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✅ 1. Move the temperature gauge (symptom indicator) to the left side of the screen Right now the symptomIndicator (the glowing circle that shows red/blue/green) is attached directly to the Patient container and positioned above (y: -120). If you want it on the left side of the whole screen, it shouldn’t be a child of the patient — instead, attach it directly to the game world and position it manually. Change: Remove symptomIndicator from inside Patient. Attach it in the main game code (game.addChild). Position it to the left (say x = 150, y = 600). Code Edit (Patient class):
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remove text that tells player diagnosis
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1. ✅ Confirm draggable = true Is Being Set Make sure your createInventoryItem() function includes this line: javascript Copy Edit group.draggable = true; It should be right after you create the group object. If it’s missing, dragging won't work. 2. ✅ Make Sure You're Using the Right LK.js Build You're using a framework (LK.js), and not all builds have built-in drag handling. If you’re handling drag manually (with game.down, game.move, and game.up), make sure your objects respond to those inputs like this: javascript Copy Edit let heldItem = null; game.down = pos => { for (let i = inventoryItems.length - 1; i >= 0; i--) { const item = inventoryItems[i]; if (LK.hitTest(item, pos)) { heldItem = item; item.isDragging = true; item.dragOffsetX = pos.x - item.x; item.dragOffsetY = pos.y - item.y; break; } } }; game.move = pos => { if (heldItem && heldItem.isDragging) { heldItem.x = pos.x - heldItem.dragOffsetX; heldItem.y = pos.y - heldItem.dragOffsetY; } }; game.up = pos => { if (heldItem) { heldItem.isDragging = false; if (checkIfInCauldron(heldItem.x, heldItem.y)) { addToCauldron(heldItem); } else { resetItem(heldItem); } heldItem = null; } }; Make sure: inventoryItems contains all your created items (herbs, bases, elements) createInventoryItem() adds to that array 3. ✅ Add Drag Logic If It's Missing If your code is missing the game.down, game.move, and game.up logic (check your main game loop or script), dragging won’t happen. If you don’t already have these, add them to your main script. 4. ✅ Make Sure Items Are Visible and Interactive Ensure: The items are being added to the stage. They're not covered up by other UI elements or the background. Nothing is calling group.visible = false or interfering with pointer events.
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✅ PROBLEM: You created the herbs with createHerbIcon(), which doesn’t wrap the herb in a container or set all the drag-related properties that createInventoryItem() does. This means: The herb is missing isDragging, originalX, originalY, and resetItem() logic won’t work. The game.down / game.move / game.up logic fails to operate on the herbs because they don’t match expected object structure. ✅ SOLUTION: You don’t need createHerbIcon() at all. Instead, use createInventoryItem() for the herbs just like you do for base and element items. 🔧 FIX: In your existing code, replace this (probably around line 940 or so): javascript Copy Edit herbItems.forEach(function (item, i) { inventoryItems.push(createHerbIcon(item, 400 + i * 150, 2240, 0xADFF2F)); }); With this: javascript Copy Edit herbItems.forEach(function (item, i) { inventoryItems.push(createInventoryItem(item, 400 + i * 150, 2240, 0xADFF2F)); }); This change ensures that: Herbs are treated the same way as other ingredients. All dragging logic applies to them. They can be dropped into the cauldron and reset properly if dropped elsewhere. ✅ OPTIONAL CLEANUP: You can now delete the createHerbIcon() function entirely, since it's unused.
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4. Display Ingredient Names in the Cauldron We’ll do this by: Creating a visible label list. Updating it when ingredients are added. Example: javascript Copy Edit function updateCauldronDisplay() { cauldronLabel.text = "In Cauldron: " + cauldronIngredients.join(", "); } group.on('dragend', () => { // After adding to cauldronIngredients... updateCauldronDisplay(); }); 5. Show Visual Drop Feedback We’ll do this by: Flashing the cauldron green/red when drop succeeds/fails. Example: javascript Copy Edit function showDropFeedback(success) { cauldronShape.color = success ? 0x00ff00 : 0xff0000; setTimeout(() => { cauldronShape.color = 0x333333; // Reset to default }, 200); } ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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3. Reset Position of Items Not Dropped on Cauldron We’ll do this by: Saving each item’s original position. Snapping back if the drop fails. Example: javascript Copy Edit function resetItem(item) { item.x = item.originalX; item.y = item.originalY; }
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2. Remove Dropped Items from Scene on Successful Drop We’ll do this by: Checking for collision with the cauldron. If successful, push to cauldronIngredients and remove item from stage. Example: group.on('dragend', () => { group.isDragging = false; if (isOverCauldron(group)) { if (cauldronIngredients.length < 3) { cauldronIngredients.push(group.name); stage.remove(group); // Removes from view showDropFeedback(true); // Optional: Green flash } else { resetItem(group); // Too many ingredients showDropFeedback(false); // Optional: Red flash } } else { resetItem(group); // Not dropped on cauldron } }); 3. Reset Position of Items Not Dropped on Cauldron We’ll do this by: Saving each item’s original position. Snapping back if the drop fails. Example: function resetItem(item) { item.x = item.originalX; item.y = item.originalY; }
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1. Fix Inconsistent Drag Logic (dragging → isDragging) We’ll do this by: Replacing the inconsistent dragging variable with isDragging inside each inventory item. Ensuring each item tracks its own drag state. Example: function createInventoryItem(name, x, y, color) { const icon = LK.Shape({ x, y, width: 100, height: 100, color, shape: 'box', }); const label = LK.Label({ text: name, color: 0xffffff, size: 20, x: x + 50, y: y + 50, anchorX: 0.5, anchorY: 0.5, }); const group = LK.Group({x: 0, y: 0, children: [icon, label]}); group.name = name; group.draggable = true; group.isDragging = false; group.originalX = x; group.originalY = y; group.on('dragstart', () => group.isDragging = true); group.on('dragend', () => group.isDragging = false); return group; }
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Please fix the bug: 'TypeError: can't access property "distance", LK.math is undefined' in or related to this line: 'if (LK.math.distance(item, cauldron) < 200 && cauldron.ingredients.length < 3) {' Line Number: 286
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To Fix Next: 1. Create and Show Icons for Each Ingredient We’ll do this by: Assigning each ingredient an icon. Loading an image sprite or giving it a distinct shape and label when drawn. Updating your createInventoryItem function so that each draggable object actually shows what it is. Example: function createInventoryItem(name, x, y, color) { const icon = LK.Shape({ x, y, width: 100, height: 100, color, shape: 'box', }); const label = LK.Label({ text: name, color: 0xffffff, size: 20, x: x + 50, y: y + 50, anchorX: 0.5, anchorY: 0.5, }); const group = LK.Group({x: 0, y: 0, children: [icon, label]}); group.name = name; group.draggable = true; group.dropTarget = true; return group; } That will display a name (like "Witchroot") on top of a square or icon. 2. Provide Visual Feedback When Added to the Cauldron You could do this a few ways: A list of added ingredients appears above the cauldron (e.g. "Added: Dewleaf"). A short bubble pop animation or sparkle on the cauldron. Change the cauldron color briefly or animate it (pulse, bubble). Basic Implementation (text list): const addedLabel = LK.Label({ text: "Added: ", color: 0xffffff, size: 30, x: 1000, y: 1500, }); LK.add(addedLabel); let currentIngredients = []; cauldron.on('drop', function (ingredient) { currentIngredients.push(ingredient.name); addedLabel.text = "Added: " + currentIngredients.join(", "); });
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Changes Made: 1. Removed the wheelBase asset Since you're replacing it with the cauldron. 2. Centered the cauldron and potion bottle They now sit cleanly in the middle of the screen vertically and horizontally without clashing. 3. Adjusted inventory rows Ingredients are now spaced horizontally in rows by type, rather than vertically in one tight column: Bases: far left Elements: center-left Herbs: center-right Spacing increased for better clarity 4. Adjusted text UI elements Titles and labels are spaced away from overlapping objects Gold/score text spaced further from top edge ✅ Code Section to Update: Replace this portion: baseItems.forEach(function (item, i) { inventoryItems.push(createInventoryItem(item, 300, 2000 + i * 120, 0xDAA520)); }); elementItems.forEach(function (item, i) { inventoryItems.push(createInventoryItem(item, 700, 2000 + i * 120, 0x20B2AA)); }); herbItems.forEach(function (item, i) { inventoryItems.push(createInventoryItem(item, 1100, 2000 + i * 120, 0xADFF2F)); }); with this: baseItems.forEach(function (item, i) { inventoryItems.push(createInventoryItem(item, 400 + i * 150, 2000, 0xDAA520)); }); elementItems.forEach(function (item, i) { inventoryItems.push(createInventoryItem(item, 400 + i * 150, 2120, 0x20B2AA)); }); herbItems.forEach(function (item, i) { inventoryItems.push(createInventoryItem(item, 400 + i * 150, 2240, 0xADFF2F)); }); And make this update to label positions: inventoryLabel.y = 1920; baseInventoryLabel.x = 250; baseInventoryLabel.y = 2000; elementInventoryLabel.x = 250; elementInventoryLabel.y = 2120; herbInventoryLabel.x = 250; herbInventoryLabel.y = 2240;
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🖼️ 5. Create Unique Herb Icons Instead of just using potionBottle, you'll eventually want to define custom icons like: LK.init.image('herb_firesilk', { width: 100, height: 100, id: 'your_asset_id_here' }); LK.init.image('herb_moonpetal', { width: 100, height: 100, id: '...' }); // And so on for each herb Then update createHerbIcon() to use .attachAsset('herb_' + name) instead of potionBottle.
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🔥 2. Add a Cauldron Drop Zone LK.init.shape('cauldronZone', {width: 300, height: 300, color: 0x3b3b3b, shape: 'ellipse'}); var cauldron = game.attachAsset('cauldronZone', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1400 }); cauldron.ingredients = []; // Will store names of dragged-in ingredients 🍃 3. Dragging Herbs Into the Cauldron Herb Icon Template: function createHerbIcon(name, x, y, color) { var herb = game.attachAsset('potionBottle', { anchorX: 0.5, anchorY: 0.5, x: x, y: y, color: color }); herb.name = name; herb.type = 'herb'; herb.draggable = true; return herb; }
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1. Remove the Wheels From your current code: // Delete or comment these out var baseWheel = game.addChild(new SelectionWheel(baseOptions)); var elementWheel = game.addChild(new SelectionWheel(elementOptions)); var herbWheel = game.addChild(new SelectionWheel(herbOptions)); game.move = function (x, y, obj) { baseWheel.updateDrag(x, y); elementWheel.updateDrag(x, y); herbWheel.updateDrag(x, y); }; game.up = function (x, y, obj) { baseWheel.up(x, y, obj); elementWheel.up(x, y, obj); herbWheel.up(x, y, obj); }; Also remove or update any updateSelectionDisplay() calls, since we’re not rotating wheels anymore.
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Move inventory to the bottom third of the screen. Cauldron in center foreground. Patient centered near the back (e.g. y: 600). Use a wooden "counter" shape or image near the bottom edge (you could reuse background or create a new shape asset like counterTop).
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4. Drag-and-Drop Handling Add basic drag & drop handling: game.down = function(x, y, obj) { if (obj && obj.draggable) { obj.dragging = true; } }; game.move = function(x, y, obj) { inventoryItems.forEach(item => { if (item.dragging) { item.x = x; item.y = y; } }); }; game.up = function(x, y, obj) { inventoryItems.forEach(item => { if (item.dragging) { item.dragging = false; if (LK.math.distance(item, cauldron) < 200 && cauldron.ingredients.length < 3) { cauldron.ingredients.push(item.name); game.removeChild(item); // Optional: visually remove from inventory } } }); }; 5. Update Craft Button Update craftPotion() to use the cauldron’s contents: function craftPotion() { if (!currentPatient || isProcessingTreatment || cauldron.ingredients.length !== 3) return; isProcessingTreatment = true; var [base, element, herb] = cauldron.ingredients; var goldEarned = patient.reactToPotion(base, element, herb); goldAmount += goldEarned; currentScore += Math.max(0, goldEarned); // Update UI and reset cauldron goldText.setText('Gold: ' + goldAmount); scoreText.setText('Score: ' + currentScore); cauldron.ingredients = []; // spawn new patient logic unchanged... }
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Create Cauldron Drop Zone var cauldron = game.attachAsset('wheelBase', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1400, }); cauldron.ingredients = [];
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Create items like this: var inventoryItems = []; var baseItems = ['infusion', 'broth', 'tonic']; var elementItems = ['fire', 'water', 'earth', 'wind']; var herbItems = ['firesilk', 'moonpetal', 'shadowcaps', 'stormleaf']; // Create in rows or columns visually baseItems.forEach((item, i) => { inventoryItems.push(createInventoryItem(item, 200, 300 + i * 150, 0xDAA520)); }); elementItems.forEach((item, i) => { inventoryItems.push(createInventoryItem(item, 400, 300 + i * 150, 0x20B2AA)); }); herbItems.forEach((item, i) => { inventoryItems.push(createInventoryItem(item, 600, 300 + i * 150, 0xADFF2F)); });
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o create draggable inventory icons for each type of item: function createInventoryItem(name, x, y, color) { var item = game.attachAsset('potionBottle', { anchorX: 0.5, anchorY: 0.5, x: x, y: y, color: color, }); item.name = name; item.draggable = true; item.type = 'ingredient'; // base, element, or herb return item; }
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remove var baseWheel = game.addChild(new SelectionWheel(baseOptions)); var elementWheel = game.addChild(new SelectionWheel(elementOptions)); var herbWheel = game.addChild(new SelectionWheel(herbOptions)); And also remove associated code in game.move, game.up, and updateSelectionDisplay.
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Please fix the bug: 'TypeError: can't access property "toGlobal", obj.parent is undefined' in or related to this line: 'var localPos = self.toLocal(obj.parent.toGlobal(obj.position));' Line Number: 167
Code edit (1 edits merged)
Please save this source code
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Herbalist's Remedy: Potion Crafting Adventure
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Potion Making Game Design (Simplified Overview) In this cozy one-screen game, players step into the role of a skilled herbalist who greets each new patient displaying a unique symptom color—Redrose for fever, Bluemist for cold, and Emeraldveil for poisoning—alongside spoken clues that hint at hidden causes (like a rare mushroom-induced fever). To craft a soothing tea, players choose from three wheels: Base (e.g., calming infusion, hearty broth), Element (Fire for warmth against chills, Water for cooling fevers, Earth for nourishing recovery, Wind for mental clarity or magical toxins), and a single Fantasy Herb. Each herb—like Firesilk Blossom (potent fever reducer), Moonpetal (chill-cooler and vitality booster), or Shadowcaps (powerful toxin binder)—has varying strengths: ★ for most effective, ● for partial relief. A lookup matrix evaluates how well the potion matches the true ailment and determines the patient’s reaction: Perfect: Animation.Happy + “This is exactly what I needed!” + full gold reward Partial: Animation.Underwhelmed + “I feel a bit better...” + half gold Incorrect: Animation.Sick + “I feel worse now...” + no gold Toxic: Animation.Panic + “What was in that tea?!” + penalty At day’s end, players see a summary of their dailyScore, goldEarned, and any unlocked seeds, new herbs, or patient types. Progression rewards mastering herb–ailment pairings and experimenting with elemental effects, ensuring each session blends observation, experimentation, and satisfying feedback.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Patient = Container.expand(function () { var self = Container.call(this); var patientBody = self.attachAsset('patient', { anchorX: 0.5, anchorY: 0.5 }); var symptomGlow = self.attachAsset('symptomIndicator', { anchorX: 0.5, anchorY: 0.5, y: -120 }); self.symptomType = ''; self.requiredBase = ''; self.requiredElement = ''; self.requiredHerb = ''; self.goldReward = 0; self.setSymptom = function (type) { self.symptomType = type; if (type === 'redrose') { symptomGlow.tint = 0xFF4444; self.requiredBase = 'infusion'; self.requiredElement = 'water'; self.requiredHerb = 'moonpetal'; self.goldReward = 100; } else if (type === 'bluemist') { symptomGlow.tint = 0x4444FF; self.requiredBase = 'broth'; self.requiredElement = 'fire'; self.requiredHerb = 'firesilk'; self.goldReward = 120; } else if (type === 'emeraldveil') { symptomGlow.tint = 0x44FF44; self.requiredBase = 'infusion'; self.requiredElement = 'earth'; self.requiredHerb = 'shadowcaps'; self.goldReward = 150; } }; self.reactToPotion = function (base, element, herb) { var correctCount = 0; if (base === self.requiredBase) correctCount++; if (element === self.requiredElement) correctCount++; if (herb === self.requiredHerb) correctCount++; if (correctCount === 3) { tween(patientBody, { tint: 0x90EE90 }, { duration: 1000 }); LK.getSound('success').play(); return self.goldReward; } else if (correctCount >= 1) { tween(patientBody, { tint: 0xFFFF99 }, { duration: 1000 }); return Math.floor(self.goldReward * 0.5); } else { tween(patientBody, { tint: 0xFF6666 }, { duration: 1000 }); LK.getSound('failure').play(); return -20; } }; return self; }); var PotionBottle = Container.expand(function () { var self = Container.call(this); var bottle = self.attachAsset('potionBottle', { anchorX: 0.5, anchorY: 0.5 }); self.setColor = function (base, element, herb) { var color = 0x87CEEB; if (element === 'fire') color = 0xFF6B6B;else if (element === 'water') color = 0x6BB6FF;else if (element === 'earth') color = 0x8B4513;else if (element === 'wind') color = 0xE6E6FA; bottle.tint = color; tween(bottle, { scaleX: 1.2, scaleY: 1.2 }, { duration: 200, onFinish: function onFinish() { tween(bottle, { scaleX: 1, scaleY: 1 }, { duration: 200 }); } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2F4F2F }); /**** * Game Code ****/ var gameBackground = game.attachAsset('background', { anchorX: 0, anchorY: 0, x: 0, y: 0 }); var goldAmount = 500; var currentScore = 0; var currentPatient = null; var isProcessingTreatment = false; // UI Elements var goldText = new Text2('Gold: ' + goldAmount, { size: 60, fill: 0xFFD700 }); goldText.anchor.set(0, 0); goldText.x = 120; goldText.y = 50; LK.gui.topLeft.addChild(goldText); var scoreText = new Text2('Score: ' + currentScore, { size: 60, fill: 0xFFFFFF }); scoreText.anchor.set(1, 0); LK.gui.topRight.addChild(scoreText); var patientStatusText = new Text2('Welcome! A patient awaits...', { size: 50, fill: 0xFFFFFF }); patientStatusText.anchor.set(0.5, 0); LK.gui.top.addChild(patientStatusText); // Game Objects var patient = game.addChild(new Patient()); patient.x = 1024; patient.y = 600; // Selection wheels removed // Potion Bottle var potionBottle = game.addChild(new PotionBottle()); potionBottle.x = 1024; potionBottle.y = 800; // Craft Button var craftButton = game.attachAsset('craftButton', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 2200 }); var craftButtonText = new Text2('CRAFT POTION', { size: 40, fill: 0xFFFFFF }); craftButtonText.anchor.set(0.5, 0.5); craftButtonText.x = 1024; craftButtonText.y = 2200; game.addChild(craftButtonText); // Wheel labels and selection display removed var symptoms = ['redrose', 'bluemist', 'emeraldveil']; var patientTimer = 0; var treatmentTimer = 0; function spawnNewPatient() { if (currentPatient) return; var randomSymptom = symptoms[Math.floor(Math.random() * symptoms.length)]; patient.setSymptom(randomSymptom); currentPatient = randomSymptom; var symptomNames = { 'redrose': 'Redrose Fever', 'bluemist': 'Bluemist Chills', 'emeraldveil': 'Emeraldveil Poisoning' }; patientStatusText.setText('Patient has ' + symptomNames[randomSymptom] + '!'); tween(patient, { scaleX: 1.1, scaleY: 1.1 }, { duration: 500, onFinish: function onFinish() { tween(patient, { scaleX: 1, scaleY: 1 }, { duration: 500 }); } }); } // updateSelectionDisplay function removed function craftPotion() { if (!currentPatient || isProcessingTreatment || cauldron.ingredients.length !== 3) return; isProcessingTreatment = true; var base = cauldron.ingredients[0]; var element = cauldron.ingredients[1]; var herb = cauldron.ingredients[2]; var goldEarned = patient.reactToPotion(base, element, herb); goldAmount += goldEarned; currentScore += Math.max(0, goldEarned); // Update UI and reset cauldron goldText.setText('Gold: ' + goldAmount); scoreText.setText('Score: ' + currentScore); cauldron.ingredients = []; updateCauldronDisplay(); if (goldEarned > 0) { if (goldEarned >= 100) { patientStatusText.setText('Perfect cure! +' + goldEarned + ' gold'); } else { patientStatusText.setText('Partial success! +' + goldEarned + ' gold'); } } else { patientStatusText.setText('Treatment failed! ' + goldEarned + ' gold'); } treatmentTimer = LK.ticks + 120; // 2 seconds } craftButton.down = function (x, y, obj) { craftPotion(); }; game.down = function (x, y, obj) { if (obj && obj.draggable) { obj.isDragging = true; } }; game.move = function (x, y, obj) { inventoryItems.forEach(function (item) { if (item.isDragging) { item.x = x; item.y = y; } }); }; game.up = function (x, y, obj) { inventoryItems.forEach(function (item, index) { if (item.isDragging) { item.isDragging = false; // Calculate distance manually since LK.math is not available var dx = item.x - cauldron.x; var dy = item.y - cauldron.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 200 && cauldron.ingredients.length < 3) { cauldron.ingredients.push(item.name); updateCauldronDisplay(); // Flash cauldron green briefly tween(cauldron, { tint: 0x44FF44 }, { duration: 200, onFinish: function onFinish() { tween(cauldron, { tint: 0xFFFFFF }, { duration: 200 }); } }); // Remove item from scene and inventory array on successful drop game.removeChild(item); inventoryItems.splice(index, 1); } else { // Reset position if not dropped on cauldron resetItem(item); } } }); }; game.update = function () { patientTimer++; // Spawn new patient every 8 seconds if none exists if (!currentPatient && patientTimer % 480 === 0) { spawnNewPatient(); } // Clear patient after treatment if (isProcessingTreatment && LK.ticks >= treatmentTimer) { isProcessingTreatment = false; currentPatient = null; patientStatusText.setText('Next patient incoming...'); patientTimer = 0; } // Selection display update removed // Check for game over condition (bankruptcy) if (goldAmount < -100) { LK.showGameOver(); } // Check for win condition (high score) if (currentScore >= 2000) { LK.showYouWin(); } }; function createHerbIcon(name, x, y, color) { var assetName = 'herb_' + name; var herb = game.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5, x: x, y: y, tint: color }); herb.name = name; herb.type = 'herb'; herb.draggable = true; return herb; } // Create draggable inventory items function createInventoryItem(name, x, y, color) { var container = new Container(); container.x = x; container.y = y; game.addChild(container); var item = container.attachAsset('potionBottle', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, tint: color }); var label = new Text2(name, { size: 20, fill: 0xFFFFFF }); label.anchor.set(0.5, 0.5); label.x = 0; label.y = 0; container.addChild(label); container.name = name; container.draggable = true; container.type = 'ingredient'; // base, element, or herb container.isDragging = false; container.originalX = x; container.originalY = y; // Event handlers removed - now managed by global game handlers return container; } // Inventory section labels var inventoryLabel = new Text2('INGREDIENT INVENTORY', { size: 45, fill: 0xFFD700 }); inventoryLabel.anchor.set(0.5, 0.5); inventoryLabel.x = 1024; inventoryLabel.y = 1920; game.addChild(inventoryLabel); var baseInventoryLabel = new Text2('BASES', { size: 30, fill: 0xFFFFFF }); baseInventoryLabel.anchor.set(0.5, 0.5); baseInventoryLabel.x = 250; baseInventoryLabel.y = 2000; game.addChild(baseInventoryLabel); var elementInventoryLabel = new Text2('ELEMENTS', { size: 30, fill: 0xFFFFFF }); elementInventoryLabel.anchor.set(0.5, 0.5); elementInventoryLabel.x = 250; elementInventoryLabel.y = 2120; game.addChild(elementInventoryLabel); var herbInventoryLabel = new Text2('HERBS', { size: 30, fill: 0xFFFFFF }); herbInventoryLabel.anchor.set(0.5, 0.5); herbInventoryLabel.x = 250; herbInventoryLabel.y = 2240; game.addChild(herbInventoryLabel); var inventoryItems = []; var baseItems = ['infusion', 'broth', 'tonic']; var elementItems = ['fire', 'water', 'earth', 'wind']; var herbItems = ['firesilk', 'moonpetal', 'shadowcaps', 'stormleaf']; // Create wooden counter at bottom var counter = game.attachAsset('counterTop', { anchorX: 0.5, anchorY: 1, x: 1024, y: 2732 }); // Create cauldron drop zone in center foreground var cauldron = game.attachAsset('cauldronZone', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1400 }); cauldron.ingredients = []; // Add cauldron ingredients display var cauldronLabel = new Text2('Cauldron: Empty', { size: 35, fill: 0xFFFFFF }); cauldronLabel.anchor.set(0.5, 0.5); cauldronLabel.x = 1024; cauldronLabel.y = 1250; game.addChild(cauldronLabel); function updateCauldronDisplay() { if (cauldron.ingredients.length === 0) { cauldronLabel.setText('Cauldron: Empty'); } else { cauldronLabel.setText('Added: ' + cauldron.ingredients.join(', ')); } } function resetItem(item) { tween(item, { x: item.originalX, y: item.originalY }, { duration: 300 }); } // Create in rows or columns visually in bottom third baseItems.forEach(function (item, i) { inventoryItems.push(createInventoryItem(item, 400 + i * 150, 2000, 0xDAA520)); }); elementItems.forEach(function (item, i) { inventoryItems.push(createInventoryItem(item, 400 + i * 150, 2120, 0x20B2AA)); }); herbItems.forEach(function (item, i) { inventoryItems.push(createInventoryItem(item, 400 + i * 150, 2240, 0xADFF2F)); }); // Initialize first patient spawnNewPatient();
===================================================================
--- original.js
+++ change.js
@@ -269,14 +269,9 @@
game.removeChild(item);
inventoryItems.splice(index, 1);
} else {
// Reset position if not dropped on cauldron
- tween(item, {
- x: item.originalX,
- y: item.originalY
- }, {
- duration: 300
- });
+ resetItem(item);
}
}
});
};
@@ -414,8 +409,16 @@
} else {
cauldronLabel.setText('Added: ' + cauldron.ingredients.join(', '));
}
}
+function resetItem(item) {
+ tween(item, {
+ x: item.originalX,
+ y: item.originalY
+ }, {
+ duration: 300
+ });
+}
// Create in rows or columns visually in bottom third
baseItems.forEach(function (item, i) {
inventoryItems.push(createInventoryItem(item, 400 + i * 150, 2000, 0xDAA520));
});