User prompt
her biir zindan arasında en az 300 birim boşluk olsun
User prompt
her bir zindan birbirinden en az 300 birim uzak olsun
User prompt
zindanlar random dağılırken ana karakterin ilk durduğu yerden 300 er birim uzakta olsun en yakın zindan ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
dungeonlar haritaya dağılırken birbirilerine uzak olsunlar
User prompt
dungeonların arasındaki mesafeler x ve y kordinatları bakımından en az 200 birim uzakta olacak şekilde random dağılsınlar
User prompt
haritalardaki 10 dungeonun kordinatlarını haritaya random dağıt
Code edit (1 edits merged)
Please save this source code
User prompt
oklar tıkladıkça atsın ve her zaman gelen en yakın düşmanı hedef olarak bulsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
ana karakterimiz yaratıklara ok atsın mağaraya girdikten sonra oyun yan ekran formatında olacak yani side-screen mario oyunu gibi ana karakter sabit duracak yandan gelen düşmanlara ok atacak soldan sağa hafif yukarı eğimli oklar ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
mağara içlerinde oyun side-scrolling formatında olsun ana karakterimiz sabit yaratıklara doğru eğimli giden oklar atsın düzenli bir hızda ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
karakteri hangi mağaraya girmek istiyorsak sürükleyip üstüne bırakalım
User prompt
mağaraların tipi aynı olsun zorluk dereceleri ütünde yazın ve oyun alanına gelişi güzel dağıtılsın
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'var localPos = backButton.toLocal(obj.position);' Line Number: 387
Code edit (1 edits merged)
Please save this source code
User prompt
Dungeon Conquest: Epic Loot Adventure
Initial prompt
🎯 Prompt: I want to create a 2D isometric dungeon adventure game consisting of 10 maps, and each map will have 10 dungeons. Each dungeon has a difficulty level: 4 Easy dungeons 3 Normal dungeons 2 Hard dungeons 1 Very Hard dungeon 🧩 Game Flow: On the main map screen, the player sees a character in the center. The player can drag the character with the mouse and drop it onto a dungeon to enter it. Once a dungeon is entered, the screen switches to a horizontal side-view gameplay area, similar to a Mario-style stage: The player stands on the left, fixed in place. Enemies approach from the right side of the screen. The player automatically shoots arrows at the enemies. 👾 Enemies: Each dungeon's difficulty determines enemy health points (HP). Harder dungeons = stronger enemies. Enemies spawn one after another. 📈 Leveling System (EP / Experience): Every defeated enemy grants the player EP (experience points). Player levels up after clearing dungeons depending on difficulty: Easy dungeon = +1 Level Normal dungeon = +2 Levels Hard dungeon = +3 Levels Very Hard dungeon = +4 Levels With every level up, the player's damage and health increase slightly. 🛡️ Loot and Gear: Defeated enemies may drop equipment, such as: Helmet, boots, armor, bow, necklace, ring, gloves. Items have rarity tiers: Common (gray), Rare (blue), Epic (purple), Legendary (gold). Each rarity tier grants better stats like: Bonus damage Extra HP More defense Drop rates vary by dungeon difficulty: Easy: Low drop chance, mostly common items Very Hard: Higher drop chance, chance for rare and legendary items Legendary (gold) items are very rare even in hardest dungeons 🎒 Inventory System: There should be a character inventory system where: Players can see their equipped items Stats change based on current gear Equipment visuals or icons may be shown 📌 Summary of Key Gameplay Requirements: Isometric main map with 10 maps × 10 dungeons Character is dragged onto dungeons to enter them Inside dungeon: side-scroll gameplay like Mario Character auto-fires arrows; enemies come from right EP and leveling based on dungeon difficulty Enemies drop gear of different rarity tiers Stronger gear = better stats Inventory system to manage gear
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Arrow = Container.expand(function (targetX, targetY) { var self = Container.call(this); var arrowGraphics = self.attachAsset('arrow', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; // Calculate direction toward target var dx = targetX - self.x; var dy = targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); self.velocityX = dx / distance * self.speed; self.velocityY = dy / distance * self.speed; // Rotate arrow to face direction arrowGraphics.rotation = Math.atan2(dy, dx); self.update = function () { self.x += self.velocityX; self.y += self.velocityY; }; return self; }); var Character = Container.expand(function () { var self = Container.call(this); var characterGraphics = self.attachAsset('character', { anchorX: 0.5, anchorY: 0.5 }); // Character stats self.level = 1; self.experience = 0; self.health = 100; self.maxHealth = 100; self.damage = 20; self.defense = 5; // Equipment slots self.equipment = { helmet: null, boots: null, armor: null, bow: null, necklace: null, ring: null, gloves: null }; self.calculateStats = function () { self.maxHealth = 100 + self.level * 10; self.damage = 20 + self.level * 5; self.defense = 5 + self.level * 2; // Add equipment bonuses for (var slot in self.equipment) { if (self.equipment[slot]) { var item = self.equipment[slot]; self.maxHealth += item.healthBonus || 0; self.damage += item.damageBonus || 0; self.defense += item.defenseBonus || 0; } } if (self.health > self.maxHealth) { self.health = self.maxHealth; } }; self.gainExperience = function (amount) { self.experience += amount; var levelUpThreshold = self.level * 100; if (self.experience >= levelUpThreshold) { self.level++; self.experience -= levelUpThreshold; self.calculateStats(); self.health = self.maxHealth; LK.getSound('levelUp').play(); } }; return self; }); var Dungeon = Container.expand(function (difficulty, index) { var self = Container.call(this); var dungeonGraphics = self.attachAsset('dungeon', { anchorX: 0.5, anchorY: 0.5 }); self.difficulty = difficulty; self.index = index; self.isHovered = false; // Difficulty colors var colors = { easy: 0x90EE90, normal: 0xFFD700, hard: 0xFF8C00, veryHard: 0xFF4500 }; dungeonGraphics.tint = colors[difficulty]; // Add difficulty text var difficultyNames = { easy: 'EASY', normal: 'NORMAL', hard: 'HARD', veryHard: 'VERY HARD' }; var difficultyText = new Text2(difficultyNames[difficulty], { size: 20, fill: 0x000000 }); difficultyText.anchor.set(0.5, 0.5); difficultyText.x = 0; difficultyText.y = 0; self.addChild(difficultyText); self.down = function (x, y, obj) { currentState = 'combat'; currentDungeon = self; setupCombat(); }; return self; }); var Enemy = Container.expand(function (difficulty) { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); var healthMultiplier = { easy: 1, normal: 2, hard: 4, veryHard: 8 }; self.maxHealth = 50 * healthMultiplier[difficulty]; self.health = self.maxHealth; self.speed = 1; self.difficulty = difficulty; self.update = function () { self.x -= self.speed; }; self.takeDamage = function (damage) { self.health -= damage; if (self.health <= 0) { self.die(); } }; self.die = function () { LK.getSound('enemyDeath').play(); playerCharacter.gainExperience(10); // Drop loot if (Math.random() < 0.3) { dropLoot(self.x, self.y, self.difficulty); } }; return self; }); var LootItem = Container.expand(function (type, rarity, x, y) { var self = Container.call(this); var lootGraphics = self.attachAsset(type, { anchorX: 0.5, anchorY: 0.5 }); self.type = type; self.rarity = rarity; // Rarity colors var rarityColors = { common: 0x808080, rare: 0x4169e1, epic: 0x8a2be2, legendary: 0xffd700 }; lootGraphics.tint = rarityColors[rarity]; // Generate random stats based on rarity var multiplier = { common: 1, rare: 2, epic: 3, legendary: 5 }; self.healthBonus = Math.floor(Math.random() * 20 * multiplier[rarity]); self.damageBonus = Math.floor(Math.random() * 10 * multiplier[rarity]); self.defenseBonus = Math.floor(Math.random() * 5 * multiplier[rarity]); self.x = x; self.y = y; self.down = function (x, y, obj) { collectLoot(self); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Sounds // UI assets // Loot assets // Combat assets // Character and world assets // Game state var currentState = 'overworld'; // 'overworld', 'combat', 'inventory' var currentMap = 1; var currentDungeon = null; var playerCharacter = new Character(); var dungeons = []; var arrows = []; var enemies = []; var lootItems = []; var lastEnemySpawn = 0; var lastArrowShot = 0; var combatTimer = 0; var enemiesKilled = 0; var targetKills = 10; // UI elements var levelText = new Text2('Level: 1', { size: 40, fill: 0xFFFFFF }); var healthText = new Text2('Health: 100/100', { size: 40, fill: 0xFFFFFF }); var backButton = null; // Initialize storage var gameData = storage.gameData || { level: 1, experience: 0, equipment: { helmet: null, boots: null, armor: null, bow: null, necklace: null, ring: null, gloves: null }, unlockedMaps: 1 }; // Load saved data playerCharacter.level = gameData.level; playerCharacter.experience = gameData.experience; playerCharacter.equipment = gameData.equipment; playerCharacter.calculateStats(); // Setup overworld function setupOverworld() { game.removeChildren(); // Add background var background = game.attachAsset('mapBackground', { anchorX: 0, anchorY: 0, x: 0, y: 0 }); // Add character at center playerCharacter.x = 1024; playerCharacter.y = 1366; game.addChild(playerCharacter); // Create dungeons in isometric grid dungeons = []; var difficulties = ['easy', 'easy', 'easy', 'easy', 'normal', 'normal', 'normal', 'hard', 'hard', 'veryHard']; // Shuffle the difficulties array to randomize placement function shuffleArray(array) { for (var i = array.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var temp = array[i]; array[i] = array[j]; array[j] = temp; } return array; } difficulties = shuffleArray(difficulties); for (var i = 0; i < 10; i++) { var dungeon = new Dungeon(difficulties[i], i); // Random positioning across the map with margins to keep dungeons visible // Map is 2048x2732, keeping dungeons within safe bounds dungeon.x = 150 + Math.random() * (2048 - 300); // 150 to 1898 dungeon.y = 400 + Math.random() * (2732 - 800); // 400 to 2332 dungeons.push(dungeon); game.addChild(dungeon); } // Add UI levelText.setText('Level: ' + playerCharacter.level); levelText.x = 50; levelText.y = 150; game.addChild(levelText); healthText.setText('Health: ' + playerCharacter.health + '/' + playerCharacter.maxHealth); healthText.x = 50; healthText.y = 200; game.addChild(healthText); } // Setup combat function setupCombat() { game.removeChildren(); // Add combat background var combatBg = game.attachAsset('combatBackground', { anchorX: 0, anchorY: 0, x: 0, y: 0 }); // Position character fixed on left side for side-scrolling playerCharacter.x = 200; playerCharacter.y = 1366; game.addChild(playerCharacter); // Add back button backButton = game.attachAsset('backButton', { anchorX: 0.5, anchorY: 0.5, x: 100, y: 50 }); // Reset combat variables arrows = []; enemies = []; lootItems = []; lastEnemySpawn = 0; lastArrowShot = 0; combatTimer = 0; enemiesKilled = 0; targetKills = 10; // Add UI updateCombatUI(); } function updateCombatUI() { if (levelText.parent) { levelText.parent.removeChild(levelText); } if (healthText.parent) { healthText.parent.removeChild(healthText); } levelText.setText('Level: ' + playerCharacter.level); levelText.x = 50; levelText.y = 150; game.addChild(levelText); healthText.setText('Health: ' + playerCharacter.health + '/' + playerCharacter.maxHealth); healthText.x = 50; healthText.y = 200; game.addChild(healthText); } function dropLoot(x, y, difficulty) { var lootTypes = ['helmet', 'boots', 'armor', 'bow', 'necklace', 'ring', 'gloves']; var rarities = ['common', 'rare', 'epic', 'legendary']; // Better drop rates for higher difficulties var rarityChances = { easy: [0.7, 0.25, 0.04, 0.01], normal: [0.5, 0.35, 0.12, 0.03], hard: [0.3, 0.4, 0.25, 0.05], veryHard: [0.1, 0.3, 0.4, 0.2] }; var type = lootTypes[Math.floor(Math.random() * lootTypes.length)]; var rarity = 'common'; var rand = Math.random(); var chances = rarityChances[difficulty]; if (rand > chances[0] + chances[1] + chances[2]) { rarity = 'legendary'; } else if (rand > chances[0] + chances[1]) { rarity = 'epic'; } else if (rand > chances[0]) { rarity = 'rare'; } var loot = new LootItem(type, rarity, x, y); lootItems.push(loot); game.addChild(loot); LK.getSound('lootDrop').play(); } function collectLoot(loot) { // Equip the item playerCharacter.equipment[loot.type] = loot; playerCharacter.calculateStats(); // Remove from game loot.destroy(); var index = lootItems.indexOf(loot); if (index > -1) { lootItems.splice(index, 1); } // Save game data saveGameData(); updateCombatUI(); } function saveGameData() { storage.gameData = { level: playerCharacter.level, experience: playerCharacter.experience, equipment: playerCharacter.equipment, unlockedMaps: gameData.unlockedMaps }; } // Game input handlers var draggedCharacter = null; var dragOffset = { x: 0, y: 0 }; game.down = function (x, y, obj) { if (currentState === 'overworld') { // Check if clicking on character var localPos = playerCharacter.toLocal({ x: x, y: y }); if (localPos.x >= -40 && localPos.x <= 40 && localPos.y >= -40 && localPos.y <= 40) { draggedCharacter = playerCharacter; dragOffset.x = x - playerCharacter.x; dragOffset.y = y - playerCharacter.y; } } else if (currentState === 'combat' && backButton) { // Check if obj and obj.position exist, otherwise use x,y coordinates var localPos; if (obj && obj.position) { localPos = backButton.toLocal(obj.position); } else { // Convert game coordinates to local coordinates localPos = backButton.toLocal({ x: x, y: y }); } if (localPos.x >= -60 && localPos.x <= 60 && localPos.y >= -30 && localPos.y <= 30) { currentState = 'overworld'; setupOverworld(); } else { // Click to shoot - find closest enemy and shoot at it var closestEnemy = null; var closestDistance = Infinity; for (var k = 0; k < enemies.length; k++) { var dist = Math.abs(enemies[k].x - playerCharacter.x); if (dist < closestDistance) { closestDistance = dist; closestEnemy = enemies[k]; } } // Shoot arrow toward closest enemy with upward angle, or angled right-up if no enemies var targetX = closestEnemy ? closestEnemy.x : playerCharacter.x + 800; var targetY = closestEnemy ? closestEnemy.y : playerCharacter.y - 200; // Slight upward angle var arrow = new Arrow(targetX, targetY); arrow.x = playerCharacter.x + 50; arrow.y = playerCharacter.y; arrows.push(arrow); game.addChild(arrow); LK.getSound('shoot').play(); } } }; game.move = function (x, y, obj) { if (currentState === 'overworld' && draggedCharacter) { draggedCharacter.x = x - dragOffset.x; draggedCharacter.y = y - dragOffset.y; } }; game.up = function (x, y, obj) { if (currentState === 'overworld' && draggedCharacter) { // Check if character is dropped on any dungeon for (var i = 0; i < dungeons.length; i++) { var dungeon = dungeons[i]; if (draggedCharacter.intersects(dungeon)) { currentState = 'combat'; currentDungeon = dungeon; setupCombat(); break; } } draggedCharacter = null; } }; // Main game update loop game.update = function () { if (currentState === 'overworld') { // Overworld updates } else if (currentState === 'combat') { combatTimer++; // Arrows are now fired on click instead of automatically // Spawn enemies from right side if (combatTimer - lastEnemySpawn > 120 && enemiesKilled < targetKills) { var enemy = new Enemy(currentDungeon.difficulty); enemy.x = 1900; enemy.y = 1366; enemies.push(enemy); game.addChild(enemy); lastEnemySpawn = combatTimer; } // Update arrows for (var i = arrows.length - 1; i >= 0; i--) { var arrow = arrows[i]; // Remove arrows that go off screen in any direction if (arrow.x > 2100 || arrow.x < -100 || arrow.y > 2800 || arrow.y < -100) { arrow.destroy(); arrows.splice(i, 1); continue; } // Check collision with enemies for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; if (arrow.intersects(enemy)) { enemy.takeDamage(playerCharacter.damage); // Add visual feedback with tween tween(enemy.children[0], { tint: 0xFF0000 }, { duration: 200, onFinish: function onFinish() { tween(enemy.children[0], { tint: 0xFFFFFF }, { duration: 200 }); } }); arrow.destroy(); arrows.splice(i, 1); if (enemy.health <= 0) { enemy.destroy(); enemies.splice(j, 1); enemiesKilled++; // Check win condition if (enemiesKilled >= targetKills) { LK.setTimeout(function () { currentState = 'overworld'; setupOverworld(); }, 1000); } } break; } } } // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; if (enemy.x < -100) { enemy.destroy(); enemies.splice(i, 1); continue; } // Check collision with player if (enemy.intersects(playerCharacter)) { playerCharacter.health -= Math.max(1, 10 - playerCharacter.defense); enemy.destroy(); enemies.splice(i, 1); if (playerCharacter.health <= 0) { LK.showGameOver(); } updateCombatUI(); } } // Update loot items (simple gravity effect) for (var i = 0; i < lootItems.length; i++) { var loot = lootItems[i]; if (loot.y < 1366) { loot.y += 2; } } } }; // Initialize the game setupOverworld();
===================================================================
--- original.js
+++ change.js
@@ -277,12 +277,12 @@
}
difficulties = shuffleArray(difficulties);
for (var i = 0; i < 10; i++) {
var dungeon = new Dungeon(difficulties[i], i);
- var row = Math.floor(i / 5);
- var col = i % 5;
- dungeon.x = 500 + col * 200;
- dungeon.y = 800 + row * 200;
+ // Random positioning across the map with margins to keep dungeons visible
+ // Map is 2048x2732, keeping dungeons within safe bounds
+ dungeon.x = 150 + Math.random() * (2048 - 300); // 150 to 1898
+ dungeon.y = 400 + Math.random() * (2732 - 800); // 400 to 2332
dungeons.push(dungeon);
game.addChild(dungeon);
}
// Add UI
arrow. In-Game asset. 2d. High contrast. No shadows
pixel necklace. In-Game asset. 2d. High contrast. No shadows
mağaranın hafif üstünden görünüşü olsun
brown pixel 2dd game boots. In-Game asset. 2d. High contrast. No shadows
pixel brown game helmet. In-Game asset. 2d. High contrast. No shadows
pixel brown gloves. In-Game asset. 2d. High contrast. No shadows
pixel gold ring for 2d game. In-Game asset. 2d. High contrast. No shadows
blue pixel bow for 2d game archer. In-Game asset. 2d. High contrast. No shadows
brown pixel light armor for 2d games. In-Game asset. 2d. High contrast. No shadows
kahve rengi kask ekle karaktere
karaktere kahverengi bot giydir bileklerine kadar
kahverengi eldiven giydir karaktere
kahverengi hafif zırh giydir karaktere
karakter elinde tuttuğu yayı mavi yap
kaskı mavi yap
adamın sadece ayakakbılarını mavi renge çevirir misin
adamın eldivenlerini mavi renge çevirir misin
koyu kahverengi olan bütün zırhı kaskı yayı ayakkabıyı eldiveni mavi renk yapar mısın
yayı parlak mor renk yapar mısın
kaskıda parlak mor renk yapar mısın
ayakkabıları da parlak mor renk yapar mısın
koyu kahverengi olan bütün zırhı kaskı yayı ayakkabıyı eldiveni parlak mor renk yapar mısın
yayı parlak altın rengi yapar mısın
kaskını parlak altın rengine çevirir misin
ayakkabılarını parlak altın rengine çevirir misin
eldivenlerini parlak altın rengine çevirir misin
koyu kahverengi olan bütün zırhını kaskını ayakkabısını eldivenini parlak yayını altın rengine çevirir misin
eldivenlerini parlak mor renk yapar mısın
demon rabbit with red eyes. In-Game asset. 2d. High contrast. No shadows
sağ üst köşeye çevresinde eski tahta çitler olan çok küçük bir köy ekle
sağ üst köşeye bir kasaba ekle
sağ üst köşeye surla çevrili bir şehir ekle
sağ üstteki şehrin grafik açısından boyutunu çok değiştirmeden belki sadece biraz daha uzaktan bakar gibi ama çok daha gelişmiş bir şehre dönüştürür müsün
bu zindan girişini bir tık daha korkutucu göster mesela etrafındaki taşlarında üstünde kemikler en üst ortadaki taşında kemikten bir hayvvan başı gibi
mağaranın grafik ayarları ve boyutunu bozmadan taşların üzerinden lavlar akıyor gibi gözüksün zindan girişinin ortasındada kırmızı korkutucu bir sihirli geçit olsun
zindan girişi taşlarının üstüne mavi maden damarları gibi çizgiler ekle
kemik görünümünde bir kurt. In-Game asset. 2d. High contrast. No shadows
kemikten bir şovalye istiyorum biraz kambur dursun. In-Game asset. 2d. High contrast. No shadows
yıldırımlarla kaplı bir canavar istiyorum hafif kambur duruşlu biraz zombi gibi. In-Game asset. 2d. High contrast. No shadows
lavlarla kaplı bir canavar istiyorum kambur ve biraz iri yapılı. In-Game asset. 2d. High contrast. No shadows
kemikten oluşsun
yıldırımdan bir kartala dönüştür
sağdan sola doğru uçuyor gibi bir görüntü olsun
sağdan sola yürüyen bir cehennem şeytanı. In-Game asset. 2d. High contrast. No shadows
güçlü ve iri yapılı şeytan kral sağdan sola yürüyormuş gibi. In-Game asset. 2d. High contrast. No shadows
ölümsüz kemikler kralı sağdan sola yürüyor gibi. In-Game asset. 2d. High contrast. No shadows
aslan ve insan karışımı yıldırımla kaplı bir canavar kralı sağdan sola yürüyen. In-Game asset. 2d. High contrast. No shadows
Images Sounds Music Images › map1man map1man Size 200 × 200 Aspect Ratio Preserve Aspect Ratio Shape Box Color #365bb5 bastonlu yaşlı uzun sakallı kambur kel bir dede sağdan sola yürüyen üstünde ortaçağ fakir köylerinde köyün muhtarı kıyafeti olsun. In-Game asset. 2d. High contrast. No shadows. In-Game asset. 2d. High contrast. No shadows
şovalye kıyafetli orta yaşlı bir adam belinde kılıcıyla sağdan sola yürür gibi. In-Game asset. 2d. High contrast. No shadows
bir orta çağ şehrinin soylu dükü görünümünde yap orta yaşlarda sağdan solda yürür gibi. In-Game asset. 2d. High contrast. No shadows
bir imparatorluğun kralı , sağdan sola yürür gibi. In-Game asset. 2d. High contrast. No shadows