User prompt
itemlerin bulunduğu kısımı alta al tıpkı bir online oyundaki inventory gibi gözüksün
User prompt
Upgrade ışığoı daha hızlı ama sabit hızda haraket etsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Işık noktası tam yuvarlak olsun ve daha küçük olsn ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Şerit üzerinde gden bir cizim ve sadece onun etrafında renkk olacak şekilde animasyonu ayarla şerit üzerinde ışık olmasın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Upgrade geçme efekti yatay olmalı, yanma efekti kırmızı renk olmadı ve yine şerit halinde yatay olmalı. Işık animasyonu da şerit üzerindeki bir ışık hüzmesinin soldan başlayarak sağa doğru yavaşça bi tur gitttikten sonra en sola hızlıca geri gelip sağ tarafa yine yavaşça gitmesi şşeklinde olmalı ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
İtemler yandığında seviye düşmesin, direkt kaybolsun. Upgrade efektini şerif halinde soldan sağa doğru daha yavaş bir animasyonla yap ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
User prompt
Magic Anvil Upgrade
Initial prompt
Bana Knight Online World oyunundaki Magic Anvil tarzı bir oyun yap. Eşya seçme penceresi olsun oradakii eşyaları sürükle bırak yöntemiyle +1 den +8 e kadar upgrade edebileyim. Upgrade edilirken altın sarısı ile krem rengi arasında bir animasyon oluşsun.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Item = Container.expand(function (itemType, enhanceLevel) {
var self = Container.call(this);
self.itemType = itemType || 'sword';
self.enhanceLevel = enhanceLevel || 0;
self.originalX = 0;
self.originalY = 0;
self.isDragging = false;
// Create item graphics based on type
var itemGraphics = self.attachAsset(self.itemType, {
anchorX: 0.5,
anchorY: 0.5
});
// Enhancement level text
self.levelText = new Text2('+' + self.enhanceLevel, {
size: 40,
fill: 0xFFD700
});
self.levelText.anchor.set(0.5, 0.5);
self.levelText.x = 0;
self.levelText.y = -itemGraphics.height / 2 - 30;
self.addChild(self.levelText);
if (self.enhanceLevel === 0) {
self.levelText.visible = false;
}
self.updateEnhanceLevel = function (newLevel) {
self.enhanceLevel = newLevel;
if (self.enhanceLevel === 0) {
self.levelText.visible = false;
} else {
self.levelText.visible = true;
self.levelText.setText('+' + self.enhanceLevel);
}
};
self.setOriginalPosition = function (x, y) {
self.originalX = x;
self.originalY = y;
};
self.returnToOriginalPosition = function () {
tween(self, {
x: self.originalX,
y: self.originalY
}, {
duration: 300
});
};
self.down = function (x, y, obj) {
self.isDragging = true;
draggedItem = self;
};
self.up = function (x, y, obj) {
self.isDragging = false;
draggedItem = null;
};
return self;
});
var UpgradeEffect = Container.expand(function () {
var self = Container.call(this);
var glowEffect = self.attachAsset('upgrade_glow', {
anchorX: 0.5,
anchorY: 0.5
});
glowEffect.alpha = 0;
glowEffect.scaleX = 0.5;
glowEffect.scaleY = 0.5;
self.playSuccessEffect = function () {
// Create horizontal strip effect with light beam
glowEffect.alpha = 0.8;
glowEffect.scaleX = 3; // Wide horizontal strip
glowEffect.scaleY = 0.1; // Thin horizontal strip
glowEffect.x = -200; // Start from left
glowEffect.y = 0; // Centered horizontally
glowEffect.tint = 0xFFD700; // Golden color
// First animation: light beam moves slowly from left to right
tween(glowEffect, {
x: 200
}, {
duration: 2000,
// Slower animation (2 seconds)
easing: tween.easeOut,
onFinish: function onFinish() {
// Second animation: light beam quickly returns to left
tween(glowEffect, {
x: -200
}, {
duration: 300,
easing: tween.easeIn,
onFinish: function onFinish() {
// Third animation: light beam slowly moves right again and fades
tween(glowEffect, {
x: 200,
alpha: 0
}, {
duration: 2000,
easing: tween.easeOut
});
}
});
}
});
};
self.playFailEffect = function () {
// Create horizontal red strip effect
glowEffect.alpha = 0.6;
glowEffect.scaleX = 3; // Wide horizontal strip
glowEffect.scaleY = 0.1; // Thin horizontal strip
glowEffect.x = -200; // Start from left
glowEffect.y = 0; // Centered horizontally
glowEffect.tint = 0xFF0000; // Red color for failure
// Animate red strip moving from left to right
tween(glowEffect, {
x: 200,
alpha: 0
}, {
duration: 1000,
easing: tween.easeOut
});
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x2F4F4F
});
/****
* Game Code
****/
var inventoryPanel = game.addChild(LK.getAsset('inventory_panel', {
anchorX: 0.5,
anchorY: 0,
x: 1024,
y: 100
}));
var anvilArea = game.addChild(LK.getAsset('anvil_area', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1500
}));
var upgradeEffect = game.addChild(new UpgradeEffect());
upgradeEffect.x = 1024;
upgradeEffect.y = 1500;
// Create inventory items
var inventoryItems = [];
var itemTypes = ['sword', 'armor', 'helmet', 'shield', 'ring'];
var itemsPerRow = 5;
var startX = 1024 - (itemsPerRow - 1) * 160 / 2;
var startY = 200;
for (var i = 0; i < 15; i++) {
var itemType = itemTypes[i % itemTypes.length];
var item = new Item(itemType, 0);
var row = Math.floor(i / itemsPerRow);
var col = i % itemsPerRow;
item.x = startX + col * 160;
item.y = startY + row * 140;
item.setOriginalPosition(item.x, item.y);
inventoryItems.push(item);
game.addChild(item);
}
// Game variables
var draggedItem = null;
var totalUpgrades = 0;
var successfulUpgrades = 0;
var maxItems = 15;
// UI Elements
var scoreTxt = new Text2('Upgrades: 0', {
size: 80,
fill: 0xFFD700
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
var instructionTxt = new Text2('Drag items to anvil to upgrade', {
size: 60,
fill: 0xFFFFFF
});
instructionTxt.anchor.set(0.5, 0);
instructionTxt.x = 1024;
instructionTxt.y = 50;
game.addChild(instructionTxt);
// Upgrade success rates based on level
var upgradeRates = {
0: 0.95,
// +0 to +1
1: 0.85,
// +1 to +2
2: 0.75,
// +2 to +3
3: 0.65,
// +3 to +4
4: 0.50,
// +4 to +5
5: 0.35,
// +5 to +6
6: 0.20,
// +6 to +7
7: 0.10 // +7 to +8
};
function attemptUpgrade(item) {
if (item.enhanceLevel >= 8) {
return; // Max level reached
}
var successRate = upgradeRates[item.enhanceLevel];
var success = Math.random() < successRate;
if (success) {
// Successful upgrade
item.updateEnhanceLevel(item.enhanceLevel + 1);
upgradeEffect.playSuccessEffect();
LK.getSound('upgrade_success').play();
successfulUpgrades++;
// Update score
LK.setScore(successfulUpgrades);
scoreTxt.setText('Upgrades: ' + successfulUpgrades);
// Win condition
if (successfulUpgrades >= 20) {
LK.showYouWin();
}
} else {
// Failed upgrade
upgradeEffect.playFailEffect();
LK.getSound('upgrade_fail').play();
// Destroy item on failure
var itemIndex = inventoryItems.indexOf(item);
if (itemIndex > -1) {
inventoryItems.splice(itemIndex, 1);
item.destroy();
maxItems--;
// Check if no items left
if (maxItems <= 0) {
LK.setTimeout(function () {
LK.showGameOver();
}, 1000);
}
}
}
totalUpgrades++;
}
function isItemInAnvilArea(item) {
var anvilBounds = {
left: anvilArea.x - anvilArea.width / 2,
right: anvilArea.x + anvilArea.width / 2,
top: anvilArea.y - anvilArea.height / 2,
bottom: anvilArea.y + anvilArea.height / 2
};
return item.x >= anvilBounds.left && item.x <= anvilBounds.right && item.y >= anvilBounds.top && item.y <= anvilBounds.bottom;
}
// Game event handlers
game.move = function (x, y, obj) {
if (draggedItem) {
draggedItem.x = x;
draggedItem.y = y;
}
};
game.down = function (x, y, obj) {
// Check if clicking on anvil area with an item
if (isItemInAnvilArea({
x: x,
y: y
})) {
for (var i = 0; i < inventoryItems.length; i++) {
var item = inventoryItems[i];
if (isItemInAnvilArea(item)) {
attemptUpgrade(item);
item.returnToOriginalPosition();
break;
}
}
}
};
game.up = function (x, y, obj) {
if (draggedItem) {
if (isItemInAnvilArea(draggedItem)) {
attemptUpgrade(draggedItem);
}
draggedItem.returnToOriginalPosition();
draggedItem = null;
}
};
game.update = function () {
// Update game state
if (totalUpgrades > 50 && successfulUpgrades < 5) {
LK.showGameOver();
}
}; ===================================================================
--- original.js
+++ change.js
@@ -70,32 +70,57 @@
glowEffect.alpha = 0;
glowEffect.scaleX = 0.5;
glowEffect.scaleY = 0.5;
self.playSuccessEffect = function () {
- // Create strip effect - start from left and move right
+ // Create horizontal strip effect with light beam
glowEffect.alpha = 0.8;
- glowEffect.scaleX = 0.1; // Very thin strip initially
- glowEffect.scaleY = 3; // Tall strip
+ glowEffect.scaleX = 3; // Wide horizontal strip
+ glowEffect.scaleY = 0.1; // Thin horizontal strip
glowEffect.x = -200; // Start from left
- // Animate strip moving from left to right with golden-cream color
+ glowEffect.y = 0; // Centered horizontally
+ glowEffect.tint = 0xFFD700; // Golden color
+ // First animation: light beam moves slowly from left to right
tween(glowEffect, {
- x: 200,
- // Move to right
- alpha: 0
+ x: 200
}, {
duration: 2000,
// Slower animation (2 seconds)
- easing: tween.easeOut
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ // Second animation: light beam quickly returns to left
+ tween(glowEffect, {
+ x: -200
+ }, {
+ duration: 300,
+ easing: tween.easeIn,
+ onFinish: function onFinish() {
+ // Third animation: light beam slowly moves right again and fades
+ tween(glowEffect, {
+ x: 200,
+ alpha: 0
+ }, {
+ duration: 2000,
+ easing: tween.easeOut
+ });
+ }
+ });
+ }
});
};
self.playFailEffect = function () {
- glowEffect.alpha = 0.5;
- glowEffect.scaleX = 1;
- glowEffect.scaleY = 1;
+ // Create horizontal red strip effect
+ glowEffect.alpha = 0.6;
+ glowEffect.scaleX = 3; // Wide horizontal strip
+ glowEffect.scaleY = 0.1; // Thin horizontal strip
+ glowEffect.x = -200; // Start from left
+ glowEffect.y = 0; // Centered horizontally
+ glowEffect.tint = 0xFF0000; // Red color for failure
+ // Animate red strip moving from left to right
tween(glowEffect, {
+ x: 200,
alpha: 0
}, {
- duration: 500,
+ duration: 1000,
easing: tween.easeOut
});
};
return self;
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