User prompt
100 levele kadar farklı farklı bir kılıç versin her 10 levelde
User prompt
100 levele kadar kılıçlar olsun istiyorum ekler misiniz ben ekleyeceğim görsellerini
User prompt
Eklemediniz
User prompt
100 levele kadar kılıçlar olsun istiyorum ekler misiniz
User prompt
100 levele kadar kılıçlar olsun
User prompt
Level 10 den sonra farklı canavarlar çıksın istiyorum ben yapacağım görsel
User prompt
Level 10 den sonra farklı canavarlar çıksın istiyorum
User prompt
Level 11 den sonra farklı canavarlar çıksın
User prompt
Boss çıkınca oyun çok kasıyor
User prompt
Boss bozuk yürüyor düzelt
User prompt
Boss bana yüzde 10 vursun
User prompt
Xp yüzde 1000 gelsin
User prompt
Status ve shopu beyaz ysp
User prompt
Levelin altındakileri daha kaliteli görüntü yap
User prompt
Leveli de xpin yanına koy
User prompt
Level altındakiler beyaz biraz daha saga getir
User prompt
Level altındakiler beyaz biraz daha s aga getir
User prompt
Level altındakiler biraz daha sola getir
User prompt
Levelin altındakileri beyaz yap hepsini biraz sola getir
User prompt
Status ve shopu biraz büyüt
User prompt
Shopu farklı bir yere koy mesala statusun yanına
User prompt
Shopun içindeki yazıları beyaz yap
User prompt
Shopu farklı bir yere koy ve arka plan ekle ben görsel yapacam
User prompt
Shopu farklı bir yere koy ve arka plan ekle ben görsel yapacam
User prompt
Her şeyi İngilizce yap
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var BombPowerUp = Container.expand(function () {
var self = Container.call(this);
// Define methods on self first
self.update = function () {
if (self.collected) return;
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < self.magnetRadius) {
// Magnet range for bomb
// Move towards player
self.x += dx / distance * self.magnetSpeed;
self.y += dy / distance * self.magnetSpeed;
if (distance < self.collectionDistance) {
// Collection distance
self.collect();
}
}
};
self.collect = function () {
if (self.collected) return;
self.collected = true;
// Bomb explosion effect
LK.effects.flashObject(self, 0xFF8C00, 300); // Flash orange for explosion
// Consider adding an explosion sound if available:
// LK.getSound('explosionSound').play();
for (var i = monsters.length - 1; i >= 0; i--) {
var monster = monsters[i];
// Check if monster is valid and has position properties before calculating distance
if (monster && typeof monster.x === 'number' && typeof monster.y === 'number') {
// Calculate distance from the player to the monster for the explosion effect
var distToMonster = Math.sqrt(Math.pow(player.x - monster.x, 2) + Math.pow(player.y - monster.y, 2));
if (distToMonster <= BOMB_EXPLOSION_RADIUS) {
// Check if monster has takeDamage method
if (typeof monster.takeDamage === 'function') {
monster.takeDamage(BOMB_DAMAGE);
}
}
}
}
var index = powerUpsArray.indexOf(self);
if (index > -1) {
powerUpsArray.splice(index, 1);
}
self.destroy();
};
// Properties and Asset Attachment
var bombGraphics = self.attachAsset('bombPowerUpShape', {
anchorX: 0.5,
anchorY: 0.5
});
self.collected = false;
self.magnetSpeed = 4; // Speed at which bomb moves towards player
self.magnetRadius = 150; // Player distance to trigger magnet effect
self.collectionDistance = 40; // Player distance to collect bomb
return self;
});
// Boss monster class
var Boss = Container.expand(function () {
var self = Container.call(this);
// Boss uses a unique look: purple color, ellipse shape, and is much larger
var bossGraphics = self.attachAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 5.0,
scaleY: 4.0
});
self.hp = 300;
self.maxHp = 300;
self.speed = 0.8;
self.xpValue = 250;
self.level = player ? player.level : 10; // Boss level matches player level or 10 if not defined
// Health bar properties and initialization
self.maxHealthBarWidth = bossGraphics.width * 0.9;
self.healthBarHeight = 18;
var healthBarGap = 10;
self.healthBarOffsetY = -(bossGraphics.height / 2) - self.healthBarHeight / 2 - healthBarGap;
self.healthBarBackground = self.attachAsset('monster_hp_bg', {
shape: 'box',
width: self.maxHealthBarWidth,
height: self.healthBarHeight,
color: 0x550000,
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: self.healthBarOffsetY
});
self.healthBarCurrent = self.attachAsset('monster_hp_fg', {
shape: 'box',
width: self.maxHealthBarWidth,
height: self.healthBarHeight,
color: 0xFFD700,
anchorX: 0,
anchorY: 0.5,
x: -self.maxHealthBarWidth / 2,
y: self.healthBarOffsetY
});
self.levelText = new Text2('BOSS Lvl.' + self.level, {
size: 32,
fill: 0xFFD700
});
self.levelText.anchor.set(0.5, 0.5);
self.levelText.x = 0;
self.levelText.y = self.healthBarOffsetY - 30;
self.addChild(self.levelText);
self.updateHealthBar = function () {
var healthPercentage = Math.max(0, self.hp / self.maxHp);
self.healthBarCurrent.width = self.maxHealthBarWidth * healthPercentage;
};
self.takeDamage = function (damage) {
self.hp -= damage;
LK.effects.flashObject(self, 0xFF00FF, 200);
self.updateHealthBar();
if (self.hp <= 0) {
self.die();
}
};
self.die = function () {
var xpOrb = new XPOrb();
xpOrb.x = self.x;
xpOrb.y = self.y;
xpOrb.xpValue = self.xpValue;
game.addChild(xpOrb);
xpOrbs.push(xpOrb);
// Spawn coins based on a random chance when the boss dies
for (var i = 0; i < 10; i++) {
// Increased potential coin drops
if (Math.random() < 0.7) {
// 70% chance to spawn a coin
var coin = new Coin();
coin.x = self.x + Math.random() * 80 - 40; // Spawn coins around the boss
coin.y = self.y + Math.random() * 80 - 40;
game.addChild(coin);
coinsArray.push(coin);
}
}
// Spawn a bomb with a 50% chance when the boss dies
if (Math.random() < 0.5) {
var bomb = new BombPowerUp();
// Spawn bomb near boss, slightly randomized
bomb.x = self.x + (Math.random() * 60 - 30);
bomb.y = self.y + (Math.random() * 60 - 30);
game.addChild(bomb);
powerUpsArray.push(bomb);
}
var index = monsters.indexOf(self);
if (index > -1) {
monsters.splice(index, 1);
}
// If this dying boss is the one being tracked, update state
if (currentBossInstance === self) {
currentBossInstance = null;
game.bossActive = false; // Allows normal monster spawning to resume and stops boss-related checks
}
self.destroy();
};
self.update = function () {
// Store lastX/lastY for good movement and event logic
if (typeof self.lastX === "undefined") self.lastX = self.x;
if (typeof self.lastY === "undefined") self.lastY = self.y;
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Move boss towards player, but clamp to not overshoot
if (distance > 0) {
var moveDist = Math.min(self.speed, distance);
self.x += dx / distance * moveDist;
self.y += dy / distance * moveDist;
}
// Boss attack logic: only trigger on entering attack range (not every frame)
if (typeof self.lastDistance === "undefined") self.lastDistance = distance;
if (self.lastDistance >= 100 && distance < 100) {
player.hp -= player.maxHp * 0.10; // Boss deals 10% of player's max HP per hit
if (player.hp <= 0) {
LK.showGameOver();
}
}
self.lastX = self.x;
self.lastY = self.y;
self.lastDistance = distance;
};
self.updateHealthBar();
return self;
});
var Coin = Container.expand(function () {
var self = Container.call(this);
var coinGraphics = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5
});
self.collected = false;
self.magnetSpeed = 5; // Speed at which coins move towards player
self.update = function () {
if (self.collected) return;
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 100) {
// Magnet range for coins
self.x += dx / distance * self.magnetSpeed;
self.y += dy / distance * self.magnetSpeed;
if (distance < 40) {
// Collection distance
self.collect();
}
}
};
self.collect = function () {
if (self.collected) return;
self.collected = true;
coins++; // Increment coin count
if (typeof coinText !== "undefined") coinText.setText('Coins: ' + coins);
var index = coinsArray.indexOf(self);
if (index > -1) {
coinsArray.splice(index, 1);
}
self.destroy();
};
return self;
});
var Monster = Container.expand(function () {
var self = Container.call(this);
// Define methods on self
self.updateHealthBar = function () {
var healthPercentage = Math.max(0, self.hp / self.maxHp); // Ensure non-negative percentage
self.healthBarCurrent.width = self.maxHealthBarWidth * healthPercentage;
};
self.takeDamage = function (damage) {
self.hp -= damage;
LK.effects.flashObject(self, 0xFF0000, 200);
self.updateHealthBar(); // Update health bar display
if (self.hp <= 0) {
self.die();
}
};
self.die = function () {
var xpOrb = new XPOrb();
xpOrb.x = self.x;
xpOrb.y = self.y;
xpOrb.xpValue = self.xpValue;
game.addChild(xpOrb);
xpOrbs.push(xpOrb);
// Spawn a coin with a 50% chance when a monster dies
if (Math.random() < 0.5) {
var coin = new Coin();
coin.x = self.x + Math.random() * 40 - 20; // Spawn coin slightly offset
coin.y = self.y + Math.random() * 40 - 20; // Spawn coin slightly offset
game.addChild(coin);
coinsArray.push(coin);
}
// Spawn a bomb with a 50% chance when a monster dies
if (Math.random() < 0.5) {
var bomb = new BombPowerUp();
bomb.x = self.x;
bomb.y = self.y;
game.addChild(bomb);
powerUpsArray.push(bomb);
}
var index = monsters.indexOf(self);
if (index > -1) {
monsters.splice(index, 1);
}
self.destroy(); // This will also destroy child health bars
};
self.update = function () {
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
}
if (distance < 50) {
player.hp -= 0.2; // Player takes less damage
if (player.hp <= 0) {
LK.showGameOver();
}
}
};
// Constructor logic
var monsterAssetId = 'monster';
var monsterScaleX = 2.0;
var monsterScaleY = 2.0;
// Default stats for monsters before player reaches level 10
self.hp = 30;
self.maxHp = 30;
self.speed = 1;
self.xpValue = 25;
self.level = Math.floor(Math.random() * 3) + 1; // Random level between 1-3 for tier 1
// Check player level to determine monster type and stats
// Ensure player object exists to prevent errors during early initialization phases
if (typeof player !== 'undefined' && player && player.level >= 10) {
monsterAssetId = 'monster_tier2'; // Asset for monsters appearing at player level 10+
// Adjusted stats for tier 2 monsters
self.hp = 60; // Example: More HP
self.maxHp = 60;
self.speed = 1.2; // Example: Slightly faster
self.xpValue = 50; // Example: More XP
// Tier 2 monsters can have levels relative to player's level or a higher base
self.level = player.level + Math.floor(Math.random() * 3) - 1; // e.g., player.level +/- 1
if (self.level < 1) self.level = 1; // Ensure level is at least 1
}
var monsterGraphics = self.attachAsset(monsterAssetId, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: monsterScaleX,
scaleY: monsterScaleY
});
// Health bar properties and initialization
self.maxHealthBarWidth = monsterGraphics.width * 0.8; // Health bar width relative to monster width
self.healthBarHeight = 8;
var healthBarGap = 5; // Gap between monster and health bar
// Position health bar above the monster graphics
self.healthBarOffsetY = -(monsterGraphics.height / 2) - self.healthBarHeight / 2 - healthBarGap;
self.healthBarBackground = self.attachAsset('monster_hp_bg', {
shape: 'box',
width: self.maxHealthBarWidth,
height: self.healthBarHeight,
color: 0x550000,
// Dark red for background
anchorX: 0.5,
// Center the background bar horizontally
anchorY: 0.5,
// Center the background bar vertically
x: 0,
// Centered horizontally relative to the monster
y: self.healthBarOffsetY // Positioned above the monster
});
self.healthBarCurrent = self.attachAsset('monster_hp_fg', {
shape: 'box',
width: self.maxHealthBarWidth,
// Initial full width
height: self.healthBarHeight,
color: 0x00FF00,
// Green for current health
anchorX: 0,
// Align left edge of the current health bar
anchorY: 0.5,
// Center the current health bar vertically
// Position its left edge to align with the left edge of the background bar
x: -self.maxHealthBarWidth / 2,
y: self.healthBarOffsetY // Positioned above the monster
});
// Monster level text
self.levelText = new Text2('Lvl.' + self.level, {
size: 16,
fill: 0xFFFFFF
});
self.levelText.anchor.set(0.5, 0.5);
self.levelText.x = 0;
self.levelText.y = self.healthBarOffsetY - 20; // Position above health bar
self.addChild(self.levelText);
self.updateHealthBar(); // Initial call to set health bar width correctly
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2.5,
// Increased from 2.2
scaleY: 2.5 // Increased from 2.2
});
self.facing = "right"; // "right" or "left"
self.playerGraphics = playerGraphics; // Save reference for flipping
self.level = 1;
self.xp = 0;
self.xpToNext = 100;
self.hp = 100;
self.maxHp = 100;
self.damage = 10;
self.attackCooldown = 0;
self.swordOffsetX = 25; // Horizontal offset for the sword from player's center
self.swordOffsetY = 15; // Vertical offset for the sword from player's center (positive is down)
self.sword = null;
self.vx = 0; // Horizontal velocity
self.vy = 0; // Vertical velocity
self.createSword = function () {
if (self.sword) {
self.removeChild(self.sword);
}
var swordType = 'woodenSword';
var baseDamage = 10;
// Calculate damage increase every 5 levels
var damageMultiplier = Math.floor(self.level / 5);
var damage = baseDamage + damageMultiplier * 5;
if (self.level >= 20) {
swordType = 'steelSword';
} else if (self.level >= 10) {
swordType = 'ironSword';
}
self.damage = damage;
self.sword = self.attachAsset(swordType, {
anchorX: 0,
// Sword's hilt/origin is at its local x=0
anchorY: 0.5,
// Sword's hilt/origin is vertically centered
x: self.facing === "left" ? -self.swordOffsetX : self.swordOffsetX,
// Positioned based on player's facing direction and offset
y: self.swordOffsetY,
// Vertically offset from player's center
scaleX: 1.6,
// Increase sword size
scaleY: 1.6 // Increase sword size
});
// Ensure sword sprite orientation matches player facing direction
// This assumes sword assets are designed to point right with a positive scaleX
if (self.facing === "left") {
self.sword.scaleX = -Math.abs(self.sword.scaleX || 1); // Ensure scaleX is negative
} else {
self.sword.scaleX = Math.abs(self.sword.scaleX || 1); // Ensure scaleX is positive
}
};
self.gainXP = function (amount) {
self.xp += amount;
if (self.xp >= self.xpToNext) {
self.levelUp();
}
};
self.levelUp = function () {
self.level++;
self.xp = 0;
self.xpToNext = self.level * 100;
// self.maxHp remains at 100, as per the "health up to 100" requirement.
self.hp = self.maxHp; // Restore HP to the current maxHp (which is 100).
statPoints += 1; // Give 1 stat point per level up
if (typeof statPointText !== "undefined") statPointText.setText('Stat Points: ' + statPoints);
if (self.level % 10 === 0) {
self.createSword();
}
LK.getSound('levelUp').play();
LK.effects.flashObject(self, 0xFFD700, 500);
};
self.attack = function () {
if (self.attackCooldown <= 0) {
self.attackCooldown = 30;
LK.getSound('attack').play();
if (self.sword) {
tween(self.sword, {
rotation: Math.PI / 4
}, {
duration: 150,
easing: tween.easeOut
});
tween(self.sword, {
rotation: 0
}, {
duration: 150,
easing: tween.easeIn
});
}
for (var i = monsters.length - 1; i >= 0; i--) {
// Iterate backwards
var monster = monsters[i];
var distance = Math.sqrt((self.x - monster.x) * (self.x - monster.x) + (self.y - monster.y) * (self.y - monster.y));
if (distance < 120) {
// Increased attack range from 100 to 120
monster.takeDamage(self.damage);
}
}
}
};
self.update = function () {
if (self.attackCooldown > 0) {
self.attackCooldown--;
}
// --- Flip player sprite based on movement direction ---
if (typeof self.vx === "number" && Math.abs(self.vx) > 0.2) {
if (self.vx > 0 && self.facing !== "right") {
self.facing = "right";
if (self.playerGraphics) self.playerGraphics.scaleX = Math.abs(self.playerGraphics.scaleX);
if (self.sword) {
self.sword.scaleX = Math.abs(self.sword.scaleX || 1);
self.sword.x = self.swordOffsetX; // Adjust sword position to right side
}
} else if (self.vx < 0 && self.facing !== "left") {
self.facing = "left";
if (self.playerGraphics) self.playerGraphics.scaleX = -Math.abs(self.playerGraphics.scaleX);
if (self.sword) {
self.sword.scaleX = -Math.abs(self.sword.scaleX || 1);
self.sword.x = -self.swordOffsetX; // Adjust sword position to left side
}
}
}
// Auto attack - attack every 30 frames (0.5 seconds)
if (self.attackCooldown <= 0) {
// Check if there are monsters nearby to attack
var foundNearbyMonster = false;
for (var i = 0; i < monsters.length; i++) {
var monster = monsters[i];
var distance = Math.sqrt((self.x - monster.x) * (self.x - monster.x) + (self.y - monster.y) * (self.y - monster.y));
if (distance < 120) {
foundNearbyMonster = true;
break;
}
}
if (foundNearbyMonster) {
self.attack();
}
}
};
self.createSword();
return self;
});
var XPOrb = Container.expand(function () {
var self = Container.call(this);
var orbGraphics = self.attachAsset('xpOrb', {
anchorX: 0.5,
anchorY: 0.5
});
self.xpValue = 25;
self.magnetSpeed = 3;
self.collected = false;
self.update = function () {
if (self.collected) return;
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 80) {
self.x += dx / distance * self.magnetSpeed;
self.y += dy / distance * self.magnetSpeed;
if (distance < 30) {
self.collect();
}
}
};
self.collect = function () {
if (self.collected) return;
self.collected = true;
player.gainXP(self.xpValue * 10); // XP increased by 1000%
LK.getSound('xpPickup').play();
var index = xpOrbs.indexOf(self);
if (index > -1) {
xpOrbs.splice(index, 1);
}
self.destroy();
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x2F4F2F
});
/****
* Game Code
****/
// Placeholder for new monster visual
// Add the dungeon background first so it's behind all other game elements
// OrangeRed ellipse for bomb
// User will provide actual visual
var dungeonBackgroundDisplay = game.addChild(LK.getAsset('dungeonBackground', {
anchorX: 0.0,
anchorY: 0.0,
x: 0,
y: 0,
width: 2048,
height: 2732
}));
var player;
var monsters = [];
var xpOrbs = [];
var coinsArray = []; // Array to hold Coin instances
var powerUpsArray = []; // Array to hold active power-ups like bombs
var currentBossInstance = null; // Direct reference to the active boss instance
var BOMB_DAMAGE = 50; // Damage dealt by a bomb explosion
var BOMB_EXPLOSION_RADIUS = 200; // Radius of the bomb's explosion
var coins = 0; // Variable to keep track of coins collected
var moveDirection = {
x: 0,
y: 0
};
var spawnTimer = 0;
var activeGuiMenu = null; // To manage which GUI menu is currently open
// Player movement physics constants
var playerAcceleration = 0.5; // How quickly the player speeds up
var playerMaxSpeed = 6; // Maximum speed of the player (same as previous constant speed)
var playerFriction = 0.9; // How quickly the player slows down (0-1, lower is stronger friction)
player = game.addChild(new Player());
player.x = 1024;
player.y = 1366;
player.targetX = player.x;
player.targetY = player.y;
player.isMovingToTarget = false;
var levelText = new Text2('Level: 1', {
size: 40,
fill: 0xFFFFFF
});
levelText.anchor.set(0, 0);
LK.gui.topLeft.addChild(levelText);
levelText.x = 200;
levelText.y = 30;
var xpText = new Text2('XP: 0/100', {
size: 36,
// Increased from 30
fill: 0xFFFFFF
});
xpText.anchor.set(0, 0);
LK.gui.topLeft.addChild(xpText);
xpText.x = 200;
xpText.y = 80; // Adjusted for new size
var hpText = new Text2('HP: 100/100', {
size: 36,
// Increased from 30
fill: 0xFFFFFF
});
hpText.anchor.set(0, 0);
LK.gui.topLeft.addChild(hpText);
hpText.x = 200;
hpText.y = 130; // Adjusted for new size and spacing
var coinText = new Text2('Coins: 0', {
size: 36,
// Increased from 30
fill: 0xFFFFFF
});
coinText.anchor.set(0, 0);
LK.gui.topLeft.addChild(coinText);
coinText.x = 200;
coinText.y = 180; // Adjusted for new size and spacing
// Statü Menu Container
var statusMenu = new Container();
LK.gui.center.addChild(statusMenu);
statusMenu.visible = false; // Start hidden
// Status Menu Background
// Attach the background asset to the statusMenu.
// By adding it here, before other elements are added to statusMenu,
// it will be rendered underneath them.
var statusMenuBg = statusMenu.attachAsset('statusMenuBackground', {
anchorX: 0.5,
// Center the background image horizontally
anchorY: 0.5,
// Center the background image vertically
x: 0,
// Position at the center of the statusMenu container
y: 0 // Position at the center of the statusMenu container
});
// Status Menu Title
var statusMenuTitle = new Text2('Status Menu', {
size: 60,
// Increased from 48
fill: 0xFFFFFF
});
statusMenuTitle.anchor.set(0.5, 0);
statusMenuTitle.x = 0;
statusMenuTitle.y = -280; // Adjusted from -260
statusMenu.addChild(statusMenuTitle);
// Stats Text (moved to menu)
var statusText = new Text2('Stats: ' + player.damage, {
size: 42,
// Increased from 36
fill: 0xFFFFFF
});
statusText.anchor.set(0.5, 0);
statusText.x = 0;
statusText.y = -200; // Adjusted from -180
statusMenu.addChild(statusText);
// Stat Variables
var statPoints = 0;
var statGuc = 0;
var statHiz = 0;
var statCan = 0;
// Stat buttons (moved to menu)
var gucButton = new Text2('Power +', {
size: 42,
// Increased from 36
fill: 0xFFFFFF
});
gucButton.anchor.set(0.5, 0);
gucButton.x = -200;
gucButton.y = -100; // Adjusted from -80
statusMenu.addChild(gucButton);
var hizButton = new Text2('Speed +', {
size: 42,
// Increased from 36
fill: 0xFFFFFF
});
hizButton.anchor.set(0.5, 0);
hizButton.x = 0;
hizButton.y = -100; // Adjusted from -80
statusMenu.addChild(hizButton);
var canButton = new Text2('Health +', {
size: 42,
// Increased from 36
fill: 0xFFFFFF
});
canButton.anchor.set(0.5, 0);
canButton.x = 200;
canButton.y = -100; // Adjusted from -80
statusMenu.addChild(canButton);
var statPointText = new Text2('Stat Points: 0', {
size: 38,
// Increased from 32
fill: 0xFFFFFF
});
statPointText.anchor.set(0.5, 0);
statPointText.x = 0;
statPointText.y = 0; // Remains at 0
statusMenu.addChild(statPointText);
// Status Menu Close Button
var closeStatusMenuButton = new Text2('Close', {
size: 42,
// Increased from 36
fill: 0xFFFFFF
});
closeStatusMenuButton.anchor.set(0.5, 0);
closeStatusMenuButton.x = 0;
closeStatusMenuButton.y = 220; // Adjusted from 200
statusMenu.addChild(closeStatusMenuButton);
closeStatusMenuButton.down = function () {
statusMenu.visible = false;
if (activeGuiMenu === statusMenu) activeGuiMenu = null;
};
// Status Menu Open Button (always visible, top right)
var openStatusMenuButton = new Text2('Status', {
size: 48,
// Increased from 36
fill: 0xFFFFFF
});
openStatusMenuButton.anchor.set(1, 0);
LK.gui.topRight.addChild(openStatusMenuButton);
openStatusMenuButton.x = -40;
openStatusMenuButton.y = 40;
openStatusMenuButton.down = function () {
if (activeGuiMenu === statusMenu) {
statusMenu.visible = false;
activeGuiMenu = null;
} else {
if (activeGuiMenu) activeGuiMenu.visible = false;
statusMenu.visible = true;
activeGuiMenu = statusMenu;
}
};
// Move stat button event handlers to new context
gucButton.down = function (x, y, obj) {
if (statPoints > 0) {
statGuc++;
statPoints--;
player.damage += 2;
statPointText.setText('Stat Points: ' + statPoints);
}
};
hizButton.down = function (x, y, obj) {
if (statPoints > 0) {
statHiz++;
statPoints--;
playerMaxSpeed += 1.2;
statPointText.setText('Stat Points: ' + statPoints);
}
};
canButton.down = function (x, y, obj) {
if (statPoints > 0) {
statCan++;
statPoints--;
player.hp += 20;
if (player.hp > player.maxHp) player.hp = player.maxHp;
statPointText.setText('Stat Points: ' + statPoints);
}
};
// Stat button event handlers
gucButton.down = function (x, y, obj) {
if (statPoints > 0) {
statGuc++;
statPoints--;
player.damage += 2;
statPointText.setText('Stat Points: ' + statPoints);
}
};
hizButton.down = function (x, y, obj) {
if (statPoints > 0) {
statHiz++;
statPoints--;
playerMaxSpeed += 1.2;
statPointText.setText('Stat Points: ' + statPoints);
}
};
canButton.down = function (x, y, obj) {
if (statPoints > 0) {
statCan++;
statPoints--;
player.hp += 20;
if (player.hp > player.maxHp) player.hp = player.maxHp;
statPointText.setText('Stat Points: ' + statPoints);
}
};
// Shop Menu Elements
var shopMenu = new Container();
LK.gui.center.addChild(shopMenu);
shopMenu.visible = false; // Start hidden
// Shop Menu Background
var shopMenuBg = shopMenu.attachAsset('shopMenuBackground', {
anchorX: 0.5,
// Center the background image horizontally
anchorY: 0.5,
// Center the background image vertically
x: 0,
// Position at the center of the shopMenu container
y: 0 // Position at the center of the shopMenu container
});
var shopMenuTitle = new Text2('Shop', {
size: 60,
// Increased from 48
fill: 0xFFFFFF
});
shopMenuTitle.anchor.set(0.5, 0);
shopMenuTitle.x = 0;
shopMenuTitle.y = -280; // Adjusted from -260, Position above center
shopMenu.addChild(shopMenuTitle);
// Shop Item 1: Health Potion
var buyHealthPotionButton = new Text2('Buy Health Potion (10 Coins)', {
size: 42,
// Increased from 36
fill: 0xFFFFFF
});
buyHealthPotionButton.anchor.set(0.5, 0);
buyHealthPotionButton.x = 0;
buyHealthPotionButton.y = -200; // Adjusted from -180, Below title
shopMenu.addChild(buyHealthPotionButton);
buyHealthPotionButton.down = function () {
if (coins >= 10) {
coins -= 10;
player.hp += 25;
if (player.hp > player.maxHp) player.hp = player.maxHp;
if (typeof coinText !== "undefined") coinText.setText('Coins: ' + coins);
// Update HP and Status text as HP changes
if (typeof hpText !== "undefined") hpText.setText('HP: ' + Math.max(0, Math.floor(player.hp)) + '/' + player.maxHp);
if (typeof statusText !== "undefined") statusText.setText('Stats: ' + player.damage + ' | Speed: ' + Math.round(playerMaxSpeed * 10) / 10 + ' | Health: ' + Math.floor(player.hp));
} else {
LK.effects.flashObject(buyHealthPotionButton, 0xFF0000, 300); // Flash red if not enough coins
}
};
// Shop Item 2: Damage Boost
var buyDamageBoostButton = new Text2('Buy Damage Boost (20 Coins)', {
size: 42,
// Increased from 36
fill: 0xFFFFFF
});
buyDamageBoostButton.anchor.set(0.5, 0);
buyDamageBoostButton.x = 0;
buyDamageBoostButton.y = -120; // Adjusted from -100, Below health potion button
shopMenu.addChild(buyDamageBoostButton);
buyDamageBoostButton.down = function () {
if (coins >= 20) {
coins -= 20;
player.damage += 5; // Permanent damage increase
if (typeof coinText !== "undefined") coinText.setText('Coins: ' + coins);
// Update Status text as damage changes
if (typeof statusText !== "undefined") statusText.setText('Stats: ' + player.damage + ' | Speed: ' + Math.round(playerMaxSpeed * 10) / 10 + ' | Health: ' + Math.floor(player.hp));
} else {
LK.effects.flashObject(buyDamageBoostButton, 0xFF0000, 300); // Flash red
}
};
// Shop Menu Close Button
var closeShopMenuButton = new Text2('Close', {
size: 42,
// Increased from 36
fill: 0xFFFFFF
});
closeShopMenuButton.anchor.set(0.5, 0);
closeShopMenuButton.x = 0;
closeShopMenuButton.y = 220; // Adjusted from 200, Position below center
shopMenu.addChild(closeShopMenuButton);
closeShopMenuButton.down = function () {
shopMenu.visible = false;
if (activeGuiMenu === shopMenu) activeGuiMenu = null;
};
// Shop Menu Open Button (always visible, top right)
var openShopMenuButton = new Text2('Shop', {
size: 48,
// Increased from 36
fill: 0xFFFFFF
});
openShopMenuButton.anchor.set(1, 0); // Anchor to top-right for positioning
LK.gui.topRight.addChild(openShopMenuButton); // Add to top right GUI area
openShopMenuButton.x = -40; // Align with Status button horizontally (same X as status button)
openShopMenuButton.y = openStatusMenuButton.y + openStatusMenuButton.height + 20; // Position below Status button (status.y(40) + new_status_size(48) + padding(20))
openShopMenuButton.down = function () {
if (activeGuiMenu === shopMenu) {
shopMenu.visible = false;
activeGuiMenu = null;
} else {
if (activeGuiMenu) activeGuiMenu.visible = false; // Close any other active menu
shopMenu.visible = true;
activeGuiMenu = shopMenu;
}
};
game.down = function (x, y, obj) {
// Set the target position for the player to move towards
player.targetX = x;
player.targetY = y;
player.isMovingToTarget = true;
// Optionally, you can still set moveDirection for fallback
var dx = x - player.x;
var dy = y - player.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
moveDirection.x = dx / distance;
moveDirection.y = dy / distance;
}
};
game.up = function (x, y, obj) {
moveDirection.x = 0;
moveDirection.y = 0;
player.isMovingToTarget = false;
};
function spawnMonster() {
var monster = new Monster();
var side = Math.floor(Math.random() * 4);
if (side === 0) {
monster.x = Math.random() * 2048;
monster.y = -50;
} else if (side === 1) {
monster.x = 2098;
monster.y = Math.random() * 2732;
} else if (side === 2) {
monster.x = Math.random() * 2048;
monster.y = 2782;
} else {
monster.x = -50;
monster.y = Math.random() * 2732;
}
game.addChild(monster);
monsters.push(monster);
}
game.update = function () {
// Boss spawn logic
// Spawns a boss if not already active, player is at a boss level, and no current boss instance exists.
if (!game.bossActive && player.level > 0 && player.level % 10 === 0) {
// If game.bossActive is false, currentBossInstance should be null.
// This check is simplified as game.bossActive is now reliably managed.
var boss = new Boss();
// Spawn boss in the center of the map
boss.x = 1024;
boss.y = 600;
game.addChild(boss);
monsters.push(boss);
currentBossInstance = boss; // Track the newly spawned boss
game.bossActive = true; // Set the game to boss mode
}
// Only spawn normal monsters if not in a boss fight
if (!game.bossActive) {
spawnTimer++;
if (spawnTimer >= 120) {
spawnMonster();
spawnTimer = 0;
}
}
// The 'else' block that previously checked if the boss was still alive by iterating
// through the monsters array has been removed.
// game.bossActive is now set to false directly in Boss.die() when the boss is defeated.
// Smooth movement towards target using tweening
if (player.isMovingToTarget && typeof player.targetX === "number" && typeof player.targetY === "number") {
var dx = player.targetX - player.x;
var dy = player.targetY - player.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 5) {
// Move a fraction of the distance each frame for smoothness
var moveSpeed = playerMaxSpeed;
player.vx = dx / distance * moveSpeed;
player.vy = dy / distance * moveSpeed;
} else {
// Close enough to target, stop moving
player.vx = 0;
player.vy = 0;
player.isMovingToTarget = false;
}
} else {
// Player not moving to a target, use friction to slow down
player.vx *= playerFriction;
if (Math.abs(player.vx) < 0.1) player.vx = 0;
player.vy *= playerFriction;
if (Math.abs(player.vy) < 0.1) player.vy = 0;
}
// Calculate new potential position
var newX = player.x + player.vx;
var newY = player.y + player.vy;
// Boundary checks and position update for X
// The boundaries (40, 2008, etc.) are assumed to be for the player's center (x,y)
if (newX >= 40 && newX <= 2008) {
player.x = newX;
} else {
player.vx = 0; // Stop horizontal movement if hitting a boundary
// Snap player to the boundary edge
if (newX < 40) player.x = 40;else if (newX > 2008) player.x = 2008;
}
// Boundary checks and position update for Y
if (newY >= 40 && newY <= 2692) {
player.y = newY;
} else {
player.vy = 0; // Stop vertical movement if hitting a boundary
// Snap player to the boundary edge
if (newY < 40) player.y = 40;else if (newY > 2692) player.y = 2692;
}
for (var i = monsters.length - 1; i >= 0; i--) {
var monster = monsters[i];
if (monster.x < -100 || monster.x > 2148 || monster.y < -100 || monster.y > 2832) {
monster.destroy();
monsters.splice(i, 1);
}
}
for (var j = xpOrbs.length - 1; j >= 0; j--) {
var orb = xpOrbs[j];
if (orb.x < -50 || orb.x > 2098 || orb.y < -50 || orb.y > 2782) {
orb.destroy();
xpOrbs.splice(j, 1);
}
}
for (var k = coinsArray.length - 1; k >= 0; k--) {
var coin = coinsArray[k];
if (coin.x < -50 || coin.x > 2098 || coin.y < -50 || coin.y > 2782) {
coin.destroy();
coinsArray.splice(k, 1);
}
}
// Update and clean up power-ups (e.g., bombs)
for (var l = powerUpsArray.length - 1; l >= 0; l--) {
var powerUp = powerUpsArray[l];
// The powerUp.update() is called by LK engine automatically if it's added to the game
if (powerUp.x < -50 || powerUp.x > 2098 || powerUp.y < -50 || powerUp.y > 2782) {
powerUp.destroy();
powerUpsArray.splice(l, 1);
}
}
levelText.setText('Level: ' + player.level);
xpText.setText('XP: ' + player.xp + '/' + player.xpToNext);
hpText.setText('HP: ' + Math.max(0, Math.floor(player.hp)) + '/' + player.maxHp);
coinText.setText('Coins: ' + coins); // Update coin text
statusText.setText('Stats: ' + player.damage + ' | Speed: ' + Math.round(playerMaxSpeed * 10) / 10 + ' | Health: ' + Math.floor(player.hp));
statPointText.setText('Stat Points: ' + statPoints);
}; ===================================================================
--- original.js
+++ change.js
@@ -286,20 +286,36 @@
}
}
};
// Constructor logic
- var monsterGraphics = self.attachAsset('monster', {
- anchorX: 0.5,
- anchorY: 0.5,
- scaleX: 2.0,
- // Increased from 1.5
- scaleY: 2.0 // Increased from 1.5
- });
+ var monsterAssetId = 'monster';
+ var monsterScaleX = 2.0;
+ var monsterScaleY = 2.0;
+ // Default stats for monsters before player reaches level 10
self.hp = 30;
self.maxHp = 30;
self.speed = 1;
self.xpValue = 25;
- self.level = Math.floor(Math.random() * 5) + 1; // Random level between 1-5
+ self.level = Math.floor(Math.random() * 3) + 1; // Random level between 1-3 for tier 1
+ // Check player level to determine monster type and stats
+ // Ensure player object exists to prevent errors during early initialization phases
+ if (typeof player !== 'undefined' && player && player.level >= 10) {
+ monsterAssetId = 'monster_tier2'; // Asset for monsters appearing at player level 10+
+ // Adjusted stats for tier 2 monsters
+ self.hp = 60; // Example: More HP
+ self.maxHp = 60;
+ self.speed = 1.2; // Example: Slightly faster
+ self.xpValue = 50; // Example: More XP
+ // Tier 2 monsters can have levels relative to player's level or a higher base
+ self.level = player.level + Math.floor(Math.random() * 3) - 1; // e.g., player.level +/- 1
+ if (self.level < 1) self.level = 1; // Ensure level is at least 1
+ }
+ var monsterGraphics = self.attachAsset(monsterAssetId, {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: monsterScaleX,
+ scaleY: monsterScaleY
+ });
// Health bar properties and initialization
self.maxHealthBarWidth = monsterGraphics.width * 0.8; // Health bar width relative to monster width
self.healthBarHeight = 8;
var healthBarGap = 5; // Gap between monster and health bar
@@ -345,232 +361,8 @@
self.addChild(self.levelText);
self.updateHealthBar(); // Initial call to set health bar width correctly
return self;
});
-var MonsterType2 = Container.expand(function () {
- var self = Container.call(this);
- // Define methods on self
- self.updateHealthBar = function () {
- var healthPercentage = Math.max(0, self.hp / self.maxHp); // Ensure non-negative percentage
- self.healthBarCurrent.width = self.maxHealthBarWidth * healthPercentage;
- };
- self.takeDamage = function (damage) {
- self.hp -= damage;
- LK.effects.flashObject(self, 0xFF0000, 200); // Flash red when hit
- self.updateHealthBar(); // Update health bar display
- if (self.hp <= 0) {
- self.die();
- }
- };
- self.die = function () {
- var xpOrb = new XPOrb();
- xpOrb.x = self.x;
- xpOrb.y = self.y;
- xpOrb.xpValue = self.xpValue; // Use MonsterType2's XP value
- game.addChild(xpOrb);
- xpOrbs.push(xpOrb);
- if (Math.random() < 0.5) {
- // 50% chance to drop a coin
- var coin = new Coin();
- coin.x = self.x + Math.random() * 40 - 20;
- coin.y = self.y + Math.random() * 40 - 20;
- game.addChild(coin);
- coinsArray.push(coin);
- }
- if (Math.random() < 0.5) {
- // 50% chance to drop a bomb power-up
- var bomb = new BombPowerUp();
- bomb.x = self.x;
- bomb.y = self.y;
- game.addChild(bomb);
- powerUpsArray.push(bomb);
- }
- var index = monsters.indexOf(self);
- if (index > -1) {
- monsters.splice(index, 1);
- }
- self.destroy();
- };
- self.update = function () {
- var dx = player.x - self.x;
- var dy = player.y - self.y;
- var distance = Math.sqrt(dx * dx + dy * dy);
- if (distance > 0) {
- self.x += dx / distance * self.speed;
- self.y += dy / distance * self.speed;
- }
- if (distance < 50) {
- // Attack range
- player.hp -= 0.3; // MonsterType2 deals slightly more damage
- if (player.hp <= 0) {
- LK.showGameOver();
- }
- }
- };
- // Constructor logic
- var monsterGraphics = self.attachAsset('monster', {
- // Using 'monster' asset, ideally a new one e.g. 'monster_type2_asset'
- anchorX: 0.5,
- anchorY: 0.5,
- scaleX: 2.2,
- // Slightly larger than base monster
- scaleY: 2.2
- });
- self.hp = 40; // More HP
- self.maxHp = 40;
- self.speed = 1.2; // Faster
- self.xpValue = 35; // More XP
- self.level = player ? player.level : 1; // Scale level with player
- // Health bar properties and initialization
- self.maxHealthBarWidth = monsterGraphics.width * 0.8;
- self.healthBarHeight = 8;
- var healthBarGap = 5;
- self.healthBarOffsetY = -(monsterGraphics.height / 2) - self.healthBarHeight / 2 - healthBarGap;
- self.healthBarBackground = self.attachAsset('monster_hp_bg', {
- shape: 'box',
- width: self.maxHealthBarWidth,
- height: self.healthBarHeight,
- color: 0x550000,
- anchorX: 0.5,
- anchorY: 0.5,
- x: 0,
- y: self.healthBarOffsetY
- });
- self.healthBarCurrent = self.attachAsset('monster_hp_fg', {
- shape: 'box',
- width: self.maxHealthBarWidth,
- height: self.healthBarHeight,
- color: 0x00FF00,
- // Green for current health
- anchorX: 0,
- anchorY: 0.5,
- x: -self.maxHealthBarWidth / 2,
- y: self.healthBarOffsetY
- });
- // Monster level text with a different color for distinction
- self.levelText = new Text2('Lvl.' + self.level, {
- size: 16,
- fill: 0x00FFFF // Cyan color for Type 2
- });
- self.levelText.anchor.set(0.5, 0.5);
- self.levelText.x = 0;
- self.levelText.y = self.healthBarOffsetY - 20; // Position above health bar
- self.addChild(self.levelText);
- self.updateHealthBar(); // Initial call
- return self;
-});
-var MonsterType3 = Container.expand(function () {
- var self = Container.call(this);
- // Define methods on self
- self.updateHealthBar = function () {
- var healthPercentage = Math.max(0, self.hp / self.maxHp);
- self.healthBarCurrent.width = self.maxHealthBarWidth * healthPercentage;
- };
- self.takeDamage = function (damage) {
- self.hp -= damage;
- LK.effects.flashObject(self, 0xFF0000, 200);
- self.updateHealthBar();
- if (self.hp <= 0) {
- self.die();
- }
- };
- self.die = function () {
- var xpOrb = new XPOrb();
- xpOrb.x = self.x;
- xpOrb.y = self.y;
- xpOrb.xpValue = self.xpValue; // Use MonsterType3's XP value
- game.addChild(xpOrb);
- xpOrbs.push(xpOrb);
- if (Math.random() < 0.6) {
- // 60% chance to drop a coin (slightly better)
- var coin = new Coin();
- coin.x = self.x + Math.random() * 40 - 20;
- coin.y = self.y + Math.random() * 40 - 20;
- game.addChild(coin);
- coinsArray.push(coin);
- }
- if (Math.random() < 0.6) {
- // 60% chance to drop a bomb (slightly better)
- var bomb = new BombPowerUp();
- bomb.x = self.x;
- bomb.y = self.y;
- game.addChild(bomb);
- powerUpsArray.push(bomb);
- }
- var index = monsters.indexOf(self);
- if (index > -1) {
- monsters.splice(index, 1);
- }
- self.destroy();
- };
- self.update = function () {
- var dx = player.x - self.x;
- var dy = player.y - self.y;
- var distance = Math.sqrt(dx * dx + dy * dy);
- if (distance > 0) {
- self.x += dx / distance * self.speed;
- self.y += dy / distance * self.speed;
- }
- if (distance < 50) {
- // Attack range
- player.hp -= 0.4; // MonsterType3 deals more damage
- if (player.hp <= 0) {
- LK.showGameOver();
- }
- }
- };
- // Constructor logic
- var monsterGraphics = self.attachAsset('monster', {
- // Using 'monster' asset, ideally 'monster_type3_asset'
- anchorX: 0.5,
- anchorY: 0.5,
- scaleX: 2.5,
- // Even larger
- scaleY: 2.5
- });
- self.hp = 50; // Higher HP
- self.maxHp = 50;
- self.speed = 0.8; // Slower but tankier
- self.xpValue = 45; // Higher XP
- self.level = player ? player.level : 1; // Scale level with player
- // Health bar properties and initialization
- self.maxHealthBarWidth = monsterGraphics.width * 0.8;
- self.healthBarHeight = 8;
- var healthBarGap = 5;
- self.healthBarOffsetY = -(monsterGraphics.height / 2) - self.healthBarHeight / 2 - healthBarGap;
- self.healthBarBackground = self.attachAsset('monster_hp_bg', {
- shape: 'box',
- width: self.maxHealthBarWidth,
- height: self.healthBarHeight,
- color: 0x550000,
- anchorX: 0.5,
- anchorY: 0.5,
- x: 0,
- y: self.healthBarOffsetY
- });
- self.healthBarCurrent = self.attachAsset('monster_hp_fg', {
- shape: 'box',
- width: self.maxHealthBarWidth,
- height: self.healthBarHeight,
- color: 0x00FF00,
- // Green for current health
- anchorX: 0,
- anchorY: 0.5,
- x: -self.maxHealthBarWidth / 2,
- y: self.healthBarOffsetY
- });
- // Monster level text with a different color for distinction
- self.levelText = new Text2('Lvl.' + self.level, {
- size: 16,
- fill: 0xFF00FF // Magenta color for Type 3
- });
- self.levelText.anchor.set(0.5, 0.5);
- self.levelText.x = 0;
- self.levelText.y = self.healthBarOffsetY - 20; // Position above health bar
- self.addChild(self.levelText);
- self.updateHealthBar(); // Initial call
- return self;
-});
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
@@ -765,8 +557,9 @@
/****
* Game Code
****/
+// Placeholder for new monster visual
// Add the dungeon background first so it's behind all other game elements
// OrangeRed ellipse for bomb
// User will provide actual visual
var dungeonBackgroundDisplay = game.addChild(LK.getAsset('dungeonBackground', {
@@ -1122,41 +915,25 @@
moveDirection.y = 0;
player.isMovingToTarget = false;
};
function spawnMonster() {
- var monsterInstance;
- if (player && player.level < 10) {
- monsterInstance = new Monster();
- } else {
- // Player level is 10 or higher, introduce new monster types
- var monsterTypeRoll = Math.random();
- if (monsterTypeRoll < 0.5) {
- // 50% chance for original Monster
- monsterInstance = new Monster();
- } else if (monsterTypeRoll < 0.8) {
- // 30% chance for MonsterType2
- monsterInstance = new MonsterType2();
- } else {
- // 20% chance for MonsterType3
- monsterInstance = new MonsterType3();
- }
- }
+ var monster = new Monster();
var side = Math.floor(Math.random() * 4);
if (side === 0) {
- monsterInstance.x = Math.random() * 2048;
- monsterInstance.y = -50;
+ monster.x = Math.random() * 2048;
+ monster.y = -50;
} else if (side === 1) {
- monsterInstance.x = 2098; // Spawn slightly outside right edge
- monsterInstance.y = Math.random() * 2732;
+ monster.x = 2098;
+ monster.y = Math.random() * 2732;
} else if (side === 2) {
- monsterInstance.x = Math.random() * 2048;
- monsterInstance.y = 2782; // Spawn slightly outside bottom edge
+ monster.x = Math.random() * 2048;
+ monster.y = 2782;
} else {
- monsterInstance.x = -50; // Spawn slightly outside left edge
- monsterInstance.y = Math.random() * 2732;
+ monster.x = -50;
+ monster.y = Math.random() * 2732;
}
- game.addChild(monsterInstance);
- monsters.push(monsterInstance);
+ game.addChild(monster);
+ monsters.push(monster);
}
game.update = function () {
// Boss spawn logic
// Spawns a boss if not already active, player is at a boss level, and no current boss instance exists.
ironSword. In-Game asset. High contrast. No shadows
Aynısını istiyorum farklı renklerle
Ayakları olsun istiyorum ve düz dursun istiyorum Arka plan yok
Arka plan yok olmalı Beyaz olsun
Bomba. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Coin. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat