User prompt
Add an attack key. Sometimes the game stops and let's attack. But Sans should dodge the attacks, so that he can die after escaping 10 times. Asgore, on the other hand, can block attacks 12 times. After that, it may disappear. Flowey, on the other hand, destroys attacks until he dies by chance and asgo. After Sans and Asgore die, he changes to his strongest form and starts to send 10 İvy, which he destroys attacks 5 times, but dies after that. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Increase the number of gaster blasters to 10
User prompt
Increase the number of spears to 2. Let the number of Ivy be 5 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Let it be a gaster blaster. (Sans's) And a white beam will come through it. (there will be a black line around it) damage:12 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Don't let the characters be themselves. Add assets to them
User prompt
There must be people who send them to us. Let there be 3 people 1.Sans 2.asgore 3.flowey Sans side (Bone thrower) asgore in the middle (The owner of the Hoe) Flowey on the other side (Ivy sender) ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Let the Ivys go from top to bottom of the box ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Let the ivy go from the top of the box to the bottom ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
LET THE ANCHOR MOVE LEFT AND RIGHT. LET THE IVY MOVE UP AND DOWN ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Let the left move up and down, not the right
User prompt
Do Ivy Let it be like an anchor, but it should bend down from the top of the box (Let it be 800 Height) And let there be 2-3 of them ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Let the Ivy come sometimes (Let the Ivy deal 5 damage and slow it down for %25) ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Our health is running low on its own. Remove self-reduction
User prompt
Delete yellow thing
User prompt
Delete the heart from moving itself
User prompt
Reduce irradiation of bones by 75%
User prompt
Make our health 92. Let the bones deal 4 damage. Anchor 6 Damage
User prompt
WhReduce the rate of bones coming out a lot, and reduce the bidet speed excessively
User prompt
Bones slow down bones very fast. Get us up to speed. And when we stop touching, let's slow down a little and stop ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
When the anchor is orange, we can move, but if we don't move, our health decreases. Blue is the opposite, ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
WHY THE ANCHOR SHOULD BE OUTSIDE THE BOX, IT SHOULD NOT BE OUTSIDE AT ALL ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
The anchor is only the longer the box, that is, the anchor does not go out of the box ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make the anchor Height 1200 pixels ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Anchor Let it not be long, but thick. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Let the anchor be as long as the box. Don't let it be thick ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Anchor = Container.expand(function () {
var self = Container.call(this);
// Create anchor graphic
var anchorGraphics = self.attachAsset('anchor', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1,
scaleY: 10
});
self.isBlue = true; // true = blue (stop), false = orange (move)
self.damage = 2;
self.lastX = 0;
self.lastY = 0;
self.colorChangeTimer = 0;
self.colorChangeInterval = 180; // Change color every 3 seconds at 60fps
self.speed = 3;
self.movingRight = true;
// Update anchor color
self.updateColor = function () {
if (self.isBlue) {
anchorGraphics.tint = 0x0066ff; // Blue
} else {
anchorGraphics.tint = 0xff6600; // Orange
}
};
self.update = function () {
self.lastX = self.x;
self.lastY = self.y;
// Move horizontally within the box boundaries
var anchorHalfWidth = 60; // Half of 120px anchor width
var minX = boxX + 8 + anchorHalfWidth;
var maxX = boxX + boxWidth - 8 - anchorHalfWidth;
if (self.movingRight) {
self.x += self.speed;
if (self.x >= maxX) {
self.x = maxX;
self.movingRight = false;
}
} else {
self.x -= self.speed;
if (self.x <= minX) {
self.x = minX;
self.movingRight = true;
}
}
// Keep anchor within vertical bounds of the box
var anchorHalfHeight = 600; // Half of 1200px anchor height
var minY = boxY + anchorHalfHeight;
var maxY = boxY + boxHeight - anchorHalfHeight;
if (self.y < minY) {
self.y = minY;
}
if (self.y > maxY) {
self.y = maxY;
}
// Change color periodically
self.colorChangeTimer++;
if (self.colorChangeTimer >= self.colorChangeInterval) {
self.isBlue = !self.isBlue;
self.updateColor();
self.colorChangeTimer = 0;
}
};
// Initialize with blue color
self.updateColor();
return self;
});
var Bone = Container.expand(function () {
var self = Container.call(this);
// Create bone graphic
var boneGraphics = self.attachAsset('bone', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2;
self.currentSpeed = 2;
self.maxSpeed = 8;
self.minSpeed = 0.5;
self.isAccelerating = false;
self.isAttacking = false;
self.lastX = 0;
self.lastY = 0;
self.attackPattern = 0; // 0=direct, 1=zigzag, 2=circle
self.accelerate = function () {
if (self.isAccelerating) return;
self.isAccelerating = true;
// Stop any existing speed tween
tween.stop(self, {
currentSpeed: true
});
// Quickly accelerate to max speed
tween(self, {
currentSpeed: self.maxSpeed
}, {
duration: 200,
easing: tween.easeOut
});
};
self.decelerate = function () {
if (!self.isAccelerating) return;
self.isAccelerating = false;
// Stop any existing speed tween
tween.stop(self, {
currentSpeed: true
});
// Gradually slow down to normal speed
tween(self, {
currentSpeed: self.speed
}, {
duration: 800,
easing: tween.easeOut
});
};
self.startAttack = function (targetX, targetY) {
if (self.isAttacking) return;
self.isAttacking = true;
self.attackPattern = Math.floor(Math.random() * 3);
var duration = Math.random() * 800 + 1200; // 1.2-2.0 seconds
if (self.attackPattern === 0) {
// Direct attack with speed-adjusted duration
var speedMultiplier = self.currentSpeed / self.speed;
var adjustedDuration = duration / speedMultiplier;
tween(self, {
x: targetX,
y: targetY
}, {
duration: adjustedDuration,
easing: tween.easeInOut,
onFinish: function onFinish() {
self.isAttacking = false;
self.isAccelerating = false;
}
});
} else if (self.attackPattern === 1) {
// Zigzag pattern - attack in multiple stages with speed adjustment
var speedMultiplier = self.currentSpeed / self.speed;
var adjustedDuration = duration / speedMultiplier;
var midX = (self.x + targetX) / 2 + (Math.random() - 0.5) * 300;
var midY = (self.y + targetY) / 2 + (Math.random() - 0.5) * 300;
tween(self, {
x: midX,
y: midY
}, {
duration: adjustedDuration / 2,
easing: tween.easeIn,
onFinish: function onFinish() {
var currentSpeedMultiplier = self.currentSpeed / self.speed;
var currentAdjustedDuration = duration / currentSpeedMultiplier;
tween(self, {
x: targetX,
y: targetY
}, {
duration: currentAdjustedDuration / 2,
easing: tween.easeOut,
onFinish: function onFinish() {
self.isAttacking = false;
self.isAccelerating = false;
}
});
}
});
} else {
// Circular approach with speed adjustment
var speedMultiplier = self.currentSpeed / self.speed;
var adjustedDuration = duration / speedMultiplier;
var centerX = (self.x + targetX) / 2;
var centerY = (self.y + targetY) / 2;
var radius = Math.sqrt(Math.pow(targetX - self.x, 2) + Math.pow(targetY - self.y, 2)) / 3;
var angle = Math.atan2(self.y - centerY, self.x - centerX);
var circleX = centerX + Math.cos(angle + Math.PI) * radius;
var circleY = centerY + Math.sin(angle + Math.PI) * radius;
tween(self, {
x: circleX,
y: circleY
}, {
duration: adjustedDuration / 2,
easing: tween.easeInOut,
onFinish: function onFinish() {
var currentSpeedMultiplier = self.currentSpeed / self.speed;
var currentAdjustedDuration = duration / currentSpeedMultiplier;
tween(self, {
x: targetX,
y: targetY
}, {
duration: currentAdjustedDuration / 2,
easing: tween.easeIn,
onFinish: function onFinish() {
self.isAttacking = false;
self.isAccelerating = false;
}
});
}
});
}
};
self.update = function () {
self.lastX = self.x;
self.lastY = self.y;
// Apply speed changes to movement if attacking
if (self.isAttacking) {
// Check if we should accelerate or decelerate based on player control
if (isPlayerControlling && !self.isAccelerating) {
self.accelerate();
} else if (!isPlayerControlling && self.isAccelerating) {
self.decelerate();
}
}
};
return self;
});
var BoxBoundary = Container.expand(function () {
var self = Container.call(this);
// Create four walls for the box
var topWall = self.attachAsset('boxBorder', {
anchorX: 0,
anchorY: 0,
width: 1600,
height: 8
});
var bottomWall = self.attachAsset('boxBorder', {
anchorX: 0,
anchorY: 0,
width: 1600,
height: 8
});
var leftWall = self.attachAsset('boxBorder', {
anchorX: 0,
anchorY: 0,
width: 8,
height: 1200
});
var rightWall = self.attachAsset('boxBorder', {
anchorX: 0,
anchorY: 0,
width: 8,
height: 1200
});
// Position walls
topWall.x = 0;
topWall.y = 0;
bottomWall.x = 0;
bottomWall.y = 1200 - 8;
leftWall.x = 0;
leftWall.y = 0;
rightWall.x = 1600 - 8;
rightWall.y = 0;
return self;
});
var Heart = Container.expand(function () {
var self = Container.call(this);
var heartGraphics = self.attachAsset('heart', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0xf0f8ff
});
/****
* Game Code
****/
// Box dimensions
var boxX = 224; // Center the 1600px box in 2048px screen
var boxY = 766; // Center the 1200px box in 2732px screen
var boxWidth = 1600;
var boxHeight = 1200;
// Create box boundary
var boundary = game.addChild(new BoxBoundary());
boundary.x = boxX;
boundary.y = boxY;
// Create heart character
var heart = game.addChild(new Heart());
heart.x = boxX + boxWidth / 2; // Center of box
heart.y = boxY + boxHeight / 2; // Center of box
// Create lives display
var livesTxt = new Text2('Lives: 10', {
size: 80,
fill: 0x000000
});
livesTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(livesTxt);
// Dragging variables
var isDragging = false;
var dragOffsetX = 0;
var dragOffsetY = 0;
// Constraint function to keep heart within boundaries
function constrainHeartPosition() {
var heartRadius = 50; // Half of heart width/height
// Left boundary
if (heart.x - heartRadius < boxX + 8) {
heart.x = boxX + 8 + heartRadius;
}
// Right boundary
if (heart.x + heartRadius > boxX + boxWidth - 8) {
heart.x = boxX + boxWidth - 8 - heartRadius;
}
// Top boundary
if (heart.y - heartRadius < boxY + 8) {
heart.y = boxY + 8 + heartRadius;
}
// Bottom boundary
if (heart.y + heartRadius > boxY + boxHeight - 8) {
heart.y = boxY + boxHeight - 8 - heartRadius;
}
}
// Player control variables
var targetX = 0;
var targetY = 0;
var isPlayerControlling = false;
// Touch/mouse down event
game.down = function (x, y, obj) {
isPlayerControlling = true;
targetX = x;
targetY = y;
};
// Touch/mouse move event
game.move = function (x, y, obj) {
if (isPlayerControlling) {
targetX = x;
targetY = y;
}
};
// Touch/mouse up event
game.up = function (x, y, obj) {
isPlayerControlling = false;
};
// Lives system
var lives = 10;
// Movement variables
var heartSpeed = 8;
var movementDirection = {
x: 1,
y: 0.5
}; // Initial movement direction
var lastDirectionChangeTime = 0;
var directionChangeInterval = 2000; // Change direction every 2 seconds
// Bone enemy system
var bones = [];
var maxBones = 8;
var boneSpawnTimer = 0;
var boneSpawnInterval = 90; // Spawn every 1.5 seconds at 60fps
var waveIntensity = 1;
// Anchor system
var anchors = [];
var maxAnchors = 1;
var anchorSpawnTimer = 0;
var anchorSpawnInterval = 240; // Spawn every 4 seconds at 60fps
// Function to spawn a new bone at random edge position
function spawnBone() {
if (bones.length >= maxBones) return;
var bone = new Bone();
var edge = Math.floor(Math.random() * 4); // 0=top, 1=right, 2=bottom, 3=left
// Position bone at random point on selected edge
switch (edge) {
case 0:
// Top edge
bone.x = boxX + Math.random() * boxWidth;
bone.y = boxY - 50;
break;
case 1:
// Right edge
bone.x = boxX + boxWidth + 50;
bone.y = boxY + Math.random() * boxHeight;
break;
case 2:
// Bottom edge
bone.x = boxX + Math.random() * boxWidth;
bone.y = boxY + boxHeight + 50;
break;
case 3:
// Left edge
bone.x = boxX - 50;
bone.y = boxY + Math.random() * boxHeight;
break;
}
bone.lastX = bone.x;
bone.lastY = bone.y;
bones.push(bone);
game.addChild(bone);
// Start attacking the heart immediately
bone.startAttack(heart.x, heart.y);
}
// Function to spawn a new anchor at random position within the box
function spawnAnchor() {
if (anchors.length >= maxAnchors) return;
var anchor = new Anchor();
// Position anchor within the box boundaries
var anchorHalfWidth = 60; // Half of 120px anchor width
var startFromLeft = Math.random() < 0.5;
if (startFromLeft) {
anchor.x = boxX + 8 + anchorHalfWidth; // Start from left edge inside box
anchor.movingRight = true;
} else {
anchor.x = boxX + boxWidth - 8 - anchorHalfWidth; // Start from right edge inside box
anchor.movingRight = false;
}
// Random Y position within the box, constrained to keep full anchor height inside
var anchorHalfHeight = 600; // Half of 1200px anchor height
anchor.y = boxY + anchorHalfHeight + Math.random() * (boxHeight - 2 * anchorHalfHeight);
anchor.lastX = anchor.x;
anchor.lastY = anchor.y;
anchors.push(anchor);
game.addChild(anchor);
}
// Game update loop
game.update = function () {
// Increase wave intensity over time
if (LK.ticks % 600 === 0) {
// Every 10 seconds
waveIntensity = Math.min(waveIntensity + 0.5, 4);
maxBones = Math.min(Math.floor(4 + waveIntensity * 2), 12);
boneSpawnInterval = Math.max(Math.floor(90 - waveIntensity * 15), 30);
}
// Spawn bones periodically with wave patterns
boneSpawnTimer++;
if (boneSpawnTimer >= boneSpawnInterval) {
// Sometimes spawn multiple bones at once for Undertale feel
var spawnCount = Math.random() < 0.3 ? Math.floor(waveIntensity) : 1;
for (var s = 0; s < spawnCount && bones.length < maxBones; s++) {
spawnBone();
}
boneSpawnTimer = 0;
}
// Spawn anchors periodically
anchorSpawnTimer++;
if (anchorSpawnTimer >= anchorSpawnInterval) {
spawnAnchor();
anchorSpawnTimer = 0;
}
// Update all bones and check for collisions
for (var i = bones.length - 1; i >= 0; i--) {
var bone = bones[i];
// Check if bone hit the heart
if (bone.intersects(heart)) {
// Reduce lives by 1
lives -= 1;
livesTxt.setText('Lives: ' + lives);
// Flash screen red to indicate damage
LK.effects.flashScreen(0xff0000, 500);
// Check for game over
if (lives <= 0) {
LK.showGameOver();
return;
}
// Remove the bone that hit us
bone.destroy();
bones.splice(i, 1);
continue;
}
// Remove bones that are too far from the play area
var distanceFromCenter = Math.sqrt(Math.pow(bone.x - (boxX + boxWidth / 2), 2) + Math.pow(bone.y - (boxY + boxHeight / 2), 2));
if (distanceFromCenter > 2000) {
bone.destroy();
bones.splice(i, 1);
continue;
}
// Retarget bones that aren't currently attacking
if (!bone.isAttacking && Math.random() < 0.01) {
// 1% chance per frame
bone.startAttack(heart.x, heart.y);
}
}
// Update all anchors and check for collisions
for (var j = anchors.length - 1; j >= 0; j--) {
var anchor = anchors[j];
// Initialize health decrease timer if not set
if (anchor.healthDecreaseTimer === undefined) {
anchor.healthDecreaseTimer = 0;
}
// Health decrease logic based on anchor color and player movement
var shouldDecreaseHealth = false;
if (anchor.isBlue && isPlayerControlling) {
// Blue anchor: health decreases when player is moving
shouldDecreaseHealth = true;
} else if (!anchor.isBlue && !isPlayerControlling) {
// Orange anchor: health decreases when player is not moving
shouldDecreaseHealth = true;
}
if (shouldDecreaseHealth) {
anchor.healthDecreaseTimer++;
// Decrease health every second (60 frames at 60fps)
if (anchor.healthDecreaseTimer >= 60) {
lives -= 1;
livesTxt.setText('Lives: ' + lives);
// Flash screen yellow to indicate health decrease
LK.effects.flashScreen(0xffff00, 300);
anchor.healthDecreaseTimer = 0;
// Check for game over
if (lives <= 0) {
LK.showGameOver();
return;
}
}
} else {
// Reset timer when conditions are not met
anchor.healthDecreaseTimer = 0;
}
// Check if anchor hit the heart
if (anchor.intersects(heart)) {
var shouldTakeDamage = false;
// Blue anchor: damage if player is moving
if (anchor.isBlue && isPlayerControlling) {
shouldTakeDamage = true;
}
// Orange anchor: damage if player is not moving
else if (!anchor.isBlue && !isPlayerControlling) {
shouldTakeDamage = true;
}
if (shouldTakeDamage) {
// Reduce lives by anchor damage (2)
lives -= anchor.damage;
livesTxt.setText('Lives: ' + lives);
// Flash screen purple to indicate anchor damage
LK.effects.flashScreen(0x8800ff, 700);
// Check for game over
if (lives <= 0) {
LK.showGameOver();
return;
}
}
// Remove the anchor that hit us
anchor.destroy();
anchors.splice(j, 1);
continue;
}
// Anchors now stay within box bounds, so no need to remove them for going off screen
// They will only be removed when hitting the heart
}
if (isPlayerControlling) {
// Calculate direction toward target
var deltaX = targetX - heart.x;
var deltaY = targetY - heart.y;
var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
// Move toward target if not already there
if (distance > 5) {
// Normalize direction and apply speed
movementDirection.x = deltaX / distance;
movementDirection.y = deltaY / distance;
heart.x += movementDirection.x * heartSpeed;
heart.y += movementDirection.y * heartSpeed;
}
} else {
// Auto movement - change direction periodically when not controlled
if (LK.ticks % 120 === 0) {
// Every 2 seconds at 60fps
movementDirection.x = (Math.random() - 0.5) * 2; // Random x direction between -1 and 1
movementDirection.y = (Math.random() - 0.5) * 2; // Random y direction between -1 and 1
}
// Apply automatic movement
heart.x += movementDirection.x * heartSpeed;
heart.y += movementDirection.y * heartSpeed;
// Bounce off walls by reversing direction
var heartRadius = 50;
if (heart.x - heartRadius <= boxX + 8 || heart.x + heartRadius >= boxX + boxWidth - 8) {
movementDirection.x *= -1; // Reverse horizontal direction
}
if (heart.y - heartRadius <= boxY + 8 || heart.y + heartRadius >= boxY + boxHeight - 8) {
movementDirection.y *= -1; // Reverse vertical direction
}
}
// Ensure heart stays within bounds each frame
constrainHeartPosition();
}; ===================================================================
--- original.js
+++ change.js
@@ -80,54 +80,98 @@
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2;
+ self.currentSpeed = 2;
+ self.maxSpeed = 8;
+ self.minSpeed = 0.5;
+ self.isAccelerating = false;
self.isAttacking = false;
self.lastX = 0;
self.lastY = 0;
self.attackPattern = 0; // 0=direct, 1=zigzag, 2=circle
+ self.accelerate = function () {
+ if (self.isAccelerating) return;
+ self.isAccelerating = true;
+ // Stop any existing speed tween
+ tween.stop(self, {
+ currentSpeed: true
+ });
+ // Quickly accelerate to max speed
+ tween(self, {
+ currentSpeed: self.maxSpeed
+ }, {
+ duration: 200,
+ easing: tween.easeOut
+ });
+ };
+ self.decelerate = function () {
+ if (!self.isAccelerating) return;
+ self.isAccelerating = false;
+ // Stop any existing speed tween
+ tween.stop(self, {
+ currentSpeed: true
+ });
+ // Gradually slow down to normal speed
+ tween(self, {
+ currentSpeed: self.speed
+ }, {
+ duration: 800,
+ easing: tween.easeOut
+ });
+ };
self.startAttack = function (targetX, targetY) {
if (self.isAttacking) return;
self.isAttacking = true;
self.attackPattern = Math.floor(Math.random() * 3);
var duration = Math.random() * 800 + 1200; // 1.2-2.0 seconds
if (self.attackPattern === 0) {
- // Direct attack like original
+ // Direct attack with speed-adjusted duration
+ var speedMultiplier = self.currentSpeed / self.speed;
+ var adjustedDuration = duration / speedMultiplier;
tween(self, {
x: targetX,
y: targetY
}, {
- duration: duration,
+ duration: adjustedDuration,
easing: tween.easeInOut,
onFinish: function onFinish() {
self.isAttacking = false;
+ self.isAccelerating = false;
}
});
} else if (self.attackPattern === 1) {
- // Zigzag pattern - attack in multiple stages
+ // Zigzag pattern - attack in multiple stages with speed adjustment
+ var speedMultiplier = self.currentSpeed / self.speed;
+ var adjustedDuration = duration / speedMultiplier;
var midX = (self.x + targetX) / 2 + (Math.random() - 0.5) * 300;
var midY = (self.y + targetY) / 2 + (Math.random() - 0.5) * 300;
tween(self, {
x: midX,
y: midY
}, {
- duration: duration / 2,
+ duration: adjustedDuration / 2,
easing: tween.easeIn,
onFinish: function onFinish() {
+ var currentSpeedMultiplier = self.currentSpeed / self.speed;
+ var currentAdjustedDuration = duration / currentSpeedMultiplier;
tween(self, {
x: targetX,
y: targetY
}, {
- duration: duration / 2,
+ duration: currentAdjustedDuration / 2,
easing: tween.easeOut,
onFinish: function onFinish() {
self.isAttacking = false;
+ self.isAccelerating = false;
}
});
}
});
} else {
- // Circular approach
+ // Circular approach with speed adjustment
+ var speedMultiplier = self.currentSpeed / self.speed;
+ var adjustedDuration = duration / speedMultiplier;
var centerX = (self.x + targetX) / 2;
var centerY = (self.y + targetY) / 2;
var radius = Math.sqrt(Math.pow(targetX - self.x, 2) + Math.pow(targetY - self.y, 2)) / 3;
var angle = Math.atan2(self.y - centerY, self.x - centerX);
@@ -136,19 +180,22 @@
tween(self, {
x: circleX,
y: circleY
}, {
- duration: duration / 2,
+ duration: adjustedDuration / 2,
easing: tween.easeInOut,
onFinish: function onFinish() {
+ var currentSpeedMultiplier = self.currentSpeed / self.speed;
+ var currentAdjustedDuration = duration / currentSpeedMultiplier;
tween(self, {
x: targetX,
y: targetY
}, {
- duration: duration / 2,
+ duration: currentAdjustedDuration / 2,
easing: tween.easeIn,
onFinish: function onFinish() {
self.isAttacking = false;
+ self.isAccelerating = false;
}
});
}
});
@@ -156,8 +203,17 @@
};
self.update = function () {
self.lastX = self.x;
self.lastY = self.y;
+ // Apply speed changes to movement if attacking
+ if (self.isAttacking) {
+ // Check if we should accelerate or decelerate based on player control
+ if (isPlayerControlling && !self.isAccelerating) {
+ self.accelerate();
+ } else if (!isPlayerControlling && self.isAccelerating) {
+ self.decelerate();
+ }
+ }
};
return self;
});
var BoxBoundary = Container.expand(function () {
Undertale Heart. In-Game asset. 2d. High contrast. No shadows
Undertale bone with black outline. In-Game asset. 2d. High contrast. No shadows
Undertale asgore spear. In-Game asset. 2d. High contrast. No shadows
Ivy. In-Game asset. 2d. High contrast. No shadows
Sans Undertale. In-Game asset. 2d. High contrast. No shadows
Asgore Undertale. In-Game asset. 2d. High contrast. No shadows
Flowey Undertale but with 6 souls (Orange,Green,Yellow,blue,Purple, Light Blue). In-Game asset. 2d. High contrast. No shadows
Flat staring gaster blaster Undertale. In-Game asset. 2d. High contrast. No shadows
Undertale heart but blue. In-Game asset. 2d. High contrast. No shadows
Green Heart Undertale. In-Game asset. 2d. High contrast. No shadows
Yellow heart Undertale. In-Game asset. 2d. High contrast. No shadows