User prompt
move player and monster a little hight in the battle scree, so there is more room for the actions.
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Now they are a little to spearated, move them little higher closer to the image
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hp and dmg of monster and player a little below the images so they don't overlap
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Monster and player in battle screen shouldbe bigger
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Modify MonsterTile down handler to allow re-engaging undefeated monsters after running away or for initial engagement
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Make sure player can click again on a cell where a monster is still alive
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Tiles that have been open grey is too dark, make it ligher
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when a cell is cleared make the grey ligher
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Player should be able to clilck on a cell that has been uncovered again, as long as it has an enemy that has not been defeated (since the p layer run away)
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Please fix the bug: 'Cannot read properties of undefined (reading 'width')' in or related to this line: 'var totalButtonWidth = self.attackBtn.width + self.runBtn.width + self.itemsBtn.width + 80; // Widths + 2*40px spacing' Line Number: 79
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Reenagging monsters is not working,can you fix it
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make sure the action on the battle screen are clearly separated
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Monsters that have not been defeated beacuse player run away, can be fought again by player by clicking on them again.
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Player should be able to try to fight an monster they runed away from by clicking on it on the grid
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also add a new action called items. it will only be enabled if player has consumables like a life potion. if not it will be greyed out. if the payer has consumables, player should be able to select one of them and used them
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attack and run actiono whouldlbe next to each other
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add more action for the battle screen. First lets add a new RUN action. Player can run the battle when clicking it. However if the enemy is a higher level than the player, there will be a chance the player can't run, and has to try again. If he runs, then the monster will be back to full life and will be alive in the grid.
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Change all the game font to a font more retro pixelart that lk supports
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EXP is always fixed at 3 to level up. IT should not be this way. Once the player levels up, next time it will need more EXP to level up again.
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Every time the in stats, show the player level. every time the player increases its level, make sure he willneed more EXP to level up again
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Stats+ shoudl also cahnge its tint to yellow
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Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'statsBtn.style.fill = "#fff"; // Default white color' Line Number: 2121
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Make sure stats button gets a + next to it and yellow color when player has skill points to use. Either that or an indicator you would think works best
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Instead of FOUND, use Loot
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Enemies should drop loot. mainly coins depending on their level, but rarely can drop other loot like gear. we willdefine the % for drops later.
/**** * 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 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; // 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) { // expGained and player.gainExp(expGained) are now handled in playerTurn's onFinish monster death animation self.currentMonster.defeat(); monstersLeft--; updateGUI(); // Add transition for main GUI elements tween(hpText, { alpha: 1 }, { duration: 300 }); tween(expText, { alpha: 1 }, { duration: 300 }); tween(levelText, { alpha: 1 }, { duration: 300 }); tween(statsBtn, { alpha: 1 }, { duration: 300 }); tween(inventoryBtn, { alpha: 1 }, { duration: 300 }); 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 }; // 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() { 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: 100, fill: 0xA3E635, align: 'center' // Ensure multi-line text is centered }); 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 = 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 // 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: 90, fill: 0xff0000 // Red for damage }); textColor = 0xff0000; } else { playerDmgText = new Text2('Blocked!', { size: 80, fill: 0x7DD3FC // Light blue for blocked }); 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.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.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; 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); updateGUI(); // Ensure main GUI is updated after closing chest screen // Add transition for main GUI elements tween(hpText, { alpha: 1 }, { duration: 300 }); tween(expText, { alpha: 1 }, { duration: 300 }); tween(levelText, { alpha: 1 }, { duration: 300 }); tween(statsBtn, { alpha: 1 }, { duration: 300 }); tween(inventoryBtn, { alpha: 1 }, { duration: 300 }); }; 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; 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.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.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: 100, fill: 0xA3E635 }); 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" }); 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; 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" }); 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; 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); // 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); updateGUI(); // Ensure main GUI is updated when closing // Add transition for main GUI elements tween(hpText, { alpha: 1 }, { duration: 300 }); tween(expText, { alpha: 1 }, { duration: 300 }); tween(levelText, { alpha: 1 }, { duration: 300 }); tween(statsBtn, { alpha: 1 }, { duration: 300 }); tween(inventoryBtn, { alpha: 1 }, { duration: 300 }); }; 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 }); // 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('Dungeon Sweeper', { size: 150, fill: 0xFFE066 // Gold }); self.titleText.anchor.set(0.5, 0.5); self.titleText.x = 2048 / 2; self.titleText.y = self.panel.y - self.panel.height / 2 + 150; self.addChild(self.titleText); // Start Game Button self.startGameBtn = new Text2('START GAME', { size: 80, fill: "#fff", font: "Impact" }); self.startGameBtn.anchor.set(0.5, 0.5); self.startGameBtn.x = 2048 / 2; self.startGameBtn.y = self.panel.y + 100; self.startGameBtn.down = function () { if (!self.visible) return; self.endMainScreen(); // Start the game logic here (e.g., generateBoard) startGame(); // Call a new function to start the game }; self.addChild(self.startGameBtn); // (Reset Progress Button removed) // Start the main screen self.startMainScreen = function () { self.visible = true; self.alpha = 0; game.addChild(self); // 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.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; // 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; }); // 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 = 10; 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, 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.floor(self.expToLevel * 1.2); // Increase EXP needed for next level // Increase base stats on level up // self.maxHp += 5; // Example stat increase // self.damage += 1; // Example stat increase self.hp = self.maxHp; // 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 += 10; // More 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 if (self.inventory.armour && self.inventory.armour.modifier > 0) { // Add an extra HP bonus for armour self.maxHp += self.inventory.armour.modifier * 5; // Example HP bonus } // Ensure current HP doesn't exceed new max HP after stat changes if (self.hp > self.maxHp) self.hp = self.maxHp; }; 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: 1200, height: 1600, anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); // Title self.titleText = new Text2('INVENTORY', { size: 100, fill: 0x7DD3FC // Light Blue }); 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 }); self.goldText.anchor.set(0, 0.5); self.goldText.x = self.panel.x - self.panel.width / 2 + 80; self.goldText.y = self.panel.y - self.panel.height / 2 + 220; self.addChild(self.goldText); // Inventory items display self.inventoryItemsText = new Text2('', { size: 60, fill: "#fff" }); self.inventoryItemsText.anchor.set(0, 0); // Anchor to top-left self.inventoryItemsText.x = self.panel.x - self.panel.width / 2 + 80; self.inventoryItemsText.y = self.goldText.y + 80; self.addChild(self.inventoryItemsText); // Use Potion button self.usePotionBtn = new Text2('USE POTION', { size: 70, fill: 0xA3E635, // Green font: "Impact" }); self.usePotionBtn.anchor.set(0.5, 0.5); self.usePotionBtn.x = 2048 / 2; self.usePotionBtn.y = self.panel.y + self.panel.height / 2 - 250; 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); // 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.goldText.setText('Coins: ' + player.gold); var inventoryText = ''; inventoryText += 'Life Potions: ' + player.inventory.potionCount + '\n\n'; var gearTypes = ['sword', 'shield', 'helmet', 'armour']; for (var i = 0; i < gearTypes.length; i++) { var type = gearTypes[i]; var item = player.inventory[type]; if (item) { var attributeText = ''; if (type === 'sword') { attributeText = '(+' + item.modifier + ' DMG)'; } else if (type === 'shield' || type === 'helmet' || type === 'armour') { // Calculate defense bonus based on type (matching player.updateEquippedStats) 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)'; } inventoryText += item.label + ' ' + type.charAt(0).toUpperCase() + type.slice(1) + ' ' + attributeText + '\n'; } else { inventoryText += type.charAt(0).toUpperCase() + type.slice(1) + ': -\n'; } } self.inventoryItemsText.setText(inventoryText); // Show/hide use potion button if (player.inventory.potionCount > 0 && player.hp < player.maxHp) { self.usePotionBtn.visible = true; } else { self.usePotionBtn.visible = false; } }; // 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 // Add transition for main GUI elements tween(hpText, { alpha: 1 }, { duration: 300 }); tween(expText, { alpha: 1 }, { duration: 300 }); tween(levelText, { alpha: 1 }, { duration: 300 }); tween(statsBtn, { alpha: 1 }, { duration: 300 }); tween(inventoryBtn, { alpha: 1 }, { duration: 300 }); }; 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 // Add transition for main GUI elements tween(hpText, { alpha: 1 }, { duration: 300 }); tween(expText, { alpha: 1 }, { duration: 300 }); tween(levelText, { alpha: 1 }, { duration: 300 }); tween(statsBtn, { alpha: 1 }, { duration: 300 }); tween(inventoryBtn, { alpha: 1 }, { duration: 300 }); }; 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: 100, fill: 0xADD8E6 // LightBlue }); 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 }); 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 (simplified for now: only potions) self.itemsForSale = [{ type: "potion", label: "Life Potion", color: 0xA3E635, cost: 15 }]; 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; 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++; } self.updateShopDisplay(); playerInventoryScreen.updateInventoryDisplay(); // Update inventory screen if open // Show confirmation self.showConfirmationText('Bought ' + itemToBuy.label + '!', itemToBuy.color); } else { // Show insufficient funds message 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 }); 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" }); 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" }); 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; } }; // 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 }); 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() { self._confirmationText.destroy(); self._confirmationText = null; } }); }; // 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.endShopScreen(); }; self.addChild(self.closeBtn); // Update the displayed shop info self.updateShopDisplay = function () { self.coinsText.setText('Coins: ' + 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 { updateGUI(); // Ensure main GUI is updated when closing // Add transition for main GUI elements tween(hpText, { alpha: 1 }, { duration: 300 }); tween(expText, { alpha: 1 }, { duration: 300 }); tween(levelText, { alpha: 1 }, { duration: 300 }); tween(statsBtn, { alpha: 1 }, { duration: 300 }); tween(inventoryBtn, { alpha: 1 }, { duration: 300 }); } }; 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(); player.damage = 1; player.baseDamage = 1; player.exp = 0; player.expToLevel = 3; 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 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: 40, fill: 0xFF6666 }); hpText.anchor.set(0.5, 0); // Anchor to top-center LK.gui.top.addChild(hpText); var expText = new Text2('', { size: 40, fill: 0xFFE066 }); expText.anchor.set(0.5, 0); // Anchor to top-center LK.gui.top.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, 1); // Anchor to right-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" }); inventoryBtn.anchor.set(1, 1); // Anchor to right-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" }); 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 (mainScreen.visible) { hpText.visible = false; expText.visible = false; levelText.visible = false; hpText.alpha = 0; // Set alpha to 0 for fade-in expText.alpha = 0; // Set alpha to 0 for fade-in levelText.alpha = 0; // Set alpha to 0 for fade-in statsBtn.alpha = 0; // Set alpha to 0 for fade-in inventoryBtn.alpha = 0; // Set alpha to 0 for fade-in // monstersLeftText.visible = false; levelUpBtn.visible = false; statsBtn.visible = false; // Hide stats button inventoryBtn.visible = false; // Hide inventory button return; } if (battleScreen.visible || playerStatsScreen.visible || playerInventoryScreen.visible || levelEndScreen.visible || shopScreen.visible) { hpText.visible = false; expText.visible = false; levelText.visible = false; hpText.alpha = 0; // Set alpha to 0 for fade-in expText.alpha = 0; // Set alpha to 0 for fade-in levelText.alpha = 0; // Set alpha to 0 for fade-in statsBtn.alpha = 0; // Set alpha to 0 for fade-in inventoryBtn.alpha = 0; // Set alpha to 0 for fade-in // monstersLeftText.visible = false; levelUpBtn.visible = false; statsBtn.visible = false; // Hide stats button inventoryBtn.visible = false; // Hide inventory button if (battleScreen.visible) battleScreen.updateBattleStats(); // Update battle screen stats when visible return; } else { hpText.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 = 450; // Position HP more to the right hpText.y = 60; // Position near the top edge // Show yellow + if enough EXP to level up 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 = 110; // Position below HP // Show yellow + if enough EXP to level up next to LVL var lvlPlusStr = canLevelUp ? " [color=#FFE066]+[/color]" : ""; levelText.setText('LVL: ' + player.level + lvlPlusStr); levelText.x = 0; // Position LVL in the center of the top gui levelText.y = 60; // Position near the top edge levelText.anchor.set(0.5, 0.5); // monstersLeftText.setText('Monsters: ' + monstersLeft); // monstersLeftText.x = levelText.x + levelText.width + 40; // Position to the right of the level text // 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; // Center inventory and stats buttons horizontally at the bottom var totalBtnWidth = statsBtn.width + inventoryBtn.width + 40; var centerX = 0; // LK.gui.bottom center is x=0 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 // Update stats button appearance based on skill points if (player.skillPoints > 0) { statsBtn.setText('STATS +'); if (statsBtn.style) statsBtn.style.fill = 0xFFE066; // Yellow color statsBtn.alpha = 1; // Solid, remove animation } else { statsBtn.setText('STATS'); if (statsBtn.style) statsBtn.style.fill = "#fff"; // Default white color statsBtn.alpha = 1; // Solid } } // 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; // 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 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 || levelEndScreen.visible || shopScreen.visible) return; // Don't allow tile interaction if battle screen, level end, or shop 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) { 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 || playerStatsScreen.visible || levelEndScreen.visible || shopScreen.visible) return; // Don't update game elements when main, battle, stats, level end, or shop 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; } } else { for (var i = 0; i < tileObjs.length; i++) { tileObjs[i].visible = true; } } }; // --- Start Game --- function startGame() { generateBoard(); levelText.setText('LVL: ' + (currentLevel + 1)); updateGUI(); } // Show main screen at start mainScreen.startMainScreen();
===================================================================
--- original.js
+++ change.js
@@ -2011,13 +2011,13 @@
inventoryBtn.y = -40; // Position near the bottom edge
// Update stats button appearance based on skill points
if (player.skillPoints > 0) {
statsBtn.setText('STATS +');
- statsBtn.style.fill = 0xFFE066; // Yellow color
+ if (statsBtn.style) statsBtn.style.fill = 0xFFE066; // Yellow color
statsBtn.alpha = 1; // Solid, remove animation
} else {
statsBtn.setText('STATS');
- statsBtn.style.fill = "#fff"; // Default white color
+ if (statsBtn.style) statsBtn.style.fill = "#fff"; // Default white color
statsBtn.alpha = 1; // Solid
}
}
// Returns true if (row, col) is inside grid