User prompt
Bus adedini bus görselinin yanına yaz
User prompt
Her upgrade de bus'un yanında yazan 32 güncellenerek 1 adet azalmalı
User prompt
Bus'un yanındaki yazan 32 ile bus adedinin eşle
User prompt
Her bus kullanıldıktan sonra inventorydeki bus sayısı 1 azalsın
User prompt
İnventoyrydeki üst üste stacklenmiş 32 adet bus olmalı. Her kullanımda 1 azalmalı
User prompt
bus, busbox a yerleştirilmek için mouse ile tıklanıp sürüklenmeye başladığında bir kopyası sürükleniyor olsun ve 1. slottaki bus'un 32 yazan adedi, sürüklenen bus busbox slotuna yerleştirildiğinde 1 azalsın.
User prompt
upgrde işlemi başlamadan önce bus iteminin ortadaki busbox a yerleştirilmiş olduğunda emin olunmalu tıpkı itemin anvildeki birinci kutuya yerleştirilmiş olmasını durumu kontrol edildiği gibi
User prompt
İtemler upgrade edilebilmesi için bus itemini de kullanmamız gerekiyor. Her item 1 adet bus itemiyle upgade edilebilir. Bir senaryo çizmem gerekirse itemin birinci kutya yerleştirdikten sonra ortadaki busbox a bus itemin yerleştirildildikten sonra confirme e basılabilir olmalı ve item upgade edilebilmeli
User prompt
Şimdi şöyle yapıyoruz bir itemin upgrde yapıalbilmesi için ortadaki busbox kutusunda bus olması gerekiyor aksi taktirde item upgrade yapılamayacak
User prompt
bi bu kadar daha sağa kaydır 32 yazısını
User prompt
32 yazısını bayağı bi sağa kaydır
User prompt
bus itemindeki + yazssını kaldır, bus görselinin sağ alt kısmına 32 yazısını yaz
User prompt
fixed right side and bottom side
User prompt
carry to right side of image text from bus
User prompt
remove + from bus
User prompt
how many bus we have show from bottom right side of bus
User prompt
Remove first item from inventory and add 32 stacked bus item to inventory first spot.
User prompt
add bus box center of the boxes
User prompt
İtem ikinci kutuda belirirken yavaşça belirsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
İtemlere sağ tıklanınca birinci kutuya hareket etsin
User prompt
yazıyı baya sola kaydır
User prompt
text boyutunu 2 katına çıakrt ve bütün itemlere başlangıç olarak +1 den başlat
User prompt
Texti 3 katına çıkar
/**** * 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(); inventoryItems.push(previewSlot.previewItem); 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 || 1; self.originalX = 0; self.originalY = 0; self.originalSlotIndex = -1; // Store the original inventory slot index 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: 80, fill: 0xFFD700 }); self.levelText.anchor.set(0.5, 0.5); self.levelText.x = -150; self.levelText.y = -itemGraphics.height / 2 + 20; self.addChild(self.levelText); if (self.enhanceLevel < 1) { self.levelText.visible = false; } self.updateEnhanceLevel = function (newLevel) { self.enhanceLevel = newLevel; if (self.enhanceLevel < 1) { self.levelText.visible = false; } else { self.levelText.visible = true; self.levelText.setText('+' + self.enhanceLevel); } }; self.setOriginalPosition = function (x, y, slotIndex) { self.originalX = x; self.originalY = y; if (slotIndex !== undefined) { self.originalSlotIndex = slotIndex; } }; self.returnToOriginalPosition = function () { tween(self, { x: self.originalX, y: self.originalY }, { duration: 300 }); }; self.down = function (x, y, obj) { // Check for right click (button 2) first if (obj && obj.event && obj.event.button === 2) { // Only place in anvil slot if item is in inventory var itemIndex = inventoryItems.indexOf(self); if (itemIndex > -1) { // Remove from inventory array inventoryItems.splice(itemIndex, 1); anvilSlot.placeItem(self); return; // Exit early for right-click } } 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; } }); } }); } }); }; 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, 1); 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, i); 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(); inventoryItems.push(previewSlot.previewItem); previewSlot.previewItem = null; } if (anvilSlot.hasItem()) { var item = anvilSlot.currentItem; var upgradeResult = attemptUpgrade(item); if (upgradeResult.success) { // Add 2 second delay before moving item to preview slot LK.setTimeout(function () { // Create new item with upgraded level for preview var previewItem = new Item(item.itemType, upgradeResult.newLevel); previewItem.scaleX = 0.6; previewItem.scaleY = 0.6; previewItem.x = previewSlot.x; previewItem.y = previewSlot.y; previewItem.alpha = 0.8; // Set original position for preview item to return to inventory using original slot var originalSlotIndex = item.originalSlotIndex; if (originalSlotIndex >= 0) { var row = Math.floor(originalSlotIndex / itemsPerRow); var col = originalSlotIndex % itemsPerRow; var slotX = startX + col * itemSpacing; var slotY = startY + row * rowSpacing; previewItem.setOriginalPosition(slotX, slotY, originalSlotIndex); } game.addChild(previewItem); // Remove original item from inventory var itemIndex = inventoryItems.indexOf(item); if (itemIndex > -1) { inventoryItems.splice(itemIndex, 1); } item.destroy(); anvilSlot.currentItem = null; // Clear anvil slot previewSlot.previewItem = previewItem; // Set preview item }, 2000); } 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(); inventoryItems.push(previewSlot.previewItem); previewSlot.previewItem = null; } if (anvilSlot.hasItem()) { var item = anvilSlot.currentItem; item.returnToOriginalPosition(); anvilSlot.currentItem = null; // Clear anvil slot previewSlot.hidePreview(); } }); // UI Elements removed // 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 var newLevel = item.enhanceLevel + 1; upgradeEffect.playSuccessEffect(); LK.getSound('upgrade_success').play(); successfulUpgrades++; // Update score LK.setScore(successfulUpgrades); // Win condition if (successfulUpgrades >= 20) { LK.showYouWin(); } return { success: true, newLevel: newLevel }; } 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
@@ -72,9 +72,9 @@
size: 80,
fill: 0xFFD700
});
self.levelText.anchor.set(0.5, 0.5);
- self.levelText.x = -80;
+ self.levelText.x = -150;
self.levelText.y = -itemGraphics.height / 2 + 20;
self.addChild(self.levelText);
if (self.enhanceLevel < 1) {
self.levelText.visible = false;
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