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 small round light point glowEffect.alpha = 0.8; glowEffect.scaleX = 0.3; // Small round point glowEffect.scaleY = 0.3; // Small round point glowEffect.x = -150; // Start from left glowEffect.y = 0; // Centered horizontally glowEffect.tint = 0xFFD700; // Golden color // First animation: light point moves slowly from left to right tween(glowEffect, { x: 150 }, { duration: 1800, // Slower animation easing: tween.easeOut, onFinish: function onFinish() { // Second animation: light point quickly returns to left tween(glowEffect, { x: -150 }, { duration: 200, easing: tween.easeIn, onFinish: function onFinish() { // Third animation: light point slowly moves right again and fades tween(glowEffect, { x: 150, alpha: 0 }, { duration: 1800, easing: tween.easeOut }); } }); } }); }; self.playFailEffect = function () { // Create small round red light point glowEffect.alpha = 0.7; glowEffect.scaleX = 0.3; // Small round point glowEffect.scaleY = 0.3; // Small round point glowEffect.x = -150; // Start from left glowEffect.y = 0; // Centered horizontally glowEffect.tint = 0xFF0000; // Red color for failure // Animate red light point moving from left to right tween(glowEffect, { x: 150, alpha: 0 }, { duration: 1200, 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
@@ -70,31 +70,31 @@
glowEffect.alpha = 0;
glowEffect.scaleX = 0.5;
glowEffect.scaleY = 0.5;
self.playSuccessEffect = function () {
- // Create horizontal strip effect with moving line
+ // Create small round light point
glowEffect.alpha = 0.8;
- glowEffect.scaleX = 2; // Wide horizontal strip
- glowEffect.scaleY = 0.15; // Thin horizontal strip
+ glowEffect.scaleX = 0.3; // Small round point
+ glowEffect.scaleY = 0.3; // Small round point
glowEffect.x = -150; // Start from left
glowEffect.y = 0; // Centered horizontally
glowEffect.tint = 0xFFD700; // Golden color
- // First animation: line moves slowly from left to right
+ // First animation: light point moves slowly from left to right
tween(glowEffect, {
x: 150
}, {
duration: 1800,
// Slower animation
easing: tween.easeOut,
onFinish: function onFinish() {
- // Second animation: line quickly returns to left
+ // Second animation: light point quickly returns to left
tween(glowEffect, {
x: -150
}, {
duration: 200,
easing: tween.easeIn,
onFinish: function onFinish() {
- // Third animation: line slowly moves right again and fades
+ // Third animation: light point slowly moves right again and fades
tween(glowEffect, {
x: 150,
alpha: 0
}, {
@@ -106,16 +106,16 @@
}
});
};
self.playFailEffect = function () {
- // Create horizontal red strip effect with moving line
+ // Create small round red light point
glowEffect.alpha = 0.7;
- glowEffect.scaleX = 2; // Wide horizontal strip
- glowEffect.scaleY = 0.15; // Thin horizontal strip
+ glowEffect.scaleX = 0.3; // Small round point
+ glowEffect.scaleY = 0.3; // Small round point
glowEffect.x = -150; // Start from left
glowEffect.y = 0; // Centered horizontally
glowEffect.tint = 0xFF0000; // Red color for failure
- // Animate red line moving from left to right
+ // Animate red light point moving from left to right
tween(glowEffect, {
x: 150,
alpha: 0
}, {
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