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karakterin 50 birim üstüne yeşil health bar ekle ve barın üstünde can miktarı yazsın
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eğer bir zindan sonunda eşya kazanılıyorsa kazanılan eşyanın bildirimi zindan geçildikten sonra overworldde bildirim olarak yazsın
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her yüzük derecesinden sadece 1 adet düşebilsin yani 1oyunda sadece 1 common yüzük,1 rare yüzük, 1 epic yüzük , 1 legandry yüzük olsun
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yüzük düşerse overworld mapte ekranda gözüksün ve sadece mouse ile üzerine gelerek karaktere yüklensin
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ch23 assetli canavarlardan 0.00001 ihtimalle common yüzük düşsün,0.000001 ihtimalle rare yüzük düşsün,0.0000001 ihtimalle epic yüzük düşsün,0.00000001 ihtimalle legandry yüzük düşsün
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her düşmana bir kere ok atsın overworldde
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overworld deki ana karakterimiz her düşman için bir ok göndersin range yaklaşırsa
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ana karakterimizin attığı oklar canavarları otomatik olarak hedefi bulsun overworld mapte
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overworld maplerde sürekli yavaş bir tempoda ch23 assetli canavarlar gelsin , main otomatik hedef bulan oklar atsın
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overworldlerde yavaş bir tempoda sürekli tavşancanavvrları gelsin tek vuruşta ölsün ana karakter onlara ok atsın olduğu yerde
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Please update the character’s appearance using assets ch1 through ch19, based on the order and rarity of the equipped items. The character unlocks equipment by completing dungeons, in the following order: Helmet (from Easy) Boots (Normal 1) Gloves (Normal 2) Armor (Hard 1) Bow (Very Hard) Please update the character’s visual asset based on equipped gear and their rarity. I have 19 character sprites: ch1 to ch19, showing combinations of: Helmet Boots Gloves Armor Bow (visually most important) The order of item acquisition is fixed: Helmet Boots Gloves Armor Bow (always 1 rarity higher than others) 🧩 Asset Mapping Logic 🟢 Map 1: Helmet, Boots, Gloves, Armor → common Bow → rare Assets: ch1 = common helmet ch2 = common helmet+ common boots ch3 = common helmet+ common boots+common gloves ch4 = common helmet+ common boots+common gloves +common armor ch5 = common helmet+ common boots+common gloves +common armor+ rare bow 🟡 Map 2: Helmet, Boots, Gloves, Armor → rare Bow → epic Assets: ch6 =common boots+common gloves +common armor+ rare bow+ rare helmet ch7 =common gloves +common armor+ rare bow+ rare helmet +rare boots ch8 = common armor+ rare bow+ rare helmet +rare boots+rare gloves ch9 =rare bow+ rare helmet +rare boots+rare gloves +rare armor ch10 =rare helmet +rare boots+rare gloves +rare armor + epic bow 🔵 Map 3: Helmet, Boots, Gloves, Armor → epic Bow → legendary Assets: ch11 =rare boots+rare gloves +rare armor + epic bow+ epic helmet ch12 = rare gloves +rare armor + epic bow+ epic helmet+epic boots ch13 = rare armor + epic bow+ epic helmet+epic boots+epic gloves ch14 = epic bow+ epic helmet+epic boots+epic gloves+epic armor ch15 = epic helmet+epic boots+epic gloves+epic armor+ legendary bow 🔴 Map 4: Helmet, Boots, Gloves, Armor → legendary Assets: ch16 =epic boots+epic gloves+epic armor+ legendary bow+ legendary helmet ch17 = epic gloves+epic armor+ legendary bow+ legendary helmet+legendary boots ch18 =epic armor+ legendary bow+ legendary helmet+legendary boots +legendary gloves ch19 =legendary bow+ legendary helmet+legendary boots +legendary gloves +legendary armor 🧠 Logic to Implement: Track which of the 5 gear types the player has equipped. Check the rarity of the helmet (defines the set’s base tier). Check if the bow rarity is one level above the rest. Select the correct asset: ch1 to ch19.
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Please fix the bug: 'Script error.' in or related to this line: 'gameData.dungeonEntryOrder[orderKey] = [];' Line Number: 219
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Please fix the bug: 'Script error.' in or related to this line: 'gameData.dungeonEntryOrder[orderKey] = [];' Line Number: 215
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Please fix the bug: 'Script error.' in or related to this line: 'gameData.dungeonEntryOrder[orderKey] = [];' Line Number: 210
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fix gameData.dungeonEntryOrder[orderKey] = []; line 210
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ch11 den ch23 e kadar asset oluştur
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envantere tıkladıktan sonra açıldıktan sonra tekrar kapatmak için kırmızı çarpı ekle ona tıklayarak inventory tıklayarak açılan ekran kapansın
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Please fix the issue with the inventory button not responding to mouse clicks in the overworld screen. I want the inventory button to open the inventory UI when the player clicks on it using the mouse. Here's what you should do step by step:
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Arrow = Container.expand(function () { var self = Container.call(this); var arrowGraphics = self.attachAsset('arrow', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.velocityX = 1; // Default rightward direction self.velocityY = 0; self.update = function () { // Find closest target (enemy or overworld monster) for homing behavior var closestTarget = null; var closestDistance = Infinity; // Check enemies first for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < closestDistance) { closestDistance = distance; closestTarget = enemy; } } // Check overworld monsters for (var i = 0; i < overworldMonsters.length; i++) { var monster = overworldMonsters[i]; var dx = monster.x - self.x; var dy = monster.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < closestDistance) { closestDistance = distance; closestTarget = monster; } } // Update direction toward closest target, or continue rightward if no targets if (closestTarget && closestDistance > 10) { // Avoid jitter when very close var dx = closestTarget.x - self.x; var dy = closestTarget.y - 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); } else if (!closestTarget) { // No targets, travel rightward self.velocityX = self.speed; self.velocityY = 0; arrowGraphics.rotation = 0; } // Move arrow 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 = 10; self.defense = 0; // 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 = 10 + self.level * 2; self.defense = 0 + self.level * 1; // 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(); } // Update level bar if in combat if (currentState === 'combat') { updateLevelBar(); } }; 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: 50, fill: 0xFFFFFF }); difficultyText.anchor.set(0.5, 1); difficultyText.x = 0; difficultyText.y = -80; self.addChild(difficultyText); self.down = function (x, y, obj) { // Track entry order for normal and hard dungeons if (difficulty === 'normal' || difficulty === 'hard') { var orderKey = 'map' + currentMap + '_' + difficulty + '_order'; // Ensure gameData exists and is an object if (!gameData || _typeof(gameData) !== 'object') { gameData = {}; } // Ensure gameData.dungeonEntryOrder exists as an object if (!gameData.dungeonEntryOrder || _typeof(gameData.dungeonEntryOrder) !== 'object') { gameData.dungeonEntryOrder = {}; } // Ensure the specific order key exists as an array - with additional safety checks try { if (!gameData.dungeonEntryOrder[orderKey] || !Array.isArray(gameData.dungeonEntryOrder[orderKey])) { gameData.dungeonEntryOrder[orderKey] = []; } // Add this dungeon index to entry order if not already present if (gameData.dungeonEntryOrder[orderKey].indexOf(index) === -1) { gameData.dungeonEntryOrder[orderKey].push(index); } } catch (e) { // Fallback: reinitialize dungeonEntryOrder if there's any error gameData.dungeonEntryOrder = {}; gameData.dungeonEntryOrder[orderKey] = [index]; } } currentState = 'combat'; currentDungeon = self; setupCombat(); }; return self; }); var Enemy = Container.expand(function (difficulty, enemyType) { var self = Container.call(this); // Select appropriate asset based on enemy type var assetName = 'enemyBasic'; // default if (enemyType === 'basic') { assetName = 'enemyBasic'; } else if (enemyType === 'fast') { assetName = 'enemyFast'; } else if (enemyType === 'tank') { assetName = 'enemyTank'; } else if (enemyType === 'archer') { assetName = 'enemyArcher'; } else if (enemyType === 'boss') { assetName = 'enemyBoss'; } var enemyGraphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5 }); self.enemyType = enemyType || 'basic'; self.difficulty = difficulty; // Base stats for different enemy types var enemyStats = { basic: { health: 50, speed: 1.6, tint: 0xFFFFFF, experience: 10, damage: 20 }, fast: { health: 30, speed: 2.4, tint: 0x00FF00, experience: 15, damage: 20 }, tank: { health: 120, speed: 1, tint: 0xFF0000, experience: 25, damage: 30 }, archer: { health: 40, speed: 3, tint: 0x0000FF, experience: 20, damage: 50 }, boss: { health: 400, speed: 1, tint: 0xFF00FF, experience: 50, damage: 100 } }; var stats = enemyStats[self.enemyType]; var healthMultiplier = { easy: 1, normal: 2, hard: 4, veryHard: 8 }; self.maxHealth = stats.health * healthMultiplier[difficulty]; self.health = self.maxHealth; self.speed = stats.speed; self.experienceReward = stats.experience; self.damage = stats.damage; // Apply visual tint based on enemy type enemyGraphics.tint = stats.tint; 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(self.experienceReward); }; 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; }); var OverworldMonster = Container.expand(function () { var self = Container.call(this); var monsterGraphics = self.attachAsset('ch23', { anchorX: 0.5, anchorY: 0.5 }); self.health = 1; self.maxHealth = 1; self.speed = 0.5; // Slow movement self.lastX = 0; self.lastY = 0; self.update = function () { // Track last position for collision detection self.lastX = self.x; self.lastY = self.y; // Move slowly towards player var dx = playerCharacter.x - self.x; var dy = playerCharacter.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 5) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } }; self.takeDamage = function (damage) { self.health -= damage; if (self.health <= 0) { self.die(); } }; self.die = function () { LK.getSound('enemyDeath').play(); playerCharacter.gainExperience(20); }; 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 function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); } 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 overworldMonsters = []; var lastEnemySpawn = 0; var lastArrowShot = 0; var lastOverworldMonsterSpawn = 0; var lastOverworldArrowShot = 0; var combatTimer = 0; var enemiesKilled = 0; var targetKills = 15; var totalEnemiesSpawned = 0; var maxEnergy = 5; var currentEnergy = 5; var energyRegenTimer = 1; var energyRegenDelay = 50; // 0.3 seconds at 60fps var isRegeneratingEnergy = false; var wasEnergyDepleted = false; var energyBar = null; var energyBarBg = null; var levelBarBg = null; var levelBarFill = null; var experienceText = null; var levelBarText = null; // 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 with defaults var gameData = { level: storage.level || 1, experience: storage.experience || 0, equipment: { helmet: null, boots: null, armor: null, bow: null, necklace: null, ring: null, gloves: null }, unlockedMaps: storage.unlockedMaps || 1, completedDungeons: storage.completedDungeons || {}, givenLoot: storage.givenLoot || {}, dungeonEntryOrder: storage.dungeonEntryOrder || {} }; // Load equipment from storage if (storage.equipmentHelmetType) { gameData.equipment.helmet = { type: storage.equipmentHelmetType, rarity: storage.equipmentHelmetRarity, healthBonus: storage.equipmentHelmetHealthBonus, damageBonus: storage.equipmentHelmetDamageBonus, defenseBonus: storage.equipmentHelmetDefenseBonus }; } if (storage.equipmentBootsType) { gameData.equipment.boots = { type: storage.equipmentBootsType, rarity: storage.equipmentBootsRarity, healthBonus: storage.equipmentBootsHealthBonus, damageBonus: storage.equipmentBootsDamageBonus, defenseBonus: storage.equipmentBootsDefenseBonus }; } if (storage.equipmentArmorType) { gameData.equipment.armor = { type: storage.equipmentArmorType, rarity: storage.equipmentArmorRarity, healthBonus: storage.equipmentArmorHealthBonus, damageBonus: storage.equipmentArmorDamageBonus, defenseBonus: storage.equipmentArmorDefenseBonus }; } if (storage.equipmentBowType) { gameData.equipment.bow = { type: storage.equipmentBowType, rarity: storage.equipmentBowRarity, healthBonus: storage.equipmentBowHealthBonus, damageBonus: storage.equipmentBowDamageBonus, defenseBonus: storage.equipmentBowDefenseBonus }; } if (storage.equipmentNecklaceType) { gameData.equipment.necklace = { type: storage.equipmentNecklaceType, rarity: storage.equipmentNecklaceRarity, healthBonus: storage.equipmentNecklaceHealthBonus, damageBonus: storage.equipmentNecklaceDamageBonus, defenseBonus: storage.equipmentNecklaceDefenseBonus }; } if (storage.equipmentRingType) { gameData.equipment.ring = { type: storage.equipmentRingType, rarity: storage.equipmentRingRarity, healthBonus: storage.equipmentRingHealthBonus, damageBonus: storage.equipmentRingDamageBonus, defenseBonus: storage.equipmentRingDefenseBonus }; } if (storage.equipmentGlovesType) { gameData.equipment.gloves = { type: storage.equipmentGlovesType, rarity: storage.equipmentGlovesRarity, healthBonus: storage.equipmentGlovesHealthBonus, damageBonus: storage.equipmentGlovesDamageBonus, defenseBonus: storage.equipmentGlovesDefenseBonus }; } // Load saved data playerCharacter.level = gameData.level; playerCharacter.experience = gameData.experience; playerCharacter.equipment = gameData.equipment; playerCharacter.calculateStats(); // Update character appearance based on loaded equipment updateCharacterAppearance(); // Load dungeon progression gameData.completedDungeons = storage.completedDungeons || {}; gameData.givenLoot = storage.givenLoot || {}; currentMap = storage.unlockedMaps || 1; // 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 allDifficulties = ['easy', 'easy', 'easy', 'easy', 'normal', 'normal', 'normal', 'hard', 'hard', 'veryHard']; // Function to check if position is valid (at least 300 units away from existing dungeons and 300 from player) function isValidPosition(x, y, existingDungeons) { // Check distance from player starting position (1024, 1366) var playerStartX = 1024; var playerStartY = 1366; var distanceFromPlayer = Math.sqrt(Math.pow(x - playerStartX, 2) + Math.pow(y - playerStartY, 2)); if (distanceFromPlayer < 300) { return false; } // Check distance from existing dungeons using Euclidean distance for (var i = 0; i < existingDungeons.length; i++) { var dx = x - existingDungeons[i].x; var dy = y - existingDungeons[i].y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 300) { return false; } } return true; } // Create all 10 dungeons but control their interaction based on progression var difficultyIndices = { easy: 0, normal: 0, hard: 0, veryHard: 0 }; for (var i = 0; i < allDifficulties.length; i++) { var difficulty = allDifficulties[i]; var dungeonIndex = difficultyIndices[difficulty]; var completedCount = getCompletedDungeonsForDifficulty(currentMap, difficulty); var isUnlocked = isDifficultyUnlocked(currentMap, difficulty); var isCompleted = dungeonIndex < completedCount; // Skip creating completed dungeons (they should disappear) if (isCompleted) { difficultyIndices[difficulty]++; continue; } var dungeon = new Dungeon(difficulty, dungeonIndex); difficultyIndices[difficulty]++; // Apply visual effects based on lock status if (!isUnlocked) { // Dim locked dungeons dungeon.children[0].tint = 0x666666; dungeon.children[0].alpha = 0.5; // Disable interaction for locked dungeons dungeon.down = null; } // Find valid position with minimum distance requirement var validPosition = false; var attempts = 0; while (!validPosition && attempts < 100) { var testX = 150 + Math.random() * (2048 - 300); // 150 to 1898 var testY = 400 + Math.random() * (2732 - 800); // 400 to 2332 if (isValidPosition(testX, testY, dungeons)) { dungeon.x = testX; dungeon.y = testY; validPosition = true; } attempts++; } // If no valid position found after 100 attempts, place anyway if (!validPosition) { dungeon.x = 150 + Math.random() * (2048 - 300); dungeon.y = 400 + Math.random() * (2732 - 800); } dungeons.push(dungeon); game.addChild(dungeon); } // Add UI levelText.setText('Level: ' + playerCharacter.level); levelText.x = 50; levelText.y = 150; game.addChild(levelText); // Add map indicator var mapText = new Text2('Map: ' + currentMap + ' (' + getMapRarity(currentMap) + ')', { size: 40, fill: 0xFFFFFF }); mapText.x = 50; mapText.y = 100; game.addChild(mapText); healthText.setText('Health: ' + playerCharacter.health + '/' + playerCharacter.maxHealth); healthText.x = 50; healthText.y = 200; game.addChild(healthText); // Add restart admin button var restartButton = game.attachAsset('backButton', { anchorX: 0.5, anchorY: 0.5, x: 2048 - 100, y: 100 }); } // 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 = 1866; 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 = []; overworldMonsters = []; lastEnemySpawn = 0; lastArrowShot = 0; lastOverworldMonsterSpawn = 0; lastOverworldArrowShot = 0; combatTimer = 0; enemiesKilled = 0; targetKills = 15; totalEnemiesSpawned = 0; // Add energy bar UI energyBarBg = game.attachAsset('energyBarBg', { anchorX: 0, anchorY: 0, x: 50, y: 2000 }); energyBar = game.attachAsset('energyBar', { anchorX: 0, anchorY: 0, x: 50, y: 2000 }); // Reset energy system currentEnergy = maxEnergy; energyRegenTimer = 1; isRegeneratingEnergy = false; wasEnergyDepleted = false; updateEnergyBar(); // Add level bar UI levelBarBg = game.attachAsset('levelBarBg', { anchorX: 0, anchorY: 0, x: 50, y: 2050 }); levelBarFill = game.attachAsset('levelBarFill', { anchorX: 0, anchorY: 0, x: 50, y: 2050 }); experienceText = new Text2('XP: 0/100', { size: 30, fill: 0xFFFFFF }); experienceText.x = 50; experienceText.y = 2080; game.addChild(experienceText); // Add level text below the level bar levelBarText = new Text2('Level: ' + playerCharacter.level, { size: 30, fill: 0xFFFFFF }); levelBarText.x = 50; levelBarText.y = 2110; game.addChild(levelBarText); updateLevelBar(); // Add UI updateCombatUI(); } function updateEnergyBar() { if (energyBar) { var energyPercentage = currentEnergy / maxEnergy; energyBar.width = 300 * energyPercentage; // Change color based on energy level if (energyPercentage > 0.6) { energyBar.tint = 0xFFD700; // Green } else if (energyPercentage > 0.3) { energyBar.tint = 0xffff00; // Yellow } else { energyBar.tint = 0xff0000; // Red } } } function updateLevelBar() { if (levelBarFill && experienceText) { var levelUpThreshold = playerCharacter.level * 100; var experiencePercentage = playerCharacter.experience / levelUpThreshold; levelBarFill.width = 400 * experiencePercentage; // Update experience text experienceText.setText('XP: ' + playerCharacter.experience + '/' + levelUpThreshold); // Update level text if (levelBarText) { levelBarText.setText('Level: ' + playerCharacter.level); } } } 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); // Update level bar updateLevelBar(); } function collectLoot(loot) { // Equip the item playerCharacter.equipment[loot.type] = loot; playerCharacter.calculateStats(); // Update character appearance updateCharacterAppearance(); // Remove from game loot.destroy(); var index = lootItems.indexOf(loot); if (index > -1) { lootItems.splice(index, 1); } // Save game data saveGameData(); updateCombatUI(); } function getMapRarity(mapNumber) { var rarities = ['common', 'rare', 'epic', 'legendary']; return rarities[Math.min(mapNumber - 1, 3)]; } function getDungeonProgressionKey(mapNumber, difficulty) { return 'map' + mapNumber + '_' + difficulty; } function getCompletedDungeonsForDifficulty(mapNumber, difficulty) { var key = getDungeonProgressionKey(mapNumber, difficulty); return gameData.completedDungeons[key] || 0; } function isDifficultyUnlocked(mapNumber, difficulty) { if (difficulty === 'easy') { return true; } if (difficulty === 'normal') { return getCompletedDungeonsForDifficulty(mapNumber, 'easy') >= 4; } if (difficulty === 'hard') { return getCompletedDungeonsForDifficulty(mapNumber, 'normal') >= 3; } if (difficulty === 'veryHard') { return getCompletedDungeonsForDifficulty(mapNumber, 'hard') >= 2; } return false; } function completeDungeon(mapNumber, difficulty, index) { var key = getDungeonProgressionKey(mapNumber, difficulty); gameData.completedDungeons[key] = (gameData.completedDungeons[key] || 0) + 1; // Give fixed loot based on difficulty and completion order var lootKey = 'map' + mapNumber + '_' + difficulty + '_' + index; if (!gameData.givenLoot[lootKey]) { var loot = getFixedLoot(mapNumber, difficulty, index); if (loot) { giveLoot(loot.type, loot.rarity); gameData.givenLoot[lootKey] = true; } } // Check if we should advance to next map or win the game if (difficulty === 'veryHard' && getCompletedDungeonsForDifficulty(mapNumber, 'veryHard') >= 1) { // Map 4 Very Hard completion wins the game if (mapNumber === 4) { LK.showYouWin(); return; } gameData.unlockedMaps = Math.max(gameData.unlockedMaps, mapNumber + 1); currentMap = mapNumber + 1; // Reset dungeon completion and loot tracking for new map resetMapProgress(mapNumber + 1); } saveGameData(); } function getFixedLoot(mapNumber, difficulty, index) { var rarity = getMapRarity(mapNumber); if (difficulty === 'easy') { // Only 1 of the Easy dungeons drops helmet - use a fixed random selection per map var helmetKey = 'map' + mapNumber + '_helmet_dungeon'; var helmetDungeonIndex = gameData.givenLoot[helmetKey]; if (helmetDungeonIndex === undefined) { // First time determining which easy dungeon drops helmet helmetDungeonIndex = Math.floor(Math.random() * 4); gameData.givenLoot[helmetKey] = helmetDungeonIndex; } if (index === helmetDungeonIndex) { return { type: 'helmet', rarity: rarity }; } } else if (difficulty === 'normal') { // Loot based on entry order, not dungeon index var orderKey = 'map' + mapNumber + '_normal_order'; var entryOrder = gameData.dungeonEntryOrder[orderKey] || []; var entryPosition = entryOrder.indexOf(index); if (entryPosition === 0) { return { type: 'boots', rarity: rarity }; } if (entryPosition === 1) { return { type: 'gloves', rarity: rarity }; } // Third normal dungeon entered has no drop } else if (difficulty === 'hard') { // Loot based on entry order, not dungeon index var orderKey = 'map' + mapNumber + '_hard_order'; var entryOrder = gameData.dungeonEntryOrder[orderKey] || []; var entryPosition = entryOrder.indexOf(index); if (entryPosition === 0) { return { type: 'armor', rarity: rarity }; } if (entryPosition === 1) { return { type: 'ring', rarity: rarity }; } } else if (difficulty === 'veryHard') { // VeryHard bow gets higher rarity than map base rarity var rarities = ['common', 'rare', 'epic', 'legendary']; var currentIndex = rarities.indexOf(rarity); var bowRarity = rarities[Math.min(currentIndex + 1, 3)]; return { type: 'bow', rarity: bowRarity }; } return null; } function giveLoot(type, rarity) { // Create a proper loot item with stats var multiplier = { common: 1, rare: 2, epic: 3, legendary: 5 }; var loot = { type: type, rarity: rarity, healthBonus: Math.floor(Math.random() * 20 * multiplier[rarity]), damageBonus: Math.floor(Math.random() * 10 * multiplier[rarity]), defenseBonus: Math.floor(Math.random() * 5 * multiplier[rarity]) }; playerCharacter.equipment[type] = loot; playerCharacter.calculateStats(); // Update character appearance updateCharacterAppearance(); LK.getSound('lootDrop').play(); } function resetMapProgress(mapNumber) { // Don't reset progress, just ensure we're tracking the new map } function getCharacterAsset() { // Count equipped gear pieces (excluding necklace and ring) var hasHelmet = playerCharacter.equipment.helmet !== null; var hasBoots = playerCharacter.equipment.boots !== null; var hasGloves = playerCharacter.equipment.gloves !== null; var hasArmor = playerCharacter.equipment.armor !== null; var hasBow = playerCharacter.equipment.bow !== null; // Get helmet rarity (determines the set's base tier) var helmetRarity = hasHelmet ? playerCharacter.equipment.helmet.rarity : null; var bowRarity = hasBow ? playerCharacter.equipment.bow.rarity : null; // If no helmet, use default character if (!hasHelmet) { return 'character'; } // Define rarity levels var rarityLevels = { 'common': 0, 'rare': 1, 'epic': 2, 'legendary': 3 }; var helmetLevel = rarityLevels[helmetRarity]; var bowLevel = bowRarity ? rarityLevels[bowRarity] : -1; // Map 1: Common set (helmet=common, bow=rare) if (helmetLevel === 0) { if (hasHelmet && !hasBoots && !hasGloves && !hasArmor && !hasBow) { return 'ch1'; } if (hasHelmet && hasBoots && !hasGloves && !hasArmor && !hasBow) { return 'ch2'; } if (hasHelmet && hasBoots && hasGloves && !hasArmor && !hasBow) { return 'ch3'; } if (hasHelmet && hasBoots && hasGloves && hasArmor && !hasBow) { return 'ch4'; } if (hasHelmet && hasBoots && hasGloves && hasArmor && hasBow && bowLevel === 1) { return 'ch5'; } } // Map 2: Rare set (helmet=rare, bow=epic) if (helmetLevel === 1) { if (hasHelmet && !hasBoots && !hasGloves && !hasArmor && hasBow && bowLevel === 2) { return 'ch6'; } if (hasHelmet && hasBoots && !hasGloves && !hasArmor && hasBow && bowLevel === 2) { return 'ch7'; } if (hasHelmet && hasBoots && hasGloves && !hasArmor && hasBow && bowLevel === 2) { return 'ch8'; } if (hasHelmet && hasBoots && hasGloves && hasArmor && hasBow && bowLevel === 2) { return 'ch9'; } if (hasHelmet && hasBoots && hasGloves && hasArmor && hasBow && bowLevel === 3) { return 'ch10'; } } // Map 3: Epic set (helmet=epic, bow=legendary) if (helmetLevel === 2) { if (hasHelmet && !hasBoots && !hasGloves && !hasArmor && hasBow && bowLevel === 3) { return 'ch11'; } if (hasHelmet && hasBoots && !hasGloves && !hasArmor && hasBow && bowLevel === 3) { return 'ch12'; } if (hasHelmet && hasBoots && hasGloves && !hasArmor && hasBow && bowLevel === 3) { return 'ch13'; } if (hasHelmet && hasBoots && hasGloves && hasArmor && hasBow && bowLevel === 3) { return 'ch14'; } if (hasHelmet && hasBoots && hasGloves && hasArmor && hasBow && bowLevel === 3) { return 'ch15'; } } // Map 4: Legendary set (helmet=legendary, bow=legendary) if (helmetLevel === 3) { if (hasHelmet && !hasBoots && !hasGloves && !hasArmor && hasBow && bowLevel === 3) { return 'ch16'; } if (hasHelmet && hasBoots && !hasGloves && !hasArmor && hasBow && bowLevel === 3) { return 'ch17'; } if (hasHelmet && hasBoots && hasGloves && !hasArmor && hasBow && bowLevel === 3) { return 'ch18'; } if (hasHelmet && hasBoots && hasGloves && hasArmor && hasBow && bowLevel === 3) { return 'ch19'; } } // Fallback to default character return 'character'; } function updateCharacterAppearance() { // Get the appropriate asset based on equipment var assetName = getCharacterAsset(); // Remove current character graphics if (playerCharacter.children.length > 0) { playerCharacter.removeChildAt(0); } // Add new character graphics var characterGraphics = playerCharacter.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5 }); } function saveGameData() { storage.level = playerCharacter.level; storage.experience = playerCharacter.experience; storage.unlockedMaps = gameData.unlockedMaps; storage.completedDungeons = gameData.completedDungeons; storage.givenLoot = gameData.givenLoot; storage.dungeonEntryOrder = gameData.dungeonEntryOrder; // Save equipment properties individually - only save if equipment exists if (playerCharacter.equipment.helmet) { storage.equipmentHelmetType = playerCharacter.equipment.helmet.type; storage.equipmentHelmetRarity = playerCharacter.equipment.helmet.rarity; storage.equipmentHelmetHealthBonus = playerCharacter.equipment.helmet.healthBonus; storage.equipmentHelmetDamageBonus = playerCharacter.equipment.helmet.damageBonus; storage.equipmentHelmetDefenseBonus = playerCharacter.equipment.helmet.defenseBonus; } else { storage.equipmentHelmetType = null; } if (playerCharacter.equipment.boots) { storage.equipmentBootsType = playerCharacter.equipment.boots.type; storage.equipmentBootsRarity = playerCharacter.equipment.boots.rarity; storage.equipmentBootsHealthBonus = playerCharacter.equipment.boots.healthBonus; storage.equipmentBootsDamageBonus = playerCharacter.equipment.boots.damageBonus; storage.equipmentBootsDefenseBonus = playerCharacter.equipment.boots.defenseBonus; } else { storage.equipmentBootsType = null; } if (playerCharacter.equipment.armor) { storage.equipmentArmorType = playerCharacter.equipment.armor.type; storage.equipmentArmorRarity = playerCharacter.equipment.armor.rarity; storage.equipmentArmorHealthBonus = playerCharacter.equipment.armor.healthBonus; storage.equipmentArmorDamageBonus = playerCharacter.equipment.armor.damageBonus; storage.equipmentArmorDefenseBonus = playerCharacter.equipment.armor.defenseBonus; } else { storage.equipmentArmorType = null; } if (playerCharacter.equipment.bow) { storage.equipmentBowType = playerCharacter.equipment.bow.type; storage.equipmentBowRarity = playerCharacter.equipment.bow.rarity; storage.equipmentBowHealthBonus = playerCharacter.equipment.bow.healthBonus; storage.equipmentBowDamageBonus = playerCharacter.equipment.bow.damageBonus; storage.equipmentBowDefenseBonus = playerCharacter.equipment.bow.defenseBonus; } else { storage.equipmentBowType = null; } if (playerCharacter.equipment.necklace) { storage.equipmentNecklaceType = playerCharacter.equipment.necklace.type; storage.equipmentNecklaceRarity = playerCharacter.equipment.necklace.rarity; storage.equipmentNecklaceHealthBonus = playerCharacter.equipment.necklace.healthBonus; storage.equipmentNecklaceDamageBonus = playerCharacter.equipment.necklace.damageBonus; storage.equipmentNecklaceDefenseBonus = playerCharacter.equipment.necklace.defenseBonus; } else { storage.equipmentNecklaceType = null; } if (playerCharacter.equipment.ring) { storage.equipmentRingType = playerCharacter.equipment.ring.type; storage.equipmentRingRarity = playerCharacter.equipment.ring.rarity; storage.equipmentRingHealthBonus = playerCharacter.equipment.ring.healthBonus; storage.equipmentRingDamageBonus = playerCharacter.equipment.ring.damageBonus; storage.equipmentRingDefenseBonus = playerCharacter.equipment.ring.defenseBonus; } else { storage.equipmentRingType = null; } if (playerCharacter.equipment.gloves) { storage.equipmentGlovesType = playerCharacter.equipment.gloves.type; storage.equipmentGlovesRarity = playerCharacter.equipment.gloves.rarity; storage.equipmentGlovesHealthBonus = playerCharacter.equipment.gloves.healthBonus; storage.equipmentGlovesDamageBonus = playerCharacter.equipment.gloves.damageBonus; storage.equipmentGlovesDefenseBonus = playerCharacter.equipment.gloves.defenseBonus; } else { storage.equipmentGlovesType = null; } } // 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 restart button (positioned at top right) if (x >= 2048 - 160 && x <= 2048 - 40 && y >= 70 && y <= 130) { // Reset all game data storage.level = 1; storage.experience = 0; storage.unlockedMaps = 1; storage.completedDungeons = {}; storage.givenLoot = {}; storage.dungeonEntryOrder = {}; storage.equipmentHelmetType = null; storage.equipmentBootsType = null; storage.equipmentArmorType = null; storage.equipmentBowType = null; storage.equipmentNecklaceType = null; storage.equipmentRingType = null; storage.equipmentGlovesType = null; // Reset game state currentMap = 1; playerCharacter.level = 1; playerCharacter.experience = 0; playerCharacter.health = 100; playerCharacter.maxHealth = 100; playerCharacter.equipment = { helmet: null, boots: null, armor: null, bow: null, necklace: null, ring: null, gloves: null }; playerCharacter.calculateStats(); gameData.level = 1; gameData.experience = 0; gameData.unlockedMaps = 1; gameData.completedDungeons = {}; gameData.givenLoot = {}; gameData.dungeonEntryOrder = {}; gameData.equipment = playerCharacter.equipment; setupOverworld(); return; } // 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 - create homing arrow only if enemies are present and energy available // If energy was depleted (0), only allow shooting when fully regenerated var canShoot = enemies.length > 0 && currentEnergy > 0 && (!wasEnergyDepleted || currentEnergy === maxEnergy); if (canShoot) { var arrow = new Arrow(); arrow.x = playerCharacter.x + 50; arrow.y = playerCharacter.y; arrows.push(arrow); game.addChild(arrow); LK.getSound('shoot').play(); // Consume energy currentEnergy--; // Check if energy is now depleted if (currentEnergy === 0) { wasEnergyDepleted = true; } // Reset regeneration timer energyRegenTimer = 0; isRegeneratingEnergy = false; updateEnergyBar(); } } } }; 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') { // Spawn overworld monsters slowly (every 5 seconds) if (LK.ticks - lastOverworldMonsterSpawn > 300) { var monster = new OverworldMonster(); // Spawn at random position around the edges var spawnSide = Math.floor(Math.random() * 4); if (spawnSide === 0) { // Top monster.x = Math.random() * 2048; monster.y = 200; } else if (spawnSide === 1) { // Right monster.x = 1900; monster.y = 200 + Math.random() * 2332; } else if (spawnSide === 2) { // Bottom monster.x = Math.random() * 2048; monster.y = 2532; } else { // Left monster.x = 100; monster.y = 200 + Math.random() * 2332; } overworldMonsters.push(monster); game.addChild(monster); lastOverworldMonsterSpawn = LK.ticks; } // Auto-shoot arrows at overworld monsters - one arrow per monster within range if (overworldMonsters.length > 0 && LK.ticks - lastOverworldArrowShot > 60) { var shootingRange = 500; // Define shooting range var monstersInRange = []; // Find monsters within range for (var m = 0; m < overworldMonsters.length; m++) { var monster = overworldMonsters[m]; var dx = monster.x - playerCharacter.x; var dy = monster.y - playerCharacter.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= shootingRange) { monstersInRange.push(monster); } } // Shoot one arrow per monster in range for (var i = 0; i < monstersInRange.length; i++) { var arrow = new Arrow(); arrow.x = playerCharacter.x; arrow.y = playerCharacter.y; arrows.push(arrow); game.addChild(arrow); } // Play sound only if we shot any arrows if (monstersInRange.length > 0) { LK.getSound('shoot').play(); } lastOverworldArrowShot = LK.ticks; } // Update overworld monsters for (var i = overworldMonsters.length - 1; i >= 0; i--) { var monster = overworldMonsters[i]; // Check collision with player if (monster.intersects(playerCharacter)) { playerCharacter.health -= 10; monster.destroy(); overworldMonsters.splice(i, 1); if (playerCharacter.health <= 0) { LK.showGameOver(); } // Update health display healthText.setText('Health: ' + playerCharacter.health + '/' + playerCharacter.maxHealth); continue; } } // Update arrows in overworld for (var i = arrows.length - 1; i >= 0; i--) { var arrow = arrows[i]; // Remove arrows that go off screen if (arrow.x > 2100 || arrow.x < -100 || arrow.y > 2800 || arrow.y < -100) { arrow.destroy(); arrows.splice(i, 1); continue; } // Check collision with overworld monsters for (var j = overworldMonsters.length - 1; j >= 0; j--) { var monster = overworldMonsters[j]; if (arrow.intersects(monster)) { monster.takeDamage(playerCharacter.damage); arrow.destroy(); arrows.splice(i, 1); if (monster.health <= 0) { monster.destroy(); overworldMonsters.splice(j, 1); } break; } } } } else if (currentState === 'combat') { combatTimer++; // Energy regeneration system if (currentEnergy < maxEnergy) { energyRegenTimer++; if (energyRegenTimer >= energyRegenDelay && !isRegeneratingEnergy) { isRegeneratingEnergy = true; } if (isRegeneratingEnergy) { // Regenerate energy over time using tween tween(this, {}, { duration: 200, onFinish: function onFinish() { if (currentEnergy < maxEnergy) { currentEnergy++; updateEnergyBar(); // Continue regenerating if not at max if (currentEnergy < maxEnergy) { energyRegenTimer = energyRegenDelay; } else { isRegeneratingEnergy = false; wasEnergyDepleted = false; // Reset depletion flag when fully regenerated } } } }); isRegeneratingEnergy = false; } } // Arrows are now fired on click instead of automatically // Spawn enemies from right side if (combatTimer - lastEnemySpawn > 120 && totalEnemiesSpawned < 15) { // Define enemy types available for each difficulty var enemyTypesByDifficulty = { easy: ['basic', 'fast'], normal: ['basic', 'fast', 'tank'], hard: ['basic', 'fast', 'tank', 'archer'], veryHard: ['basic', 'fast', 'tank', 'archer', 'boss'] }; var availableTypes = enemyTypesByDifficulty[currentDungeon.difficulty]; var randomType = availableTypes[Math.floor(Math.random() * availableTypes.length)]; var enemy = new Enemy(currentDungeon.difficulty, randomType); enemy.x = 1900; enemy.y = 1800; enemies.push(enemy); game.addChild(enemy); totalEnemiesSpawned++; 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 (totalEnemiesSpawned >= 15 && enemies.length === 0) { completeDungeon(currentMap, currentDungeon.difficulty, currentDungeon.index); 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, enemy.damage - 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
@@ -1226,16 +1226,34 @@
overworldMonsters.push(monster);
game.addChild(monster);
lastOverworldMonsterSpawn = LK.ticks;
}
- // Auto-shoot arrows at overworld monsters (every 1 second)
+ // Auto-shoot arrows at overworld monsters - one arrow per monster within range
if (overworldMonsters.length > 0 && LK.ticks - lastOverworldArrowShot > 60) {
- var arrow = new Arrow();
- arrow.x = playerCharacter.x;
- arrow.y = playerCharacter.y;
- arrows.push(arrow);
- game.addChild(arrow);
- LK.getSound('shoot').play();
+ var shootingRange = 500; // Define shooting range
+ var monstersInRange = [];
+ // Find monsters within range
+ for (var m = 0; m < overworldMonsters.length; m++) {
+ var monster = overworldMonsters[m];
+ var dx = monster.x - playerCharacter.x;
+ var dy = monster.y - playerCharacter.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance <= shootingRange) {
+ monstersInRange.push(monster);
+ }
+ }
+ // Shoot one arrow per monster in range
+ for (var i = 0; i < monstersInRange.length; i++) {
+ var arrow = new Arrow();
+ arrow.x = playerCharacter.x;
+ arrow.y = playerCharacter.y;
+ arrows.push(arrow);
+ game.addChild(arrow);
+ }
+ // Play sound only if we shot any arrows
+ if (monstersInRange.length > 0) {
+ LK.getSound('shoot').play();
+ }
lastOverworldArrowShot = LK.ticks;
}
// Update overworld monsters
for (var i = overworldMonsters.length - 1; i >= 0; i--) {
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