Code edit (1 edits merged)
Please save this source code
User prompt
karakterin 50 birim üstüne yeşil health bar ekle ve barın üstünde can miktarı yazsın
User prompt
eğer bir zindan sonunda eşya kazanılıyorsa kazanılan eşyanın bildirimi zindan geçildikten sonra overworldde bildirim olarak yazsın
Code edit (1 edits merged)
Please save this source code
User prompt
her yüzük derecesinden sadece 1 adet düşebilsin yani 1oyunda sadece 1 common yüzük,1 rare yüzük, 1 epic yüzük , 1 legandry yüzük olsun
Code edit (1 edits merged)
Please save this source code
User prompt
yüzük düşerse overworld mapte ekranda gözüksün ve sadece mouse ile üzerine gelerek karaktere yüklensin
Code edit (2 edits merged)
Please save this source code
User prompt
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
Code edit (1 edits merged)
Please save this source code
User prompt
her düşmana bir kere ok atsın overworldde
Code edit (1 edits merged)
Please save this source code
User prompt
overworld deki ana karakterimiz her düşman için bir ok göndersin range yaklaşırsa
Code edit (1 edits merged)
Please save this source code
User prompt
ana karakterimizin attığı oklar canavarları otomatik olarak hedefi bulsun overworld mapte
User prompt
overworld maplerde sürekli yavaş bir tempoda ch23 assetli canavarlar gelsin , main otomatik hedef bulan oklar atsın
User prompt
overworldlerde yavaş bir tempoda sürekli tavşancanavvrları gelsin tek vuruşta ölsün ana karakter onlara ok atsın olduğu yerde
User prompt
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.
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'gameData.dungeonEntryOrder[orderKey] = [];' Line Number: 219
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'gameData.dungeonEntryOrder[orderKey] = [];' Line Number: 215
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'gameData.dungeonEntryOrder[orderKey] = [];' Line Number: 210
User prompt
fix gameData.dungeonEntryOrder[orderKey] = []; line 210
User prompt
ch11 den ch23 e kadar asset oluştur
User prompt
envantere tıkladıktan sonra açıldıktan sonra tekrar kapatmak için kırmızı çarpı ekle ona tıklayarak inventory tıklayarak açılan ekran kapansın
User prompt
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 = 4; // 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);
// Store monster position for ring drop
var monsterX = self.x;
var monsterY = self.y;
// Ring drop chances
var randomChance = Math.random();
if (randomChance < 0.0000001) {
// 0.00000001 chance for legendary ring
createRingDrop('legendary', monsterX, monsterY);
} else if (randomChance < 0.000001) {
// 0.0000001 chance for epic ring
createRingDrop('epic', monsterX, monsterY);
} else if (randomChance < 0.00001) {
// 0.000001 chance for rare ring
createRingDrop('rare', monsterX, monsterY);
} else if (randomChance < 100) {
// 0.00001 chance for common ring
createRingDrop('common', monsterX, monsterY);
}
};
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 createRingDrop(rarity, x, y) {
// Create a proper loot item with stats
var multiplier = {
common: 1,
rare: 2,
epic: 3,
legendary: 5
};
var loot = {
type: 'ring',
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])
};
// Create visual loot item at monster death position
var visualLoot = new LootItem('ring', rarity, x, y);
lootItems.push(visualLoot);
game.addChild(visualLoot);
LK.getSound('lootDrop').play();
}
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])
};
// If we're in overworld and it's a ring, create a visual loot item
if (currentState === 'overworld' && type === 'ring') {
// Find the last killed monster position or use a default position
var dropX = playerCharacter.x + (Math.random() - 0.5) * 200;
var dropY = playerCharacter.y + (Math.random() - 0.5) * 200;
// Create visual loot item
var visualLoot = new LootItem(type, rarity, dropX, dropY);
lootItems.push(visualLoot);
game.addChild(visualLoot);
} else {
// For other cases or when in combat, equip directly
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;
}
// Check for loot hover collection in overworld
if (currentState === 'overworld') {
for (var i = lootItems.length - 1; i >= 0; i--) {
var loot = lootItems[i];
var dx = x - loot.x;
var dy = y - loot.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// If mouse is hovering over loot item (within 40 pixels)
if (distance <= 40) {
// Collect the loot
playerCharacter.equipment[loot.type] = loot;
playerCharacter.calculateStats();
updateCharacterAppearance();
// Remove from game
loot.destroy();
lootItems.splice(i, 1);
saveGameData();
break;
}
}
}
};
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();
// Initialize targeting flag
monster.hasBeenTargeted = false;
// 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 (only if not already targeted)
if (overworldMonsters.length > 0 && LK.ticks - lastOverworldArrowShot > 60) {
var shootingRange = 1000; // Define shooting range
var untargetedMonstersInRange = [];
// Find monsters within range that haven't been targeted yet
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 && !monster.hasBeenTargeted) {
untargetedMonstersInRange.push(monster);
}
}
// Shoot one arrow per untargeted monster in range
for (var i = 0; i < untargetedMonstersInRange.length; i++) {
var targetMonster = untargetedMonstersInRange[i];
var arrow = new Arrow();
arrow.x = playerCharacter.x;
arrow.y = playerCharacter.y;
arrows.push(arrow);
game.addChild(arrow);
// Mark this monster as targeted
targetMonster.hasBeenTargeted = true;
}
// Play sound only if we shot any arrows
if (untargetedMonstersInRange.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
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