User prompt
iskeletlerin yanına gidince kill butonu cıksın
User prompt
make a hitbox bigger
User prompt
When we approach the skeletons, our character dies immediately. The hitbox of the skeletons is very large.
User prompt
The hero is very strong, he must kill the skeletons with the kill button, not by running over them
User prompt
When the character takes damage, blood should flow ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
skeletons are very small
User prompt
Now the skeletons are very small and very strong
User prompt
eep the front of the sword towards the left
User prompt
add health bars to skeletons so they have hearts
User prompt
Instead of game over, it should say you couldn't pass the dungeon in dungeon style.
User prompt
add health bars to skeletons, have animations of taking damage with our swords for every damage we deal ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
not big
User prompt
make a bigger monster
User prompt
If our character passes through the door, he will be revived.
User prompt
enlarge skeletons
User prompt
make a good health bar
User prompt
ncrease your health bar a little bit and when we take damage our health goes down
User prompt
remove the health bar on top add a health bar on top of our character like a box without hearts
User prompt
When our character encounters a monster, all characters freeze for a moment and when the monster dies, the monsters continue walking again. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
delete treasure and trap
User prompt
make a bigger skeleton
User prompt
Let nothing happen where our character spawns
User prompt
The key will come out of the chest when all the skeletons die
User prompt
and when we kill all the skeletons, when we go to the chest, the open chest text will appear
User prompt
The key will come out of the chest after killing all the skeletons.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Chest class
var Chest = Container.expand(function () {
var self = Container.call(this);
// Attach chest asset (brown box)
var chestSprite = self.attachAsset('chest', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = chestSprite.width;
self.height = chestSprite.height;
self.opened = false;
return self;
});
// Door class (for next room)
var Door = Container.expand(function () {
var self = Container.call(this);
// Attach door asset (purple box)
var doorSprite = self.attachAsset('door', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = doorSprite.width;
self.height = doorSprite.height;
return self;
});
// Hero class
var Hero = Container.expand(function () {
var self = Container.call(this);
// Attach hero asset (red box)
var heroSprite = self.attachAsset('hero', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = heroSprite.width;
self.height = heroSprite.height;
// Attach sword to hero
var swordSprite = self.attachAsset('sword', {
anchorX: 0.5,
anchorY: 0.5
});
swordSprite.x = -heroSprite.width * 0.3; // Position sword to the left of hero
swordSprite.y = 0; // Center vertically with hero
swordSprite.rotation = -Math.PI / 4; // Angle the sword pointing left
// Hero stats
self.maxHealth = 3;
self.health = self.maxHealth;
self.invincible = false;
self.invincibleTimer = 0;
// Create health bar above character
// Health bar border (white outline)
self.healthBarBorder = LK.getAsset('trap', {
width: 200,
height: 40,
anchorX: 0.5,
anchorY: 0.5
});
self.healthBarBorder.tint = 0xFFFFFF; // White border
self.healthBarBorder.x = 0;
self.healthBarBorder.y = -heroSprite.height / 2 - 50; // Position above character
self.addChild(self.healthBarBorder);
// Health bar background (dark)
self.healthBarBackground = LK.getAsset('trap', {
width: 180,
height: 24,
anchorX: 0.5,
anchorY: 0.5
});
self.healthBarBackground.tint = 0x222222; // Dark gray background
self.healthBarBackground.x = 0;
self.healthBarBackground.y = -heroSprite.height / 2 - 50; // Position above character
self.addChild(self.healthBarBackground);
// Health bar fill (green to red gradient)
self.healthBarFill = LK.getAsset('trap', {
width: 180,
height: 24,
anchorX: 0.0,
anchorY: 0.5
});
self.healthBarFill.tint = 0x00FF00; // Green for full health
self.healthBarFill.x = -90; // Left-aligned within background
self.healthBarFill.y = -heroSprite.height / 2 - 50; // Position above character
self.addChild(self.healthBarFill);
// Update health bar display
self.updateHealthBar = function () {
var healthPercent = self.health / self.maxHealth;
self.healthBarFill.scaleX = healthPercent;
// Smooth color transition based on health percentage
if (healthPercent > 0.75) {
self.healthBarFill.tint = 0x00FF00; // Bright green
} else if (healthPercent > 0.5) {
self.healthBarFill.tint = 0x7FFF00; // Yellow-green
} else if (healthPercent > 0.25) {
self.healthBarFill.tint = 0xFFFF00; // Yellow
} else if (healthPercent > 0.1) {
self.healthBarFill.tint = 0xFF7F00; // Orange
} else {
self.healthBarFill.tint = 0xFF0000; // Red
}
// Add pulsing effect when health is critical
if (healthPercent <= 0.25) {
tween(self.healthBarFill, {
alpha: 0.5
}, {
duration: 500,
loop: true,
pingpong: true
});
} else {
tween.stop(self.healthBarFill, {
alpha: true
});
self.healthBarFill.alpha = 1.0;
}
};
// Initialize health bar
self.updateHealthBar();
// Flash when hit
self.flash = function () {
tween(heroSprite, {
tint: 0xffffff
}, {
duration: 100,
onFinish: function onFinish() {
tween(heroSprite, {
tint: 0xd83318
}, {
duration: 200
});
}
});
};
// Take damage
self.takeDamage = function () {
if (self.invincible) return;
self.health -= 1;
self.flash();
self.invincible = true;
self.invincibleTimer = 60; // 1 second at 60fps
LK.effects.flashObject(self, 0xff0000, 300);
self.updateHealthBar();
// Create blood flow effect
for (var b = 0; b < 8; b++) {
var bloodDrop = LK.getAsset('trap', {
width: 12 + Math.random() * 8,
height: 12 + Math.random() * 8,
anchorX: 0.5,
anchorY: 0.5
});
bloodDrop.tint = 0xAA0000; // Dark red blood color
bloodDrop.x = self.x + (Math.random() - 0.5) * 60; // Random spread around hero
bloodDrop.y = self.y + (Math.random() - 0.5) * 40;
bloodDrop.alpha = 0.8 + Math.random() * 0.2;
game.addChild(bloodDrop);
// Animate blood drop falling and fading
var fallDistance = 80 + Math.random() * 120;
var fallDuration = 800 + Math.random() * 400;
tween(bloodDrop, {
y: bloodDrop.y + fallDistance,
alpha: 0,
scaleX: 0.3,
scaleY: 0.3
}, {
duration: fallDuration,
easing: tween.easeIn,
onFinish: function onFinish() {
bloodDrop.destroy();
}
});
}
if (self.health <= 0) {
LK.effects.flashScreen(0xff0000, 800);
// Create dungeon-themed game over overlay
var dungeonGameOverOverlay = new Container();
dungeonGameOverOverlay.zIndex = 10000; // ensure on top
// Dark background
var background = LK.getAsset('trap', {
width: 2048,
height: 2732,
anchorX: 0,
anchorY: 0,
x: 0,
y: 0
});
background.tint = 0x000000;
background.alpha = 0.8;
dungeonGameOverOverlay.addChild(background);
// Main message
var gameOverText = new Text2("You couldn't pass the dungeon...", {
size: 120,
fill: 0xFF4444,
font: "Impact, Arial Black, Tahoma"
});
gameOverText.anchor.set(0.5, 0.5);
gameOverText.x = 2048 / 2;
gameOverText.y = 1200;
dungeonGameOverOverlay.addChild(gameOverText);
// Subtitle
var subtitleText = new Text2("The darkness consumed you in Room " + currentRoom, {
size: 80,
fill: 0x888888
});
subtitleText.anchor.set(0.5, 0.5);
subtitleText.x = 2048 / 2;
subtitleText.y = 1400;
dungeonGameOverOverlay.addChild(subtitleText);
// Score display
var finalScoreText = new Text2("Monsters Defeated: " + monstersDefeated, {
size: 70,
fill: 0xFFFF88
});
finalScoreText.anchor.set(0.5, 0.5);
finalScoreText.x = 2048 / 2;
finalScoreText.y = 1600;
dungeonGameOverOverlay.addChild(finalScoreText);
game.addChild(dungeonGameOverOverlay);
// Auto restart after 3 seconds
LK.setTimeout(function () {
LK.showGameOver();
}, 3000);
}
};
// Heal
self.heal = function () {
if (self.health < self.maxHealth) {
self.health += 1;
self.updateHealthBar();
LK.effects.flashObject(self, 0x83de44, 300);
}
};
// Called every tick
self.update = function () {
if (self.invincible) {
self.invincibleTimer--;
if (self.invincibleTimer <= 0) {
self.invincible = false;
}
}
};
return self;
});
/****
* Asset Initialization
****/
// Hero: red box
// Monster: green ellipse
// Trap: yellow box
// Treasure: blue ellipse
// Door: purple box
// Key class
var Key = Container.expand(function () {
var self = Container.call(this);
// Attach key asset (gold ellipse)
var keySprite = self.attachAsset('key', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = keySprite.width;
self.height = keySprite.height;
return self;
});
// Monster class
var Monster = Container.expand(function () {
var self = Container.call(this);
// Attach monster asset (green ellipse)
var monsterSprite = self.attachAsset('monster', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.2,
scaleY: 1.2
});
// Set larger hitbox for easier collision detection
self.width = monsterSprite.width * 0.4;
self.height = monsterSprite.height * 0.4;
// Monster health system
self.maxHealth = 1;
self.health = self.maxHealth;
// Create heart-based health display
self.hearts = [];
var heartSize = 30;
var heartSpacing = 35;
var totalHeartsWidth = (self.maxHealth - 1) * heartSpacing + heartSize;
var startX = -totalHeartsWidth / 2;
for (var h = 0; h < self.maxHealth; h++) {
var heart = LK.getAsset('trap', {
width: heartSize,
height: heartSize,
anchorX: 0.5,
anchorY: 0.5
});
heart.tint = 0xFF1744; // Red heart color
heart.x = startX + h * heartSpacing;
heart.y = -monsterSprite.height / 2 - 40; // Position above monster
self.addChild(heart);
self.hearts.push(heart);
}
// Update heart display
self.updateHealthBar = function () {
// Update heart visibility based on current health
for (var h = 0; h < self.hearts.length; h++) {
if (h < self.health) {
self.hearts[h].visible = true;
self.hearts[h].tint = 0xFF1744; // Red for full hearts
self.hearts[h].alpha = 1.0;
} else {
self.hearts[h].visible = true;
self.hearts[h].tint = 0x444444; // Dark gray for empty hearts
self.hearts[h].alpha = 0.5;
}
}
};
// Initialize heart display
self.updateHealthBar();
// Take damage function with animation
self.takeDamage = function () {
self.health -= 1;
self.updateHealthBar();
// Flash damage animation
tween(monsterSprite, {
tint: 0xFF0000
}, {
duration: 150,
onFinish: function onFinish() {
tween(monsterSprite, {
tint: 0xFFFFFF
}, {
duration: 200
});
}
});
// Shake animation
var originalX = self.x;
tween(self, {
x: originalX + 15
}, {
duration: 50,
onFinish: function onFinish() {
tween(self, {
x: originalX - 15
}, {
duration: 50,
onFinish: function onFinish() {
tween(self, {
x: originalX
}, {
duration: 50
});
}
});
}
});
};
// Movement direction
self.vx = 0;
self.vy = 0;
self.speed = 1 + Math.random() * 1;
// Set random direction
self.setRandomDirection = function () {
var angle = Math.random() * Math.PI * 2;
self.vx = Math.cos(angle) * self.speed;
self.vy = Math.sin(angle) * self.speed;
};
self.setRandomDirection();
// Called every tick
self.update = function () {
// Don't move if game is frozen
if (gameFrozen) {
return;
}
// Check if hero is close to this monster (within encounter distance)
var dx = hero.x - self.x;
var dy = hero.y - self.y;
var distToHero = Math.sqrt(dx * dx + dy * dy);
// If hero is within encounter distance, trigger freeze and stop moving
if (distToHero < 200) {
if (!gameFrozen) {
// Trigger freeze effect
gameFrozen = true;
freezeTimer = FREEZE_DURATION;
// Apply freeze visual effect to all characters
tween(hero, {
tint: 0x8888ff
}, {
duration: 300
});
tween(self, {
tint: 0x8888ff
}, {
duration: 300
});
for (var m = 0; m < monsters.length; m++) {
if (monsters[m] !== self) {
tween(monsters[m], {
tint: 0x8888ff
}, {
duration: 300
});
}
}
}
// Monster stays still when encountering hero
return;
}
self.x += self.vx;
self.y += self.vy;
// Bounce off room walls
if (self.x < roomBounds.x + self.width / 2) {
self.x = roomBounds.x + self.width / 2;
self.vx *= -1;
}
if (self.x > roomBounds.x + roomBounds.width - self.width / 2) {
self.x = roomBounds.x + roomBounds.width - self.width / 2;
self.vx *= -1;
}
if (self.y < roomBounds.y + self.height / 2) {
self.y = roomBounds.y + self.height / 2;
self.vy *= -1;
}
if (self.y > roomBounds.y + roomBounds.height - self.height / 2) {
self.y = roomBounds.y + roomBounds.height - self.height / 2;
self.vy *= -1;
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x181818
});
/****
* Game Code
****/
// Tween plugin for animations
// --- Start Screen Overlay ---
var startScreenOverlay = new Container();
startScreenOverlay.zIndex = 10000; // ensure on top
// Title
var titleText = new Text2("Dungeon Dash", {
size: 180,
fill: "#fff",
font: "Impact, Arial Black, Tahoma"
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 2048 / 2;
titleText.y = 900;
startScreenOverlay.addChild(titleText);
// Subtitle
var subtitleText = new Text2("Drag or tap to move. Collect treasures. Avoid monsters & traps!", {
size: 70,
fill: 0xB8B031
});
subtitleText.anchor.set(0.5, 0.5);
subtitleText.x = 2048 / 2;
subtitleText.y = 1100;
startScreenOverlay.addChild(subtitleText);
// Play Button
var playBtnWidth = 600;
var playBtnHeight = 180;
var playBtn = LK.getAsset('door', {
width: playBtnWidth,
height: playBtnHeight,
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 1500
});
startScreenOverlay.addChild(playBtn);
var playBtnText = new Text2("PLAY", {
size: 120,
fill: "#fff",
font: "Impact, Arial Black, Tahoma"
});
playBtnText.anchor.set(0.5, 0.5);
playBtnText.x = 2048 / 2;
playBtnText.y = 1500;
startScreenOverlay.addChild(playBtnText);
// Add overlay to game
game.addChild(startScreenOverlay);
// Block game input until started
var gameStarted = false;
// Start game handler
function startGame() {
if (gameStarted) return;
gameStarted = true;
startScreenOverlay.visible = false;
}
// Listen for tap/click on play button
startScreenOverlay.down = function (x, y, obj) {
// Check if tap is inside play button
var local = playBtn.toLocal(startScreenOverlay.toGlobal({
x: x,
y: y
}));
if (local.x > -playBtnWidth / 2 && local.x < playBtnWidth / 2 && local.y > -playBtnHeight / 2 && local.y < playBtnHeight / 2) {
startGame();
}
};
// Intercept all input until game started
var oldGameDown = game.down;
game.down = function (x, y, obj) {
if (!gameStarted) {
if (typeof startScreenOverlay.down === "function") startScreenOverlay.down(x, y, obj);
return;
}
if (typeof oldGameDown === "function") oldGameDown(x, y, obj);
};
var oldGameMove = game.move;
game.move = function (x, y, obj) {
if (!gameStarted) return;
if (typeof oldGameMove === "function") oldGameMove(x, y, obj);
};
var oldGameUp = game.up;
game.up = function (x, y, obj) {
if (!gameStarted) return;
if (typeof oldGameUp === "function") oldGameUp(x, y, obj);
};
// Room bounds (centered, with margin)
var roomMargin = 120;
var roomBounds = {
x: roomMargin,
y: roomMargin + 100,
// leave top 100px for menu
width: 2048 - roomMargin * 2,
height: 2732 - roomMargin * 2 - 100
};
// Game state
var hero;
var monsters = [];
var door;
var keys = [];
var chests = [];
var hasKey = false;
var draggingHero = false;
var lastMoveX = 0,
lastMoveY = 0;
var currentRoom = 1;
var maxRooms = 5;
var monstersDefeated = 0;
var roomCleared = false;
var gameFrozen = false;
var freezeTimer = 0;
var FREEZE_DURATION = 120; // 2 seconds at 60fps
// GUI elements
var scoreTxt = new Text2('Score: 0', {
size: 90,
fill: "#fff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Helper to update health display - now updates the health bar on the character
function updateHealthDisplay() {
// This will be handled by the health bar on the character
}
// Helper to update score display
function updateScoreDisplay() {
var score = monstersDefeated * 5;
scoreTxt.setText('Score: ' + score);
}
// Helper to clear room
function clearRoom() {
for (var i = 0; i < monsters.length; i++) monsters[i].destroy();
for (var i = 0; i < keys.length; i++) keys[i].destroy();
for (var i = 0; i < chests.length; i++) chests[i].destroy();
monsters = [];
keys = [];
chests = [];
if (door) {
door.destroy();
door = null;
}
roomCleared = false;
hasKey = false;
}
// Helper to generate a room
function generateRoom(roomNum) {
clearRoom();
// Place hero at entrance (bottom center)
hero.x = roomBounds.x + roomBounds.width / 2;
hero.y = roomBounds.y + roomBounds.height - hero.height;
// Helper function to check if position is safe from hero spawn area
function isPositionSafeFromHeroSpawn(x, y, heroStartX, heroStartY, safeDistance) {
var dx = x - heroStartX;
var dy = y - heroStartY;
var dist = Math.sqrt(dx * dx + dy * dy);
return dist > safeDistance;
}
// Place monsters
var monsterCount = 2 + roomNum;
var heroStartX = roomBounds.x + roomBounds.width / 2;
var heroStartY = roomBounds.y + roomBounds.height - hero.height;
var heroSafeDistance = 400; // Increased safe distance around hero spawn
for (var i = 0; i < monsterCount; i++) {
var m = new Monster();
var validPosition = false;
var attempts = 0;
// Try to find a position that's not too close to hero spawn
while (!validPosition && attempts < 50) {
m.x = roomBounds.x + 100 + Math.random() * (roomBounds.width - 200);
m.y = roomBounds.y + 200 + Math.random() * (roomBounds.height - 400);
if (isPositionSafeFromHeroSpawn(m.x, m.y, heroStartX, heroStartY, heroSafeDistance)) {
validPosition = true;
}
attempts++;
}
monsters.push(m);
game.addChild(m);
}
// Key will come from chest after killing all monsters, so don't place it randomly
// Place chest (always one per room)
var c = new Chest();
var validPosition = false;
var attempts = 0;
while (!validPosition && attempts < 50) {
c.x = roomBounds.x + 100 + Math.random() * (roomBounds.width - 200);
c.y = roomBounds.y + 200 + Math.random() * (roomBounds.height - 400);
if (isPositionSafeFromHeroSpawn(c.x, c.y, heroStartX, heroStartY, heroSafeDistance)) {
validPosition = true;
}
attempts++;
}
chests.push(c);
game.addChild(c);
// Place door (top center)
door = new Door();
door.x = roomBounds.x + roomBounds.width / 2;
door.y = roomBounds.y + door.height / 2;
game.addChild(door);
door.visible = false; // Only show when room is cleared
roomCleared = false;
}
// Create hero
hero = new Hero();
game.addChild(hero);
// Start first room
generateRoom(currentRoom);
updateScoreDisplay();
// Dragging logic
game.down = function (x, y, obj) {
// Only start drag if touch is on hero
var local = hero.toLocal(game.toGlobal({
x: x,
y: y
}));
if (local.x > -hero.width / 2 && local.x < hero.width / 2 && local.y > -hero.height / 2 && local.y < hero.height / 2) {
draggingHero = true;
lastMoveX = x;
lastMoveY = y;
}
};
game.up = function (x, y, obj) {
draggingHero = false;
};
function clamp(val, min, max) {
return Math.max(min, Math.min(max, val));
}
// Walk-to destination variables
var walkToActive = false;
var walkToX = 0;
var walkToY = 0;
var walkToSpeed = 22;
// Kill button for attacking monsters
var killButton = LK.getAsset('trap', {
width: 200,
height: 200,
anchorX: 0.5,
anchorY: 0.5,
x: 2048 - 150,
y: 2732 - 150
});
game.addChild(killButton);
var killButtonText = new Text2("KILL", {
size: 60,
fill: "#fff",
font: "Impact, Arial Black, Tahoma"
});
killButtonText.anchor.set(0.5, 0.5);
killButtonText.x = 2048 - 150;
killButtonText.y = 2732 - 150;
game.addChild(killButtonText);
// Open chest text
var openChestText = new Text2("OPEN CHEST", {
size: 80,
fill: 0xFFD700,
font: "Impact, Arial Black, Tahoma"
});
openChestText.anchor.set(0.5, 0.5);
openChestText.x = 2048 / 2;
openChestText.y = 2732 - 200;
openChestText.visible = false;
game.addChild(openChestText);
// Sword swing state management
var swordSwinging = false;
var swordCooldown = 0;
var SWORD_COOLDOWN_TIME = 30; // frames (0.5 seconds at 60fps)
// Move handler
game.move = function (x, y, obj) {
if (draggingHero) {
// Clamp hero inside room bounds
var hx = clamp(x, roomBounds.x + hero.width / 2, roomBounds.x + roomBounds.width - hero.width / 2);
var hy = clamp(y, roomBounds.y + hero.height / 2, roomBounds.y + roomBounds.height - hero.height / 2);
hero.x = hx;
hero.y = hy;
walkToActive = false; // Cancel walk-to if dragging
}
};
// Tap-to-walk logic: on down, if not on hero, set walk-to destination
var oldGameDown = game.down;
game.down = function (x, y, obj) {
// Only start drag if touch is on hero
var local = hero.toLocal(game.toGlobal({
x: x,
y: y
}));
// Check if kill button was tapped
var killButtonLocal = killButton.toLocal(game.toGlobal({
x: x,
y: y
}));
if (killButtonLocal.x > -killButton.width / 2 && killButtonLocal.x < killButton.width / 2 && killButtonLocal.y > -killButton.height / 2 && killButtonLocal.y < killButton.height / 2) {
// Check if sword is available (not swinging and cooldown expired)
if (!swordSwinging && swordCooldown <= 0) {
// Get sword sprite from hero for animation
var swordSprite = hero.children[1]; // Sword is the second child (index 1)
// Stop any existing tweens on the sword
tween.stop(swordSprite, {
rotation: true
});
// Set swinging state
swordSwinging = true;
swordCooldown = SWORD_COOLDOWN_TIME;
// Create sword swing effect
var originalRotation = swordSprite.rotation;
tween(swordSprite, {
rotation: originalRotation + Math.PI / 2
}, {
duration: 150,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(swordSprite, {
rotation: originalRotation
}, {
duration: 200,
easing: tween.easeIn,
onFinish: function onFinish() {
swordSwinging = false;
}
});
}
});
// Kill button tapped - damage all monsters within 350px of hero
for (var i = monsters.length - 1; i >= 0; i--) {
var m = monsters[i];
var dx = hero.x - m.x;
var dy = hero.y - m.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < 350) {
// Deal damage to monster
m.takeDamage();
// Optional: flash hero for feedback
LK.effects.flashObject(hero, 0xffffff, 120);
// Check if monster is dead
if (m.health <= 0) {
// Remove monster
m.destroy();
monsters.splice(i, 1);
monstersDefeated++;
updateScoreDisplay();
}
// Unfreeze game when monster dies
if (gameFrozen) {
gameFrozen = false;
freezeTimer = 0;
// Remove freeze visual effects
tween(hero, {
tint: 0xffffff
}, {
duration: 300
});
for (var j = 0; j < monsters.length; j++) {
tween(monsters[j], {
tint: 0xffffff
}, {
duration: 300
});
}
}
}
}
}
return; // Don't process other touch logic
}
if (local.x > -hero.width / 2 && local.x < hero.width / 2 && local.y > -hero.height / 2 && local.y < hero.height / 2) {
draggingHero = true;
lastMoveX = x;
lastMoveY = y;
walkToActive = false;
} else {
// Set walk-to destination if tap is inside room
var hx = clamp(x, roomBounds.x + hero.width / 2, roomBounds.x + roomBounds.width - hero.width / 2);
var hy = clamp(y, roomBounds.y + hero.height / 2, roomBounds.y + roomBounds.height - hero.height / 2);
walkToX = hx;
walkToY = hy;
walkToActive = true;
}
if (typeof oldGameDown === "function") oldGameDown(x, y, obj);
};
// In update, move hero toward walk-to destination if active
var oldGameUpdate = game.update;
game.update = function () {
// Walk-to logic
if (walkToActive && !draggingHero) {
var dx = walkToX - hero.x;
var dy = walkToY - hero.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist > walkToSpeed) {
hero.x += dx / dist * walkToSpeed;
hero.y += dy / dist * walkToSpeed;
} else {
hero.x = walkToX;
hero.y = walkToY;
walkToActive = false;
}
}
if (typeof oldGameUpdate === "function") oldGameUpdate();
};
// Main update loop
game.update = function () {
if (!gameStarted) return;
// Handle freeze timer
if (gameFrozen) {
freezeTimer--;
if (freezeTimer <= 0) {
// Unfreeze game
gameFrozen = false;
// Remove freeze visual effects
tween(hero, {
tint: 0xffffff
}, {
duration: 300
});
for (var m = 0; m < monsters.length; m++) {
tween(monsters[m], {
tint: 0xffffff
}, {
duration: 300
});
}
}
}
// Update sword cooldown
if (swordCooldown > 0) {
swordCooldown--;
}
// Update hero (only if not frozen)
if (!gameFrozen) {
hero.update();
}
// Update monsters
for (var i = 0; i < monsters.length; i++) {
monsters[i].update();
}
// Check if hero is close to any monster to show/hide kill button
var nearMonster = false;
for (var i = 0; i < monsters.length; i++) {
var m = monsters[i];
var dx = hero.x - m.x;
var dy = hero.y - m.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < 350) {
nearMonster = true;
break;
}
}
// Show/hide kill button based on proximity
killButton.visible = nearMonster;
killButtonText.visible = nearMonster;
// Check if hero is close to chest and all monsters are defeated
var nearChest = false;
if (monsters.length === 0) {
for (var i = 0; i < chests.length; i++) {
var c = chests[i];
if (!c.opened) {
var dx = hero.x - c.x;
var dy = hero.y - c.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < 200) {
nearChest = true;
break;
}
}
}
}
// Show/hide open chest text based on proximity and game state
openChestText.visible = nearChest;
// Check collisions: hero vs monsters
for (var i = monsters.length - 1; i >= 0; i--) {
var m = monsters[i];
if (hero.intersects(m)) {
hero.takeDamage();
// Knockback
var dx = hero.x - m.x;
var dy = hero.y - m.y;
var dist = Math.sqrt(dx * dx + dy * dy) || 1;
hero.x += dx / dist * 60;
hero.y += dy / dist * 60;
// Hero can only kill monsters with the kill button, not by collision
}
}
// Check collisions: hero vs keys
for (var i = keys.length - 1; i >= 0; i--) {
var k = keys[i];
if (hero.intersects(k)) {
k.destroy();
keys.splice(i, 1);
hasKey = true;
LK.effects.flashObject(hero, 0xFFD700, 300);
}
}
// Check collisions: hero vs chests
for (var i = 0; i < chests.length; i++) {
var c = chests[i];
if (hero.intersects(c) && monsters.length === 0 && !c.opened) {
c.opened = true;
LK.effects.flashObject(c, 0x83de44, 600);
updateScoreDisplay();
// Spawn key from chest after all monsters are defeated
var k = new Key();
k.x = c.x;
k.y = c.y;
keys.push(k);
game.addChild(k);
}
}
// Room clear check - need to defeat all monsters first, then open chest, then collect key
if (!roomCleared && monsters.length === 0 && chests.length > 0 && chests[0].opened && hasKey) {
roomCleared = true;
door.visible = true;
LK.effects.flashObject(door, 0x83de44, 600);
}
// Check hero at door to next room
if (roomCleared && door && hero.intersects(door)) {
// Revive hero when passing through door
if (hero.health < hero.maxHealth) {
hero.health = hero.maxHealth;
hero.updateHealthBar();
LK.effects.flashObject(hero, 0x00FF00, 500); // Green flash for healing
}
if (currentRoom < maxRooms) {
currentRoom++;
generateRoom(currentRoom);
} else {
// Win!
LK.setScore(monstersDefeated * 5);
LK.showYouWin();
}
}
}; ===================================================================
--- original.js
+++ change.js
dungeon door. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
png
dungeon hero sword. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
dungeon key. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
dungeon chest. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
dungeon demon. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
dungeon wizard. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
a mage who throws fireballs. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
big dungeon snake. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
a spider. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat