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Please fix the bug: 'Uncaught TypeError: storage.clear is not a function' in or related to this line: 'storage.clear(); // Use the storage plugin to clear data' Line Number: 839
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reset progress button is not working ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'init')' in or related to this line: 'storage.local.init(); // Initialize storage.local' Line Number: 839
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Inv and stats should not be dispayed on main menu
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Rename game to Dungeon Sweeper
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inv and stats should be hidden on main menu
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'clear')' in or related to this line: 'storage.local.clear(); // Use the storage plugin to clear data' Line Number: 839
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Please fix the bug: 'Uncaught TypeError: storage.clear is not a function' in or related to this line: 'storage.clear(); // Use the storage plugin to clear data' Line Number: 839
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Add a main screen to the game with an option to start game or reset progress. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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each item in the inventroy should show what attribute it adds.
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On next level screen, when player closes the shop it would show the next level or shop option again, not go back to the empty level
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Please fix the bug: 'Player is not defined' in or related to this line: 'var player = new Player();' Line Number: 1352
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When a level is complete, instead of inmediatally moving to next level, there should be and level end screen. and there the player can choose to move too next level or to enter the shop. In the shop, the player will be able to buy items, with coins, or sell current items for coins. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Please fix the bug: 'Cannot read properties of undefined (reading 'anchor')' in or related to this line: 'dmgText.anchor.set(0.5, 1); // Anchor to bottom-center' Line Number: 1428
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Please fix the bug: 'dmgText is not defined' in or related to this line: 'dmgText.anchor.set(0.5, 1); // Anchor to bottom-center' Line Number: 1428
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Remove DMG from bottom GUI
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player def should start in 0
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if monter does not have enought dmg to damage player because he has to much DEF, do not do -x points instead show Blocked
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Consider DEF when a monster attacks the player too.
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Life potions shoud also appear in inv, the can be consumed by double clicking on them.
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Show gold in Inv too
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move LVL and monstarers mor the to right no to overlap with inv and stats
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inv and stats buttons are overlapping. with each other and almost with LVL. Adjust that.
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inv and stats are overlapping, put them one next to the other andmake sure it does not overlap with level or monsters
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Lets separate the player stats from inventor.
/**** * 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 + 200, // Position near top-right corner within the battle area scaleX: 2, scaleY: 2 }); // Monster stats text self.monsterStatText = new Text2('', { size: 60, fill: "#fff" }); 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 / 2 + 60; // Move further below monster image self.addChild(self.monsterStatText); // Player stats text (in battle) self.playerBattleStatText = new Text2('', { size: 60, fill: "#fff" }); 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 - 200, // Position near bottom-left corner within the battle area scaleX: 2, scaleY: 2 }); self.playerBattleStatText.anchor.set(0.5, 0); // Anchor to top-center // Set stat text position to where hero will appear self.playerBattleStatText.x = 300; self.playerBattleStatText.y = 2732 * 0.8 - 200 + 100 + 60; // 100 is half hero height at scale 2 self.addChild(self.playerBattleStatText); // Action button (Attack) self.attackBtn = new Text2('ATTACK', { size: 80, fill: "#fff", font: "Impact" }); self.attackBtn.anchor.set(0.5, 0.5); self.attackBtn.x = 2048 / 2; self.attackBtn.y = 2732 - 300; // Position near bottom self.addChild(self.attackBtn); self.attackBtn.down = function () { if (!self.visible) return; self.playerTurn(); }; self.currentMonster = null; // Reference to the monster tile being fought // Start battle self.startBattle = function (monsterTile) { self.currentMonster = monsterTile; self.visible = true; self.alpha = 0; game.addChild(self); // Add battle screen to game // 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; // 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: 90, fill: 0xFFE066 }); 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 - 200; var monsterTargetX = 2048 - 300; var monsterTargetY = 2732 * 0.2 + 200; 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 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: 90, fill: firstTextColor }); 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 self.attackBtn.visible = true; if (firstAttacker === "monster") { LK.setTimeout(self.monsterTurn, 500); } // 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; if (win) { self.currentMonster.defeat(); monstersLeft--; player.gainExp(self.currentMonster.exp); updateGUI(); if (monstersLeft <= 0) { // If not last level, advance to next level if (currentLevel < LEVELS.length - 1) { // Animated level transition screen var transitionContainer = new Container(); transitionContainer.alpha = 0; // Overlay var overlay = LK.getAsset('emptyTileCover', { width: 2048, height: 2732, alpha: 0.92, anchorX: 0, anchorY: 0 }); transitionContainer.addChild(overlay); // "Level Complete!" text var completeText = new Text2('Level Complete!', { size: 120, fill: 0xA3E635 }); completeText.anchor.set(0.5, 0.5); completeText.x = 2048 / 2; completeText.y = 2732 / 2 - 200; transitionContainer.addChild(completeText); // "Entering new dungeon!" text var enteringText = new Text2('Entering new dungeon...', { size: 90, fill: 0xFFE066 }); enteringText.anchor.set(0.5, 0.5); enteringText.x = 2048 / 2; enteringText.y = 2732 / 2 + 100; enteringText.alpha = 0; transitionContainer.addChild(enteringText); // "Level X" text var nextLevelText = new Text2('Level ' + (currentLevel + 2) + '!', { size: 100, fill: 0xA3E635 }); nextLevelText.anchor.set(0.5, 0.5); nextLevelText.x = 2048 / 2; nextLevelText.y = 2732 / 2 + 300; nextLevelText.alpha = 0; transitionContainer.addChild(nextLevelText); game.addChild(transitionContainer); // Fade in overlay and "Level Complete!" tween(transitionContainer, { alpha: 1 }, { duration: 400, easing: tween.easeOut, onFinish: function onFinish() { // Fade in "Entering new dungeon..." tween(enteringText, { alpha: 1 }, { duration: 400, delay: 200, easing: tween.easeIn, onFinish: function onFinish() { // Fade in "Level X" tween(nextLevelText, { alpha: 1 }, { duration: 400, delay: 200, easing: tween.easeIn, onFinish: function onFinish() { // Hold, then fade out all tween(transitionContainer, { alpha: 0 }, { duration: 600, delay: 900, easing: tween.easeIn, onFinish: function onFinish() { transitionContainer.destroy(); // Advance to next level currentLevel++; MONSTER_COUNT = LEVELS[currentLevel].monsters; generateBoard(); updateGUI(); levelText.setText('LVL: ' + (currentLevel + 1)); } }); } }); } }); } }); gameOver = false; } 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 }; // 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); } }; // Player's turn self.playerTurn = function () { if (!self.currentMonster) return; // Animate player attack: slide playerDisplay forward, then back, then apply damage var originalX = self.playerDisplay.x; var attackX = originalX + 220; self.attackBtn.visible = false; // Hide attack button during animation // Show "Player Attacks!" text var playerAttackText = new Text2('Player Attacks!', { size: 80, fill: 0xffe066 }); 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: 90, fill: 0xff0000 }); 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) { // 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() { // Show "Victory!" message before closing battle screen var victoryText = new Text2('Victory!', { size: 120, fill: 0xA3E635 }); 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: 700, 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 = 2; self.monsterDisplay.scaleY = 2; } }); } }); } }); } else { // Monster survives, monster's turn after a delay LK.setTimeout(self.monsterTurn, 500); self.attackBtn.visible = true; } } // Animate player forward, then back, then do attack tween(self.playerDisplay, { x: attackX }, { duration: 180, easing: tween.cubicOut, onFinish: function onFinish() { tween(self.playerDisplay, { x: originalX }, { duration: 180, easing: tween.cubicIn, onFinish: doAttack }); } }); }; // Monster's turn self.monsterTurn = function () { if (!self.currentMonster) return; // Animate monster attack: slide monsterDisplay forward, then back, then apply damage var originalX = self.monsterDisplay.x; var attackX = originalX - 220; // Slide left toward player self.attackBtn.visible = false; // Hide attack button during animation // Show "Monster Attacks!" text var monsterAttackText = new Text2('Monster Attacks!', { size: 80, fill: 0xff0000 }); 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 // 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.updateBattleStats(); if (player.hp <= 0) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); gameOver = true; revealAllMonsters(); self.endBattle(false); // Player loses } } // Animate monster forward, then back, then do attack tween(self.monsterDisplay, { x: attackX }, { duration: 180, easing: tween.cubicOut, onFinish: function onFinish() { tween(self.monsterDisplay, { x: originalX }, { duration: 180, easing: tween.cubicIn, onFinish: doMonsterAttack }); } }); }; 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: 2, scaleY: 2 }); // "You found a chest!" text self.chestText = new Text2('You found a chest!', { size: 90, fill: 0xFFD700 }); self.chestText.anchor.set(0.5, 0.5); self.chestText.x = 2048 / 2; self.chestText.y = 2732 / 2 - 350; 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: 2, scaleY: 2 }); // --- 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._lootQualities = [{ label: "Wooden", modifier: 1, color: 0x8B4513 // SaddleBrown }, { label: "Bronze", modifier: 2, color: 0xCD7F32 // Bronze }, { label: "Silver", modifier: 3, color: 0xC0C0C0 // Silver }]; // 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('emptyTileCover', { width: 900, height: 400, 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: 80, fill: reward.color }); rewardText.anchor.set(0.5, 0.5); rewardText.x = 2048 / 2; rewardText.y = 2732 / 2 - 40; popup.addChild(rewardText); // "OK" button var okBtn = new Text2('OK', { size: 70, fill: "#fff", font: "Impact" }); okBtn.anchor.set(0.5, 0.5); okBtn.x = 2048 / 2; okBtn.y = 2732 / 2 + 80; okBtn.down = function () { 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) { // 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 quality = self._lootQualities[Math.floor(Math.random() * self._lootQualities.length)]; } // Apply reward effect (for now, just heal for potion, add coins, or do nothing for gear) if (reward.type === "potion") { player.heal(3 + Math.floor(Math.random() * 3)); // Heal 3-5 self._showRewardPopup(reward); } else if (reward.type === "coins") { // TODO: Add coins to player inventory self._showRewardPopup(reward); } 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; self.visible = true; self.alpha = 0; game.addChild(self); // 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); }; 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.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; // 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.adjacentMonsters = 0; 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" }); 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.adjacentMonsters > 0) { self.adjText.setText(self.adjacentMonsters + ''); self.adjText.alpha = 1; } }; 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.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" }); 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; }; return self; }); // Player: Holds player stats and methods var Player = Container.expand(function () { var self = Container.call(this); self.maxHp = 10; self.hp = 10; self.damage = 1; self.defense = 1; // Add defense stat self.exp = 0; self.level = 1; self.expToLevel = 3; self.skillPoints = 0; // Add skill points self.inventory = { // Add inventory sword: null, shield: null, helmet: null, armour: null }; // Level up: gain skill point self.levelUp = function () { if (self.exp < self.expToLevel) return false; self.exp -= self.expToLevel; self.level += 1; self.expToLevel = Math.floor(self.expToLevel * 1.5); self.skillPoints += 1; // Gain a skill point on level up return true; }; // Spend skill point on a stat self.spendSkillPoint = function (stat) { if (self.skillPoints <= 0) return false; if (stat === 'hp') { self.maxHp += 3; self.hp = self.maxHp; // Heal to max on HP upgrade } else if (stat === 'damage') { self.damage += 1; } else if (stat === 'defense') { self.defense += 1; } else { return false; // Invalid stat } self.skillPoints -= 1; return true; }; // Take damage self.takeDamage = function (amount) { self.hp -= amount; if (self.hp < 0) self.hp = 0; // Show animated -X text above player in battle if (battleScreen && battleScreen.visible && battleScreen.playerDisplay) { var dmgText = new Text2('-' + amount, { size: 90, fill: 0xff0000 }); dmgText.anchor.set(0.5, 1); // Position above player sprite dmgText.x = battleScreen.playerDisplay.x; dmgText.y = battleScreen.playerDisplay.y - battleScreen.playerDisplay.height / 2 - 20; battleScreen.addChild(dmgText); // Animate: pop up and fade out tween(dmgText, { y: dmgText.y - 80, alpha: 0 }, { duration: 700, easing: tween.cubicOut, onFinish: function onFinish() { dmgText.destroy(); } }); } }; // Gain exp self.gainExp = function (amount) { self.exp += amount; // Check for level up after gaining exp while (self.exp >= self.expToLevel) { self.levelUp(); } }; // Heal self.heal = function (amount) { self.hp += amount; if (self.hp > self.maxHp) self.hp = self.maxHp; }; self.equipGear = function (itemType, quality) { if (self.inventory[itemType] === null || quality.modifier > self.inventory[itemType].modifier) { self.inventory[itemType] = quality; self.updateEquippedStats(); } }; self.updateEquippedStats = function () { self.damage = 1; // Base damage self.defense = 1; // Base defense 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 += self.inventory.helmet.modifier; } if (self.inventory.armour) { self.defense += self.inventory.armour.modifier; } }; return self; }); // Player: Holds player stats and methods // PlayerInventoryScreen: Displays player inventory var PlayerInventoryScreen = 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, anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); // Title self.titleText = new Text2('Inventory', { size: 100, fill: 0xFFE066 }); 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); // Inventory items text self.swordText = new Text2('', { size: 60, fill: 0xF87171 }); self.swordText.anchor.set(0, 0.5); self.swordText.x = self.panel.x - self.panel.width / 2 + 80; self.swordText.y = self.panel.y - 200; self.addChild(self.swordText); self.shieldText = new Text2('', { size: 60, fill: 0x7DD3FC }); self.shieldText.anchor.set(0, 0.5); self.shieldText.x = self.panel.x - self.panel.width / 2 + 80; self.shieldText.y = self.panel.y; self.addChild(self.shieldText); self.helmetText = new Text2('', { size: 60, fill: 0xFACC15 }); self.helmetText.anchor.set(0, 0.5); self.helmetText.x = self.panel.x - self.panel.width / 2 + 80; self.helmetText.y = self.panel.y + 200; self.addChild(self.helmetText); self.armourText = new Text2('', { size: 60, fill: 0xA78BFA }); self.armourText.anchor.set(0, 0.5); self.armourText.x = self.panel.x - self.panel.width / 2 + 80; self.armourText.y = self.panel.y + 400; self.addChild(self.armourText); // Close button self.closeBtn = new Text2('CLOSE', { size: 70, fill: "#fff", font: "Impact" }); 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 () { self.swordText.setText('Sword: ' + (player.inventory.sword ? player.inventory.sword.label + ' +' + player.inventory.sword.modifier : 'None')); self.shieldText.setText('Shield: ' + (player.inventory.shield ? player.inventory.shield.label + ' +' + player.inventory.shield.modifier : 'None')); self.helmetText.setText('Helmet: ' + (player.inventory.helmet ? player.inventory.helmet.label + ' +' + player.inventory.helmet.modifier : 'None')); self.armourText.setText('Armour: ' + (player.inventory.armour ? player.inventory.armour.label + ' +' + player.inventory.armour.modifier : 'None')); }; // Start the inventory screen self.startInventoryScreen = function () { self.visible = true; self.alpha = 0; game.addChild(self); 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); updateGUI(); // Ensure main GUI is updated when closing }; 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, anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); // Title self.titleText = new Text2('Player Stats', { size: 100, fill: 0xFFE066 }); 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); // Stat texts self.hpStatText = new Text2('', { size: 60, fill: 0xA3E635 }); self.hpStatText.anchor.set(0, 0.5); self.hpStatText.x = self.panel.x - self.panel.width / 2 + 80; self.hpStatText.y = self.panel.y - 200; self.addChild(self.hpStatText); self.dmgStatText = new Text2('', { size: 60, fill: 0xF87171 }); self.dmgStatText.anchor.set(0, 0.5); self.dmgStatText.x = self.panel.x - self.panel.width / 2 + 80; self.dmgStatText.y = self.panel.y; self.addChild(self.dmgStatText); self.defStatText = new Text2('', { size: 60, fill: 0x7DD3FC }); self.defStatText.anchor.set(0, 0.5); self.defStatText.x = self.panel.x - self.panel.width / 2 + 80; self.defStatText.y = self.panel.y + 200; self.addChild(self.defStatText); self.skillPointsText = new Text2('', { size: 60, fill: 0xFFE066 }); self.skillPointsText.anchor.set(0.5, 0.5); self.skillPointsText.x = 2048 / 2; self.skillPointsText.y = self.panel.y + self.panel.height / 2 - 200; self.addChild(self.skillPointsText); // Upgrade buttons self.upgradeBtns = []; var upgradeOptions = [{ label: "+HP & Heal", stat: "hp", color: 0xA3E635 }, { label: "+DMG", stat: "damage", color: 0xF87171 }, { label: "+DEF", stat: "defense", color: 0x7DD3FC }]; for (var i = 0; i < upgradeOptions.length; i++) { var option = upgradeOptions[i]; var btn = new Text2(option.label, { size: 60, fill: option.color, font: "Impact" }); btn.anchor.set(0.5, 0.5); btn.x = self.panel.x + self.panel.width / 2 - 150; btn.y = self.panel.y - 200 + i * 200; btn.optionStat = option.stat; // Store the stat this button upgrades btn.visible = false; // Initially hidden btn.down = function () { if (!self.visible || player.skillPoints <= 0) return; player.spendSkillPoint(this.optionStat); self.updateStatsDisplay(); updateGUI(); // Update main GUI as well // Hide buttons if no skill points left 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" }); 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 () { self.hpStatText.setText('HP: ' + player.hp + '/' + player.maxHp); self.dmgStatText.setText('DMG: ' + player.damage); self.defStatText.setText('DEF: ' + player.defense); self.skillPointsText.setText('Skill Points: ' + 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); 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); updateGUI(); // Ensure main GUI is updated when closing }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x22223a }); /**** * Game Code ****/ // --- Game Constants --- 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, monsterStats: { minHp: 1, maxHp: 2, minDmg: 1, maxDmg: 1, minExp: 1, maxExp: 1 } }, { monsters: 5, monsterStats: { minHp: 3, maxHp: 5, minDmg: 2, maxDmg: 3, minExp: 2, maxExp: 3 } }, { monsters: 7, monsterStats: { minHp: 5, maxHp: 8, minDmg: 3, maxDmg: 5, minExp: 3, maxExp: 4 } }]; var currentLevel = 0; var MONSTER_COUNT = LEVELS[currentLevel].monsters; // --- Asset Initialization --- // --- Game State --- var player = new Player(); 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 battleScreen = new BattleScreen(); var chestScreen = new ChestScreen(); var playerStatsScreen = new PlayerStatsScreen(); // Initialize stats screen var playerInventoryScreen = new PlayerInventoryScreen(); // Initialize inventory screen // --- GUI Elements --- var hpText = new Text2('', { size: 40, fill: 0xFF6666 }); hpText.anchor.set(0.5, 1); // Anchor to bottom-center LK.gui.bottom.addChild(hpText); var dmgText = new Text2('', { size: 40, fill: "#fff" }); dmgText.anchor.set(0.5, 1); // Anchor to bottom-center LK.gui.bottom.addChild(dmgText); var expText = new Text2('', { size: 40, fill: 0xFFE066 }); expText.anchor.set(0.5, 1); // Anchor to bottom-center LK.gui.bottom.addChild(expText); var levelText = new Text2('', { size: 40, fill: 0xA3E635 }); 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" }); statsBtn.anchor.set(1, 0.5); // Anchor to right-middle statsBtn.x = -100; // Position to the left of the right edge (adjusted for safe area) statsBtn.y = 60; // Position near the top edge 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.top.addChild(statsBtn); var inventoryBtn = new Text2('INV', { size: 70, fill: "#fff", font: "Impact" }); inventoryBtn.anchor.set(1, 0.5); // Anchor to right-middle inventoryBtn.x = -250; // Position to the left of the right edge (adjusted for safe area and other button) inventoryBtn.y = 60; // Position near the top edge 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.top.addChild(inventoryBtn); var levelUpBtn = new Text2('LEVEL UP', { size: 70, fill: "#fff", font: "Impact" }); 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); // Old level up choice buttons and logic removed // --- Helper Functions --- function updateGUI() { if (battleScreen.visible || playerStatsScreen.visible) { hpText.visible = false; dmgText.visible = false; expText.visible = false; levelText.visible = false; monstersLeftText.visible = false; levelUpBtn.visible = false; statsBtn.visible = false; // Hide stats button inventoryBtn.visible = false; // Hide inventory button // levelUpChoiceBtns removed // for (var i = 0; i < levelUpChoiceBtns.length; i++) { // levelUpChoiceBtns[i].visible = false; // } battleScreen.updateBattleStats(); // Update battle screen stats when visible return; } else { hpText.visible = true; dmgText.visible = true; expText.visible = true; levelText.visible = true; monstersLeftText.visible = true; statsBtn.visible = true; // Show stats button inventoryBtn.visible = true; // Show inventory button } hpText.setText('HP: ' + player.hp + '/' + player.maxHp); hpText.x = -200; // Position to the left of center hpText.y = -40; // Position near the bottom edge dmgText.setText('DMG: ' + player.damage); dmgText.x = 0; // Center horizontally dmgText.y = -40; // Position near the bottom edge expText.setText('EXP: ' + player.exp + '/' + player.expToLevel); expText.x = 200; // Position to the right of center expText.y = -40; // Position near the bottom edge // Position levelText and monstersLeftText side-by-side at the top-center, accounting for 100x100 top-left area levelText.setText('LVL: ' + player.level); levelText.x = -100; // Position to the left of center (adjusted for safe area) levelText.y = 60; // Position near the top edge monstersLeftText.setText('Monsters: ' + monstersLeft); monstersLeftText.x = 100; // Position to the right of center monstersLeftText.y = 60; // Position near the top edge // Hide level up button (replaced by stats screen) levelUpBtn.visible = false; // Show stats button and optionally indicate available skill points statsBtn.visible = true; if (player.skillPoints > 0) { statsBtn.alpha = 0.8 + 0.2 * Math.sin(LK.ticks / 20); // Animate if points available } else { statsBtn.alpha = 1; } } // 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.adjacentMonsters === 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; // 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); var key = r + ',' + c; 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]); } // 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; // Always place a chest at (0,0) for dev if (row === 0 && col === 0) { tile = new ChestTile(); } else if (isMonster) { tile = new MonsterTile(); // 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 count = 0; 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) count++; } tile.adjacentMonsters = count; } } } } // --- Game Logic --- function handleTileDown(x, y, obj) { if (gameOver) return; if (battleScreen.visible) return; // Don't allow tile interaction if battle 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) { 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) { // Reveal chest and show chest screen tile.reveal(); chestScreen.startChest(tile); } else if (tile instanceof MonsterTile) { // 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) { // 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 (battleScreen.visible || playerStatsScreen.visible) return; // Don't update game elements when battle or stats 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 (battleScreen.visible || chestScreen && chestScreen.visible || playerStatsScreen.visible || playerInventoryScreen.visible) { for (var i = 0; i < tileObjs.length; i++) { tileObjs[i].visible = false; } } else { for (var i = 0; i < tileObjs.length; i++) { tileObjs[i].visible = true; } } }; // --- Start Game --- generateBoard(); levelText.setText('LVL: ' + (currentLevel + 1)); updateGUI();
/****
* 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 + 200,
// Position near top-right corner within the battle area
scaleX: 2,
scaleY: 2
});
// Monster stats text
self.monsterStatText = new Text2('', {
size: 60,
fill: "#fff"
});
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 / 2 + 60; // Move further below monster image
self.addChild(self.monsterStatText);
// Player stats text (in battle)
self.playerBattleStatText = new Text2('', {
size: 60,
fill: "#fff"
});
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 - 200,
// Position near bottom-left corner within the battle area
scaleX: 2,
scaleY: 2
});
self.playerBattleStatText.anchor.set(0.5, 0); // Anchor to top-center
// Set stat text position to where hero will appear
self.playerBattleStatText.x = 300;
self.playerBattleStatText.y = 2732 * 0.8 - 200 + 100 + 60; // 100 is half hero height at scale 2
self.addChild(self.playerBattleStatText);
// Action button (Attack)
self.attackBtn = new Text2('ATTACK', {
size: 80,
fill: "#fff",
font: "Impact"
});
self.attackBtn.anchor.set(0.5, 0.5);
self.attackBtn.x = 2048 / 2;
self.attackBtn.y = 2732 - 300; // Position near bottom
self.addChild(self.attackBtn);
self.attackBtn.down = function () {
if (!self.visible) return;
self.playerTurn();
};
self.currentMonster = null; // Reference to the monster tile being fought
// Start battle
self.startBattle = function (monsterTile) {
self.currentMonster = monsterTile;
self.visible = true;
self.alpha = 0;
game.addChild(self); // Add battle screen to game
// 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;
// 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: 90,
fill: 0xFFE066
});
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 - 200;
var monsterTargetX = 2048 - 300;
var monsterTargetY = 2732 * 0.2 + 200;
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
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: 90,
fill: firstTextColor
});
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
self.attackBtn.visible = true;
if (firstAttacker === "monster") {
LK.setTimeout(self.monsterTurn, 500);
}
// 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;
if (win) {
self.currentMonster.defeat();
monstersLeft--;
player.gainExp(self.currentMonster.exp);
updateGUI();
if (monstersLeft <= 0) {
// If not last level, advance to next level
if (currentLevel < LEVELS.length - 1) {
// Animated level transition screen
var transitionContainer = new Container();
transitionContainer.alpha = 0;
// Overlay
var overlay = LK.getAsset('emptyTileCover', {
width: 2048,
height: 2732,
alpha: 0.92,
anchorX: 0,
anchorY: 0
});
transitionContainer.addChild(overlay);
// "Level Complete!" text
var completeText = new Text2('Level Complete!', {
size: 120,
fill: 0xA3E635
});
completeText.anchor.set(0.5, 0.5);
completeText.x = 2048 / 2;
completeText.y = 2732 / 2 - 200;
transitionContainer.addChild(completeText);
// "Entering new dungeon!" text
var enteringText = new Text2('Entering new dungeon...', {
size: 90,
fill: 0xFFE066
});
enteringText.anchor.set(0.5, 0.5);
enteringText.x = 2048 / 2;
enteringText.y = 2732 / 2 + 100;
enteringText.alpha = 0;
transitionContainer.addChild(enteringText);
// "Level X" text
var nextLevelText = new Text2('Level ' + (currentLevel + 2) + '!', {
size: 100,
fill: 0xA3E635
});
nextLevelText.anchor.set(0.5, 0.5);
nextLevelText.x = 2048 / 2;
nextLevelText.y = 2732 / 2 + 300;
nextLevelText.alpha = 0;
transitionContainer.addChild(nextLevelText);
game.addChild(transitionContainer);
// Fade in overlay and "Level Complete!"
tween(transitionContainer, {
alpha: 1
}, {
duration: 400,
easing: tween.easeOut,
onFinish: function onFinish() {
// Fade in "Entering new dungeon..."
tween(enteringText, {
alpha: 1
}, {
duration: 400,
delay: 200,
easing: tween.easeIn,
onFinish: function onFinish() {
// Fade in "Level X"
tween(nextLevelText, {
alpha: 1
}, {
duration: 400,
delay: 200,
easing: tween.easeIn,
onFinish: function onFinish() {
// Hold, then fade out all
tween(transitionContainer, {
alpha: 0
}, {
duration: 600,
delay: 900,
easing: tween.easeIn,
onFinish: function onFinish() {
transitionContainer.destroy();
// Advance to next level
currentLevel++;
MONSTER_COUNT = LEVELS[currentLevel].monsters;
generateBoard();
updateGUI();
levelText.setText('LVL: ' + (currentLevel + 1));
}
});
}
});
}
});
}
});
gameOver = false;
} 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
};
// 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);
}
};
// Player's turn
self.playerTurn = function () {
if (!self.currentMonster) return;
// Animate player attack: slide playerDisplay forward, then back, then apply damage
var originalX = self.playerDisplay.x;
var attackX = originalX + 220;
self.attackBtn.visible = false; // Hide attack button during animation
// Show "Player Attacks!" text
var playerAttackText = new Text2('Player Attacks!', {
size: 80,
fill: 0xffe066
});
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: 90,
fill: 0xff0000
});
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) {
// 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() {
// Show "Victory!" message before closing battle screen
var victoryText = new Text2('Victory!', {
size: 120,
fill: 0xA3E635
});
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: 700,
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 = 2;
self.monsterDisplay.scaleY = 2;
}
});
}
});
}
});
} else {
// Monster survives, monster's turn after a delay
LK.setTimeout(self.monsterTurn, 500);
self.attackBtn.visible = true;
}
}
// Animate player forward, then back, then do attack
tween(self.playerDisplay, {
x: attackX
}, {
duration: 180,
easing: tween.cubicOut,
onFinish: function onFinish() {
tween(self.playerDisplay, {
x: originalX
}, {
duration: 180,
easing: tween.cubicIn,
onFinish: doAttack
});
}
});
};
// Monster's turn
self.monsterTurn = function () {
if (!self.currentMonster) return;
// Animate monster attack: slide monsterDisplay forward, then back, then apply damage
var originalX = self.monsterDisplay.x;
var attackX = originalX - 220; // Slide left toward player
self.attackBtn.visible = false; // Hide attack button during animation
// Show "Monster Attacks!" text
var monsterAttackText = new Text2('Monster Attacks!', {
size: 80,
fill: 0xff0000
});
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
// 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.updateBattleStats();
if (player.hp <= 0) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
gameOver = true;
revealAllMonsters();
self.endBattle(false); // Player loses
}
}
// Animate monster forward, then back, then do attack
tween(self.monsterDisplay, {
x: attackX
}, {
duration: 180,
easing: tween.cubicOut,
onFinish: function onFinish() {
tween(self.monsterDisplay, {
x: originalX
}, {
duration: 180,
easing: tween.cubicIn,
onFinish: doMonsterAttack
});
}
});
};
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: 2,
scaleY: 2
});
// "You found a chest!" text
self.chestText = new Text2('You found a chest!', {
size: 90,
fill: 0xFFD700
});
self.chestText.anchor.set(0.5, 0.5);
self.chestText.x = 2048 / 2;
self.chestText.y = 2732 / 2 - 350;
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: 2,
scaleY: 2
});
// --- 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._lootQualities = [{
label: "Wooden",
modifier: 1,
color: 0x8B4513 // SaddleBrown
}, {
label: "Bronze",
modifier: 2,
color: 0xCD7F32 // Bronze
}, {
label: "Silver",
modifier: 3,
color: 0xC0C0C0 // Silver
}];
// 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('emptyTileCover', {
width: 900,
height: 400,
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: 80,
fill: reward.color
});
rewardText.anchor.set(0.5, 0.5);
rewardText.x = 2048 / 2;
rewardText.y = 2732 / 2 - 40;
popup.addChild(rewardText);
// "OK" button
var okBtn = new Text2('OK', {
size: 70,
fill: "#fff",
font: "Impact"
});
okBtn.anchor.set(0.5, 0.5);
okBtn.x = 2048 / 2;
okBtn.y = 2732 / 2 + 80;
okBtn.down = function () {
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) {
// 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
quality = self._lootQualities[Math.floor(Math.random() * self._lootQualities.length)];
}
// Apply reward effect (for now, just heal for potion, add coins, or do nothing for gear)
if (reward.type === "potion") {
player.heal(3 + Math.floor(Math.random() * 3)); // Heal 3-5
self._showRewardPopup(reward);
} else if (reward.type === "coins") {
// TODO: Add coins to player inventory
self._showRewardPopup(reward);
} 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;
self.visible = true;
self.alpha = 0;
game.addChild(self);
// 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);
};
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.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;
// 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.adjacentMonsters = 0;
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"
});
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.adjacentMonsters > 0) {
self.adjText.setText(self.adjacentMonsters + '');
self.adjText.alpha = 1;
}
};
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.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"
});
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;
};
return self;
});
// Player: Holds player stats and methods
var Player = Container.expand(function () {
var self = Container.call(this);
self.maxHp = 10;
self.hp = 10;
self.damage = 1;
self.defense = 1; // Add defense stat
self.exp = 0;
self.level = 1;
self.expToLevel = 3;
self.skillPoints = 0; // Add skill points
self.inventory = {
// Add inventory
sword: null,
shield: null,
helmet: null,
armour: null
};
// Level up: gain skill point
self.levelUp = function () {
if (self.exp < self.expToLevel) return false;
self.exp -= self.expToLevel;
self.level += 1;
self.expToLevel = Math.floor(self.expToLevel * 1.5);
self.skillPoints += 1; // Gain a skill point on level up
return true;
};
// Spend skill point on a stat
self.spendSkillPoint = function (stat) {
if (self.skillPoints <= 0) return false;
if (stat === 'hp') {
self.maxHp += 3;
self.hp = self.maxHp; // Heal to max on HP upgrade
} else if (stat === 'damage') {
self.damage += 1;
} else if (stat === 'defense') {
self.defense += 1;
} else {
return false; // Invalid stat
}
self.skillPoints -= 1;
return true;
};
// Take damage
self.takeDamage = function (amount) {
self.hp -= amount;
if (self.hp < 0) self.hp = 0;
// Show animated -X text above player in battle
if (battleScreen && battleScreen.visible && battleScreen.playerDisplay) {
var dmgText = new Text2('-' + amount, {
size: 90,
fill: 0xff0000
});
dmgText.anchor.set(0.5, 1);
// Position above player sprite
dmgText.x = battleScreen.playerDisplay.x;
dmgText.y = battleScreen.playerDisplay.y - battleScreen.playerDisplay.height / 2 - 20;
battleScreen.addChild(dmgText);
// Animate: pop up and fade out
tween(dmgText, {
y: dmgText.y - 80,
alpha: 0
}, {
duration: 700,
easing: tween.cubicOut,
onFinish: function onFinish() {
dmgText.destroy();
}
});
}
};
// Gain exp
self.gainExp = function (amount) {
self.exp += amount;
// Check for level up after gaining exp
while (self.exp >= self.expToLevel) {
self.levelUp();
}
};
// Heal
self.heal = function (amount) {
self.hp += amount;
if (self.hp > self.maxHp) self.hp = self.maxHp;
};
self.equipGear = function (itemType, quality) {
if (self.inventory[itemType] === null || quality.modifier > self.inventory[itemType].modifier) {
self.inventory[itemType] = quality;
self.updateEquippedStats();
}
};
self.updateEquippedStats = function () {
self.damage = 1; // Base damage
self.defense = 1; // Base defense
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 += self.inventory.helmet.modifier;
}
if (self.inventory.armour) {
self.defense += self.inventory.armour.modifier;
}
};
return self;
});
// Player: Holds player stats and methods
// PlayerInventoryScreen: Displays player inventory
var PlayerInventoryScreen = 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,
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
// Title
self.titleText = new Text2('Inventory', {
size: 100,
fill: 0xFFE066
});
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);
// Inventory items text
self.swordText = new Text2('', {
size: 60,
fill: 0xF87171
});
self.swordText.anchor.set(0, 0.5);
self.swordText.x = self.panel.x - self.panel.width / 2 + 80;
self.swordText.y = self.panel.y - 200;
self.addChild(self.swordText);
self.shieldText = new Text2('', {
size: 60,
fill: 0x7DD3FC
});
self.shieldText.anchor.set(0, 0.5);
self.shieldText.x = self.panel.x - self.panel.width / 2 + 80;
self.shieldText.y = self.panel.y;
self.addChild(self.shieldText);
self.helmetText = new Text2('', {
size: 60,
fill: 0xFACC15
});
self.helmetText.anchor.set(0, 0.5);
self.helmetText.x = self.panel.x - self.panel.width / 2 + 80;
self.helmetText.y = self.panel.y + 200;
self.addChild(self.helmetText);
self.armourText = new Text2('', {
size: 60,
fill: 0xA78BFA
});
self.armourText.anchor.set(0, 0.5);
self.armourText.x = self.panel.x - self.panel.width / 2 + 80;
self.armourText.y = self.panel.y + 400;
self.addChild(self.armourText);
// Close button
self.closeBtn = new Text2('CLOSE', {
size: 70,
fill: "#fff",
font: "Impact"
});
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 () {
self.swordText.setText('Sword: ' + (player.inventory.sword ? player.inventory.sword.label + ' +' + player.inventory.sword.modifier : 'None'));
self.shieldText.setText('Shield: ' + (player.inventory.shield ? player.inventory.shield.label + ' +' + player.inventory.shield.modifier : 'None'));
self.helmetText.setText('Helmet: ' + (player.inventory.helmet ? player.inventory.helmet.label + ' +' + player.inventory.helmet.modifier : 'None'));
self.armourText.setText('Armour: ' + (player.inventory.armour ? player.inventory.armour.label + ' +' + player.inventory.armour.modifier : 'None'));
};
// Start the inventory screen
self.startInventoryScreen = function () {
self.visible = true;
self.alpha = 0;
game.addChild(self);
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);
updateGUI(); // Ensure main GUI is updated when closing
};
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,
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
// Title
self.titleText = new Text2('Player Stats', {
size: 100,
fill: 0xFFE066
});
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);
// Stat texts
self.hpStatText = new Text2('', {
size: 60,
fill: 0xA3E635
});
self.hpStatText.anchor.set(0, 0.5);
self.hpStatText.x = self.panel.x - self.panel.width / 2 + 80;
self.hpStatText.y = self.panel.y - 200;
self.addChild(self.hpStatText);
self.dmgStatText = new Text2('', {
size: 60,
fill: 0xF87171
});
self.dmgStatText.anchor.set(0, 0.5);
self.dmgStatText.x = self.panel.x - self.panel.width / 2 + 80;
self.dmgStatText.y = self.panel.y;
self.addChild(self.dmgStatText);
self.defStatText = new Text2('', {
size: 60,
fill: 0x7DD3FC
});
self.defStatText.anchor.set(0, 0.5);
self.defStatText.x = self.panel.x - self.panel.width / 2 + 80;
self.defStatText.y = self.panel.y + 200;
self.addChild(self.defStatText);
self.skillPointsText = new Text2('', {
size: 60,
fill: 0xFFE066
});
self.skillPointsText.anchor.set(0.5, 0.5);
self.skillPointsText.x = 2048 / 2;
self.skillPointsText.y = self.panel.y + self.panel.height / 2 - 200;
self.addChild(self.skillPointsText);
// Upgrade buttons
self.upgradeBtns = [];
var upgradeOptions = [{
label: "+HP & Heal",
stat: "hp",
color: 0xA3E635
}, {
label: "+DMG",
stat: "damage",
color: 0xF87171
}, {
label: "+DEF",
stat: "defense",
color: 0x7DD3FC
}];
for (var i = 0; i < upgradeOptions.length; i++) {
var option = upgradeOptions[i];
var btn = new Text2(option.label, {
size: 60,
fill: option.color,
font: "Impact"
});
btn.anchor.set(0.5, 0.5);
btn.x = self.panel.x + self.panel.width / 2 - 150;
btn.y = self.panel.y - 200 + i * 200;
btn.optionStat = option.stat; // Store the stat this button upgrades
btn.visible = false; // Initially hidden
btn.down = function () {
if (!self.visible || player.skillPoints <= 0) return;
player.spendSkillPoint(this.optionStat);
self.updateStatsDisplay();
updateGUI(); // Update main GUI as well
// Hide buttons if no skill points left
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"
});
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 () {
self.hpStatText.setText('HP: ' + player.hp + '/' + player.maxHp);
self.dmgStatText.setText('DMG: ' + player.damage);
self.defStatText.setText('DEF: ' + player.defense);
self.skillPointsText.setText('Skill Points: ' + 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);
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);
updateGUI(); // Ensure main GUI is updated when closing
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x22223a
});
/****
* Game Code
****/
// --- Game Constants ---
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,
monsterStats: {
minHp: 1,
maxHp: 2,
minDmg: 1,
maxDmg: 1,
minExp: 1,
maxExp: 1
}
}, {
monsters: 5,
monsterStats: {
minHp: 3,
maxHp: 5,
minDmg: 2,
maxDmg: 3,
minExp: 2,
maxExp: 3
}
}, {
monsters: 7,
monsterStats: {
minHp: 5,
maxHp: 8,
minDmg: 3,
maxDmg: 5,
minExp: 3,
maxExp: 4
}
}];
var currentLevel = 0;
var MONSTER_COUNT = LEVELS[currentLevel].monsters;
// --- Asset Initialization ---
// --- Game State ---
var player = new Player();
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 battleScreen = new BattleScreen();
var chestScreen = new ChestScreen();
var playerStatsScreen = new PlayerStatsScreen(); // Initialize stats screen
var playerInventoryScreen = new PlayerInventoryScreen(); // Initialize inventory screen
// --- GUI Elements ---
var hpText = new Text2('', {
size: 40,
fill: 0xFF6666
});
hpText.anchor.set(0.5, 1); // Anchor to bottom-center
LK.gui.bottom.addChild(hpText);
var dmgText = new Text2('', {
size: 40,
fill: "#fff"
});
dmgText.anchor.set(0.5, 1); // Anchor to bottom-center
LK.gui.bottom.addChild(dmgText);
var expText = new Text2('', {
size: 40,
fill: 0xFFE066
});
expText.anchor.set(0.5, 1); // Anchor to bottom-center
LK.gui.bottom.addChild(expText);
var levelText = new Text2('', {
size: 40,
fill: 0xA3E635
});
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"
});
statsBtn.anchor.set(1, 0.5); // Anchor to right-middle
statsBtn.x = -100; // Position to the left of the right edge (adjusted for safe area)
statsBtn.y = 60; // Position near the top edge
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.top.addChild(statsBtn);
var inventoryBtn = new Text2('INV', {
size: 70,
fill: "#fff",
font: "Impact"
});
inventoryBtn.anchor.set(1, 0.5); // Anchor to right-middle
inventoryBtn.x = -250; // Position to the left of the right edge (adjusted for safe area and other button)
inventoryBtn.y = 60; // Position near the top edge
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.top.addChild(inventoryBtn);
var levelUpBtn = new Text2('LEVEL UP', {
size: 70,
fill: "#fff",
font: "Impact"
});
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);
// Old level up choice buttons and logic removed
// --- Helper Functions ---
function updateGUI() {
if (battleScreen.visible || playerStatsScreen.visible) {
hpText.visible = false;
dmgText.visible = false;
expText.visible = false;
levelText.visible = false;
monstersLeftText.visible = false;
levelUpBtn.visible = false;
statsBtn.visible = false; // Hide stats button
inventoryBtn.visible = false; // Hide inventory button
// levelUpChoiceBtns removed
// for (var i = 0; i < levelUpChoiceBtns.length; i++) {
// levelUpChoiceBtns[i].visible = false;
// }
battleScreen.updateBattleStats(); // Update battle screen stats when visible
return;
} else {
hpText.visible = true;
dmgText.visible = true;
expText.visible = true;
levelText.visible = true;
monstersLeftText.visible = true;
statsBtn.visible = true; // Show stats button
inventoryBtn.visible = true; // Show inventory button
}
hpText.setText('HP: ' + player.hp + '/' + player.maxHp);
hpText.x = -200; // Position to the left of center
hpText.y = -40; // Position near the bottom edge
dmgText.setText('DMG: ' + player.damage);
dmgText.x = 0; // Center horizontally
dmgText.y = -40; // Position near the bottom edge
expText.setText('EXP: ' + player.exp + '/' + player.expToLevel);
expText.x = 200; // Position to the right of center
expText.y = -40; // Position near the bottom edge
// Position levelText and monstersLeftText side-by-side at the top-center, accounting for 100x100 top-left area
levelText.setText('LVL: ' + player.level);
levelText.x = -100; // Position to the left of center (adjusted for safe area)
levelText.y = 60; // Position near the top edge
monstersLeftText.setText('Monsters: ' + monstersLeft);
monstersLeftText.x = 100; // Position to the right of center
monstersLeftText.y = 60; // Position near the top edge
// Hide level up button (replaced by stats screen)
levelUpBtn.visible = false;
// Show stats button and optionally indicate available skill points
statsBtn.visible = true;
if (player.skillPoints > 0) {
statsBtn.alpha = 0.8 + 0.2 * Math.sin(LK.ticks / 20); // Animate if points available
} else {
statsBtn.alpha = 1;
}
}
// 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.adjacentMonsters === 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;
// 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);
var key = r + ',' + c;
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]);
}
// 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;
// Always place a chest at (0,0) for dev
if (row === 0 && col === 0) {
tile = new ChestTile();
} else if (isMonster) {
tile = new MonsterTile();
// 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 count = 0;
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) count++;
}
tile.adjacentMonsters = count;
}
}
}
}
// --- Game Logic ---
function handleTileDown(x, y, obj) {
if (gameOver) return;
if (battleScreen.visible) return; // Don't allow tile interaction if battle 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) {
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) {
// Reveal chest and show chest screen
tile.reveal();
chestScreen.startChest(tile);
} else if (tile instanceof MonsterTile) {
// 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) {
// 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 (battleScreen.visible || playerStatsScreen.visible) return; // Don't update game elements when battle or stats 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 (battleScreen.visible || chestScreen && chestScreen.visible || playerStatsScreen.visible || playerInventoryScreen.visible) {
for (var i = 0; i < tileObjs.length; i++) {
tileObjs[i].visible = false;
}
} else {
for (var i = 0; i < tileObjs.length; i++) {
tileObjs[i].visible = true;
}
}
};
// --- Start Game ---
generateBoard();
levelText.setText('LVL: ' + (currentLevel + 1));
updateGUI();