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
User prompt
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
User prompt
now a little bit right
User prompt
little bit more
User prompt
movethe box healthbars a little left
User prompt
movethe box healthbars to a more visible place symetrically
User prompt
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
User prompt
move the both healthbars a little bit closer to the middle
User prompt
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
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * 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 : 8; 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; // Explosion effect: scale up and fade in, then shrink to normal using tween plugin tween(self.sprite, { scaleX: 1.2, scaleY: 1.2, alpha: 1 }, { duration: 700, onFinish: function onFinish() { tween(self.sprite, { scaleX: 1, scaleY: 1 }, { duration: 700 }); } }); // 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); // Jump cooldown variables self.jumpCooldown = 0; // frames left until next jump allowed self.jumpCooldownDuration = 18; // 0.3s at 60fps // 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 = -38; self.gravity = 3.2; self.velY = 0; self.groundY = 2100; // Default ground Y, will be set by Arena // Health bar self.healthBar = new Container(); // Add outline behind healthbar background self.healthBarOutline = self.healthBar.addChild(LK.getAsset('healthbar_bg', { anchorX: 0, anchorY: 0.5, width: 308, // 4px border on each side (300+8) height: 58, // 4px border on each side (50+8) color: 0xffffff // white outline })); 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) { // If jumping, do not take damage if (self.isJumping) return; 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; if (self.jumpCooldown > 0) return; self.isJumping = true; self.velY = self.jumpPower; self.jumpCooldown = self.jumpCooldownDuration; }; // Update per frame self.update = function () { // Special cooldown if (!self.isSpecialReady) { self.specialTimer--; if (self.specialTimer <= 0) { self.isSpecialReady = true; } } // Jump cooldown if (self.jumpCooldown > 0) { self.jumpCooldown--; } // 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 ****/ // --- Arena setup --- //Note game dimensions are 2048x2732 //Minimalistic tween library which should be used for animations over time, including tinting / colouring an object, scaling, rotating, or changing any game object property. 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 --- // Create a UI background container for timer and number healthbars var uiBgContainer = new Container(); // Add a background box (wide enough for timer and both number healthbars) var uiBg = LK.getAsset('healthbar_bg', { anchorX: 0.5, anchorY: 0, width: 1100, height: 120, color: 0x222222 }); uiBgContainer.addChild(uiBg); // Position the container at the top center, just below the very top (leave space for platform menu) uiBgContainer.x = 2048 / 2; uiBgContainer.y = 10; LK.gui.top.addChild(uiBgContainer); // Number healthbars (text) 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 left, player 2 to right, both inside the UI background healthBar1.x = -420; healthBar2.x = 420; healthBar1.y = 20; healthBar2.y = 20; uiBgContainer.addChild(healthBar1); uiBgContainer.addChild(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); // --- 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); // Place timer in the center of the UI background timerText.x = 0; timerText.y = 20; uiBgContainer.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); // Show a visible attack effect at the hit location, rotated to match the attack direction var 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(); } }); } } // --- 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
@@ -240,8 +240,24 @@
fighter2.setFacing(false);
game.addChild(fighter1);
game.addChild(fighter2);
// --- Health bar GUI ---
+// Create a UI background container for timer and number healthbars
+var uiBgContainer = new Container();
+// Add a background box (wide enough for timer and both number healthbars)
+var uiBg = LK.getAsset('healthbar_bg', {
+ anchorX: 0.5,
+ anchorY: 0,
+ width: 1100,
+ height: 120,
+ color: 0x222222
+});
+uiBgContainer.addChild(uiBg);
+// Position the container at the top center, just below the very top (leave space for platform menu)
+uiBgContainer.x = 2048 / 2;
+uiBgContainer.y = 10;
+LK.gui.top.addChild(uiBgContainer);
+// Number healthbars (text)
var healthBar1 = new Text2('100', {
size: 80,
fill: 0xFF4444
});
@@ -250,13 +266,15 @@
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);
+// Move player 1 healthbar to left, player 2 to right, both inside the UI background
+healthBar1.x = -420;
+healthBar2.x = 420;
+healthBar1.y = 20;
+healthBar2.y = 20;
+uiBgContainer.addChild(healthBar1);
+uiBgContainer.addChild(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);
@@ -278,9 +296,12 @@
size: 80,
fill: "#fff"
});
timerText.anchor.set(0.5, 0);
-LK.gui.top.addChild(timerText);
+// Place timer in the center of the UI background
+timerText.x = 0;
+timerText.y = 20;
+uiBgContainer.addChild(timerText);
// --- Touch controls (mobile-friendly) ---
var leftPressed = false,
rightPressed = false,
atkPressed = false,