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Vuelve la información de habilidad, esperanza de vida y localidad un poco más interesante y larga
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optimiza el codigo para que ocupe menos lineas
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de igual forma con los nombres agregale un color diferente a las estrellas por cada valor del 1 al 10, con un orden coherente y atractivo visualmente tipo gradiente de rareza que realmente demuestre poder ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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haz que vayan de apagado a prendido con un orden de color logico y atractivo visualmente
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de igual forma con los nombres agregale un color diferente a las estrellas por cada valor del 1 al 10
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Agrega historias de minimo 400 caracteres
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Agrega la capacidad de automáticamente ordenar los slimes en el menu sin tener que colocarlos por orden en la lista
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'var slimeGraphics = slime.attachAsset(slimes[currentSlimeIndex], {' Line Number: 702
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'strength')' in or related to this line: 'var leftCol = ["Strength: " + s.strength, "Agility: " + s.agility, "Defense: " + s.defense];' Line Number: 429
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Please fix the bug: 'Cannot read properties of undefined (reading 'slice')' in or related to this line: 'originalSlimes = slimes.slice();' Line Number: 179
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Crea un sistema para ordenar automaticamente los slimes en orden de rareza
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Agrega los nuevos slimes
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Mejora rarityNamesByValue para que vaya de lo mas minimo a lo maximo con coherencia
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Mejora el orden de la rareza para que vaya de lo mas minimo a lo maximo con coherencia
Code edit (1 edits merged)
Please save this source code
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agrega a cada rareza uno por uno del 1 al 10 un nombre de rareza unico
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haz que la rareza de cada slimes se guarde en una lista en vez de especificarlo por aparte
Code edit (1 edits merged)
Please save this source code
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Actualiza los slimes
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corrige de mejor manera la disposición
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la posición de los stats no es correcta, busca un metodo eficiente y auto ajustable
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Modifica stats para que se coloquen en dos columnas y agrega luck y Mysticism
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modifica rarity para que no diga 5/10, 8/10, etc. vuelvelo para que diga rareza por texto por cada valor del 1 al 10
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modifica rarity para que no diga 5/10, 8/10, etc. vuelvelo para que diga rareza por texto tipo comun, poco comun... por cada valor del 1 al 10
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haz que las estrellas vayan apareciendo uno a uno con tween.easeOut
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Slime = Container.expand(function () { var self = Container.call(this); // Create and attach the slime asset var slimeGraphics = self.attachAsset('ClasicSlime', { anchorX: 0.5, anchorY: 0.5, width: 500, height: 500 }); // Initialize tracking variables for position self.lastX = 0; self.lastY = 0; // Update method called every frame self.update = function () { // Track last position self.lastX = self.x; self.lastY = self.y; }; return self; }); var Star = Container.expand(function () { var self = Container.call(this); // Create and attach star asset var starGraphics = self.attachAsset('Star', { anchorX: 0.5, anchorY: 0.5, width: 100, height: 100 }); // Set color based on rarity level self.setColorByRarity = function (rarityLevel) { // Color scheme based on rarity value switch (rarityLevel) { case 1: // Common - Bronze color starGraphics.tint = 0xcd7f32; break; case 2: // Unusual - Light bronze color starGraphics.tint = 0xdaa06d; break; case 3: // Uncommon - Copper color starGraphics.tint = 0xb87333; break; case 4: // Remarkable - Silvery copper starGraphics.tint = 0xc8a2c8; break; case 5: // Rare - Silver color starGraphics.tint = 0xc0c0c0; break; case 6: // Exceptional - Electrum color (gold-silver alloy) starGraphics.tint = 0xe6ce8d; break; case 7: // Mythical - Royal gold color starGraphics.tint = 0xffd700; break; case 8: // Legendary - Rose gold color starGraphics.tint = 0xb76e79; break; case 9: // Ancient - Platinum color starGraphics.tint = 0xe5e4e2; break; case 10: // Divine - Diamond color (light blue) starGraphics.tint = 0x00ffff; break; default: // Default color for unspecified rarity starGraphics.tint = 0xffffff; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Create BGMenu for bottom half of screen var bgMenu = LK.getAsset('BGMenu', { anchorX: 0, anchorY: 0, x: 0, y: 2032 / 2, width: 2048, height: 3532 / 2 }); // Create BG for top half of screen var bg = LK.getAsset('BG', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: 2048, height: 2032 / 2 }); // Create interface element at the top of BGMenu var interfaz = LK.getAsset('Interfaz', { anchorX: 0.5, anchorY: 0, width: 2048, height: 400 }); // Position the interface at the top of BGMenu interfaz.x = bgMenu.width / 2; interfaz.y = bgMenu.y; // Create left button var leftButton = LK.getAsset('BotonChange', { anchorX: 0.5, anchorY: 0.5, scaleX: -1, // Flip horizontally to point left x: -800, y: interfaz.height / 2 }); // Add event handlers for left button leftButton.interactive = true; leftButton.down = function () { changeSlime('prev'); }; // Create right button var rightButton = LK.getAsset('BotonChange', { anchorX: 0.5, anchorY: 0.5, x: 800, y: interfaz.height / 2 }); // Add event handlers for right button rightButton.interactive = true; rightButton.down = function () { changeSlime('next'); }; // Create a list of slime assets ordered by rarity from lowest to highest var slimes = ['ClasicSlime', 'SnowySlime', 'WaterSlime', 'RockSlime', 'FireSlime', 'ShadowSlime', 'ForestSlime', 'BeastSlime', 'LuckySlime', 'RunicSlime', 'DivineSlime']; var slimeNames = ['Clasic Slime', 'Snowy Slime', 'Water Slime', 'Rock Slime', 'Fire Slime', 'Shadow Slime', 'Forest Slime', 'Beast Slime', 'Lucky Slime', 'Runic Slime', 'Divine Slime']; var currentSlimeIndex = 0; // Function to wrap text that exceeds screen width function wrapText(text, maxWidth, textSize) { if (!text) { return ""; } // Split the text into words var words = text.split(' '); var wrappedText = ''; var line = ''; // Estimate characters that fit in the available width // This is an approximation - character width varies by font and character var charsPerLine = Math.floor(maxWidth / (textSize * 0.5)); for (var i = 0; i < words.length; i++) { var testLine = line + words[i] + ' '; // If adding this word would exceed the line width if (testLine.length > charsPerLine) { // Add the current line to the result with a newline wrappedText += line.trim() + '\n'; // Start a new line with the current word line = words[i] + ' '; } else { // Add the word to the current line line = testLine; } } // Add the last line wrappedText += line.trim(); return wrappedText; } // Create slime information lists var rarityValues = [1, 2, 3, 4, 5, 6, 7, 8, 8, 9, 10]; // Mundane, Peculiar, Uncommon, Noteworthy, Rare, Extraordinary, Mythical, Very Rare, Very Rare, Ancient, Divine var rarityNamesByValue = { 1: "Common", 2: "Unusual", 3: "Uncommon", 4: "Remarkable", 5: "Rare", 6: "Exceptional", 7: "Mythical", 8: "Legendary", 9: "Ancient", 10: "Divine" }; var histories = ['Existed since ancient times, Classic Slimes are the foundation of all slime species in the known world. Their simple cellular structure allows them to adapt to various environments while maintaining their core properties. Early explorers documented their presence in the First Age scrolls, noting their resilient nature and ability to reproduce through division. Despite appearing mundane, these slimes possess remarkable genetic flexibility, enabling the evolution of all other slime varieties. Researchers at the Royal Academy continue studying them to understand the fundamental nature of magical creatures.', 'Formed in the eternal winter of the northern mountains, Snowy Slimes developed crystalline structures within their bodies to survive extreme cold. Their ancestors were ordinary slimes that became trapped during the Great Freeze millennium ago. Over generations, they evolved the ability to regulate internal temperature by absorbing and releasing cold energy. The legendary explorer Frostmantle first documented them in his expedition journals, describing how villages in northern regions domesticated these creatures to preserve food during summer months. Their translucent bodies sometimes reveal small ice crystals that shimmer in the light.', 'Evolved from classic slimes that were swept into rivers during the Great Flood 500 years ago, Water Slimes adapted by developing semi-permeable membranes that allow them to control water absorption. Unlike their land-dwelling relatives, they can partially dissolve their bodies to flow through narrow spaces, then reform on the other side. The Aquatic Scholars Guild has documented their unique life cycle, which includes a seasonal migration upstream to ancient spawning pools where they divide into new colonies. Coastal communities consider their presence in local waters to be a sign of healthy aquatic ecosystems.', 'Formed in ancient mountains from mineral-rich environments, Rock Slimes emerged over 1000 years ago when classic slimes absorbed crystalline formations in deep caverns. Their bodies gradually incorporated silicon compounds and trace metals, developing a semi-solid external layer that protects their gelatinous core. The Mountain Dwarf chronicles describe these creatures as "living stones" that would guard treasure hoards. They grow throughout their lives by slowly absorbing minerals from their surroundings, with the oldest specimens developing gemstone-like formations within their bodies that are highly prized by collectors.', 'Born from volcanic activity, Fire Slimes first appeared 200 years ago after the cataclysmic eruption of Mount Infernus. The intense magical energies released during that event transformed ordinary slimes trapped in lava flows, imbuing them with the essence of elemental fire. Unlike most slimes, they maintain an internal temperature of over 200 degrees, allowing them to melt through most materials. The Flamekeepers Guild has established sanctuaries for these rare creatures, studying their unique ability to consume combustible materials without oxygen. Ancient texts suggest they were once used as living forge fires by master craftsmen.', 'Created when classic slimes were trapped in the deepest caverns following the Cataclysm of Shadows, these unique creatures evolved over countless generations in complete darkness. Their bodies developed the remarkable ability to absorb light, effectively rendering them nearly invisible in low-light conditions. The renowned shadow mage Umbral first documented their existence, noting how they seemed to move between the material world and the shadow realm. Villages near the Ancient Chasms report that these slimes emerge on moonless nights, quietly gathering unknown substances before returning to the depths by dawn. Some scholars believe they communicate through subtle vibrations imperceptible to most beings.', 'Developed from slimes that inhabited the enchanted Whispering Woods for over 300 years, Forest Slimes underwent a gradual transformation as they consumed magical flora and absorbed ambient nature magic. Their bodies now contain chlorophyll-like compounds that allow them to photosynthesize, giving them their distinctive green coloration and reducing their need to consume other matter. Elven naturalists have observed symbiotic relationships between these slimes and certain rare flowering plants, with the slimes protecting the plants from parasites while receiving magical nutrients in return. The Druidic Circle considers these creatures sacred guardians of natural balance.', 'Evolved through a unique process where ordinary slimes consumed the essence of fallen monsters in ancient battlegrounds, Beast Slimes developed predatory characteristics over countless generations. Their bodies contain specialized organelles that can process and incorporate traits from creatures they consume, sometimes manifesting as temporary physical features such as fur-like textures or claw-shaped protrusions. The legendary monster hunter Thorne documented their complex hunting behaviors, noting their ability to track prey through seemingly impossible conditions. Some frontier villages have domesticated these slimes as guardians, though they require careful handling and regular feeding.', 'Born during an exceedingly rare meteorological event known as the Seven-Hued Convergence, Lucky Slimes came into existence when ordinary slimes absorbed concentrated luck essence that manifested at the terminus of seven simultaneous rainbows. Their golden bodies contain swirling patterns that seem to shift and change when observed, creating an almost hypnotic effect. The Fortunate Order maintains that these slimes exist simultaneously in multiple probability streams, allowing them to unconsciously select favorable outcomes. Merchants and gamblers often seek them as companions, though their unpredictable nature means they sometimes bring spectacular misfortune instead of the desired luck.', 'Created when ordinary slimes absorbed ancient magical runes from the forgotten Library of Eternity, these rare creatures developed unique neural structures capable of storing and processing magical information. Their translucent bodies constantly display shifting runic patterns that scholars believe represent a form of external memory storage. The Arcane Academy has documented cases where these slimes assisted mages by recalling forgotten spells during times of need. Their natural affinity for magic allows them to sense ley lines and magical disturbances from great distances, making them invaluable to explorers of ruins and researchers of ancient magical phenomena.', 'Born during the Grand Celestial Convergence when a Divine Ray pierced the veil between realms and struck an ordinary slime, these exceedingly rare creatures embody perfect magical harmony. Their luminous bodies contain particles of pure divine essence that never diminishes, giving them an ethereal glow visible even in complete darkness. The Church of Eternal Light maintains that these slimes are messengers between the mortal realm and the divine, capable of bestowing blessings on the truly worthy. Ancient prophecies speak of Divine Slimes appearing during times of great cosmic significance, their presence heralding transformative events that reshape the world.']; var locations = ['Forests, plains, and dungeons across the world.', 'Snowy mountains, glaciers, and frozen lakes.', 'Lakes, rivers, and rainy regions with high humidity.', 'Mountains, caves, and rocky terrain with mineral deposits.', 'Volcanic areas, deserts, and near thermal activity.', 'Dark caves, abandoned ruins, and places without light.', 'Dense forests, jungles, and areas with magical flora.', 'Wild frontiers, untamed forests, and beast territories.', 'Fields with four-leaf clovers, near rainbows, and places of fortune.', 'Ancient ruins, magical libraries, and places with forgotten knowledge.', 'Sacred shrines, holy mountains, and places of divine significance.']; var favoriteFoods = ['Leaves and fruits that fall to the ground.', 'Ice crystals, frozen berries, and snow.', 'Algae and small water plants.', 'Minerals, gemstones, and small rocks.', 'Coal and spicy peppers.', 'Dark essence, shadows, and black fungi.', 'Magical plants, mushrooms, and forest berries.', 'Raw meat, bones, and animal essences.', 'Gold coins, lucky charms, and shiny trinkets.', 'Ink, ancient scrolls, and magical runes.', 'Star fragments, holy water, and sacred plants.']; var abilities = ['Can bounce very high and split into smaller slimes.', 'Can freeze small objects and create snow crystals.', 'Can pass through small cracks by transforming into water.', 'Can withstand extreme pressure and protect others with its hard shell.', 'Can ignite objects and provide heat for cooking.', 'Can turn invisible in darkness and absorb light sources.', 'Can blend with surroundings and grow small plants on its body.', 'Can track prey over long distances and has enhanced strength.', 'Can find hidden treasures and bring good fortune to its owner.', 'Can absorb and store knowledge, displaying ancient symbols on its body.', 'Can heal other creatures and generate divine light.']; var stats = [{ strength: 3, agility: 5, defense: 2, magic: 1, luck: 2, mysticism: 1 }, { strength: 3, agility: 2, defense: 8, magic: 6, luck: 4, mysticism: 5 }, { strength: 2, agility: 7, defense: 1, magic: 5, luck: 4, mysticism: 3 }, { strength: 8, agility: 1, defense: 9, magic: 2, luck: 3, mysticism: 1 }, { strength: 6, agility: 3, defense: 4, magic: 7, luck: 2, mysticism: 6 }, { strength: 5, agility: 8, defense: 3, magic: 9, luck: 6, mysticism: 8 }, { strength: 4, agility: 6, defense: 5, magic: 8, luck: 5, mysticism: 7 }, { strength: 9, agility: 7, defense: 7, magic: 3, luck: 8, mysticism: 2 }, { strength: 3, agility: 5, defense: 2, magic: 6, luck: 10, mysticism: 4 }, { strength: 5, agility: 4, defense: 3, magic: 9, luck: 7, mysticism: 10 }, { strength: 7, agility: 4, defense: 6, magic: 10, luck: 10, mysticism: 9 }]; var lifespans = ['Up to 100 years in the wild, 150 in captivity.', 'Up to 90 years, hibernating during warm seasons.', 'Around 75 years, but can rejuvenate by merging with fresh water.', 'Extremely long-lived, up to 500 years if undisturbed.', 'Only 30-40 years, but reproduce much faster than other slimes.', 'Around 120 years, gaining power in darkness as they age.', 'About 200 years, growing stronger with age as they absorb more plant energy.', 'Short-lived at 50 years, but extremely resilient to damage.', 'Unpredictable lifespan, ranging from 20 to 300 years depending on its luck.', 'About 400 years, preserving knowledge from ancient times.', 'Immortal unless killed, gaining wisdom and power through the centuries.']; // Create text display for slime name var slimeNameText = new Text2(slimeNames[currentSlimeIndex], { size: 100, fill: 0xFFFFFF }); slimeNameText.anchor.set(0.5, 0.5); slimeNameText.x = 0; slimeNameText.y = interfaz.height / 2; // Create a slime and add it to the scene var slime = new Slime(); // Position slime at the center of BG slime.x = bg.width / 2; slime.y = bg.height / 2; // Set initial properties for animations slime.alpha = 1; slime.scaleX = 1; slime.scaleY = 1; // Play background music LK.playMusic('BGSong3'); // --- Info Panel for BGMenu --- var infoPanelHeight = bgMenu.height - interfaz.height - 40; var infoPanelWidth = bgMenu.width; var infoPanelY = bgMenu.y + interfaz.height + 20; var infoPanelX = bgMenu.x + (bgMenu.width - infoPanelWidth) / 2; // Center horizontally // Create a container for the info panel var infoPanel = new Container(); infoPanel.x = infoPanelX; infoPanel.y = infoPanelY; // No background for the info panel // Prepare info categories and data var infoCategories = [{ title: "Rarity", get: function get(i) { // Get rarity value from the list var rarityValue = rarityValues[i]; // Get rarity name from the mapping by value var rarityText = rarityNamesByValue[rarityValue]; // Store rarity value for current slime to use later when creating stars this.currentRarityValue = rarityValue; // Return rarity text description instead of numeric value return rarityText; } }, { title: "History", get: function get(i) { return histories[i]; } }, { title: "Location", get: function get(i) { return locations[i]; } }, { title: "Favorite Food", get: function get(i) { return favoriteFoods[i]; } }, { title: "Ability", get: function get(i) { return abilities[i]; } }, { title: "Stats", get: function get(i) { var s = stats[i]; // Create a better auto-adjustable two-column layout var leftCol = ["Strength: " + s.strength, "Agility: " + s.agility, "Defense: " + s.defense]; var rightCol = ["Magic: " + s.magic, "Luck: " + s.luck, "Mysticism: " + s.mysticism]; // Find the longest string in the left column to determine proper spacing var maxLeftWidth = 0; for (var j = 0; j < leftCol.length; j++) { maxLeftWidth = Math.max(maxLeftWidth, leftCol[j].length); } // Use a fixed padding value based on the longest left column entry var fixedPadding = maxLeftWidth + 10; // Create the formatted text with proper spacing var statText = ""; for (var j = 0; j < leftCol.length; j++) { statText += leftCol[j]; // Add calculated padding between columns var spaces = fixedPadding - leftCol[j].length; for (var p = 0; p < spaces; p++) { statText += " "; } statText += rightCol[j]; if (j < leftCol.length - 1) { statText += "\n"; } } return statText; } }, { title: "Lifespan", get: function get(i) { return lifespans[i]; } }]; // Create a container for the scrollable text var infoTextContainer = new Container(); infoTextContainer.x = 30; infoTextContainer.y = 30; // Add top margin // Function to update info text for current slime function updateInfoPanel() { // Remove old children infoTextContainer.removeChildren(); var y = 0; for (var c = 0; c < infoCategories.length; c++) { // Add extra spacing between sections if not the first section if (c > 0) { y += 80; // Add extra spacing between sections } // Title var titleText = new Text2(infoCategories[c].title, { size: 110, fill: 0xFFF7B2, font: "GillSans-Bold", align: "center" }); titleText.anchor.set(0.5, 0); titleText.x = infoPanelWidth / 2 - 30; titleText.y = y; infoTextContainer.addChild(titleText); y += titleText.height + 6; // Info - wrap text to fit screen width var infoContent = infoCategories[c].get(currentSlimeIndex); var wrappedText = infoContent; // Only apply text wrapping if not the stats category (which already has formatting) if (infoCategories[c].title !== "Stats") { wrappedText = wrapText(infoContent, infoPanelWidth - 60, 85); // Wrap text with some padding } var infoText = new Text2(wrappedText, { size: 85, fill: 0xFFFFFF, font: "GillSans", // Use left align for stats to maintain column structure, center for other content align: infoCategories[c].title === "Stats" ? "left" : "center" }); // Set anchor based on content type if (infoCategories[c].title === "Stats") { infoText.anchor.set(0, 0); // Left align for stats infoText.x = (infoPanelWidth - infoText.width) / 2; // Center the entire text block } else { infoText.anchor.set(0.5, 0); // Center align for other content infoText.x = infoPanelWidth / 2 - 30; } infoText.y = y + 20; infoTextContainer.addChild(infoText); // If this is the rarity category, add colored stars if (infoCategories[c].title === "Rarity" && infoCategories[c].currentRarityValue) { var starContainer = new Container(); starContainer.x = infoPanelWidth / 2 - 30; starContainer.y = y + infoText.height + 40; // Create the number of stars based on rarity value var rarityValue = infoCategories[c].currentRarityValue; var starSpacing = 110; // Space between stars var totalWidth = (rarityValue - 1) * starSpacing; // Position stars centered var startX = -totalWidth / 2; // Create all stars but initially with alpha 0 for (var s = 0; s < rarityValue; s++) { var star = new Star(); star.x = startX + s * starSpacing; star.y = 20; star.alpha = 0; // Start invisible star.scale.x = 0.5; // Start smaller star.scale.y = 0.5; // Start smaller star.setColorByRarity(rarityValue); starContainer.addChild(star); // Animate each star to appear one by one with easeOut transition (function (targetStar, delay) { LK.setTimeout(function () { tween(targetStar, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 400, easing: tween.easeOut }); }, delay); })(star, s * 200); // 200ms delay between each star appearing for better visual effect } infoTextContainer.addChild(starContainer); y += 80; // Add space for stars } y += infoText.height + 24; } infoTextContainer.totalHeight = y; } updateInfoPanel(); // --- Scrolling logic for info panel --- var scrollOffset = 0; var maxScroll = 0; function updateScrollLimits() { maxScroll = Math.max(0, infoTextContainer.totalHeight - infoPanelHeight + 40 + 60); // Add 60px to account for top and bottom margins if (scrollOffset < 0) { scrollOffset = 0; } if (scrollOffset > maxScroll) { scrollOffset = maxScroll; } infoTextContainer.y = 30 - scrollOffset; // Apply top margin to starting position } updateScrollLimits(); // Touch/mouse drag to scroll with inertia var isScrolling = false; var lastScrollY = 0; var scrollVelocity = 0; var lastScrollTime = 0; var scrollTweenActive = false; infoPanel.interactive = true; infoPanel.down = function (x, y, obj) { isScrolling = true; lastScrollY = y; lastScrollTime = Date.now(); // Stop any active scroll animation when user touches if (scrollTweenActive) { tween.stop(infoTextContainer, { y: true }); scrollTweenActive = false; } }; infoPanel.move = function (x, y, obj) { if (isScrolling) { var currentTime = Date.now(); var timeDelta = currentTime - lastScrollTime; var dy = y - lastScrollY; // Calculate velocity (distance/time) if (timeDelta > 0) { scrollVelocity = dy / timeDelta * 15; // Adjust multiplier for momentum feel } scrollOffset -= dy; updateScrollLimits(); lastScrollY = y; lastScrollTime = currentTime; } }; infoPanel.up = function (x, y, obj) { if (isScrolling) { isScrolling = false; // Apply momentum scrolling when finger is lifted if (Math.abs(scrollVelocity) > 0.1) { // Calculate target position based on velocity var targetScroll = scrollOffset - scrollVelocity * 50; // Adjust multiplier for momentum distance // Ensure target is within bounds targetScroll = Math.max(0, Math.min(maxScroll, targetScroll)); // Calculate target Y position var targetY = 30 - targetScroll; // Animate to the target position scrollTweenActive = true; tween(infoTextContainer, { y: targetY }, { duration: 1000, easing: tween.easeOutQuint, onFinish: function onFinish() { scrollOffset = 30 - infoTextContainer.y; scrollTweenActive = false; } }); } } }; // Also allow scrolling with right/left buttons if pressed and dragged vertically leftButton.down = function (x, y, obj) { changeSlime('prev'); updateInfoPanel(); updateScrollLimits(); }; rightButton.down = function (x, y, obj) { changeSlime('next'); updateInfoPanel(); updateScrollLimits(); }; // When changing slime, update info panel and scroll position function updateSlimeAndInfo() { // Fade out the current slime tween(slime, { alpha: 0, scaleX: 0.8, scaleY: 0.8 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { // Remove old slime graphic and add new one slime.removeChildren(); var slimeGraphics = slime.attachAsset(slimes[currentSlimeIndex], { anchorX: 0.5, anchorY: 0.5, width: 500, height: 500 }); // Fade in the new slime with smooth transition slime.alpha = 0; slime.scaleX = 0.8; slime.scaleY = 0.8; tween(slime, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 500, easing: tween.elasticOut }); } }); // Update the slime name text with animation tween(slimeNameText, { alpha: 0, scaleX: 0.9, scaleY: 0.9 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { slimeNameText.setText(slimeNames[currentSlimeIndex]); tween(slimeNameText, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.easeOut }); } }); // Update info panel updateInfoPanel(); scrollOffset = 0; updateScrollLimits(); // Animate the info container to fade in infoTextContainer.alpha = 0; tween(infoTextContainer, { alpha: 1 }, { duration: 400, easing: tween.easeOut }); } // Replace changeSlime to use updateSlimeAndInfo with transition animations function changeSlime(direction) { if (direction === 'next') { currentSlimeIndex = (currentSlimeIndex + 1) % slimes.length; } else { currentSlimeIndex = (currentSlimeIndex - 1 + slimes.length) % slimes.length; } updateSlimeAndInfo(); } /* * Asset initialization */ game.addChild(bgMenu); game.addChild(infoPanel); infoPanel.addChild(infoTextContainer); game.addChild(bg); game.addChild(interfaz); interfaz.addChild(leftButton); interfaz.addChild(rightButton); interfaz.addChild(slimeNameText); game.addChild(slime);
===================================================================
--- original.js
+++ change.js
@@ -36,21 +36,53 @@
height: 100
});
// Set color based on rarity level
self.setColorByRarity = function (rarityLevel) {
- // Color scheme based on rarity
- if (rarityLevel <= 2) {
- // Common - Bronze color
- starGraphics.tint = 0xcd7f32;
- } else if (rarityLevel <= 5) {
- // Uncommon/Rare - Silver color
- starGraphics.tint = 0xc0c0c0;
- } else if (rarityLevel <= 8) {
- // Very Rare - Gold color
- starGraphics.tint = 0xffd700;
- } else {
- // Legendary - Diamond color (light blue)
- starGraphics.tint = 0x00ffff;
+ // Color scheme based on rarity value
+ switch (rarityLevel) {
+ case 1:
+ // Common - Bronze color
+ starGraphics.tint = 0xcd7f32;
+ break;
+ case 2:
+ // Unusual - Light bronze color
+ starGraphics.tint = 0xdaa06d;
+ break;
+ case 3:
+ // Uncommon - Copper color
+ starGraphics.tint = 0xb87333;
+ break;
+ case 4:
+ // Remarkable - Silvery copper
+ starGraphics.tint = 0xc8a2c8;
+ break;
+ case 5:
+ // Rare - Silver color
+ starGraphics.tint = 0xc0c0c0;
+ break;
+ case 6:
+ // Exceptional - Electrum color (gold-silver alloy)
+ starGraphics.tint = 0xe6ce8d;
+ break;
+ case 7:
+ // Mythical - Royal gold color
+ starGraphics.tint = 0xffd700;
+ break;
+ case 8:
+ // Legendary - Rose gold color
+ starGraphics.tint = 0xb76e79;
+ break;
+ case 9:
+ // Ancient - Platinum color
+ starGraphics.tint = 0xe5e4e2;
+ break;
+ case 10:
+ // Divine - Diamond color (light blue)
+ starGraphics.tint = 0x00ffff;
+ break;
+ default:
+ // Default color for unspecified rarity
+ starGraphics.tint = 0xffffff;
}
};
return self;
});
Star cartoon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Un slime verde RPG con estilo suave y simple. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Un slime rojo prendido fuego RPG con estilo suave y simple. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Un slime RPG amarillo y divino con estilo suave y simple. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Un slime fantasmal RPG con estilo suave y simple. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Un slime blanco con una moneda brillante en la frente RPG con estilo suave y simple. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Un slime gris RPG con rocas en su espalda. Estilo suave y simple. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Un slime RPG nevado con estilo suave y simple. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Un slime de agua RPG con estilo suave y simple. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Un slime bestia peludo RPG con estilo suave y simple. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Un slime morado con runas magicas RPG. Estilo suave y simple. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Un slime angelical RPG con estilo suave y simple. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Fullscreen medieval landscape banner, 16:9, high definition, for a game titled "Slime Bestiary". Medieval forest with multiple colored slimes. No text on banner!