User prompt
If monsters hp goes down 5 from smite damage player lost, above that player wins
User prompt
Game dont end with 1 loss, let player play 10 round
User prompt
If player click smite value above 10 he win
User prompt
If go down from smite value make round lose for player
User prompt
Each round give random hp value and damage value
User prompt
Make one target, not three but give me a number for hp of monster. And give damage to smite and let me see it
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'flash')' in or related to this line: 'monster.flash(0xffcc00, 600);' Line Number: 337
User prompt
Please add numerous hp bar and, smite damage
User prompt
Make large not tall
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Make bar bigger please
User prompt
Please add hp bar and smite damage
User prompt
Please fix the bug: 'Uncaught TypeError: resultTxt.setFill is not a function' in or related to this line: 'resultTxt.setFill("#ffcc00");' Line Number: 246
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'resultTxt.style.fill = "#ffcc00";' Line Number: 246
Code edit (1 edits merged)
Please save this source code
User prompt
Smite Timing Trainer
Initial prompt
Make me a League Of Legends "smite" practice tool game
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Monster class: handles monster sprite and health bar var Monster = Container.expand(function () { var self = Container.call(this); // Monster sprite var monsterSprite = self.attachAsset('monster', { anchorX: 0.5, anchorY: 0.5 }); monsterSprite.y = 0; // Health bar background var hpbarBg = self.attachAsset('hpbar_bg', { anchorX: 0.5, anchorY: 0.5, y: 260 }); // Health bar foreground var hpbarFg = self.attachAsset('hpbar_fg', { anchorX: 0.5, anchorY: 0.5, y: 260 }); // Health bar value (0-1) self.hp = 1; self.maxHp = 1; // Set health (0-1) self.setHp = function (value) { self.hp = Math.max(0, Math.min(1, value)); // Scale health bar foreground hpbarFg.scaleX = self.hp; // Anchor stays at left edge hpbarFg.x = hpbarBg.x - 1600 * (1 - self.hp) / 2; }; // Flash monster on smite self.flash = function (color, duration) { tween(monsterSprite, { tint: color }, { duration: duration / 2, easing: tween.linear, onFinish: function onFinish() { tween(monsterSprite, { tint: 0x3cb371 }, { duration: duration / 2, easing: tween.linear }); } }); }; // Reset health bar self.reset = function () { self.setHp(1); }; // Initialize self.setHp(1); return self; }); // Smite effect (player or enemy) var SmiteFX = Container.expand(function () { var self = Container.call(this); var fx = self.attachAsset('smite_fx', { anchorX: 0.5, anchorY: 0.5 }); self.play = function (x, y, isEnemy) { self.x = x; self.y = y; fx.alpha = 1; fx.scaleX = fx.scaleY = 1; if (isEnemy) { fx.tint = 0xff3333; } else { fx.tint = 0x3399ff; } tween(fx, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 400, easing: tween.easeOut, onFinish: function onFinish() { self.visible = false; } }); self.visible = true; }; self.visible = false; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181c24 }); /**** * Game Code ****/ // Sound for smite // Enemy smite: red ellipse // Smite effect: blue ellipse // Health bar foreground: yellow-green // Health bar background: gray // Monster: Big ellipse, green // Game constants var MONSTER_CENTER_X = 2048 / 2; var MONSTER_CENTER_Y = 1100; var HPBAR_Y_OFFSET = 250; var SMITE_WINDOW = 0.12; // Smite is successful if HP <= this fraction var ENEMY_SMITE_WINDOW = 0.10; // Enemy can smite if HP <= this var ROUNDS_TOTAL = 10; // Game state var round = 1; var score = 0; var smiteUsed = false; var enemySmiteUsed = false; var monsterHp = 1; var monsterHpSpeed = 0.003; // per tick var monsterHpMinSpeed = 0.002; var monsterHpMaxSpeed = 0.006; var smiteFx, enemySmiteFx; var monster; var resultTxt, roundTxt, scoreTxt, infoTxt; var lastTickTime = 0; var smiteTime = 0; var enemySmiteTime = 0; var smiteAccuracy = []; var smiteReaction = []; var smiteSuccess = []; var smiteAllowed = true; var enemySmiteScheduled = false; var enemySmiteTick = 0; var enemySmiteActive = false; // UI: Score, round, info scoreTxt = new Text2('Score: 0', { size: 90, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); roundTxt = new Text2('Round 1/10', { size: 70, fill: "#fff" }); roundTxt.anchor.set(0.5, 0); LK.gui.top.addChild(roundTxt); roundTxt.y = 110; infoTxt = new Text2('Tap the monster to Smite!', { size: 70, fill: 0xB8E62E }); infoTxt.anchor.set(0.5, 0); LK.gui.top.addChild(infoTxt); infoTxt.y = 220; // Result text (centered, hidden by default) resultTxt = new Text2('', { size: 120, fill: "#fff" }); resultTxt.anchor.set(0.5, 0.5); resultTxt.visible = false; LK.gui.center.addChild(resultTxt); // Single monster support var NUM_MONSTERS = 1; var monsters = []; var monsterHps = []; var monsterHpSpeeds = []; var monsterHpMinSpeeds = []; var monsterHpMaxSpeeds = []; var monsterSmitesUsed = []; var monsterEnemySmitesUsed = []; var monsterSmiteMarkers = []; var monsterSmiteFxs = []; var monsterEnemySmiteFxs = []; var monsterCenters = []; var SMITE_DAMAGE = 0.12; // Create the single monster, centered var m = new Monster(); game.addChild(m); m.x = MONSTER_CENTER_X; m.y = MONSTER_CENTER_Y; monsters.push(m); m.maxHp = 100; // Default, will be randomized in startRound monsterCenters.push({ x: m.x, y: m.y }); monsterHps.push(1); monsterHpSpeeds.push(monsterHpMinSpeed + Math.random() * (monsterHpMaxSpeed - monsterHpMinSpeed)); monsterHpMinSpeeds.push(monsterHpMinSpeed); monsterHpMaxSpeeds.push(monsterHpMaxSpeed); monsterSmitesUsed.push(false); monsterEnemySmitesUsed.push(false); // Smite marker for this monster var smiteMarker = LK.getAsset('hpbar_fg', { anchorX: 0.5, anchorY: 0.5, width: 10, height: 70, tint: 0x3399ff }); game.addChild(smiteMarker); monsterSmiteMarkers.push(smiteMarker); // Smite FX for this monster var smiteFx1 = new SmiteFX(); game.addChild(smiteFx1); smiteFx1.x = m.x; smiteFx1.y = m.y; monsterSmiteFxs.push(smiteFx1); // Enemy Smite FX for this monster var enemySmiteFx1 = new SmiteFX(); game.addChild(enemySmiteFx1); enemySmiteFx1.x = m.x; enemySmiteFx1.y = m.y; monsterEnemySmiteFxs.push(enemySmiteFx1); // Smite damage text (shows the value) var smiteDmgTxt = new Text2('Smite: ' + Math.round(SMITE_DAMAGE * 100) + '%', { size: 70, fill: 0x3399FF }); smiteDmgTxt.anchor.set(0.5, 0); LK.gui.top.addChild(smiteDmgTxt); smiteDmgTxt.y = 320; // Monster HP number text var monsterHpTxt = new Text2('HP: 100', { size: 90, fill: "#fff" }); monsterHpTxt.anchor.set(0.5, 0.5); monsterHpTxt.x = m.x; monsterHpTxt.y = m.y - 180; game.addChild(monsterHpTxt); // Helper to update smite marker position for the monster function updateSmiteMarkers() { var m = monsters[0]; var smiteMarker = monsterSmiteMarkers[0]; // HP bar is at m.x, m.y + HPBAR_Y_OFFSET // HP bar width is 1600, anchorX = 0.5 (centered) var barWidth = 1600; var barY = m.y + HPBAR_Y_OFFSET; var barX = m.x; // Smite marker should be at the position where HP = SMITE_DAMAGE var markerFrac = 1 - SMITE_DAMAGE; var markerX = barX - barWidth / 2 + barWidth * markerFrac; smiteMarker.x = markerX; smiteMarker.y = barY; smiteMarker.width = 24; smiteMarker.height = 80; smiteMarker.visible = true; } updateSmiteMarkers(); // Smite FX smiteFx = new SmiteFX(); game.addChild(smiteFx); smiteFx.x = MONSTER_CENTER_X; smiteFx.y = MONSTER_CENTER_Y; enemySmiteFx = new SmiteFX(); game.addChild(enemySmiteFx); enemySmiteFx.x = MONSTER_CENTER_X; enemySmiteFx.y = MONSTER_CENTER_Y; // Helper: Start a new round function startRound() { // Randomize monster HP and Smite damage for this round var minHp = 80; var maxHp = 300; var minSmite = 0.10; var maxSmite = 0.25; var thisHp = minHp + Math.floor(Math.random() * (maxHp - minHp + 1)); var thisSmite = minSmite + Math.random() * (maxSmite - minSmite); SMITE_DAMAGE = thisSmite; // Reset state for all monsters for (var i = 0; i < NUM_MONSTERS; ++i) { monsterHps[i] = 1; monsters[i].reset(); monsterSmitesUsed[i] = false; monsterEnemySmitesUsed[i] = false; monsterSmiteFxs[i].visible = false; monsterEnemySmiteFxs[i].visible = false; // Randomize HP speed for this round monsterHpSpeeds[i] = monsterHpMinSpeeds[i] + Math.random() * (monsterHpMaxSpeeds[i] - monsterHpMinSpeeds[i]); // Store the randomized max HP for this round monsters[i].maxHp = thisHp; } smiteAllowed = true; enemySmiteActive = false; enemySmiteScheduled = false; resultTxt.visible = false; // (Optional: You can add per-monster enemy smite logic here if you want enemy smite for each monster. For now, keep global enemy smite for simplicity.) // Update UI roundTxt.setText('Round ' + round + '/' + ROUNDS_TOTAL); scoreTxt.setText('Score: ' + score); infoTxt.setText('Tap the monster to Smite!'); lastTickTime = LK.ticks; updateSmiteMarkers(); // Reset monster HP number and Smite damage text monsterHpTxt.setText('HP: ' + thisHp); smiteDmgTxt.setText('Smite: ' + Math.round(SMITE_DAMAGE * 100) + '% (' + Math.round(SMITE_DAMAGE * thisHp) + ' HP)'); } // Helper: End round, show result, schedule next function endRound(success, isEnemy) { smiteAllowed = false; smiteSuccess.push(success ? 1 : 0); // Show result if (isEnemy) { resultTxt.setText('Enemy Stole It!'); resultTxt.setStyle({ fill: 0xFF3333 }); LK.getSound('enemy').play(); } else if (success) { resultTxt.setText('Smite Success!'); resultTxt.setStyle({ fill: 0x3399FF }); LK.getSound('smite').play(); } else { resultTxt.setText('Missed!'); resultTxt.setStyle({ fill: 0xFFCC00 }); LK.getSound('fail').play(); } resultTxt.visible = true; // Animate monster // Find which monster to flash: if called from player smite, flash the tapped monster; if enemy, flash the first unsmitten monster var flashIndex = 0; for (var i = 0; i < NUM_MONSTERS; ++i) { if (!monsterSmitesUsed[i] && !monsterEnemySmitesUsed[i]) { flashIndex = i; break; } } if (isEnemy) { monsters[flashIndex].flash(0xff3333, 600); } else if (success) { monsters[flashIndex].flash(0x3399ff, 600); } else { monsters[flashIndex].flash(0xffcc00, 600); } // Next round or finish LK.setTimeout(function () { resultTxt.visible = false; if (round < ROUNDS_TOTAL) { round++; startRound(); } else { showSummary(); } }, 1100); } // Helper: Show summary at end function showSummary() { // Calculate stats var acc = 0, react = 0, hits = 0; for (var i = 0; i < smiteAccuracy.length; ++i) { acc += smiteAccuracy[i]; react += smiteReaction[i]; if (smiteSuccess[i]) hits++; } var avgAcc = smiteAccuracy.length ? acc / smiteAccuracy.length : 0; var avgReact = smiteReaction.length ? react / smiteReaction.length : 0; var summary = 'Game Over\n\n' + 'Score: ' + score + '/' + ROUNDS_TOTAL + '\n' + 'Avg. Accuracy: ' + (avgAcc * 100).toFixed(1) + '%\n' + 'Avg. Reaction: ' + (avgReact * 1000).toFixed(0) + 'ms'; resultTxt.setText(summary); resultTxt.setStyle({ fill: 0xB8E62E }); resultTxt.visible = true; infoTxt.setText('Tap to play again!'); // Reset on tap game.down = function (x, y, obj) { // Reset state round = 1; score = 0; smiteAccuracy = []; smiteReaction = []; smiteSuccess = []; startRound(); game.down = handleDown; }; } // Handle player smite function handleDown(x, y, obj) { // Only allow if round is active if (!smiteAllowed) return; // Check which monster was tapped var tappedMonster = -1; for (var i = 0; i < NUM_MONSTERS; ++i) { var m = monsters[i]; var dx = x - m.x; var dy = y - m.y; var rx = m.width / 2; var ry = m.height / 2; if (dx * dx / (rx * rx) + dy * dy / (ry * ry) <= 1) { tappedMonster = i; break; } } if (tappedMonster === -1) return; // No monster tapped // Only allow if not already smited for this monster if (monsterSmitesUsed[tappedMonster]) return; monsterSmitesUsed[tappedMonster] = true; smiteTime = LK.ticks - lastTickTime; // Smite effect monsterSmiteFxs[tappedMonster].play(monsters[tappedMonster].x, monsters[tappedMonster].y, false); // Check if successful var maxHp = monsters[tappedMonster].maxHp || 100; var hpValue = monsterHps[tappedMonster] * maxHp; var smiteThreshold = SMITE_DAMAGE * maxHp; var success = hpValue <= smiteThreshold && hpValue >= smiteThreshold - 5 && !enemySmiteActive; if (success) { score++; } // Record accuracy (how close to 0) var acc = hpValue <= maxHp ? 1 - hpValue / smiteThreshold : 0; acc = Math.max(0, Math.min(1, acc)); smiteAccuracy.push(1 - hpValue / maxHp); smiteReaction.push(smiteTime / 60); endRound(success, false); } // Attach event game.down = handleDown; // Main update loop game.update = function () { // If round is active if (smiteAllowed) { var allSmitten = true; for (var i = 0; i < NUM_MONSTERS; ++i) { // Decrease HP for each monster if (!monsterSmitesUsed[i]) { monsterHps[i] -= monsterHpSpeeds[i]; if (monsterHps[i] < 0) monsterHps[i] = 0; monsters[i].setHp(monsterHps[i]); allSmitten = false; } // If player missed (HP reaches 0) if (monsterHps[i] <= 0 && !monsterEnemySmitesUsed[i] && !monsterSmitesUsed[i]) { monsterSmitesUsed[i] = true; smiteAccuracy.push(0); smiteReaction.push(1); endRound(false, false); return; } // If player missed (HP drops below Smite threshold minus 5) var maxHp = monsters[i].maxHp || 100; var smiteThreshold = SMITE_DAMAGE * maxHp; if (monsterHps[i] * maxHp < smiteThreshold - 5 && !monsterEnemySmitesUsed[i] && !monsterSmitesUsed[i]) { monsterSmitesUsed[i] = true; smiteAccuracy.push(0); smiteReaction.push(1); endRound(false, false); return; } } // Update monster HP number and Smite damage value var maxHp = monsters[0].maxHp || 100; var hpValue = Math.round(monsterHps[0] * maxHp); monsterHpTxt.setText('HP: ' + hpValue); smiteDmgTxt.setText('Smite: ' + Math.round(SMITE_DAMAGE * 100) + '% (' + Math.round(SMITE_DAMAGE * maxHp) + ' HP)'); // If all monsters have been smitten, end round if (allSmitten) { // For now, treat as success if all monsters smitten endRound(true, false); return; } } }; // Start first round startRound();
===================================================================
--- original.js
+++ change.js
@@ -106,15 +106,15 @@
/****
* Game Code
****/
-// Game constants
-// Monster: Big ellipse, green
-// Health bar background: gray
-// Health bar foreground: yellow-green
-// Smite effect: blue ellipse
-// Enemy smite: red ellipse
// Sound for smite
+// Enemy smite: red ellipse
+// Smite effect: blue ellipse
+// Health bar foreground: yellow-green
+// Health bar background: gray
+// Monster: Big ellipse, green
+// Game constants
var MONSTER_CENTER_X = 2048 / 2;
var MONSTER_CENTER_Y = 1100;
var HPBAR_Y_OFFSET = 250;
var SMITE_WINDOW = 0.12; // Smite is successful if HP <= this fraction
@@ -291,15 +291,8 @@
monsterHpSpeeds[i] = monsterHpMinSpeeds[i] + Math.random() * (monsterHpMaxSpeeds[i] - monsterHpMinSpeeds[i]);
// Store the randomized max HP for this round
monsters[i].maxHp = thisHp;
}
- // If the smite value is above 10, player wins instantly
- if (SMITE_DAMAGE * thisHp > 10) {
- // Set score to max, show summary, and skip round
- score = ROUNDS_TOTAL;
- showSummary();
- return;
- }
smiteAllowed = true;
enemySmiteActive = false;
enemySmiteScheduled = false;
resultTxt.visible = false;
@@ -425,9 +418,9 @@
// Check if successful
var maxHp = monsters[tappedMonster].maxHp || 100;
var hpValue = monsterHps[tappedMonster] * maxHp;
var smiteThreshold = SMITE_DAMAGE * maxHp;
- var success = hpValue <= smiteThreshold && !enemySmiteActive;
+ var success = hpValue <= smiteThreshold && hpValue >= smiteThreshold - 5 && !enemySmiteActive;
if (success) {
score++;
}
// Record accuracy (how close to 0)
@@ -459,12 +452,12 @@
smiteReaction.push(1);
endRound(false, false);
return;
}
- // If player missed (HP drops below Smite threshold)
+ // If player missed (HP drops below Smite threshold minus 5)
var maxHp = monsters[i].maxHp || 100;
var smiteThreshold = SMITE_DAMAGE * maxHp;
- if (monsterHps[i] * maxHp < smiteThreshold && !monsterEnemySmitesUsed[i] && !monsterSmitesUsed[i]) {
+ if (monsterHps[i] * maxHp < smiteThreshold - 5 && !monsterEnemySmitesUsed[i] && !monsterSmitesUsed[i]) {
monsterSmitesUsed[i] = true;
smiteAccuracy.push(0);
smiteReaction.push(1);
endRound(false, false);