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
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Please add numerous hp bar and, smite damage
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Make large not tall
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Make bar bigger please
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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); // Monster monster = new Monster(); game.addChild(monster); monster.x = MONSTER_CENTER_X; monster.y = MONSTER_CENTER_Y; // Smite damage value (as a fraction of max HP) var SMITE_DAMAGE = 0.12; // 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; // Smite damage marker on HP bar var smiteMarker = LK.getAsset('hpbar_fg', { anchorX: 0.5, anchorY: 0.5, width: 10, height: 70, tint: 0x3399ff }); game.addChild(smiteMarker); // Helper to update smite marker position function updateSmiteMarker() { // HP bar is at monster.x, monster.y + HPBAR_Y_OFFSET // HP bar width is 1600, anchorX = 0.5 (centered) var barWidth = 1600; var barY = monster.y + HPBAR_Y_OFFSET; var barX = monster.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; } updateSmiteMarker(); // 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() { // Reset state monsterHp = 1; monster.reset(); smiteUsed = false; enemySmiteUsed = false; smiteAllowed = true; enemySmiteActive = false; enemySmiteScheduled = false; smiteFx.visible = false; enemySmiteFx.visible = false; resultTxt.visible = false; // Randomize HP speed for this round monsterHpSpeed = monsterHpMinSpeed + Math.random() * (monsterHpMaxSpeed - monsterHpMinSpeed); // Schedule enemy smite (randomly, 60% chance) if (Math.random() < 0.6) { enemySmiteScheduled = true; // Enemy smite will happen at a random HP between 0.08 and 0.13 var enemyHpTarget = 0.08 + Math.random() * 0.05; // Calculate tick when enemy will smite enemySmiteTick = Math.floor((1 - enemyHpTarget) / monsterHpSpeed); } else { enemySmiteScheduled = false; } // Update UI roundTxt.setText('Round ' + round + '/' + ROUNDS_TOTAL); scoreTxt.setText('Score: ' + score); infoTxt.setText('Tap the monster to Smite!'); lastTickTime = LK.ticks; updateSmiteMarker(); } // 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 if (isEnemy) { monster.flash(0xff3333, 600); } else if (success) { monster.flash(0x3399ff, 600); } else { monster.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 not already smited and round is active if (!smiteAllowed || smiteUsed) return; // Only allow if tap is on monster (ellipse) var dx = x - monster.x; var dy = y - monster.y; var rx = monster.width / 2; var ry = monster.height / 2; if (dx * dx / (rx * rx) + dy * dy / (ry * ry) > 1) return; smiteUsed = true; smiteTime = LK.ticks - lastTickTime; // Smite effect smiteFx.play(monster.x, monster.y, false); // Check if successful var success = monsterHp <= SMITE_WINDOW && !enemySmiteActive; if (success) { score++; } // Record accuracy (how close to 0) var acc = monsterHp <= 1 ? 1 - monsterHp / SMITE_WINDOW : 0; acc = Math.max(0, Math.min(1, acc)); smiteAccuracy.push(1 - monsterHp); smiteReaction.push(smiteTime / 60); endRound(success, false); } // Attach event game.down = handleDown; // Main update loop game.update = function () { // If round is active if (smiteAllowed && !smiteUsed) { // Decrease HP monsterHp -= monsterHpSpeed; if (monsterHp < 0) monsterHp = 0; monster.setHp(monsterHp); // Enemy smite if (enemySmiteScheduled && !enemySmiteUsed && LK.ticks - lastTickTime >= enemySmiteTick) { enemySmiteUsed = true; enemySmiteActive = true; enemySmiteFx.play(monster.x, monster.y, true); endRound(false, true); } // If player missed (HP reaches 0) if (monsterHp <= 0 && !enemySmiteUsed) { smiteUsed = true; smiteAccuracy.push(0); smiteReaction.push(1); endRound(false, false); } } }; // Start first round startRound();
===================================================================
--- original.js
+++ change.js
@@ -35,9 +35,9 @@
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 - 1000 * (1 - self.hp) / 2;
+ hpbarFg.x = hpbarBg.x - 1600 * (1 - self.hp) / 2;
};
// Flash monster on smite
self.flash = function (color, duration) {
tween(monsterSprite, {
@@ -115,9 +115,9 @@
// Monster: Big ellipse, green
// Game constants
var MONSTER_CENTER_X = 2048 / 2;
var MONSTER_CENTER_Y = 1100;
-var HPBAR_Y_OFFSET = 320;
+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
@@ -197,19 +197,19 @@
game.addChild(smiteMarker);
// Helper to update smite marker position
function updateSmiteMarker() {
// HP bar is at monster.x, monster.y + HPBAR_Y_OFFSET
- // HP bar width is 1000, anchorX = 0.5 (centered)
- var barWidth = 1000;
+ // HP bar width is 1600, anchorX = 0.5 (centered)
+ var barWidth = 1600;
var barY = monster.y + HPBAR_Y_OFFSET;
var barX = monster.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 = 18;
- smiteMarker.height = 120;
+ smiteMarker.width = 24;
+ smiteMarker.height = 80;
smiteMarker.visible = true;
}
updateSmiteMarker();
// Smite FX