User prompt
baya bi sola ve aşşağı kaydır
User prompt
biraz daha sola ve aşşağı kaldır
User prompt
itemin + kaç olduğunu biraz sola kaydır
User prompt
itemin + seviysini sol üst tarafa ama biraz daha ortaya yakın bi yerlere taşı ve biraz daha büyük yap
User prompt
Upgrades: yazısını kaldır
User prompt
mouse right click yapıldığında sağ click yapılan item birinci kutuya yerleşsin
User prompt
Right clcik functionalty is not woking
User prompt
Bu işe yaramamış tekrar dene
User prompt
İnventorydeki iteme mouse ile sağ tıkalyınca birinci kutuya yerleşsimn
User prompt
itemi inventorydeki hangi slottan aldıysam tekrar o slota gitsin
User prompt
Olmamış kodları tekrar düzenle ve dedimi yap
User prompt
İkinci kutudaki item cancel yada confirme basıldığında yada birinci kutuya başka bir item koyulduğunda inventorydeki yerine gitsin
User prompt
item upgrade başarılı olduktan sonra invetorye ve ikinci kutuya gidiyor. Ben sadece ikinci kutuya gitmesini istiyorum
User prompt
Upgrade başarılı olması durumunda ikinci kutuya geçen itemin boyutu birinci kutudakiyle aynı olsun7
User prompt
itemin üstündeki + sayısı upgrade başarılı olursa sadece ikinci kutuda yazsın. Birinci kutuda sadece upgrade yapılmadan önceki + sayısı yazsın
User prompt
İtem confirme basıldıktan sonra ikinci kutuya gelirmeden önce bir miktar settiemout ekle 2 saniye kadar
User prompt
Upgrade işlemi başarılı olursa item ışık animasyonu süresinden sonra birinci kutudan kaybolup ikinci kutuya geçmeli ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
biricinci kutuya koyulan item, upgrade başarılı olması durumunda, upgrade ışığı animasyonu sonlandığında ikinci kutuda, opacitysi 0 dan 1 e doğru linear bi şekilde artarak belirsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
1.kutuya koyulan item upgrade başarılı olması durumunda upgrade ışığı animasyonu sonlandığında ikinci kutuda opacitysi 0 dan 1 e doğru linear bi şekilde artarak belirsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Confirme basıldığında item ikinci slota gitmesin
User prompt
1kutuya koyulan item upgrade başarılı olması durumunda upgrade ışığı animasyonu sonlandığında ikinci kutuda opacitysi 0 dan 1 e doğru linear bi şekilde artarak belirsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
biraz daha düşür
User prompt
padding miktarını biraz düşür
User prompt
İnventoryde üstten alttan ve yanlardan eşit miktarda padding bırak
User prompt
İnventorydeki item sayısını 16 ya çıkart
/**** * 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.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 || 'Mirage_Dagger'; 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 - 60; 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; // 300px width (400 * 0.75 = 300) glowEffect.scaleY = 0.015; // 6px height (400 * 0.015 = 6) glowEffect.x = -300; // 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: 300 }, { duration: 800, // Faster constant speed easing: tween.linear, onFinish: function onFinish() { // Second animation: light point returns to left at same speed tween(glowEffect, { x: -300 }, { duration: 800, easing: tween.linear, onFinish: function onFinish() { // Third animation: light point moves right again at same speed and disappears instantly tween(glowEffect, { x: 300 }, { duration: 800, easing: tween.linear, onFinish: function onFinish() { // Instantly disappear glowEffect.alpha = 0; // Show preview item with fade-in animation after upgrade light completes if (previewSlot && previewSlot.previewItem) { previewSlot.previewItem.alpha = 0; tween(previewSlot.previewItem, { alpha: 1 }, { duration: 500, easing: tween.linear }); } } }); } }); } }); }; self.playFailEffect = function () { // Create upgrade light with 12px width and 2px height glowEffect.alpha = 0.7; glowEffect.scaleX = 0.75; // 300px width (400 * 0.75 = 300) glowEffect.scaleY = 0.015; // 6px height (400 * 0.015 = 6) glowEffect.x = -300; // 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: 300 }, { 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 anvilArea = game.addChild(LK.getAsset('anvil_area', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 600 })); var inventoryPanel = game.addChild(LK.getAsset('inventory_panel', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1800 })); // Create anvil slot (left side) var anvilSlot = game.addChild(new AnvilSlot()); anvilSlot.x = 1024 - 300; // Left side of anvil anvilSlot.y = 600; // Create preview slot (right side) var previewSlot = game.addChild(new PreviewSlot()); previewSlot.x = 1024 + 300; // Right side of anvil previewSlot.y = 600; var upgradeEffect = game.addChild(new UpgradeEffect()); upgradeEffect.x = 1024; upgradeEffect.y = 600; // Create buttons at the bottom of anvil area var confirmButton = game.addChild(new Button('Confirm', 0x4CAF50)); confirmButton.x = 1024 - 140; confirmButton.y = 1100; // Bottom of anvil area (600 + 600/2 - 60 for button height) var cancelButton = game.addChild(new Button('Cancel', 0xF44336)); cancelButton.x = 1024 + 140; cancelButton.y = 1100; // Bottom of anvil area (600 + 600/2 - 60 for button height) // Create inventory items var inventoryItems = []; var itemTypes = ['Mirage_Dagger', 'armor', 'helmet', 'shield', 'ring']; var itemsPerRow = 4; var itemRows = 4; var padding = 60; // Equal padding from all sides var availableWidth = inventoryPanel.width - padding * 2; var availableHeight = inventoryPanel.height - padding * 2; var itemSpacing = availableWidth / itemsPerRow; var rowSpacing = availableHeight / itemRows; var startX = inventoryPanel.x - availableWidth / 2 + itemSpacing / 2; var startY = inventoryPanel.y - availableHeight / 2 + rowSpacing / 2; for (var i = 0; i < 16; i++) { var itemType = itemTypes[i % itemTypes.length]; var item = new Item(itemType, 0); var row = Math.floor(i / itemsPerRow); var col = i % itemsPerRow; // Scale down items to fit within grid boxes (from 200px to ~120px) item.scaleX = 0.6; item.scaleY = 0.6; // Center items within each inventory grid box 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 = 16; // 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) { // Keep item in anvil slot after successful upgrade anvilSlot.currentItem = null; // Clear anvil slot without returning 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); // 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 < 200) { // 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
@@ -302,14 +302,10 @@
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;
+ // Keep item in anvil slot after successful upgrade
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
}
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