User prompt
Silahların butlarını inventory içerisinde kutuların boyutlarına göre düzenle ve itemlerin pozisyonlarını kutuların içinde ortala
User prompt
İnventory de toplam 3 sıra 4 sütundan oluşsun toplamda 12 tane item olabilsin
User prompt
Silahları inventorydeki kutuların herbirine ortalayacak şekilde ayarlaa
User prompt
Butonların üstündeki yazıları kaldır
User prompt
sword u sil yerine mirage_dagger koy
User prompt
Mirage daggerin boyutun yamuk olmuş orgninal boyutunu koru
User prompt
sword ile Mirage_Daggeri değiştir
User prompt
drag items yazısını kaldır
User prompt
Butonları anvilin içinde en altta olacak şekilde yerleştir
User prompt
anvil ile invenryory arasına mesafe koy
User prompt
Bütün objelerin boyutunu 2 katına çıkart ve birbirinilerinin üstüne çıkmasınlar ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
ışığın genişliği 150 px olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
ışığın genişliği 50px olsun
User prompt
ışığın yüksekliği 6 px olsun
User prompt
Upgrade ışığının opacitysi azalmasın birden kaybolsun ve upgade ışığı genişliği 12 px yüksekliği 2px olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
anvildeki sağdaki kutuda herhangi bir item varsa ve kullanıcı confirm yada cancel tuşuna basarsa yada invetorydeki bir itemi sürükleyip anvildeki soldaki kutucuğa bırakırsa anvildeki sağdaki eşya invenyorydeki yerine geri dönmeli ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
item geçtikten sonra cancel e bastığımda ikinic slottaki geçmiş olan item inventorydeki başlangıç yerine hareket etmeli ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Senaryo şöyle olmalı, kullanıcı invetory deki itemi sürükleyerek anvildeki soldaki kutucuğa bırkaır, item artık soldaki kutucukta gözükür, kullancıcı confirme bastığımda item eğer geçerse sağdaki kutucuğa taşınmış olmalı , eğer yanarsa tamamen kaybolmalı
User prompt
İtem sdece geçtiği taktide anvildeki ikinci kutuda belirsin
User prompt
Anvil kısmına itemi sürükleyip bıraktığımda orada kalacka bir kutu ve item eğer geçerse geçtiği halinin orada belireceği bir kutu ekle araları boşluk olsun ve o arada upgarde ışığı olsun, anvil ile inventory arasında da 2 tane buton olsun birisinde Confim yazsın diğerinde Cancel yazsın, confirme basınca anvildeki sol tarafta gbulunan item upgade edilsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
İtemleri inventory e sığdır
User prompt
Gri böşlümü yukarı al
User prompt
İtemlerin i uupgrade etmek için olan kutuyu alttaki kutunın üstüne koyma
User prompt
İtemleri inventoyryin içine sığdır
User prompt
İtemlerin olduğu kısmı ve üstteki kısımı birleştir ve ekranda ortala
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var AnvilSlot = Container.expand(function () { var self = Container.call(this); var slotGraphics = self.attachAsset('anvil_slot', { anchorX: 0.5, anchorY: 0.5 }); self.currentItem = null; self.placeItem = function (item) { if (self.currentItem) { self.currentItem.returnToOriginalPosition(); } // Return any item in preview slot to inventory if (previewSlot && previewSlot.previewItem) { previewSlot.previewItem.returnToOriginalPosition(); previewSlot.previewItem = null; } self.currentItem = item; item.x = self.x; item.y = self.y; }; self.removeItem = function () { if (self.currentItem) { self.currentItem = null; } }; self.hasItem = function () { return self.currentItem !== null; }; return self; }); var Button = Container.expand(function (text, color) { var self = Container.call(this); var buttonGraphics = self.attachAsset(color === 0x4CAF50 ? 'confirm_button' : 'cancel_button', { anchorX: 0.5, anchorY: 0.5 }); self.buttonText = new Text2(text, { size: 30, fill: 0xFFFFFF }); self.buttonText.anchor.set(0.5, 0.5); self.addChild(self.buttonText); self.callback = null; self.setCallback = function (cb) { self.callback = cb; }; self.down = function (x, y, obj) { if (self.callback) { self.callback(); } }; return self; }); 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 PreviewSlot = Container.expand(function () { var self = Container.call(this); var slotGraphics = self.attachAsset('preview_slot', { anchorX: 0.5, anchorY: 0.5 }); self.previewItem = null; self.showPreview = function (item) { if (self.previewItem) { self.previewItem.destroy(); } // Preview will only be shown after successful upgrade }; self.showSuccessPreview = function (item) { if (self.previewItem) { self.previewItem.destroy(); } self.previewItem = new Item(item.itemType, item.enhanceLevel); self.previewItem.x = self.x; self.previewItem.y = self.y; self.previewItem.alpha = 0.8; self.parent.addChild(self.previewItem); }; self.hidePreview = function () { if (self.previewItem) { self.previewItem.destroy(); self.previewItem = 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 upgrade light with 12px width and 2px height glowEffect.alpha = 0.8; glowEffect.scaleX = 0.75; // 150px width (200 * 0.75 = 150) glowEffect.scaleY = 0.03; // 6px height (200 * 0.03 = 6) glowEffect.x = -150; // Start from left glowEffect.y = 0; // Centered horizontally glowEffect.tint = 0xFFD700; // Golden color // First animation: light point moves at constant speed from left to right tween(glowEffect, { x: 150 }, { duration: 800, // Faster constant speed easing: tween.linear, onFinish: function onFinish() { // Second animation: light point returns to left at same speed tween(glowEffect, { x: -150 }, { duration: 800, easing: tween.linear, onFinish: function onFinish() { // Third animation: light point moves right again at same speed and disappears instantly tween(glowEffect, { x: 150 }, { duration: 800, easing: tween.linear, onFinish: function onFinish() { // Instantly disappear glowEffect.alpha = 0; } }); } }); } }); }; self.playFailEffect = function () { // Create upgrade light with 12px width and 2px height glowEffect.alpha = 0.7; glowEffect.scaleX = 0.75; // 150px width (200 * 0.75 = 150) glowEffect.scaleY = 0.03; // 6px height (200 * 0.03 = 6) 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 }, { duration: 1200, easing: tween.easeOut, onFinish: function onFinish() { // Instantly disappear glowEffect.alpha = 0; } }); }; 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: 0.5, x: 1024, y: 1366 })); var anvilArea = game.addChild(LK.getAsset('anvil_area', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 800 })); // Create anvil slot (left side) var anvilSlot = game.addChild(new AnvilSlot()); anvilSlot.x = 1024 - 150; // Left side of anvil anvilSlot.y = 800; // Create preview slot (right side) var previewSlot = game.addChild(new PreviewSlot()); previewSlot.x = 1024 + 150; // Right side of anvil previewSlot.y = 800; var upgradeEffect = game.addChild(new UpgradeEffect()); upgradeEffect.x = 1024; upgradeEffect.y = 800; // Create buttons between anvil and inventory var confirmButton = game.addChild(new Button('Confirm', 0x4CAF50)); confirmButton.x = 1024 - 70; confirmButton.y = 1100; var cancelButton = game.addChild(new Button('Cancel', 0xF44336)); cancelButton.x = 1024 + 70; cancelButton.y = 1100; // Create inventory items var inventoryItems = []; var itemTypes = ['sword', 'armor', 'helmet', 'shield', 'ring']; var itemsPerRow = 5; var itemSpacing = 160; // Spacing to fit within panel width (900px) var rowSpacing = 100; // Spacing between rows to fit within panel height (500px) var startX = 1024 - (itemsPerRow - 1) * itemSpacing / 2; var startY = 1366 - 200; // Position items within inventory panel bounds 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 * itemSpacing; item.y = startY + row * rowSpacing; 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; // Setup button callbacks confirmButton.setCallback(function () { // Return any item in preview slot to inventory first if (previewSlot.previewItem) { previewSlot.previewItem.returnToOriginalPosition(); previewSlot.previewItem = null; } if (anvilSlot.hasItem()) { var item = anvilSlot.currentItem; var upgradeResult = attemptUpgrade(item); if (upgradeResult.success) { // Move upgraded item to preview slot item.x = previewSlot.x; item.y = previewSlot.y; anvilSlot.currentItem = null; // Clear anvil slot without returning item // Set this item as the preview item previewSlot.previewItem = item; } else { // Item failed upgrade and was destroyed anvilSlot.currentItem = null; // Clear anvil slot } } }); cancelButton.setCallback(function () { // Return any item in preview slot to inventory first if (previewSlot.previewItem) { previewSlot.previewItem.returnToOriginalPosition(); previewSlot.previewItem = null; } if (anvilSlot.hasItem()) { var item = anvilSlot.currentItem; item.returnToOriginalPosition(); anvilSlot.currentItem = null; // Clear anvil slot previewSlot.hidePreview(); } }); // 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 = 600; 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 { success: false }; // 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(); } return { success: true }; } 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); } } return { success: false }; } 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) { // No special handling needed here, items handle their own down events }; game.up = function (x, y, obj) { if (draggedItem) { // Check if dropped on anvil slot var distanceToSlot = Math.sqrt(Math.pow(draggedItem.x - anvilSlot.x, 2) + Math.pow(draggedItem.y - anvilSlot.y, 2)); if (distanceToSlot < 100) { // Place item in anvil slot anvilSlot.placeItem(draggedItem); } else { // Return to original position draggedItem.returnToOriginalPosition(); } draggedItem = null; } }; game.update = function () { // Update game state if (totalUpgrades > 50 && successfulUpgrades < 5) { LK.showGameOver(); } };
===================================================================
--- original.js
+++ change.js
@@ -156,9 +156,9 @@
glowEffect.scaleY = 0.5;
self.playSuccessEffect = function () {
// Create upgrade light with 12px width and 2px height
glowEffect.alpha = 0.8;
- glowEffect.scaleX = 0.25; // 50px width (200 * 0.25 = 50)
+ glowEffect.scaleX = 0.75; // 150px width (200 * 0.75 = 150)
glowEffect.scaleY = 0.03; // 6px height (200 * 0.03 = 6)
glowEffect.x = -150; // Start from left
glowEffect.y = 0; // Centered horizontally
glowEffect.tint = 0xFFD700; // Golden color
@@ -195,9 +195,9 @@
};
self.playFailEffect = function () {
// Create upgrade light with 12px width and 2px height
glowEffect.alpha = 0.7;
- glowEffect.scaleX = 0.25; // 50px width (200 * 0.25 = 50)
+ glowEffect.scaleX = 0.75; // 150px width (200 * 0.75 = 150)
glowEffect.scaleY = 0.03; // 6px height (200 * 0.03 = 6)
glowEffect.x = -150; // Start from left
glowEffect.y = 0; // Centered horizontally
glowEffect.tint = 0xFF0000; // Red color for failure
Raptor from Knight Online. In-Game asset. 2d. High contrast. No shadows
Cancel Button for medeivel concept. In-Game asset. 2d. High contrast. No shadows
Confirm Button for medeivel concept. In-Game asset. 2d. High contrast. No shadows
rectangular frame, medevil concept without text and dark color platte. In-Game asset. 2d. High contrast. No shadows
rectangular frame, without text, wooden color palette with good concept. In-Game asset. 2d. High contrast. No shadows
Chitin Shield. In-Game asset. 2d. High contrast. No shadows
Gray dagger from medevil . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
warsctyhe. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
içinde yazı olmayan, kenarlında boşluk olmayan 15 adet bölmeden oluşan bir inventory. In-Game asset. 2d. High contrast. No shadows
a wooden frame. In-Game asset. 2d. High contrast. No shadows
Smal enchancement scrool from online game with shine effected. In-Game asset. 2d. High contrast. No shadows