User prompt
Let's add a canvas to the Collection tab. When we open it, only the things that will appear in that tab will appear.
User prompt
Make everything in the Collection tab prominent
User prompt
link item_moss asset to Moss item
User prompt
Add a new item. His name will be "Crystal". Its rarity will be 1/128. Finally, create an asset named "item_crystal" and link it to the Moss item.
User prompt
connect item_moss asset to Moss item
User prompt
Add a new item. His name will be "Moss". Its rarity will be 1/64. Finally, create an asset named "item_moss" and link it to the Moss item.
User prompt
Remove the Moss item
User prompt
Link the assets named item_moss to the Moss item
User prompt
Make the items that we cannot remove with the roll in the collection look paler.
User prompt
Create asset for Moss item
User prompt
Change Ember rarity 1/50 to 1/32
User prompt
Change item names Amber to Ember
User prompt
Add a new item. His name will be "Moss". It will come out with a 1/64 chance.
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'y')' in or related to this line: 'x10CounterTxt.y = itemDisplay.y + 400; // Place below the item name' Line Number: 150
User prompt
A roll with a x10 chance will be rolled 1 time in every 10 rolls. Let's add a counter in the form of x/10 at the bottom to know how much is left.
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'rollBtn.label.style.fill = "#fff";' Line Number: 414
User prompt
Let's have the right to roll, which gives a chance bonus of 1 in every 10 rolls. This roll get better luck with x10 than the others.
User prompt
When the collection button is pressed, the background is not visible. Only the things in the tab are visible.
User prompt
Add a separate UI to the Collection tab. Let it unfold in a rectangular canvas.
User prompt
When we enter the collection tab, the item we roll creates an error. Can you fix this
User prompt
After the roll is finished, print the name of the item on the screen.
User prompt
Let the item name appear on the screen 2 seconds late
User prompt
Let the name of the item be written on the screen after the roll is finished
User prompt
The name of the item that comes out is not written on the screen. Fix that.
User prompt
background white
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { collection: [] }); /**** * Classes ****/ // Collection item icon (for collection view) var CollectionIcon = Container.expand(function () { var self = Container.call(this); self.asset = null; self.overlayText = null; self.setItem = function (itemDef, owned) { if (self.asset) { self.removeChild(self.asset); self.asset = null; } if (self.overlayText) { self.removeChild(self.overlayText); self.overlayText = null; } self.asset = self.attachAsset(itemDef.asset, { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5 }); if (itemDef.rotation) self.asset.rotation = itemDef.rotation; if (itemDef.overlay) { self.overlayText = new Text2(itemDef.overlay, { size: 60, fill: "#222" }); self.overlayText.anchor.set(0.5, 0.5); self.addChild(self.overlayText); } // If not owned, gray out if (!owned) self.asset.alpha = 0.25;else self.asset.alpha = 1; }; return self; }); // Item display class var ItemDisplay = Container.expand(function () { var self = Container.call(this); self.asset = null; self.overlayText = null; self.setItem = function (itemDef) { // Remove previous if (self.asset) { self.removeChild(self.asset); self.asset = null; } if (self.overlayText) { self.removeChild(self.overlayText); self.overlayText = null; } // Add shape self.asset = self.attachAsset(itemDef.asset, { anchorX: 0.5, anchorY: 0.5 }); if (itemDef.rotation) self.asset.rotation = itemDef.rotation; // Overlay text if needed if (itemDef.overlay) { self.overlayText = new Text2(itemDef.overlay, { size: 120, fill: "#222" }); self.overlayText.anchor.set(0.5, 0.5); self.addChild(self.overlayText); } }; return self; }); // Roll button class var RollButton = Container.expand(function () { var self = Container.call(this); self.bg = self.attachAsset('roll_btn', { anchorX: 0.5, anchorY: 0.5 }); self.label = new Text2("ROLL", { size: 70, fill: "#fff" }); self.label.anchor.set(0.5, 0.5); self.addChild(self.label); // Simple press effect self.down = function (x, y, obj) { tween(self.bg, { scaleX: 0.95, scaleY: 0.95 }, { duration: 80, easing: tween.cubicIn }); }; self.up = function (x, y, obj) { tween(self.bg, { scaleX: 1, scaleY: 1 }, { duration: 80, easing: tween.cubicOut }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181818 }); /**** * Game Code ****/ // Item definitions: id, name, rarity (1 in X), asset, extra (for shape/rotation/text) // We'll overlay text for "hex" // We'll overlay text for "star" // We'll rotate this to look like a triangle /* We will use simple shapes for items (boxes, ellipses) and a "roll" button. Each item will have a unique color and shape for visual distinction. */ // --- State --- var ITEM_DEFS = [{ id: 0, name: "Water", rarity: 2, asset: 'item_box' }, { id: 1, name: "Stone", rarity: 3, asset: 'item_ellipse' }, { id: 2, name: "Flame", rarity: 7, asset: 'item_triangle', rotation: Math.PI / 4 }, { id: 3, name: "Breeze", rarity: 20, asset: 'item_star', overlay: "★" }, { id: 4, name: "Amber", rarity: 50, asset: 'item_hex', overlay: "⬡" }]; // Helper: get item by id function getItemDef(id) { for (var i = 0; i < ITEM_DEFS.length; ++i) { if (ITEM_DEFS[i].id === id) return ITEM_DEFS[i]; } return null; } var collection = storage.collection || []; // array of owned item ids var lastRollResult = null; // id of last rolled item var rolling = false; // is animation running var showCollection = false; // --- UI Elements --- // Title var titleTxt = new Text2("Loot Roll", { size: 120, fill: "#fff" }); titleTxt.anchor.set(0.5, 0); LK.gui.top.addChild(titleTxt); // Rarity info var rarityTxt = new Text2("", { size: 60, fill: "#fff" }); rarityTxt.anchor.set(0.5, 0); LK.gui.top.addChild(rarityTxt); // Main item display var itemDisplay = new ItemDisplay(); itemDisplay.x = 2048 / 2; itemDisplay.y = 900; game.addChild(itemDisplay); // Item name display (shows the rolled item's name) var itemNameTxt = new Text2("", { size: 90, fill: "#fff" }); itemNameTxt.anchor.set(0.5, 0); itemNameTxt.x = 2048 / 2; itemNameTxt.y = itemDisplay.y + 220; // Place below the item display game.addChild(itemNameTxt); // Roll button var rollBtn = new RollButton(); rollBtn.x = 2048 / 2; rollBtn.y = 1800; game.addChild(rollBtn); // "Show Collection" button var showCollBtn = new Container(); var showCollBg = showCollBtn.attachAsset('roll_btn', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.7, scaleY: 0.7 }); var showCollLabel = new Text2("COLLECTION", { size: 48, fill: "#fff" }); showCollLabel.anchor.set(0.5, 0.5); showCollBtn.addChild(showCollLabel); showCollBtn.x = 2048 / 2; showCollBtn.y = 2050; game.addChild(showCollBtn); // Collection view overlay var collectionOverlay = new Container(); collectionOverlay.visible = false; game.addChild(collectionOverlay); // "Back" button for collection var backBtn = new Container(); var backBg = backBtn.attachAsset('roll_btn', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5 }); var backLabel = new Text2("BACK", { size: 48, fill: "#fff" }); backLabel.anchor.set(0.5, 0.5); backBtn.addChild(backLabel); backBtn.x = 2048 / 2; backBtn.y = 2500; collectionOverlay.addChild(backBtn); // Collection grid var collectionIcons = []; function updateCollectionGrid() { // Remove old for (var i = 0; i < collectionIcons.length; ++i) collectionOverlay.removeChild(collectionIcons[i]); collectionIcons = []; // Layout: 3 per row, centered var perRow = 3; var spacing = 320; var startX = 2048 / 2 - spacing; var startY = 600; for (var i = 0; i < ITEM_DEFS.length; ++i) { var item = ITEM_DEFS[i]; var owned = collection.indexOf(item.id) !== -1; var icon = new CollectionIcon(); icon.setItem(item, owned); icon.x = startX + i % perRow * spacing; icon.y = startY + Math.floor(i / perRow) * spacing; // Name and rarity var nameTxt = new Text2(item.name, { size: 36, fill: "#fff" }); nameTxt.anchor.set(0.5, 0); nameTxt.x = 0; nameTxt.y = 90; icon.addChild(nameTxt); var rareTxt = new Text2("1 in " + item.rarity, { size: 28, fill: "#aaa" }); rareTxt.anchor.set(0.5, 0); rareTxt.x = 0; rareTxt.y = 130; icon.addChild(rareTxt); collectionOverlay.addChild(icon); collectionIcons.push(icon); } } // --- Functions --- function updateMainDisplay() { // Show last rolled item or first item var itemId = lastRollResult !== null ? lastRollResult : 0; var itemDef = getItemDef(itemId); itemDisplay.setItem(itemDef); // Show name and rarity rarityTxt.setText(itemDef.name + " • 1 in " + itemDef.rarity); // Show item name below the item display itemNameTxt.setText(itemDef.name); } function rollForItem() { // Weighted random roll var totalWeight = 0; for (var i = 0; i < ITEM_DEFS.length; ++i) { totalWeight += 1 / ITEM_DEFS[i].rarity; } var r = Math.random() * totalWeight; var acc = 0; for (var i = 0; i < ITEM_DEFS.length; ++i) { acc += 1 / ITEM_DEFS[i].rarity; if (r <= acc) return ITEM_DEFS[i].id; } return ITEM_DEFS[ITEM_DEFS.length - 1].id; } function animateRoll(resultId) { rolling = true; // Flash through random items, then land on result var flashes = 12; var flashTime = 60; var i = 0; function flashNext() { if (i < flashes) { var fakeId = Math.floor(Math.random() * ITEM_DEFS.length); itemDisplay.setItem(getItemDef(fakeId)); ++i; LK.setTimeout(flashNext, flashTime); } else { // Land on result itemDisplay.setItem(getItemDef(resultId)); // Animate scale itemDisplay.scale.set(1.2, 1.2); tween(itemDisplay, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.bounceOut }); rolling = false; updateMainDisplay(); // Show item name below the item display after roll finishes var itemDef = getItemDef(resultId); itemNameTxt.setText(itemDef.name); } } flashNext(); } // --- Event Handlers --- // Roll button rollBtn.down = function (x, y, obj) { if (rolling || showCollection) return; // Call the original RollButton.down (the class method), not this event handler if (typeof RollButton.prototype.down === "function") { RollButton.prototype.down.call(rollBtn, x, y, obj); } }; rollBtn.up = function (x, y, obj) { if (rolling || showCollection) return; // Do roll var resultId = rollForItem(); lastRollResult = resultId; // Add to collection if new if (collection.indexOf(resultId) === -1) { collection.push(resultId); storage.collection = collection; } animateRoll(resultId); updateMainDisplay(); // Call the original RollButton.up (the class method), not this event handler if (typeof RollButton.prototype.up === "function") { RollButton.prototype.up.call(rollBtn, x, y, obj); } }; // Show collection showCollBtn.down = function (x, y, obj) { if (rolling) return; showCollBg.scaleX = 0.95; showCollBg.scaleY = 0.95; }; showCollBtn.up = function (x, y, obj) { if (rolling) return; showCollBg.scaleX = 1; showCollBg.scaleY = 1; showCollection = true; collectionOverlay.visible = true; updateCollectionGrid(); }; // Back from collection backBtn.down = function (x, y, obj) { backBg.scaleX = 0.95; backBg.scaleY = 0.95; }; backBtn.up = function (x, y, obj) { backBg.scaleX = 1; backBg.scaleY = 1; showCollection = false; collectionOverlay.visible = false; }; // --- Initial State --- updateMainDisplay(); collectionOverlay.visible = false; // --- GUI Layout --- titleTxt.x = 2048 / 2; titleTxt.y = 40; rarityTxt.x = 2048 / 2; rarityTxt.y = 200; // --- Touch Handling (prevent drag) --- game.move = function (x, y, obj) {}; game.down = function (x, y, obj) {}; game.up = function (x, y, obj) {}; // --- Game Update --- game.update = function () { // No per-frame logic needed for MVP };
===================================================================
--- original.js
+++ change.js
@@ -331,8 +331,11 @@
easing: tween.bounceOut
});
rolling = false;
updateMainDisplay();
+ // Show item name below the item display after roll finishes
+ var itemDef = getItemDef(resultId);
+ itemNameTxt.setText(itemDef.name);
}
}
flashNext();
}
Water. In-Game asset. 2d. High contrast. No shadows
Stone. In-Game asset. 2d. High contrast. No shadows
Flame. In-Game asset. 2d. High contrast. No shadows
Breeze. In-Game asset. 2d. High contrast. No shadows
Ember. In-Game asset. 2d. High contrast. No shadows
light green moss. In-Game asset. 2d. High contrast. No shadows
Crystal. In-Game asset. 2d. High contrast. No shadows
sand. In-Game asset. 2d. High contrast. No shadows
Gray ash. In-Game asset. 2d. High contrast. No shadows
Iron bar. In-Game asset. 2d. High contrast. No shadows
Rectangular button. In-Game asset. 2d. High contrast. No shadows
Quartz. In-Game asset. 2d. High contrast. No shadows
smoke. In-Game asset. 2d. High contrast. No shadows
Frozen human. In-Game asset. 2d. High contrast. No shadows
Thunder. In-Game asset. 2d. High contrast. No shadows
Vine. In-Game asset. 2d. High contrast. No shadows
spark. In-Game asset. 2d. High contrast. No shadows
lucky pebble. In-Game asset. 2d. High contrast. No shadows
Fortune Leaf. In-Game asset. 2d. High contrast. No shadows