User prompt
The number of throwables should not suddenly decrease from 5 to 0.
User prompt
Every time you press the throw button, the throwables decrease by 1
User prompt
You only have 5 throwables and it says on the top left how many throwables you have left
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'dodgeCooldownOverlay.x = btnDodge.x;' Line Number: 502
User prompt
make a timer and make it visible like the spc attack cooldown for the dodge
User prompt
make a 3 second cooldown for the dodge
User prompt
move the throw button higher
User prompt
revert the throw button to its old position
User prompt
a little more
User prompt
move the dodge button higher
User prompt
move the dodge button above the throw button do not swap them
User prompt
move the dodge key above the throw key
User prompt
move the dodge button on top of the thrtow button
User prompt
do not have the same attack effect for the projectile with regulkar attack
User prompt
throw a projectile when throw button pressed
User prompt
add a projectile class
User prompt
Handle projectile collision and update in game loop
User prompt
increase it a little bit
User prompt
reduce dodge distance
User prompt
add a dodge mechanic
User prompt
the combo text will appear only when 1.5 second timer is actve
User prompt
When a warrior takes damage, their health bar momentarily turns red.
User prompt
not that slow, a little bit faster than this
User prompt
make the characters slower
User prompt
The text will shake and shake every time the warriors' combo count increases
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // --- Arena class --- // Provides a background and groundY property for fighter placement var Arena = Container.expand(function () { var self = Container.call(this); // Add arena background image, anchored at top-left var bg = self.attachAsset('arena_bg', { anchorX: 0, anchorY: 0, x: 0, y: 0 }); // Set groundY to a reasonable value for fighter placement // Place ground near the bottom of the visible area, but above the very bottom self.groundY = 2048 + 300; // 2048 is the base height, +300 for a bit above the bottom return self; }); // --- Attack class --- // Represents a regular or special attack hitbox, with owner and damage var Attack = Container.expand(function () { var self = Container.call(this); // Arguments: owner (Fighter), isSpecial (bool) self.owner = arguments[0] || null; self.isSpecial = !!arguments[1]; self.hit = false; self.destroyed = false; // Damage values self.damage = self.isSpecial ? 24 : 8; // Visual var assetId = self.isSpecial ? 'special_attack' : 'attack'; var sprite = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0 }); // Set size for hitbox (use asset size) self.width = sprite.width; self.height = sprite.height; // Set owner after creation if needed self.setOwner = function (fighter) { self.owner = fighter; }; // Update: attacks last for a short time, then destroy self.lifetime = self.isSpecial ? 30 : 18; // special lasts longer self.update = function () { if (self.destroyed) return; self.lifetime--; if (self.lifetime <= 0) { self.destroy(); } }; self.destroy = function () { if (self.destroyed) return; self.destroyed = true; if (self.parent && self.parent.removeChild) { self.parent.removeChild(self); } }; return self; }); // --- Fighter class --- // Handles player and AI fighter logic, health, attacks, movement, and health bar var Fighter = Container.expand(function () { var self = Container.call(this); // --- Properties --- self.maxHealth = 100; self.health = self.maxHealth; self.moveSpeed = 13; self.jumpStrength = 60; self.gravity = 6; self.isJumping = false; self.isAttacking = false; self.isSpecialReady = true; self.specialCooldown = 360; // 6 seconds at 60fps self.specialTimer = 0; self.immobile = false; self.isFacingRight = true; self.attackCooldown = 72; // 1.2 seconds at 60fps self.attackTimer = 0; self.lastJumpPressed = false; // --- Dodge mechanic --- self.isDodging = false; self.dodgeDuration = 18; // 0.3s at 60fps self.dodgeTimer = 0; self.dodgeSpeed = 30; // Slightly increased dodge distance self.dodgeInvuln = false; self.lastDodgePressed = false; self.dodgeCooldown = 180; // 3s cooldown self.dodgeCooldownTimer = 0; // Start dodge if not already dodging or on 3s cooldown self.dodge = function () { if (self.isDodging || self.immobile || self.dodgeCooldownTimer > 0 || self.isJumping) return; self.isDodging = true; self.dodgeTimer = self.dodgeDuration; self.dodgeInvuln = true; self.dodgeCooldownTimer = self.dodgeCooldown; // Visual feedback: flash fighter blue for dodge duration LK.effects.flashObject(self, 0x00aaff, self.dodgeDuration * 16); }; // --- Visuals --- var sprite = self.attachAsset('fighter', { anchorX: 0.5, anchorY: 1.0, x: 0, y: 0 }); // Health bar container self.healthBar = new Container(); // Health bar outline (drawn behind the background) var healthBarOutline = new Container(); var outlineThickness = 6; var outlineW = 300 + outlineThickness * 2; var outlineH = 50 + outlineThickness * 2; var outlineRect = LK.getAsset('healthbar_bg', { anchorX: 0, anchorY: 0.5, x: -outlineThickness, y: 0, width: outlineW, height: outlineH, color: 0xffffff // white outline }); healthBarOutline.addChild(outlineRect); self.healthBar.addChild(healthBarOutline); // Health bar background var healthBarBg = LK.getAsset('healthbar_bg', { anchorX: 0, anchorY: 0.5, x: 0, y: 0 }); self.healthBar.addChild(healthBarBg); // Health bar foreground var healthBarFg = LK.getAsset('healthbar_fg', { anchorX: 0, anchorY: 0.5, x: 0, y: 0 }); self.healthBar.addChild(healthBarFg); self.healthBar.width = 300; self.healthBar.height = 50; self.healthBarFg = healthBarFg; self.updateHealthBar = function () { var pct = Math.max(0, self.health / self.maxHealth); self.healthBarFg.width = 300 * pct; }; self.updateHealthBar(); // --- Methods --- self.setFacing = function (right) { self.isFacingRight = right; sprite.scaleX = right ? 1 : -1; }; self.jump = function () { if (!self.isJumping && !self.immobile) { self.isJumping = true; self.vy = -self.jumpStrength; } }; self.attack = function () { if (self.isAttacking || self.immobile || self.attackTimer > 0) return; self.isAttacking = true; self.attackTimer = self.attackCooldown; // Create attack object var atk = new Attack(self, false); atk.x = self.x + (self.isFacingRight ? 120 : -120); atk.y = self.y - 200; attacks.push(atk); game.addChild(atk); // End attack after short delay LK.setTimeout(function () { self.isAttacking = false; }, 300); }; self.special = function () { if (!self.isSpecialReady || self.immobile) return; self.isSpecialReady = false; self.specialTimer = self.specialCooldown; // Create special attack object var atk = new Attack(self, true); atk.x = self.x + (self.isFacingRight ? 180 : -180); atk.y = self.y - 200; attacks.push(atk); game.addChild(atk); }; self.takeDamage = function (amount, dir, knockback) { if (self.immobile) return; self.health -= amount; self.updateHealthBar(); // Flash health bar foreground red for 200ms when taking damage LK.effects.flashObject(self.healthBarFg, 0xff0000, 200); // Knockback self.x += (dir || 1) * (knockback || 32); // Clamp to arena self.x = Math.max(120, Math.min(2048 - 120, self.x)); }; self.update = function () { // Dodge cooldown if (self.dodgeCooldownTimer > 0) { self.dodgeCooldownTimer--; } // Dodge logic if (self.isDodging) { // Move quickly in facing direction var dir = self.isFacingRight ? 1 : -1; self.x += dir * self.dodgeSpeed; // Clamp to arena self.x = Math.max(120, Math.min(2048 - 120, self.x)); self.dodgeTimer--; if (self.dodgeTimer <= 0) { self.isDodging = false; self.dodgeInvuln = false; } } // Attack cooldown if (self.attackTimer > 0) { self.attackTimer--; } // Special cooldown if (!self.isSpecialReady) { if (self.specialTimer > 0) { self.specialTimer--; } if (self.specialTimer <= 0) { self.isSpecialReady = true; } } // Jumping physics if (self.isJumping) { if (typeof self.vy === "undefined") self.vy = 0; self.y += self.vy; self.vy += self.gravity; // Land on ground if (self.y >= arena.groundY) { self.y = arena.groundY; self.isJumping = false; self.vy = 0; } } }; // --- Throw mechanic --- self.throwObject = function () { if (self.immobile || self.isDodging || self.isAttacking || self.isJumping) return; // Only allow one projectile at a time per fighter (optional, can remove for spam) if (typeof self.lastProjectileTick !== "undefined" && LK.ticks - self.lastProjectileTick < 30) return; if (typeof throwablesLeft !== "undefined" && throwablesLeft > 0) { throwablesLeft--; if (typeof throwablesText !== "undefined" && throwablesText.setText) { throwablesText.setText('Throwables: ' + throwablesLeft); } } self.lastProjectileTick = LK.ticks; var proj = new Projectile(self, self.isFacingRight); proj.x = self.x + (self.isFacingRight ? 120 : -120); proj.y = self.y - 180; attacks.push(proj); game.addChild(proj); }; return self; }); // --- Projectile class --- // Represents a thrown projectile (e.g. shuriken, fireball) var Projectile = Container.expand(function () { var self = Container.call(this); // Arguments: owner (Fighter), isRight (bool) self.owner = arguments[0] || null; self.isRight = !!arguments[1]; self.hit = false; self.destroyed = false; self.damage = 12; self.speed = 38; self.lifetime = 60; // 1 second // Visual var sprite = self.attachAsset('btn_throw', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0 }); self.width = sprite.width; self.height = sprite.height; // Set owner after creation if needed self.setOwner = function (fighter) { self.owner = fighter; }; self.update = function () { if (self.destroyed) return; // Move in direction self.x += self.isRight ? self.speed : -self.speed; self.lifetime--; // Remove if out of bounds or expired if (self.x < -200 || self.x > 2048 + 200 || self.lifetime <= 0) { self.destroy(); } }; self.destroy = function () { if (self.destroyed) return; self.destroyed = true; if (self.parent && self.parent.removeChild) { self.parent.removeChild(self); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ //Minimalistic tween library which should be used for animations over time, including tinting / colouring an object, scaling, rotating, or changing any game object property. //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 - 100; // Move ground even further down by reducing the offset (was -300) 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(); fighter1.lastJumpPressed = false; fighter1.lastHitTime = -9999; // Track last time this fighter hit the other fighter1.comboCount = 0; // Current combo count var fighter2 = new Fighter(); fighter2.lastHitTime = -9999; fighter2.comboCount = 0; // 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 --- // Removed number healthbars (Text2 healthBar1 and healthBar2) // Move the box healthbars (fighter healthBar containers) to a more visible, symmetric place below the timer at the top center // Remove from fighter containers and add to GUI, position symmetrically below timer fighter1.removeChild(fighter1.healthBar); fighter2.removeChild(fighter2.healthBar); // Place both healthbars below the timer, offset horizontally from center fighter1.healthBar.x = -550; fighter1.healthBar.y = 170; fighter2.healthBar.x = 250; fighter2.healthBar.y = 170; LK.gui.top.addChild(fighter1.healthBar); LK.gui.top.addChild(fighter2.healthBar); // --- Combo counters under health bars --- var comboText1 = new Text2('Combo: 0', { size: 48, fill: 0xFF0000, stroke: 0xffffff, strokeThickness: 8 }); comboText1.anchor.set(0.5, 0); comboText1.x = fighter1.healthBar.x + 150; // center under health bar (300px wide) comboText1.y = fighter1.healthBar.y + 60; // just below health bar var comboText2 = new Text2('Combo: 0', { size: 48, fill: 0xFF0000, stroke: 0xffffff, strokeThickness: 8 }); comboText2.anchor.set(0.5, 0); comboText2.x = fighter2.healthBar.x + 150; comboText2.y = fighter2.healthBar.y + 60; LK.gui.top.addChild(comboText1); LK.gui.top.addChild(comboText2); // Combo timer variables (in frames, 1.5s = 90 frames) var comboTimer1 = 0; var comboTimer2 = 0; // --- 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, throwPressed = false, dodgePressed = false; // New for dodge // Special attack cooldown overlay for button var spcCooldownOverlay = LK.getAsset('healthbar_bg', { anchorX: 0.5, anchorY: 0.5, width: 180, height: 180, color: 0x000000 }); spcCooldownOverlay.alpha = 0.5; spcCooldownOverlay.visible = false; spcCooldownOverlay.x = 2048 - 350; spcCooldownOverlay.y = 2450; game.addChild(spcCooldownOverlay); var spcCooldownText = new Text2('3', { size: 90, fill: "#fff" }); spcCooldownText.anchor.set(0.5, 0.5); spcCooldownText.x = 2048 - 350; spcCooldownText.y = 2450; spcCooldownText.visible = false; game.addChild(spcCooldownText); // Special attack cooldown counter above the special attack button var spcCooldownCounter = new Text2('', { size: 60, fill: "#fff" }); spcCooldownCounter.anchor.set(0.5, 1.0); // Place above the special button (btnSpc) spcCooldownCounter.x = 2048 - 350; spcCooldownCounter.y = 2450 - 120; spcCooldownCounter.visible = false; game.addChild(spcCooldownCounter); // --- Dodge cooldown overlay and timer (like special) --- // --- Dodge cooldown overlay and timer (like special) --- // (Positioning is set after btnDodge is defined below) var dodgeCooldownOverlay = LK.getAsset('healthbar_bg', { anchorX: 0.5, anchorY: 0.5, width: 180, height: 180, color: 0x000000 }); dodgeCooldownOverlay.alpha = 0.5; dodgeCooldownOverlay.visible = false; game.addChild(dodgeCooldownOverlay); var dodgeCooldownText = new Text2('3', { size: 90, fill: "#fff" }); dodgeCooldownText.anchor.set(0.5, 0.5); dodgeCooldownText.visible = false; game.addChild(dodgeCooldownText); var dodgeCooldownCounter = new Text2('', { size: 60, fill: "#fff" }); dodgeCooldownCounter.anchor.set(0.5, 1.0); dodgeCooldownCounter.visible = false; game.addChild(dodgeCooldownCounter); // Control buttons (simple rectangles for now) var btnLeft = LK.getAsset('btn_left', { anchorX: 0.5, anchorY: 0.5, x: 200, y: 2600, scaleX: 1.8, scaleY: 1.8 }); var btnRight = LK.getAsset('btn_right', { anchorX: 0.5, anchorY: 0.5, x: 500, y: 2600, scaleX: 1.8, scaleY: 1.8 }); var btnAtk = LK.getAsset('btn_atk', { anchorX: 0.5, anchorY: 0.5, x: 2048 - 500, y: 2600, scaleX: 1.8, scaleY: 1.8 }); var btnJump = LK.getAsset('btn_jump', { anchorX: 0.5, anchorY: 0.5, x: 2048 - 200, y: 2600, scaleX: 1.8, scaleY: 1.8 }); var btnSpc = LK.getAsset('btn_spc', { anchorX: 0.5, anchorY: 0.5, x: 2048 - 350, y: 2450, scaleX: 1.8, scaleY: 1.8 }); // Add dodge button (reuse btn_right asset, place above the throw button, lower opacity) var btnDodge = LK.getAsset('btn_right', { anchorX: 0.5, anchorY: 0.5, x: 2048 - 200, y: 2080, // revert to old position, higher above throw button scaleX: 1.8, scaleY: 1.8 }); btnDodge.alpha = 0.7; // Add throw button (use unique btn_throw asset, place visually below the dodge button) var btnThrow = LK.getAsset('btn_throw', { anchorX: 0.5, anchorY: 0.5, x: 2048 - 200, y: 2320, //{3u} // moved higher scaleX: 1.8, scaleY: 1.8 }); game.addChild(btnLeft); game.addChild(btnRight); game.addChild(btnAtk); game.addChild(btnJump); game.addChild(btnSpc); game.addChild(btnThrow); game.addChild(btnDodge); // Set dodge cooldown overlay and text positions now that btnDodge is defined dodgeCooldownOverlay.x = btnDodge.x; dodgeCooldownOverlay.y = btnDodge.y; dodgeCooldownText.x = btnDodge.x; dodgeCooldownText.y = btnDodge.y; dodgeCooldownCounter.x = btnDodge.x; dodgeCooldownCounter.y = btnDodge.y - 120; // 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; }; btnThrow.down = function () { throwPressed = true; }; btnThrow.up = function () { throwPressed = false; }; btnDodge.down = function () { dodgePressed = true; }; btnDodge.up = function () { dodgePressed = false; }; // --- Attacks array --- var attacks = []; // --- Throwables counter and display --- var throwablesLeft = 5; var throwablesText = new Text2('Throwables: 5', { size: 60, fill: "#fff", stroke: 0x000000, strokeThickness: 8 }); throwablesText.anchor.set(0, 0); // Top left, but not in the 100x100 reserved area throwablesText.x = 120; throwablesText.y = 30; LK.gui.top.addChild(throwablesText); // --- 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 (!fighter1.immobile) { 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); } // Only trigger jump on the frame the button is pressed (rising edge) if (jumpPressed && !fighter1.lastJumpPressed) { fighter1.jump(); } // Only trigger dodge on the frame the button is pressed (rising edge) if (dodgePressed && !fighter1.lastDodgePressed) { fighter1.dodge(); } if (atkPressed) { fighter1.attack(); } if (throwPressed && typeof fighter1.throwObject === "function") { if (throwablesLeft > 0) { fighter1.throwObject(); } } if (spcPressed) { if (fighter1.isSpecialReady) { fighter1.special(); } } } fighter1.lastJumpPressed = jumpPressed; fighter1.lastDodgePressed = dodgePressed; // --- Special attack cooldown overlay update --- if (!fighter1.isSpecialReady) { spcCooldownOverlay.visible = true; spcCooldownText.visible = true; var secondsLeft = Math.ceil(fighter1.specialTimer / 60); spcCooldownText.setText(secondsLeft); // Show and update the counter above the special button spcCooldownCounter.visible = true; spcCooldownCounter.setText(secondsLeft + "s"); } else { spcCooldownOverlay.visible = false; spcCooldownText.visible = false; spcCooldownCounter.visible = false; } // --- Dodge cooldown overlay update --- if (fighter1.dodgeCooldownTimer > 0) { dodgeCooldownOverlay.visible = true; dodgeCooldownText.visible = true; var dodgeSecondsLeft = Math.ceil(fighter1.dodgeCooldownTimer / 60); dodgeCooldownText.setText(dodgeSecondsLeft); dodgeCooldownCounter.visible = true; dodgeCooldownCounter.setText(dodgeSecondsLeft + "s"); } else { dodgeCooldownOverlay.visible = false; dodgeCooldownText.visible = false; dodgeCooldownCounter.visible = false; } // --- AI for fighter2 (simple: move toward player, attack if close) --- if (!fighter2.immobile) { 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]; // Store last position for possible future use (e.g. for projectiles) if (typeof atk.lastX === "undefined") atk.lastX = atk.x; if (typeof atk.lastY === "undefined") atk.lastY = atk.y; 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); } // Handle collision with the other fighter var target = atk.owner === fighter1 ? fighter2 : fighter1; // If target is dodging and invulnerable, skip hit if (target.dodgeInvuln) { atk.lastX = atk.x; atk.lastY = atk.y; continue; } // Only trigger on the exact frame of collision (rising edge) var wasIntersecting = atk.lastWasIntersecting || false; var isIntersecting = atk.intersects(target); if (!wasIntersecting && isIntersecting && !atk.hit) { // Combo logic: check if this hit is within 1.5 seconds (90 frames) of the last hit by this attacker var nowTick = LK.ticks || 0; if (typeof atk.owner.lastHitTime === "undefined") atk.owner.lastHitTime = -9999; if (typeof atk.owner.comboCount === "undefined") atk.owner.comboCount = 0; var prevCombo = atk.owner.comboCount; if (nowTick - atk.owner.lastHitTime <= 90) { atk.owner.comboCount++; // Start combo timer for this fighter if (atk.owner === fighter1 && atk.owner.comboCount > prevCombo) { comboTimer1 = 90; } if (atk.owner === fighter2 && atk.owner.comboCount > prevCombo) { comboTimer2 = 90; } // Impact effect on combo text when combo increases if (atk.owner === fighter1 && atk.owner.comboCount > prevCombo) { comboText1.scaleX = comboText1.scaleY = 1.3; // Impact scale tween(comboText1, { scaleX: 1, scaleY: 1 }, { duration: 180 }); // Shake effect var shakeTimes = 10; var shakeMagnitude = 18; var shakeDuration = 180; var shakeStep = Math.floor(shakeDuration / shakeTimes); var origX = comboText1.x; var origY = comboText1.y; for (var s = 0; s < shakeTimes; s++) { (function (s) { LK.setTimeout(function () { // Alternate shake direction var dx = (s % 2 === 0 ? 1 : -1) * shakeMagnitude * (1 - s / shakeTimes); var dy = (s % 2 === 0 ? -1 : 1) * shakeMagnitude * 0.5 * (1 - s / shakeTimes); comboText1.x = origX + dx; comboText1.y = origY + dy; // Restore at end if (s === shakeTimes - 1) { LK.setTimeout(function () { comboText1.x = origX; comboText1.y = origY; }, shakeStep); } }, s * shakeStep); })(s); } } else if (atk.owner === fighter2 && atk.owner.comboCount > prevCombo) { comboText2.scaleX = comboText2.scaleY = 1.3; tween(comboText2, { scaleX: 1, scaleY: 1 }, { duration: 180 }); // Shake effect var shakeTimes2 = 10; var shakeMagnitude2 = 18; var shakeDuration2 = 180; var shakeStep2 = Math.floor(shakeDuration2 / shakeTimes2); var origX2 = comboText2.x; var origY2 = comboText2.y; for (var s2 = 0; s2 < shakeTimes2; s2++) { (function (s2) { LK.setTimeout(function () { var dx2 = (s2 % 2 === 0 ? 1 : -1) * shakeMagnitude2 * (1 - s2 / shakeTimes2); var dy2 = (s2 % 2 === 0 ? -1 : 1) * shakeMagnitude2 * 0.5 * (1 - s2 / shakeTimes2); comboText2.x = origX2 + dx2; comboText2.y = origY2 + dy2; if (s2 === shakeTimes2 - 1) { LK.setTimeout(function () { comboText2.x = origX2; comboText2.y = origY2; }, shakeStep2); } }, s2 * shakeStep2); })(s2); } } } else { atk.owner.comboCount = 1; // Start combo timer for this fighter if (atk.owner === fighter1 && atk.owner.comboCount > prevCombo) { comboTimer1 = 90; } if (atk.owner === fighter2 && atk.owner.comboCount > prevCombo) { comboTimer2 = 90; } // Impact effect on combo text when combo increases from 0 if (atk.owner === fighter1 && atk.owner.comboCount > prevCombo) { comboText1.scaleX = comboText1.scaleY = 1.3; tween(comboText1, { scaleX: 1, scaleY: 1 }, { duration: 180 }); // Shake effect var shakeTimes = 10; var shakeMagnitude = 18; var shakeDuration = 180; var shakeStep = Math.floor(shakeDuration / shakeTimes); var origX = comboText1.x; var origY = comboText1.y; for (var s = 0; s < shakeTimes; s++) { (function (s) { LK.setTimeout(function () { var dx = (s % 2 === 0 ? 1 : -1) * shakeMagnitude * (1 - s / shakeTimes); var dy = (s % 2 === 0 ? -1 : 1) * shakeMagnitude * 0.5 * (1 - s / shakeTimes); comboText1.x = origX + dx; comboText1.y = origY + dy; if (s === shakeTimes - 1) { LK.setTimeout(function () { comboText1.x = origX; comboText1.y = origY; }, shakeStep); } }, s * shakeStep); })(s); } } else if (atk.owner === fighter2 && atk.owner.comboCount > prevCombo) { comboText2.scaleX = comboText2.scaleY = 1.3; tween(comboText2, { scaleX: 1, scaleY: 1 }, { duration: 180 }); // Shake effect var shakeTimes2 = 10; var shakeMagnitude2 = 18; var shakeDuration2 = 180; var shakeStep2 = Math.floor(shakeDuration2 / shakeTimes2); var origX2 = comboText2.x; var origY2 = comboText2.y; for (var s2 = 0; s2 < shakeTimes2; s2++) { (function (s2) { LK.setTimeout(function () { var dx2 = (s2 % 2 === 0 ? 1 : -1) * shakeMagnitude2 * (1 - s2 / shakeTimes2); var dy2 = (s2 % 2 === 0 ? -1 : 1) * shakeMagnitude2 * 0.5 * (1 - s2 / shakeTimes2); comboText2.x = origX2 + dx2; comboText2.y = origY2 + dy2; if (s2 === shakeTimes2 - 1) { LK.setTimeout(function () { comboText2.x = origX2; comboText2.y = origY2; }, shakeStep2); } }, s2 * shakeStep2); })(s2); } } } atk.owner.lastHitTime = nowTick; // Knockback direction: +1 if attacker is facing right, -1 if left var knockbackDir = atk.owner && atk.owner.isFacingRight ? 1 : -1; // Knockback strength: special attacks knock back SIGNIFICANTLY more (much stronger effect) var knockbackStrength = atk.isSpecial ? 480 : 64; target.takeDamage(atk.damage, knockbackDir, knockbackStrength); // If hit by a special attack, make target immobile for 1 second (60 frames) if (atk.isSpecial) { target.immobile = true; LK.setTimeout(function () { target.immobile = false; }, 1000); } atk.hit = true; atk.destroy(); // Flash on hit LK.effects.flashObject(target, 0xff0000, 200); // Show a visible attack effect at the hit location, rotated to match the attack direction var hitEffect; if (typeof Projectile !== "undefined" && atk instanceof Projectile) { // Unique projectile hit effect: use btn_throw asset, smaller, quick fade hitEffect = LK.getAsset('btn_throw', { anchorX: 0.5, anchorY: 0.5, x: target.x, y: target.y - 200 }); hitEffect.rotation = 0; game.addChild(hitEffect); hitEffect.scaleX = hitEffect.scaleY = 1.0; hitEffect.alpha = 1; tween(hitEffect, { scaleX: 1.7, scaleY: 1.7, alpha: 0 }, { duration: 220, onFinish: function onFinish() { if (hitEffect && hitEffect.destroy) hitEffect.destroy(); } }); } else { // Regular or special attack effect hitEffect = LK.getAsset(atk.isSpecial ? 'special_attack' : 'attack', { anchorX: 0.5, anchorY: 0.5, x: target.x, y: target.y - 200 }); // Rotate the effect to match the direction the attacker is facing if (atk.owner && atk.owner.isFacingRight === false) { hitEffect.rotation = Math.PI; // Face left } else { hitEffect.rotation = 0; // Face right (default) } game.addChild(hitEffect); // Animate the effect: scale up and fade out, then destroy hitEffect.scaleX = hitEffect.scaleY = 1.2; hitEffect.alpha = 1; tween(hitEffect, { scaleX: 2.0, scaleY: 2.0, alpha: 0 }, { duration: 350, onFinish: function onFinish() { if (hitEffect && hitEffect.destroy) hitEffect.destroy(); } }); } } // Update last intersection state for next frame atk.lastWasIntersecting = isIntersecting; atk.lastX = atk.x; atk.lastY = atk.y; } // --- Health bar updates --- // Removed number healthbars update // --- Combo reset logic: reset combo if 1.5 seconds (90 frames) have passed since last hit --- var nowTick = LK.ticks || 0; if (nowTick - fighter1.lastHitTime > 90) { fighter1.comboCount = 0; } if (nowTick - fighter2.lastHitTime > 90) { fighter2.comboCount = 0; } // Decrement combo timers if (comboTimer1 > 0) comboTimer1--; if (comboTimer2 > 0) comboTimer2--; // Update combo counters under health bars, only show if timer is active if (comboTimer1 > 0 && fighter1.comboCount > 0) { comboText1.visible = true; comboText1.setText(('COMBO: ' + (fighter1.comboCount || 0) + '!').toUpperCase()); } else { comboText1.visible = false; } if (comboTimer2 > 0 && fighter2.comboCount > 0) { comboText2.visible = true; comboText2.setText(('COMBO: ' + (fighter2.comboCount || 0) + '!').toUpperCase()); } else { comboText2.visible = false; } // --- 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
@@ -647,10 +647,8 @@
}
if (throwPressed && typeof fighter1.throwObject === "function") {
if (throwablesLeft > 0) {
fighter1.throwObject();
- throwablesLeft--;
- throwablesText.setText('Throwables: ' + throwablesLeft);
}
}
if (spcPressed) {
if (fighter1.isSpecialReady) {