User prompt
make a ui background for the time and number healthbars
User prompt
add an outline for the box healthbars
User prompt
make a 0.3 second colldown for jumping
User prompt
make jumping slower
User prompt
make less gravity
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make the attack effects the direction figther looking
User prompt
make attack effects visible
User prompt
make If a warrior jumps, he will not take any damage.
User prompt
make the reagular attack deal less damage
User prompt
now move a little bit down
User prompt
now little little bit right
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now a little bit right
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little bit more
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movethe box healthbars a little left
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movethe box healthbars to a more visible place symetrically
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move the box healthbars near the number healthbars
User prompt
make the attack effec last longer ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
make the explosion effect slower and last longer ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'ReferenceError: tween is not defined' in or related to this line: 'tween.to(self.sprite, {' Line Number: 50 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
make the attack effects apper with explosion effect
User prompt
make the attack effect an asset
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move the both healthbars a little bit closer to the middle
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move the enemys health bar to the top right of the screenü
User prompt
move the players healthbar to the top left of the screen
User prompt
the ai enemys healthbar on the right side and the player healthbar is on the left side
/**** * Classes ****/ // Arena class: handles the ground and background var Arena = Container.expand(function () { var self = Container.call(this); // Attach background asset self.bg = self.attachAsset('arena_bg', { anchorX: 0.5, anchorY: 1.0, x: 2048 / 2, y: 2732 }); // Ground Y for fighters self.groundY = 2100; return self; }); // Attack class: represents a punch/kick or special move var Attack = Container.expand(function (isSpecial) { var self = Container.call(this); self.isSpecial = isSpecial === true; self.owner = null; self.damage = self.isSpecial ? 35 : 15; self.lifetime = self.isSpecial ? 30 : 12; self.frame = 0; // Attach asset self.sprite = self.attachAsset(self.isSpecial ? 'special_attack' : 'attack', { anchorX: 0.5, anchorY: 0.5 }); // Explosion effect: scale up and fade in, then shrink to normal self.sprite.scaleX = self.sprite.scaleY = 0.2; self.sprite.alpha = 0.2; tween.to(self.sprite, { scaleX: 1.2, scaleY: 1.2, alpha: 1 }, 80).then(function () { tween.to(self.sprite, { scaleX: 1, scaleY: 1 }, 80); }); // Set owner after creation self.setOwner = function (owner) { self.owner = owner; }; // Update per frame self.update = function () { self.frame++; if (self.frame > self.lifetime) { self.destroy(); } }; return self; }); var Fighter = Container.expand(function () { var self = Container.call(this); // Attach fighter asset (placeholder box, can be replaced with unique fighter art) self.sprite = self.attachAsset('fighter', { anchorX: 0.5, anchorY: 1.0 }); // Fighter properties self.maxHealth = 100; self.health = 100; self.isFacingRight = true; self.isJumping = false; self.isAttacking = false; self.isSpecialReady = true; self.specialCooldown = 180; // 3 seconds at 60fps self.specialTimer = 0; self.moveSpeed = 18; self.jumpPower = -60; self.gravity = 6; self.velY = 0; self.groundY = 2100; // Default ground Y, will be set by Arena // Health bar self.healthBar = new Container(); self.healthBarBg = self.healthBar.addChild(LK.getAsset('healthbar_bg', { anchorX: 0, anchorY: 0.5 })); self.healthBarFg = self.healthBar.addChild(LK.getAsset('healthbar_fg', { anchorX: 0, anchorY: 0.5 })); self.healthBar.y = -220; self.addChild(self.healthBar); // Update health bar self.updateHealthBar = function () { var ratio = Math.max(0, self.health / self.maxHealth); self.healthBarFg.width = 300 * ratio; }; // Take damage self.takeDamage = function (amount) { self.health = Math.max(0, self.health - amount); self.updateHealthBar(); }; // Attack self.attack = function () { if (self.isAttacking) return; self.isAttacking = true; var atk = new Attack(false); atk.x = self.x + (self.isFacingRight ? 120 : -120); atk.y = self.y - 180; atk.setOwner(self); self.parent.addChild(atk); attacks.push(atk); LK.setTimeout(function () { self.isAttacking = false; }, 300); }; // Special move self.special = function () { if (!self.isSpecialReady) return; self.isSpecialReady = false; self.specialTimer = self.specialCooldown; var atk = new Attack(true); atk.x = self.x + (self.isFacingRight ? 180 : -180); atk.y = self.y - 180; atk.setOwner(self); self.parent.addChild(atk); attacks.push(atk); }; // Jump self.jump = function () { if (self.isJumping) return; self.isJumping = true; self.velY = self.jumpPower; }; // Update per frame self.update = function () { // Special cooldown if (!self.isSpecialReady) { self.specialTimer--; if (self.specialTimer <= 0) { self.isSpecialReady = true; } } // Jump physics if (self.isJumping) { self.y += self.velY; self.velY += self.gravity; if (self.y >= self.groundY) { self.y = self.groundY; self.isJumping = false; self.velY = 0; } } }; // Flip sprite self.setFacing = function (right) { self.isFacingRight = right; self.sprite.scaleX = right ? 1 : -1; }; // Initialize health bar self.updateHealthBar(); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ //Note game dimensions are 2048x2732 // --- Arena setup --- var arena = new Arena(); arena.x = 0; arena.y = 0; game.addChild(arena); // --- Fixed ground platform (visual) --- var groundHeight = 60; var groundTileWidth = LK.getAsset('ground', { anchorX: 0, anchorY: 0 }).width; var groundY = arena.groundY - 900; // Move ground up by 900px (move it up a bit) var groundTiles = []; var numGroundTiles = Math.ceil(2048 / groundTileWidth); // Only enough to fill the screen for (var i = 0; i < numGroundTiles; i++) { var groundTile = LK.getAsset('ground', { anchorX: 0, anchorY: 0, x: i * groundTileWidth, y: groundY }); game.addChild(groundTile); groundTiles.push(groundTile); } // No infinite scrolling, ground is fixed and does not move // --- Fighters --- var fighter1 = new Fighter(); var fighter2 = new Fighter(); // Place fighters on opposite sides fighter1.x = 600; fighter1.y = arena.groundY; fighter1.setFacing(true); fighter2.x = 2048 - 600; fighter2.y = arena.groundY; fighter2.setFacing(false); game.addChild(fighter1); game.addChild(fighter2); // --- Health bar GUI --- var healthBar1 = new Text2('100', { size: 80, fill: 0xFF4444 }); var healthBar2 = new Text2('100', { size: 80, fill: 0x44AAFF }); healthBar1.anchor.set(0, 0); healthBar2.anchor.set(1, 0); // Move player 1 healthbar to top left, player 2 to top right, but offset both closer to center healthBar1.x = 180; // move right from the very edge healthBar2.x = -180; // move left from the very edge LK.gui.topLeft.addChild(healthBar1); LK.gui.topRight.addChild(healthBar2); // --- Round and timer --- var round = 1; var maxRounds = 3; var wins1 = 0; var wins2 = 0; var roundTime = 60 * 30; // 30 seconds at 60fps var roundTimer = roundTime; var timerText = new Text2('30', { size: 80, fill: "#fff" }); timerText.anchor.set(0.5, 0); LK.gui.top.addChild(timerText); // --- Touch controls (mobile-friendly) --- var leftPressed = false, rightPressed = false, atkPressed = false, jumpPressed = false, spcPressed = false; // Control buttons (simple rectangles for now) var btnLeft = LK.getAsset('btn_left', { anchorX: 0.5, anchorY: 0.5, x: 200, y: 2600 }); var btnRight = LK.getAsset('btn_right', { anchorX: 0.5, anchorY: 0.5, x: 500, y: 2600 }); var btnAtk = LK.getAsset('btn_atk', { anchorX: 0.5, anchorY: 0.5, x: 2048 - 500, y: 2600 }); var btnJump = LK.getAsset('btn_jump', { anchorX: 0.5, anchorY: 0.5, x: 2048 - 200, y: 2600 }); var btnSpc = LK.getAsset('btn_spc', { anchorX: 0.5, anchorY: 0.5, x: 2048 - 350, y: 2450 }); game.addChild(btnLeft); game.addChild(btnRight); game.addChild(btnAtk); game.addChild(btnJump); game.addChild(btnSpc); // Button event helpers btnLeft.down = function () { leftPressed = true; }; btnLeft.up = function () { leftPressed = false; }; btnRight.down = function () { rightPressed = true; }; btnRight.up = function () { rightPressed = false; }; btnAtk.down = function () { atkPressed = true; }; btnAtk.up = function () { atkPressed = false; }; btnJump.down = function () { jumpPressed = true; }; btnJump.up = function () { jumpPressed = false; }; btnSpc.down = function () { spcPressed = true; }; btnSpc.up = function () { spcPressed = false; }; // --- Attacks array --- var attacks = []; // --- Game update loop --- game.update = function () { // --- Timer --- if (roundTimer > 0) { roundTimer--; timerText.setText(Math.ceil(roundTimer / 60)); } // --- Ground is fixed, no update needed --- // --- Player 1 controls (left side) --- if (leftPressed) { fighter1.x = Math.max(120, fighter1.x - fighter1.moveSpeed); fighter1.setFacing(false); } if (rightPressed) { fighter1.x = Math.min(2048 - 120, fighter1.x + fighter1.moveSpeed); fighter1.setFacing(true); } if (jumpPressed) { fighter1.jump(); } if (atkPressed) { fighter1.attack(); } if (spcPressed) { fighter1.special(); } // --- AI for fighter2 (simple: move toward player, attack if close) --- var dx = fighter1.x - fighter2.x; if (Math.abs(dx) > 180) { if (dx < 0) { fighter2.x -= fighter2.moveSpeed * 0.7; fighter2.setFacing(false); } else { fighter2.x += fighter2.moveSpeed * 0.7; fighter2.setFacing(true); } } else if (!fighter2.isAttacking && Math.random() < 0.04) { fighter2.attack(); } if (!fighter2.isJumping && Math.random() < 0.01) { fighter2.jump(); } if (fighter2.isSpecialReady && Math.random() < 0.008) { fighter2.special(); } // --- Update fighters --- fighter1.update(); fighter2.update(); // --- Update attacks --- for (var i = attacks.length - 1; i >= 0; i--) { var atk = attacks[i]; atk.update(); // Remove if destroyed if (atk.destroyed) { attacks.splice(i, 1); continue; } // Set owner if not set if (!atk.owner) { atk.setOwner(atk.isSpecial ? atk.x < 2048 / 2 ? fighter1 : fighter2 : fighter1); } // Check collision var target = atk.owner === fighter1 ? fighter2 : fighter1; if (atk.intersects(target) && !atk.hit) { target.takeDamage(atk.damage); atk.hit = true; atk.destroy(); // Flash on hit LK.effects.flashObject(target, 0xff0000, 200); } } // --- Health bar updates --- healthBar1.setText(fighter1.health); healthBar2.setText(fighter2.health); // --- Win/lose/round logic --- var roundOver = false; var winner = null; if (fighter1.health <= 0) { wins2++; roundOver = true; winner = 2; } else if (fighter2.health <= 0) { wins1++; roundOver = true; winner = 1; } else if (roundTimer <= 0) { if (fighter1.health > fighter2.health) { wins1++; winner = 1; } else if (fighter2.health > fighter1.health) { wins2++; winner = 2; } else { // Draw, no one gets a win } roundOver = true; } if (roundOver) { if (wins1 >= 2) { LK.showYouWin(); return; } else if (wins2 >= 2) { LK.showGameOver(); return; } // Next round round++; roundTimer = roundTime; fighter1.health = fighter1.maxHealth; fighter2.health = fighter2.maxHealth; fighter1.updateHealthBar(); fighter2.updateHealthBar(); fighter1.x = 600; fighter2.x = 2048 - 600; fighter1.setFacing(true); fighter2.setFacing(false); // Remove all attacks for (var j = attacks.length - 1; j >= 0; j--) { if (attacks[j].destroy) attacks[j].destroy(); } attacks = []; } };
===================================================================
--- original.js
+++ change.js
@@ -27,8 +27,21 @@
self.sprite = self.attachAsset(self.isSpecial ? 'special_attack' : 'attack', {
anchorX: 0.5,
anchorY: 0.5
});
+ // Explosion effect: scale up and fade in, then shrink to normal
+ self.sprite.scaleX = self.sprite.scaleY = 0.2;
+ self.sprite.alpha = 0.2;
+ tween.to(self.sprite, {
+ scaleX: 1.2,
+ scaleY: 1.2,
+ alpha: 1
+ }, 80).then(function () {
+ tween.to(self.sprite, {
+ scaleX: 1,
+ scaleY: 1
+ }, 80);
+ });
// Set owner after creation
self.setOwner = function (owner) {
self.owner = owner;
};
@@ -92,8 +105,9 @@
atk.x = self.x + (self.isFacingRight ? 120 : -120);
atk.y = self.y - 180;
atk.setOwner(self);
self.parent.addChild(atk);
+ attacks.push(atk);
LK.setTimeout(function () {
self.isAttacking = false;
}, 300);
};
@@ -106,8 +120,9 @@
atk.x = self.x + (self.isFacingRight ? 180 : -180);
atk.y = self.y - 180;
atk.setOwner(self);
self.parent.addChild(atk);
+ attacks.push(atk);
};
// Jump
self.jump = function () {
if (self.isJumping) return;
@@ -153,10 +168,10 @@
/****
* Game Code
****/
-// --- Arena setup ---
//Note game dimensions are 2048x2732
+// --- Arena setup ---
var arena = new Arena();
arena.x = 0;
arena.y = 0;
game.addChild(arena);