.5);
self.swordItemText.x = gearItemColumnX;
self.swordItemText.y = gearStartY;
self.addChild(self.swordItemText);
self.shieldSlotLabel = new Text2('Shield:', {
size: 60,
fill: "#fff",
font: "Impact"
});
self.shieldSlotLabel.anchor.set(0, 0.5);
self.shieldSlotLabel.x = gearLabelColumnX;
self.shieldSlotLabel.y = gearStartY + itemSpacingY;
self.addChild(self.shieldSlotLabel);
self.shieldItemText = new Text2('-', {
size: 55,
fill: "#fff",
font: "Impact"
});
self.shieldItemText.anchor.set(0, 0.5);
self.shieldItemText.x = gearItemColumnX;
self.shieldItemText.y = gearStartY + itemSpacingY;
self.addChild(self.shieldItemText);
self.helmetSlotLabel = new Text2('Helmet:', {
size: 60,
fill: "#fff",
font: "Impact"
});
self.helmetSlotLabel.anchor.set(0, 0.5);
self.helmetSlotLabel.x = gearLabelColumnX;
self.helmetSlotLabel.y = gearStartY + itemSpacingY * 2;
self.addChild(self.helmetSlotLabel);
self.helmetItemText = new Text2('-', {
size: 55,
fill: "#fff",
font: "Impact"
});
self.helmetItemText.anchor.set(0, 0.5);
self.helmetItemText.x = gearItemColumnX;
self.helmetItemText.y = gearStartY + itemSpacingY * 2;
self.addChild(self.helmetItemText);
self.armourSlotLabel = new Text2('Armour:', {
size: 60,
fill: "#fff",
font: "Impact"
});
self.armourSlotLabel.anchor.set(0, 0.5);
self.armourSlotLabel.x = gearLabelColumnX;
self.armourSlotLabel.y = gearStartY + itemSpacingY * 3;
self.addChild(self.armourSlotLabel);
self.armourItemText = new Text2('-', {
size: 55,
fill: "#fff",
font: "Impact"
});
self.armourItemText.anchor.set(0, 0.5);
self.armourItemText.x = gearItemColumnX;
self.armourItemText.y = gearStartY + itemSpacingY * 3;
self.addChild(self.armourItemText);
// Close button
self.closeBtn = new Text2('CLOSE', {
size: 70,
fill: "#fff",
font: "Impact" // Using a pixel-style font
});
self.closeBtn.anchor.set(0.5, 0.5);
self.closeBtn.x = 2048 / 2;
self.closeBtn.y = self.panel.y + self.panel.height / 2 - 80;
self.closeBtn.down = function () {
if (!self.visible) return;
self.endInventoryScreen();
};
self.addChild(self.closeBtn);
// Update the displayed inventory
self.updateInventoryDisplay = function () {
// Animate gold text if value changed
if (typeof self._lastGold !== "undefined" && self._lastGold !== player.gold) {
tween(self.goldText, {
scaleX: 1.25,
scaleY: 1.25
}, {
duration: 120,
easing: tween.cubicOut,
onFinish: function onFinish() {
tween(self.goldText, {
scaleX: 1,
scaleY: 1
}, {
duration: 120,
easing: tween.cubicIn
});
}
});
}
self.goldText.setText('Coins: ' + player.gold);
// Update Potion count and animate if changed
if (typeof self._lastPotionCount !== "undefined" && self._lastPotionCount !== player.inventory.potionCount) {
tween(self.potionValueText, {
scaleX: 1.25,
scaleY: 1.25
}, {
duration: 120,
easing: tween.cubicOut,
onFinish: function onFinish() {
tween(self.potionValueText, {
scaleX: 1,
scaleY: 1
}, {
duration: 120,
easing: tween.cubicIn
});
}
});
}
self.potionValueText.setText('' + player.inventory.potionCount);
// Update Antidote count and animate if changed
if (typeof self._lastAntidoteCount !== "undefined" && self._lastAntidoteCount !== player.inventory.antidoteCount) {
tween(self.antidoteValueText, {
scaleX: 1.25,
scaleY: 1.25
}, {
duration: 120,
easing: tween.cubicOut,
onFinish: function onFinish() {
tween(self.antidoteValueText, {
scaleX: 1,
scaleY: 1
}, {
duration: 120,
easing: tween.cubicIn
});
}
});
}
self.antidoteValueText.setText('' + player.inventory.antidoteCount);
// Update Equipped Gear Display
var gearMap = {
sword: self.swordItemText,
shield: self.shieldItemText,
helmet: self.helmetItemText,
armour: self.armourItemText
};
var gearTypes = ['sword', 'shield', 'helmet', 'armour'];
for (var i = 0; i < gearTypes.length; i++) {
var type = gearTypes[i];
var item = player.inventory[type];
var itemTextObj = gearMap[type];
if (item) {
var attributeText = '';
if (type === 'sword') {
attributeText = '(+' + item.modifier + ' DMG)';
} else if (type === 'shield' || type === 'helmet' || type === 'armour') {
var defenseBonus = 0;
if (type === 'shield') defenseBonus = item.modifier;
if (type === 'helmet') defenseBonus = Math.floor(item.modifier / 2);
if (type === 'armour') defenseBonus = item.modifier;
attributeText = '(+' + defenseBonus + ' DEF)';
}
itemTextObj.setText(item.label + ' ' + attributeText);
if (itemTextObj.style) {
itemTextObj.style.fill = item.color || "#fff"; // Set color based on item quality
}
} else {
itemTextObj.setText('-');
if (itemTextObj.style) {
itemTextObj.style.fill = "#fff"; // Default color for empty slot
}
}
}
// Store last values for next update
self._lastGold = player.gold;
self._lastPotionCount = player.inventory.potionCount;
self._lastAntidoteCount = player.inventory.antidoteCount; // Store last antidote count
// Show/hide DRINK button for potion
if (player.inventory.potionCount > 0 && player.hp < player.maxHp) {
self.usePotionBtn.visible = true;
self.usePotionBtn.alpha = 1;
self.usePotionBtn.interactive = true;
} else {
self.usePotionBtn.visible = true; //{iL} // Keep visible but disabled for layout consistency
self.usePotionBtn.alpha = 0.5;
self.usePotionBtn.interactive = false;
}
// Show/hide DRINK button for antidote
if (player.inventory.antidoteCount > 0 && player.isPoisoned) {
self.useAntidoteBtn.visible = true;
self.useAntidoteBtn.alpha = 1;
self.useAntidoteBtn.interactive = true;
} else {
self.useAntidoteBtn.visible = true; //{iP} // Keep visible but disabled
self.useAntidoteBtn.alpha = 0.5;
self.useAntidoteBtn.interactive = false;
}
};
// Start the inventory screen
self.startInventoryScreen = function () {
self.visible = true;
self.alpha = 0;
game.addChild(self);
LK.getSound('tap').play();
updateGUI(); // Hide main GUI
self.updateInventoryDisplay(); // Update inventory when opening
// Fade in
tween(self, {
alpha: 1
}, {
duration: 300,
easing: tween.easeOut
});
};
// End the inventory screen
self.endInventoryScreen = function () {
self.visible = false;
self.alpha = 0;
if (self.parent) self.parent.removeChild(self);
LK.getSound('tap').play();
showGameGUIWithTransition();
};
return self;
});
// PlayerStatsScreen: Displays and allows spending skill points
var PlayerStatsScreen = Container.expand(function () {
var self = Container.call(this);
self.visible = false;
self.alpha = 0;
// Background overlay
self.overlay = self.attachAsset('emptyTileCover', {
width: 2048,
height: 2732,
alpha: 0.9
});
// Main panel background
self.panel = self.attachAsset('emptyTileBg', {
width: 1200,
height: 1600,
// Adjusted height
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
// Title
self.titleText = new Text2('Player Stats', {
size: 110,
fill: 0xFFE066,
font: "Impact" // Using a pixel-style font
});
self.titleText.anchor.set(0.5, 0.5);
self.titleText.x = 2048 / 2;
self.titleText.y = self.panel.y - self.panel.height / 2 + 120;
self.addChild(self.titleText);
var panelLeftEdge = self.panel.x - self.panel.width / 2;
var labelColumnX = panelLeftEdge + 80;
var valueColumnX = labelColumnX + 300; // For stat values
var buttonColumnX = self.panel.x + self.panel.width / 2 - 250; // For upgrade buttons, pushed more to the right
var itemSpacingY = 80;
var currentY = self.panel.y - self.panel.height / 2 + 250;
// --- Player Info Section ---
// Level
self.levelLabelText = new Text2('Level:', {
size: 60,
fill: "#fff",
font: "Impact"
});
self.levelLabelText.anchor.set(0, 0.5);
self.levelLabelText.x = labelColumnX;
self.levelLabelText.y = currentY;
self.addChild(self.levelLabelText);
self.levelValueText = new Text2('', {
size: 60,
fill: 0xA3E635,
font: "Impact"
});
self.levelValueText.anchor.set(0, 0.5);
self.levelValueText.x = valueColumnX;
self.levelValueText.y = currentY;
self.addChild(self.levelValueText);
currentY += itemSpacingY;
// EXP
self.expLabelText = new Text2('EXP:', {
size: 60,
fill: "#fff",
font: "Impact"
});
self.expLabelText.anchor.set(0, 0.5);
self.expLabelText.x = labelColumnX;
self.expLabelText.y = currentY;
self.addChild(self.expLabelText);
self.expValueText = new Text2('', {
size: 60,
fill: 0xFFE066,
font: "Impact"
});
self.expValueText.anchor.set(0, 0.5);
self.expValueText.x = valueColumnX;
self.expValueText.y = currentY;
self.addChild(self.expValueText);
currentY += itemSpacingY * 1.5; // Extra space before stats
// --- Core Stats Section ---
// HP
self.hpLabelText = new Text2('HP:', {
size: 60,
fill: "#fff",
font: "Impact"
});
self.hpLabelText.anchor.set(0, 0.5);
self.hpLabelText.x = labelColumnX;
self.hpLabelText.y = currentY;
self.addChild(self.hpLabelText);
self.hpValueText = new Text2('', {
size: 60,
fill: 0xA3E635,
font: "Impact"
});
self.hpValueText.anchor.set(0, 0.5);
self.hpValueText.x = valueColumnX;
self.hpValueText.y = currentY;
self.addChild(self.hpValueText);
currentY += itemSpacingY;
// DMG
self.dmgLabelText = new Text2('Damage:', {
size: 60,
fill: "#fff",
font: "Impact"
});
self.dmgLabelText.anchor.set(0, 0.5);
self.dmgLabelText.x = labelColumnX;
self.dmgLabelText.y = currentY;
self.addChild(self.dmgLabelText);
self.dmgValueText = new Text2('', {
size: 60,
fill: 0xF87171,
font: "Impact"
});
self.dmgValueText.anchor.set(0, 0.5);
self.dmgValueText.x = valueColumnX;
self.dmgValueText.y = currentY;
self.addChild(self.dmgValueText);
currentY += itemSpacingY;
// DEF
self.defLabelText = new Text2('Defense:', {
size: 60,
fill: "#fff",
font: "Impact"
});
self.defLabelText.anchor.set(0, 0.5);
self.defLabelText.x = labelColumnX;
self.defLabelText.y = currentY;
self.addChild(self.defLabelText);
self.defValueText = new Text2('', {
size: 60,
fill: 0x7DD3FC,
font: "Impact"
});
self.defValueText.anchor.set(0, 0.5);
self.defValueText.x = valueColumnX;
self.defValueText.y = currentY;
self.addChild(self.defValueText);
currentY += itemSpacingY * 1.5; // Extra space
// --- Skill Points & Upgrades Section ---
self.skillPointsLabelText = new Text2('Skill Points:', {
size: 60,
fill: "#fff",
font: "Impact"
});
self.skillPointsLabelText.anchor.set(0, 0.5);
self.skillPointsLabelText.x = labelColumnX;
self.skillPointsLabelText.y = currentY;
self.addChild(self.skillPointsLabelText);
self.skillPointsValueText = new Text2('', {
size: 60,
fill: 0xFFE066,
font: "Impact"
});
self.skillPointsValueText.anchor.set(0, 0.5);
self.skillPointsValueText.x = valueColumnX;
self.skillPointsValueText.y = currentY;
self.addChild(self.skillPointsValueText);
currentY += itemSpacingY;
// Upgrade Buttons
self.upgradeBtns = [];
var upgradeOptions = [{
label: "+HP & Heal",
stat: "hp",
color: 0xA3E635
}, {
label: "+Damage",
// Shortened for consistency
stat: "damage",
color: 0xF87171
}, {
label: "+Defense",
// Shortened
stat: "defense",
color: 0x7DD3FC
}];
var upgradeButtonYStart = currentY;
for (var i = 0; i < upgradeOptions.length; i++) {
var option = upgradeOptions[i];
// Upgrade Label (optional, if we want "Upgrade HP:" next to button)
// var upgradeLabel = new Text2('Upgrade ' + option.stat.toUpperCase() + ':', { size: 55, fill: "#fff", font: "Impact" });
// upgradeLabel.anchor.set(0, 0.5);
// upgradeLabel.x = labelColumnX;
// upgradeLabel.y = upgradeButtonYStart + i * itemSpacingY;
// self.addChild(upgradeLabel);
var btn = new Text2(option.label, {
size: 60,
fill: option.color,
font: "Impact" // Using a pixel-style font
});
btn.anchor.set(0.5, 0.5); // Anchor to its center
btn.x = valueColumnX + 150; // Position next to the stat value
btn.y = upgradeButtonYStart + i * (itemSpacingY + 10); // Adjusted Y position for buttons
btn.optionStat = option.stat;
btn.visible = false;
btn.down = function () {
if (!self.visible || player.skillPoints <= 0) return;
player.spendSkillPoint(this.optionStat);
self.updateStatsDisplay();
updateGUI();
if (player.skillPoints <= 0) {
self.hideUpgradeButtons();
}
};
self.addChild(btn);
self.upgradeBtns.push(btn);
}
// Close button
self.closeBtn = new Text2('CLOSE', {
size: 70,
fill: "#fff",
font: "Impact" // Using a pixel-style font
});
self.closeBtn.anchor.set(0.5, 0.5);
self.closeBtn.x = 2048 / 2;
self.closeBtn.y = self.panel.y + self.panel.height / 2 - 80;
self.closeBtn.down = function () {
if (!self.visible) return;
self.endStatsScreen();
};
self.addChild(self.closeBtn);
// Update the displayed stats
self.updateStatsDisplay = function () {
// Animate stat value text if changed
function animateStatChange(textObject, newValue, oldValue) {
if (typeof oldValue !== "undefined" && oldValue !== newValue) {
tween(textObject, {
scaleX: 1.25,
scaleY: 1.25
}, {
duration: 120,
easing: tween.cubicOut,
onFinish: function onFinish() {
tween(textObject, {
scaleX: 1,
scaleY: 1
}, {
duration: 120,
easing: tween.cubicIn
});
}
});
}
}
animateStatChange(self.levelValueText, player.level, self._lastLevel);
self.levelValueText.setText('' + player.level);
var expString = player.exp + '/' + player.expToLevel;
animateStatChange(self.expValueText, expString, self._lastExpString);
self.expValueText.setText(expString);
var hpString = player.hp + '/' + player.maxHp;
animateStatChange(self.hpValueText, hpString, self._lastHpString);
self.hpValueText.setText(hpString);
animateStatChange(self.dmgValueText, player.damage, self._lastDmg);
self.dmgValueText.setText('' + player.damage);
animateStatChange(self.defValueText, player.defense, self._lastDef);
self.defValueText.setText('' + player.defense);
animateStatChange(self.skillPointsValueText, player.skillPoints, self._lastSkillPoints);
self.skillPointsValueText.setText('' + player.skillPoints);
// Store last values for next update
self._lastLevel = player.level;
self._lastExpString = expString;
self._lastHpString = hpString;
self._lastDmg = player.damage;
self._lastDef = player.defense;
self._lastSkillPoints = player.skillPoints;
if (player.skillPoints > 0) {
self.showUpgradeButtons();
} else {
self.hideUpgradeButtons();
}
};
// Show upgrade buttons
self.showUpgradeButtons = function () {
for (var i = 0; i < self.upgradeBtns.length; i++) {
self.upgradeBtns[i].visible = true;
}
};
// Hide upgrade buttons
self.hideUpgradeButtons = function () {
for (var i = 0; i < self.upgradeBtns.length; i++) {
self.upgradeBtns[i].visible = false;
}
};
// Start the stats screen
self.startStatsScreen = function () {
self.visible = true;
self.alpha = 0;
game.addChild(self);
LK.getSound('tap').play();
updateGUI(); // Hide main GUI
self.updateStatsDisplay(); // Update stats when opening
// Fade in
tween(self, {
alpha: 1
}, {
duration: 300,
easing: tween.easeOut
});
};
// End the stats screen
self.endStatsScreen = function () {
self.visible = false;
self.alpha = 0;
if (self.parent) self.parent.removeChild(self);
LK.getSound('tap').play();
showGameGUIWithTransition();
};
return self;
});
// ShopScreen: Allows buying and selling items
var ShopScreen = Container.expand(function () {
var self = Container.call(this);
self.visible = false;
self.alpha = 0;
// Background overlay
self.overlay = self.attachAsset('emptyTileCover', {
width: 2048,
height: 2732,
alpha: 0.9
});
// Main panel background
self.panel = self.attachAsset('emptyTileBg', {
width: 1400,
height: 2000,
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
// Title
self.titleText = new Text2('Shop', {
size: 110,
fill: 0xADD8E6,
// LightBlue
font: "Impact" // Using a pixel-style font
});
self.titleText.anchor.set(0.5, 0.5);
self.titleText.x = 2048 / 2;
self.titleText.y = self.panel.y - self.panel.height / 2 + 120;
self.addChild(self.titleText);
// Coins display
self.coinsText = new Text2('Coins: ' + player.gold, {
size: 60,
fill: 0xFFD700,
font: "Impact" // Using a pixel-style font
});
self.coinsText.anchor.set(0, 0.5);
self.coinsText.x = self.panel.x - self.panel.width / 2 + 80;
self.coinsText.y = self.panel.y - self.panel.height / 2 + 220;
self.addChild(self.coinsText);
// Items for Sale (expanded: quality depends on level)
self.itemsForSale = [];
// Always sell potions and antidotes
self.itemsForSale.push({
type: "potion",
label: "Life Potion",
color: 0xA3E635,
cost: 10
});
self.itemsForSale.push({
type: "antidote",
label: "Antidote Potion",
color: 0x800080,
cost: 15
});
// Determine available gear qualities for this shop based on currentLevel
var availableQualities = [];
if (chestScreen && chestScreen._allLootQualities) {
for (var i = 0; i < chestScreen._allLootQualities.length; i++) {
if (currentLevel + 1 >= chestScreen._allLootQualities[i].minLevel) {
availableQualities.push(chestScreen._allLootQualities[i]);
}
}
}
// Lower level shops only sell lower quality gear
var maxQualityIndex = Math.min(currentLevel, availableQualities.length - 1);
if (maxQualityIndex >= 0) {
// Only offer up to maxQualityIndex quality
for (var q = 0; q <= maxQualityIndex; q++) {
var quality = availableQualities[q];
// For each gear type
var gearTypes = [{
type: "sword",
label: "Sword"
}, {
type: "shield",
label: "Shield"
}, {
type: "helmet",
label: "Helmet"
}, {
type: "armour",
label: "Armour"
}];
for (var g = 0; g < gearTypes.length; g++) {
var gear = gearTypes[g];
// Cost scales with quality modifier
var cost = 20 + quality.modifier * 15 + currentLevel * 5;
self.itemsForSale.push({
type: gear.type,
label: quality.label + " " + gear.label,
color: quality.color,
cost: cost,
quality: quality
});
}
}
}
self.saleButtons = [];
var startY = self.coinsText.y + 100;
for (var i = 0; i < self.itemsForSale.length; i++) {
var item = self.itemsForSale[i];
var buyBtn = new Text2('BUY ' + item.label + ' (' + item.cost + ' Coins)', {
size: 60,
fill: item.color,
font: "Impact"
});
buyBtn.anchor.set(0, 0.5);
buyBtn.x = self.panel.x - self.panel.width / 2 + 80;
buyBtn.y = startY + i * 100;
buyBtn.item = item;
// Add stat benefit text next to the buy button
var statBenefitText = new Text2('', {
size: 45,
// Smaller size
fill: item.color,
font: "Impact"
});
statBenefitText.anchor.set(0, 0.5);
statBenefitText.x = buyBtn.x + buyBtn.width + 20; // Position to the right of the button
statBenefitText.y = buyBtn.y;
self.addChild(statBenefitText);
buyBtn.statBenefitText = statBenefitText; // Store reference to the text
// Set the stat benefit text based on item type
if (item.type === "potion") {
statBenefitText.setText("(Heals 20 HP)");
} else if (item.type === "antidote") {
statBenefitText.setText("(Cures Poison)");
} else if (item.quality) {
var benefit = '';
if (item.type === 'sword') {
benefit = '+' + item.quality.modifier + ' DMG';
} else if (item.type === 'shield') {
benefit = '+' + item.quality.modifier + ' DEF';
} else if (item.type === 'helmet') {
benefit = '+' + Math.floor(item.quality.modifier / 2) + ' DEF';
} else if (item.type === 'armour') {
benefit = '+' + item.quality.modifier + ' DEF';
}
statBenefitText.setText("(" + benefit + ")");
}
buyBtn.down = function () {
if (!self.visible) return;
var itemToBuy = this.item;
if (player.gold >= itemToBuy.cost) {
player.gold -= itemToBuy.cost;
if (itemToBuy.type === "potion") {
player.inventory.potionCount++;
} else if (itemToBuy.type === "antidote") {
player.inventory.antidoteCount = (player.inventory.antidoteCount || 0) + 1;
} else if (itemToBuy.quality) {
// Gear purchase: equip or replace
player.equipGear(itemToBuy.type, itemToBuy.quality);
playerStatsScreen.updateStatsDisplay();
}
self.updateShopDisplay();
playerInventoryScreen.updateInventoryDisplay();
self.showConfirmationText('Bought ' + itemToBuy.label + '!', itemToBuy.color);
} else {
self.showConfirmationText('Not enough coins!', 0xFF0000);
}
};
self.addChild(buyBtn);
self.saleButtons.push(buyBtn);
}
// Items to Sell (simplified for now: gear and potions)
self.sellButtons = [];
var sellTitle = new Text2('Sell Items:', {
size: 70,
fill: 0xFFE066,
// Yellow
font: "Impact" // Using a pixel-style font
});
sellTitle.anchor.set(0, 0.5);
sellTitle.x = self.panel.x - self.panel.width / 2 + 80;
sellTitle.y = startY + self.itemsForSale.length * 100 + 80;
self.addChild(sellTitle);
self.updateSellButtons = function () {
// Clear existing sell buttons
for (var i = 0; i < self.sellButtons.length; i++) {
self.sellButtons[i].destroy();
}
self.sellButtons = [];
var currentSellY = sellTitle.y + 80;
// Sell gear
var gearTypes = ['sword', 'shield', 'helmet', 'armour'];
for (var i = 0; i < gearTypes.length; i++) {
var gearType = gearTypes[i];
var item = player.inventory[gearType];
if (item) {
var sellPrice = item.modifier * 5; // Example sell price
var sellBtn = new Text2('SELL ' + item.label + ' ' + gearType.charAt(0).toUpperCase() + gearType.slice(1) + ' (' + sellPrice + ' Coins)', {
size: 50,
fill: item.color,
font: "Impact" // Using a pixel-style font
});
sellBtn.anchor.set(0, 0.5);
sellBtn.x = self.panel.x - self.panel.width / 2 + 80;
sellBtn.y = currentSellY;
sellBtn.itemType = gearType;
sellBtn.sellPrice = sellPrice;
sellBtn.down = function () {
if (!self.visible) return;
var type = this.itemType;
var price = this.sellPrice;
player.gold += price;
player.inventory[type] = null; // Remove item from inventory
player.updateEquippedStats(); // Update player stats
self.updateShopDisplay();
playerInventoryScreen.updateInventoryDisplay(); // Update inventory screen if open
playerStatsScreen.updateStatsDisplay(); // Update stats screen if open
self.updateSellButtons(); // Refresh sell buttons
self.showConfirmationText('Sold ' + type.charAt(0).toUpperCase() + type.slice(1) + ' for ' + price + ' coins!', 0xFFD700);
};
self.addChild(sellBtn);
self.sellButtons.push(sellBtn);
currentSellY += 60;
}
}
// Sell potions
if (player.inventory.potionCount > 0) {
var potionSellPrice = 10; // Example sell price for potion
var sellPotionBtn = new Text2('SELL Life Potion (' + potionSellPrice + ' Coins)', {
size: 50,
fill: 0xA3E635,
font: "Impact" // Using a pixel-style font
});
sellPotionBtn.anchor.set(0, 0.5);
sellPotionBtn.x = self.panel.x - self.panel.width / 2 + 80;
sellPotionBtn.y = currentSellY;
sellPotionBtn.sellPrice = potionSellPrice;
sellPotionBtn.down = function () {
if (!self.visible || player.inventory.potionCount <= 0) return;
var price = this.sellPrice;
player.gold += price;
player.inventory.potionCount--; // Remove potion
self.updateShopDisplay();
playerInventoryScreen.updateInventoryDisplay(); // Update inventory screen if open
self.updateSellButtons(); // Refresh sell buttons
self.showConfirmationText('Sold a Life Potion for ' + price + ' coins!', 0xFFD700);
};
self.addChild(sellPotionBtn);
self.sellButtons.push(sellPotionBtn);
currentSellY += 60;
}
// Sell antidotes
if (player.inventory.antidoteCount > 0) {
var antidoteSellPrice = 10; // Example sell price for antidote
var sellAntidoteBtn = new Text2('SELL Antidote Potion (' + antidoteSellPrice + ' Coins)', {
size: 50,
fill: 0x800080,
// Purple
font: "Impact" // Using a pixel-style font
});
sellAntidoteBtn.anchor.set(0, 0.5);
sellAntidoteBtn.x = self.panel.x - self.panel.width / 2 + 80;
sellAntidoteBtn.y = currentSellY;
sellAntidoteBtn.sellPrice = antidoteSellPrice;
sellAntidoteBtn.down = function () {
if (!self.visible || player.inventory.antidoteCount <= 0) return;
var price = this.sellPrice;
player.gold += price;
player.inventory.antidoteCount--;
self.updateShopDisplay();
playerInventoryScreen.updateInventoryDisplay(); // Update inventory screen if open
self.updateSellButtons(); // Refresh sell buttons
self.showConfirmationText('Sold an Antidote Potion for ' + price + ' coins!', 0xFFD700);
};
self.addChild(sellAntidoteBtn);
self.sellButtons.push(sellAntidoteBtn);
currentSellY += 60;
}
};
// Confirmation text display
self._confirmationText = null;
self.showConfirmationText = function (message, color) {
if (self._confirmationText && typeof self._confirmationText.destroy === 'function') {
self._confirmationText.destroy();
}
self._confirmationText = new Text2(message, {
size: 60,
fill: color,
font: "Impact" // Using a pixel-style font
});
self._confirmationText.anchor.set(0.5, 0.5);
self._confirmationText.x = 2048 / 2;
self._confirmationText.y = self.panel.y + self.panel.height / 2 - 150;
self.addChild(self._confirmationText);
tween(self._confirmationText, {
alpha: 0
}, {
duration: 1000,
delay: 800,
onFinish: function onFinish() {
if (self._confirmationText && typeof self._confirmationText.destroy === 'function') {
self._confirmationText.destroy();
}
self._confirmationText = null;
}
});
};
// Close button
self.closeBtn = new Text2('CLOSE', {
size: 70,
fill: "#fff",
font: "Impact" // Using a pixel-style font
});
self.closeBtn.anchor.set(0.5, 0.5);
self.closeBtn.x = 2048 / 2;
self.closeBtn.y = self.panel.y + self.panel.height / 2 - 80;
self.closeBtn.down = function () {
if (!self.visible) return;
self.endShopScreen();
};
self.addChild(self.closeBtn);
// Update the displayed shop info
self.updateShopDisplay = function () {
// Animate coins text if value changed
if (typeof self._lastGold !== "undefined" && self._lastGold !== player.gold) {
tween(self.coinsText, {
scaleX: 1.25,
scaleY: 1.25
}, {
duration: 120,
easing: tween.cubicOut,
onFinish: function onFinish() {
tween(self.coinsText, {
scaleX: 1,
scaleY: 1
}, {
duration: 120,
easing: tween.cubicIn
});
}
});
}
self.coinsText.setText('Coins: ' + player.gold);
self._lastGold = player.gold;
self.updateSellButtons(); // Refresh sell buttons
};
// Start the shop screen
self.startShopScreen = function () {
self.visible = true;
self.alpha = 0;
game.addChild(self);
self.updateShopDisplay(); // Update shop info when opening
// Fade in
tween(self, {
alpha: 1
}, {
duration: 300,
easing: tween.easeOut
});
};
// End the shop screen
self.endShopScreen = function () {
self.visible = false;
self.alpha = 0;
if (self._confirmationText && typeof self._confirmationText.destroy === 'function') {
self._confirmationText.destroy();
self._confirmationText = null;
}
if (self.parent) self.parent.removeChild(self);
if (monstersLeft <= 0 && currentLevel < LEVELS.length - 1) {
levelEndScreen.startLevelEndScreen();
} else {
showGameGUIWithTransition();
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x22223a
});
/****
* Game Code
****/
// New shape for black outline
// --- Game Constants ---
// Add event listener to MonsterTile for clicking
// New asset for game title image
MonsterTile.prototype.down = function (x, y, obj) {
if (gameOver) return;
// Prevent interaction if any overlay screen is visible
if (mainScreen.visible || battleScreen.visible || battleScreen.battleItemsMenu.visible || chestScreen.visible || playerStatsScreen.visible || playerInventoryScreen.visible || levelEndScreen.visible || shopScreen.visible) return;
// If the monster is defeated, do nothing
if (this.defeated) return;
// If the monster is not defeated (either initially or after running away), a click should initiate a battle.
// Ensure it's revealed before starting the battle.
// The reveal() method has an internal check (if (self.revealed) return;)
// so it's safe to call even if already revealed.
this.reveal();
battleScreen.startBattle(this);
};
function _slicedToArray(r, e) {
return _arrayWithHoles(r) || _iterableToArrayLimit(r, e) || _unsupportedIterableToArray(r, e) || _nonIterableRest();
}
function _nonIterableRest() {
throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
}
function _unsupportedIterableToArray(r, a) {
if (r) {
if ("string" == typeof r) return _arrayLikeToArray(r, a);
var t = {}.toString.call(r).slice(8, -1);
return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray(r, a) : void 0;
}
}
function _arrayLikeToArray(r, a) {
(null == a || a > r.length) && (a = r.length);
for (var e = 0, n = Array(a); e < a; e++) n[e] = r[e];
return n;
}
function _iterableToArrayLimit(r, l) {
var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"];
if (null != t) {
var e,
n,
i,
u,
a = [],
f = !0,
o = !1;
try {
if (i = (t = t.call(r)).next, 0 === l) {
if (Object(t) !== t) return;
f = !1;
} else for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0);
} catch (r) {
o = !0, n = r;
} finally {
try {
if (!f && null != t["return"] && (u = t["return"](), Object(u) !== u)) return;
} finally {
if (o) throw n;
}
}
return a;
}
}
function _arrayWithHoles(r) {
if (Array.isArray(r)) return r;
}
var GRID_COLS = 8;
var GRID_ROWS = 8;
var TILE_SIZE = 180;
var GRID_OFFSET_X = Math.floor((2048 - GRID_COLS * TILE_SIZE) / 2);
var GRID_OFFSET_Y = Math.floor(2732 * 0.2 + (2732 * 0.6 - GRID_ROWS * TILE_SIZE) / 2); // Center the grid vertically within the middle 60%
// --- Level System ---
var LEVELS = [{
monsters: 3,
// Adjusted for level 1
monsterStats: {
minHp: 1,
maxHp: 2,
minDmg: 1,
maxDmg: 1,
minExp: 1,
maxExp: 1
},
// Level 1: 3 normal monsters, no poison monster
monsterTypes: [MonsterTile, MonsterTile, MonsterTile] // Adjusted for level 1
}, {
monsters: 5,
monsterStats: {
minHp: 3,
maxHp: 5,
minDmg: 2,
maxDmg: 3,
minExp: 2,
maxExp: 3
},
monsterTypes: [MonsterTile, PoisonMonsterTile] // Level 2 can have basic or poison monsters
}, {
monsters: 7,
monsterStats: {
minHp: 5,
maxHp: 8,
minDmg: 3,
maxDmg: 5,
minExp: 3,
maxExp: 4
},
monsterTypes: [MonsterTile, PoisonMonsterTile] // Level 3 can also have both monster types
}];
var currentLevel = 0;
var MONSTER_COUNT = LEVELS[currentLevel].monsters;
// --- Asset Initialization ---
// --- Game State ---
var player = new Player();
player.damage = 1;
player.baseDamage = 1;
player.exp = 0;
var grid = []; // 2D array [row][col]
var tileObjs = []; // Flat array of all tile objects for easy iteration
var monstersLeft = MONSTER_COUNT;
var revealedTiles = 0;
var totalSafeTiles = GRID_COLS * GRID_ROWS - MONSTER_COUNT;
var gameOver = false;
var mainScreen = new MainScreen(); // Initialize main screen
var background = game.addChild(LK.getAsset('background', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
}));
var battleScreen = new BattleScreen();
var chestScreen = new ChestScreen();
var playerStatsScreen = new PlayerStatsScreen(); // Initialize stats screen
var playerInventoryScreen = new PlayerInventoryScreen(); // Initialize inventory screen
var levelEndScreen = new LevelEndScreen(); // Initialize level end screen
var shopScreen = new ShopScreen(); // Initialize shop screen
// --- GUI Elements ---
var hpText = new Text2('', {
size: 60,
fill: 0xFF6666,
font: "Impact" // Using a pixel-style font
});
hpText.anchor.set(0.5, 0); // Anchor to top-center
LK.gui.top.addChild(hpText);
var expText = new Text2('', {
size: 60,
fill: 0xFFE066,
font: "Impact" // Using a pixel-style font
});
expText.anchor.set(0.5, 0); // Anchor to top-center
LK.gui.top.addChild(expText);
var levelText = new Text2('', {
size: 60,
fill: 0xA3E635,
font: "Impact" // Using a pixel-style font
});
levelText.anchor.set(0, 0.5); // Anchor to left-middle
LK.gui.top.addChild(levelText);
// var monstersLeftText = new Text2('', {
// size: 40,
// fill: "#fff"
// });
// monstersLeftText.anchor.set(0, 0.5); // Anchor to left-middle
// LK.gui.top.addChild(monstersLeftText);
var statsBtn = new Text2('STATS', {
size: 70,
fill: "#fff",
font: "Impact" // Using a pixel-style font
});
statsBtn.anchor.set(0.5, 1); // Anchor to center-bottom
statsBtn.x = -100; // Position to the left of the right edge (adjusted for safe area)
statsBtn.y = -40; // Position near the bottom edge
statsBtn.visible = false; // Set initial visibility to false
statsBtn.down = function () {
if (gameOver || battleScreen.visible || chestScreen.visible || playerStatsScreen.visible || playerInventoryScreen.visible) return; // Don't open if another screen is active
playerStatsScreen.startStatsScreen();
};
LK.gui.bottom.addChild(statsBtn);
var inventoryBtn = new Text2('INVENTORY', {
size: 70,
fill: "#fff",
font: "Impact" // Using a pixel-style font
});
inventoryBtn.anchor.set(0.5, 1); // Anchor to center-bottom
inventoryBtn.x = -100 - statsBtn.width - 40; // Position to the left of the right edge (adjusted for safe area and other button)
inventoryBtn.y = -40; // Position near the bottom edge
inventoryBtn.visible = false; // Set initial visibility to false
inventoryBtn.down = function () {
if (gameOver || battleScreen.visible || chestScreen.visible || playerStatsScreen.visible || playerInventoryScreen.visible) return; // Don't open if another screen is active
playerInventoryScreen.startInventoryScreen();
};
LK.gui.bottom.addChild(inventoryBtn);
var levelUpBtn = new Text2('LEVEL UP', {
size: 70,
fill: "#fff",
font: "Impact" // Using a pixel-style font
});
levelUpBtn.anchor.set(0.5, 0.5);
levelUpBtn.alpha = 0.7;
levelUpBtn.visible = false;
levelUpBtn.down = function () {
if (!this.visible) return;
// Old level up choices removed
};
LK.gui.top.addChild(levelUpBtn);
var managedGameGuiElements = [hpText, expText, levelText, statsBtn, inventoryBtn];
// Old level up choice buttons and logic removed
// --- Helper Functions ---
// Helper function to show main GUI elements with a fade-in transition
function showGameGUIWithTransition() {
updateGUI(); // Set visibility and content first
for (var i = 0; i < managedGameGuiElements.length; i++) {
var el = managedGameGuiElements[i];
// Tween alpha to 1. statsBtn's specific animation in game.update will take over if active.
tween(el, {
alpha: 1
}, {
duration: 300
});
}
}
function updateGUI() {
var showMainGui = !mainScreen.visible && !battleScreen.visible && !(chestScreen && chestScreen.visible) && !(playerStatsScreen && playerStatsScreen.visible) && !(playerInventoryScreen && playerInventoryScreen.visible) && !(levelEndScreen && levelEndScreen.visible) && !(shopScreen && shopScreen.visible);
for (var i = 0; i < managedGameGuiElements.length; i++) {
var el = managedGameGuiElements[i];
if (showMainGui) {
el.visible = true;
// Alpha is primarily handled by transitions or default to 1 after transition.
// Specific alpha animations (like statsBtn) are handled in game.update.
} else {
el.visible = false;
el.alpha = 0; // Ensure they are fully transparent when hidden
}
}
// Ensure levelUpBtn is also hidden if main GUI is hidden or if it's simply not used
levelUpBtn.visible = false;
// Specific content updates if GUI is shown
if (showMainGui) {
hpText.setText('HP: ' + player.hp + '/' + player.maxHp);
hpText.x = 450; // Position HP more to the right
hpText.y = 50; // Adjusted vertical position
var canLevelUp = player.exp >= player.expToLevel;
var plusStr = canLevelUp ? " [color=#FFE066]+[/color]" : "";
expText.setText('EXP: ' + player.exp + '/' + player.expToLevel + plusStr);
expText.x = 450; // Position EXP more to the right
expText.y = 120; // Adjusted vertical position below HP
var lvlPlusStr = canLevelUp ? " [color=#FFE066]+[/color]" : "";
levelText.setText('LEVEL: ' + player.level + lvlPlusStr);
levelText.x = 0; // Position LVL in the center of the top gui
levelText.y = 80; // Move level text a little lower
levelText.anchor.set(0.5, 0.5);
// monstersLeftText logic remains commented out as in original
// monstersLeftText.setText('Monsters: ' + monstersLeft);
// monstersLeftText.x = levelText.x + levelText.width + 40;
// monstersLeftText.y = 60;
// Position and style statsBtn and inventoryBtn
// Their visibility is already handled by the loop above.
var totalBtnWidth = statsBtn.width + inventoryBtn.width + 40;
var centerX = 0; // LK.gui.bottom center is x=0, these are added to LK.gui.bottom
statsBtn.x = centerX + totalBtnWidth / 2 - statsBtn.width / 2;
statsBtn.y = -40; // Position near the bottom edge
inventoryBtn.x = centerX - totalBtnWidth / 2 + inventoryBtn.width / 2;
inventoryBtn.y = -40; // Position near the bottom edge
if (player.skillPoints > 0) {
statsBtn.setText('STATS +');
if (statsBtn.style) statsBtn.style.fill = 0xFFE066; // Yellow color
if (typeof statsBtn.tint !== "undefined") statsBtn.tint = 0xFFE066; // Set yellow tint
// Alpha for statsBtn (pulsing animation) is handled in game.update
} else {
statsBtn.setText('STATS');
if (statsBtn.style) statsBtn.style.fill = "#fff"; // Default white color
if (typeof statsBtn.tint !== "undefined") statsBtn.tint = 0xFFFFFF; // Reset to white tint
// Alpha for statsBtn (solid) is handled in game.update or by transition
}
} else {
// If GUI is hidden, and battle screen is the one visible, update its stats
if (battleScreen.visible) {
battleScreen.updateBattleStats();
}
}
}
// Returns true if (row, col) is inside grid
function inBounds(row, col) {
return row >= 0 && row < GRID_ROWS && col >= 0 && col < GRID_COLS;
}
// Get all adjacent tile positions
function getAdjacent(row, col) {
var adj = [];
for (var dr = -1; dr <= 1; dr++) {
for (var dc = -1; dc <= 1; dc++) {
if (dr === 0 && dc === 0) continue;
var nr = row + dr,
nc = col + dc;
if (inBounds(nr, nc)) adj.push([nr, nc]);
}
}
return adj;
}
// Reveal empty tiles recursively (flood fill)
function revealEmptyTiles(row, col) {
var tile = grid[row][col];
if (tile.revealed) return;
tile.reveal();
revealedTiles++;
if (tile.adjacentMonsterDamage === 0) {
var adj = getAdjacent(row, col);
for (var i = 0; i < adj.length; i++) {
var _adj$i = _slicedToArray(adj[i], 2),
nr = _adj$i[0],
nc = _adj$i[1];
var t = grid[nr][nc];
if (t instanceof EmptyTile && !t.revealed) {
revealEmptyTiles(nr, nc);
}
}
}
}
// Reveal all monsters (on game over)
function revealAllMonsters() {
for (var i = 0; i < tileObjs.length; i++) {
var t = tileObjs[i];
if (t instanceof MonsterTile && !t.revealed) {
t.reveal();
}
}
}
// --- Board Generation ---
function generateBoard() {
// Clear previous
for (var i = 0; i < tileObjs.length; i++) {
tileObjs[i].destroy();
}
grid = [];
tileObjs = [];
monstersLeft = LEVELS[currentLevel].monsters;
revealedTiles = 0;
totalSafeTiles = GRID_COLS * GRID_ROWS - LEVELS[currentLevel].monsters;
gameOver = false;
player.curePoison(); // Cure poison at the start of a new level
// Place monsters
var monsterPositions = [];
while (monsterPositions.length < LEVELS[currentLevel].monsters) {
var r = Math.floor(Math.random() * GRID_ROWS);
var c = Math.floor(Math.random() * GRID_COLS);
// Prevent monsters from being placed at (0,0) where the chest is always placed
if (r === 0 && c === 0) continue;
var found = false;
for (var i = 0; i < monsterPositions.length; i++) {
if (monsterPositions[i][0] === r && monsterPositions[i][1] === c) {
found = true;
break;
}
}
if (!found) monsterPositions.push([r, c]);
}
// --- Randomize chest position ---
var chestRow = -1,
chestCol = -1;
while (true) {
var tryRow = Math.floor(Math.random() * GRID_ROWS);
var tryCol = Math.floor(Math.random() * GRID_COLS);
// Chest cannot be placed on a monster
var isMonsterCell = false;
for (var i = 0; i < monsterPositions.length; i++) {
if (monsterPositions[i][0] === tryRow && monsterPositions[i][1] === tryCol) {
isMonsterCell = true;
break;
}
}
if (!isMonsterCell) {
chestRow = tryRow;
chestCol = tryCol;
break;
}
}
// Build grid
var stats = LEVELS[currentLevel].monsterStats;
for (var row = 0; row < GRID_ROWS; row++) {
grid[row] = [];
for (var col = 0; col < GRID_COLS; col++) {
var isMonster = false;
for (var i = 0; i < monsterPositions.length; i++) {
if (monsterPositions[i][0] === row && monsterPositions[i][1] === col) {
isMonster = true;
break;
}
}
var tile;
// Place chest at randomized position
if (row === chestRow && col === chestCol) {
tile = new ChestTile();
} else if (isMonster) {
// Choose a monster type for this monster position
var monsterTypesForLevel = LEVELS[currentLevel].monsterTypes;
var MonsterClass;
if (currentLevel === 0 && monsterTypesForLevel.length === 4) {
// For level 1, assign the monster type based on the monster index
MonsterClass = monsterTypesForLevel[monsterPositions.findIndex(function (pos) {
return pos[0] === row && pos[1] === col;
})];
// Fallback to MonsterTile if not found (should not happen)
if (!MonsterClass) MonsterClass = MonsterTile;
} else {
// For other levels, pick randomly
MonsterClass = monsterTypesForLevel[Math.floor(Math.random() * monsterTypesForLevel.length)];
}
tile = new MonsterClass(); // Use the selected monster class
// Level-based monster stats
tile.maxHp = tile.hp = stats.minHp + Math.floor(Math.random() * (stats.maxHp - stats.minHp + 1));
tile.damage = stats.minDmg + Math.floor(Math.random() * (stats.maxDmg - stats.minDmg + 1));
tile.exp = stats.minExp + Math.floor(Math.random() * (stats.maxExp - stats.minExp + 1));
} else {
tile = new EmptyTile();
}
tile.x = GRID_OFFSET_X + col * TILE_SIZE + TILE_SIZE / 2;
tile.y = GRID_OFFSET_Y + row * TILE_SIZE + TILE_SIZE / 2;
game.addChild(tile);
grid[row][col] = tile;
tileObjs.push(tile);
}
}
// Set adjacent monster counts for empty tiles
for (var row = 0; row < GRID_ROWS; row++) {
for (var col = 0; col < GRID_COLS; col++) {
var tile = grid[row][col];
if (tile instanceof EmptyTile) {
var adj = getAdjacent(row, col);
var damageSum = 0; // Variable to store the sum of damage
for (var i = 0; i < adj.length; i++) {
var _adj$i2 = _slicedToArray(adj[i], 2),
nr = _adj$i2[0],
nc = _adj$i2[1];
if (grid[nr][nc] instanceof MonsterTile) {
damageSum += grid[nr][nc].damage; // Add monster's damage to the sum
}
}
tile.adjacentMonsterDamage = damageSum; // Store the damage sum
}
}
}
}
// --- Game Logic ---
function handleTileDown(x, y, obj) {
if (gameOver) return;
if (battleScreen.visible || battleScreen.battleItemsMenu.visible || levelEndScreen.visible || shopScreen.visible || chestScreen.visible || playerStatsScreen.visible || playerInventoryScreen.visible) return; // Don't allow tile interaction if battle screen, battle item menu, level end, shop, chest, stats, or inventory screen is up
// Find which tile was pressed
for (var i = 0; i < tileObjs.length; i++) {
var tile = tileObjs[i];
if (tile.revealed) continue;
if (tile.cover && tile.cover.alpha > 0.1) {
// Check if (x, y) is inside tile
var dx = x - tile.x;
var dy = y - tile.y;
if (Math.abs(dx) < TILE_SIZE / 2 && Math.abs(dy) < TILE_SIZE / 2) {
// Reveal tile
if (tile instanceof EmptyTile) {
LK.getSound('tap').play();
revealEmptyTiles(Math.floor((tile.y - GRID_OFFSET_Y) / TILE_SIZE), Math.floor((tile.x - GRID_OFFSET_X) / TILE_SIZE));
updateGUI();
// Win check
// (Removed: revealing all safe tiles no longer triggers win. Level is won only when all monsters are defeated.)
} else if (tile instanceof ChestTile) {
LK.getSound('tap').play();
// Reveal chest and show chest screen
tile.reveal();
chestScreen.startChest(tile);
} else if (tile instanceof MonsterTile) {
LK.getSound('tap').play();
// Reveal monster and start battle
tile.reveal(); // Reveal the monster visually
// Start the battle sequence
battleScreen.startBattle(tile);
}
break;
}
}
}
}
// --- Level Up UI ---
// Old level up UI functions removed
// --- Event Handlers ---
game.down = function (x, y, obj) {
if (mainScreen.visible) return; // Prevent interaction if main screen is visible
// The click handling for levelUpBtn and levelUpChoiceBtns
// has been moved to their own 'down' event handlers.
// Check for tile interactions
handleTileDown(x, y, obj);
};
game.update = function () {
if (mainScreen.visible || battleScreen.visible || battleScreen.battleItemsMenu.visible || chestScreen && chestScreen.visible || playerStatsScreen.visible || playerInventoryScreen.visible || levelEndScreen.visible || shopScreen.visible) return; // Don't update game elements when main, battle, battle item menu, stats, level end, shop, chest, stats, or inventory screen is up
// Animate level up button (removed)
// if (levelUpBtn.visible) {
// levelUpBtn.x = 0; // Centered horizontally relative to LK.gui.top
// levelUpBtn.y = 120;
// levelUpBtn.alpha = 0.8 + 0.2 * Math.sin(LK.ticks / 20);
// }
// Animate level up choices (removed)
// for (var i = 0; i < levelUpChoiceBtns.length; i++) {
// var btn = levelUpChoiceBtns[i];
// if (btn.visible) {
// btn.x = (i - 1) * 400; // x relative to LK.gui.bottom
// btn.y = -2732 * 0.15; // Position choices above the bottom boundary of the battle area
// btn.alpha = 0.9 + 0.1 * Math.sin(LK.ticks / 15 + i);
// }
// }
// Animate stats button if skill points are available
if (statsBtn.visible && player.skillPoints > 0) {
statsBtn.alpha = 0.8 + 0.2 * Math.sin(LK.ticks / 20);
} else if (statsBtn.visible) {
statsBtn.alpha = 1; // Solid if no points
}
if (mainScreen.visible || battleScreen.visible || chestScreen && chestScreen.visible || playerStatsScreen.visible || playerInventoryScreen.visible || levelEndScreen.visible || shopScreen.visible) {
for (var i = 0; i < tileObjs.length; i++) {
tileObjs[i].visible = false;
}
background.visible = false; // Hide background
} else {
for (var i = 0; i < tileObjs.length; i++) {
tileObjs[i].visible = true;
}
background.visible = true; // Show background
}
};
// --- Start Game ---
function startGame() {
generateBoard();
showGameGUIWithTransition(); // This will call updateGUI which handles levelText
}
// Show main screen at start
mainScreen.startMainScreen(); ===================================================================
--- original.js
+++ change.js
@@ -2574,8 +2574,38 @@
buyBtn.anchor.set(0, 0.5);
buyBtn.x = self.panel.x - self.panel.width / 2 + 80;
buyBtn.y = startY + i * 100;
buyBtn.item = item;
+ // Add stat benefit text next to the buy button
+ var statBenefitText = new Text2('', {
+ size: 45,
+ // Smaller size
+ fill: item.color,
+ font: "Impact"
+ });
+ statBenefitText.anchor.set(0, 0.5);
+ statBenefitText.x = buyBtn.x + buyBtn.width + 20; // Position to the right of the button
+ statBenefitText.y = buyBtn.y;
+ self.addChild(statBenefitText);
+ buyBtn.statBenefitText = statBenefitText; // Store reference to the text
+ // Set the stat benefit text based on item type
+ if (item.type === "potion") {
+ statBenefitText.setText("(Heals 20 HP)");
+ } else if (item.type === "antidote") {
+ statBenefitText.setText("(Cures Poison)");
+ } else if (item.quality) {
+ var benefit = '';
+ if (item.type === 'sword') {
+ benefit = '+' + item.quality.modifier + ' DMG';
+ } else if (item.type === 'shield') {
+ benefit = '+' + item.quality.modifier + ' DEF';
+ } else if (item.type === 'helmet') {
+ benefit = '+' + Math.floor(item.quality.modifier / 2) + ' DEF';
+ } else if (item.type === 'armour') {
+ benefit = '+' + item.quality.modifier + ' DEF';
+ }
+ statBenefitText.setText("(" + benefit + ")");
+ }
buyBtn.down = function () {
if (!self.visible) return;
var itemToBuy = this.item;
if (player.gold >= itemToBuy.cost) {