User prompt
Let the mage character in the 3rd room continuously send balls to us and let those balls take our lives. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
play and start ui on the game
User prompt
Name your game Brave Adventurer instead of Dungeon Dash
User prompt
Good luck text should be white
User prompt
Put an NPC next to the first room and have him say good luck to us before moving on to the second room.
User prompt
attack butonunu kaldır ve mouseumuz karakterimizin üstünde oldugunda hareket etsin ve click yaptığımızda saldırsın
User prompt
When our character moves to the 2nd room, there will be a different boss, so create different monster assets for each room.
User prompt
Let the heal button's image be a health pot and red
User prompt
When we click on the heal button, our health will be filled a little, but we have the right to refill our health 3 times.
User prompt
Make the background of the rooms not gray but dungeon style, pixel by pixel
User prompt
When you pass through the door, delete the health refill and add a heal pot button next to the attack button.
User prompt
iskeletleri öldürmesi çok zor
User prompt
There will be different monsters in each room, so it's a boss fight style.
User prompt
every room has a 1 monster
User prompt
still hero dying
User prompt
Our character dies when he gets close to the skeletons. Find a solution to this and do some research.
User prompt
hero dies immidatly
User prompt
Our character dies when he gets close to the skeletons. If the hero goes near the character, the skeleton freezes.
User prompt
fix skeleton collisions
User prompt
Our character dies directly without approaching the skeletons.
User prompt
Don't let the skeletons push us back
User prompt
When we go near the skeletons, they move too much and kill us immediately.
User prompt
Make the attack button theme nice and make it a bit bigger
User prompt
and let it be a button that is on all the time, not when you go near the skeletons
User prompt
Change the name of the kill button to attack and make it a bit more dungeon themed and round
/****
* 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;
});
// Base 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 = 0.3 + Math.random() * 0.4; // Reduced speed from 1-2 to 0.3-0.7
// 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 () {
// Check if hero is close to this monster FIRST (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 < 120) {
// Reduced from 200 to 120 for less aggressive encounter
if (!gameFrozen) {
// Trigger freeze effect
gameFrozen = true;
freezeTimer = FREEZE_DURATION;
freezeBuffer = FREEZE_BUFFER_TIME; // Set buffer to prevent immediate damage
console.log("Freeze triggered! Buffer set to:", FREEZE_BUFFER_TIME);
// 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;
}
// Don't move if game is frozen
if (gameFrozen) {
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;
});
// Skeleton Boss - Room 1
var SkeletonBoss = Monster.expand(function () {
var self = Monster.call(this);
// Override appearance
var skeletonSprite = self.children[0]; // Get the monster sprite
skeletonSprite.tint = 0xF5F5DC; // Bone white color
skeletonSprite.scaleX = 1.0;
skeletonSprite.scaleY = 1.0;
// Skeleton stats
self.maxHealth = 1;
self.health = self.maxHealth;
self.speed = 0.5;
// Update hearts for new health
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;
heart.x = startX + h * heartSpacing;
heart.y = -skeletonSprite.height / 2 - 40;
self.addChild(heart);
self.hearts.push(heart);
}
self.updateHealthBar();
return self;
});
// Orc Warrior - Room 2
var OrcWarrior = Monster.expand(function () {
var self = Monster.call(this);
// Override appearance
var orcSprite = self.children[0];
orcSprite.tint = 0x228B22; // Forest green
orcSprite.scaleX = 1.4;
orcSprite.scaleY = 1.4;
// Orc stats
self.maxHealth = 2;
self.health = self.maxHealth;
self.speed = 0.4;
// Update hearts for new health
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;
heart.x = startX + h * heartSpacing;
heart.y = -orcSprite.height / 2 - 40;
self.addChild(heart);
self.hearts.push(heart);
}
self.updateHealthBar();
return self;
});
// Fire Demon - Room 4
var FireDemon = Monster.expand(function () {
var self = Monster.call(this);
// Override appearance
var demonSprite = self.children[0];
demonSprite.tint = 0xFF4500; // Orange red
demonSprite.scaleX = 1.6;
demonSprite.scaleY = 1.6;
// Demon stats
self.maxHealth = 4;
self.health = self.maxHealth;
self.speed = 0.3;
// Update hearts for new health
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;
heart.x = startX + h * heartSpacing;
heart.y = -demonSprite.height / 2 - 40;
self.addChild(heart);
self.hearts.push(heart);
}
self.updateHealthBar();
return self;
});
// Dragon Lord - Final Boss Room 5
var DragonLord = Monster.expand(function () {
var self = Monster.call(this);
// Override appearance
var dragonSprite = self.children[0];
dragonSprite.tint = 0x8B0000; // Dark red
dragonSprite.scaleX = 2.0;
dragonSprite.scaleY = 2.0;
// Dragon stats
self.maxHealth = 6;
self.health = self.maxHealth;
self.speed = 0.2;
// Update hearts for new health
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;
heart.x = startX + h * heartSpacing;
heart.y = -dragonSprite.height / 2 - 40;
self.addChild(heart);
self.hearts.push(heart);
}
self.updateHealthBar();
return self;
});
// Dark Mage - Room 3
var DarkMage = Monster.expand(function () {
var self = Monster.call(this);
// Override appearance
var mageSprite = self.children[0];
mageSprite.tint = 0x4B0082; // Indigo
mageSprite.scaleX = 1.1;
mageSprite.scaleY = 1.1;
// Mage stats
self.maxHealth = 3;
self.health = self.maxHealth;
self.speed = 0.6;
// Update hearts for new health
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;
heart.x = startX + h * heartSpacing;
heart.y = -mageSprite.height / 2 - 40;
self.addChild(heart);
self.hearts.push(heart);
}
self.updateHealthBar();
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x2C1810
});
/****
* Game Code
****/
// Create dungeon floor texture with pixel-by-pixel stone pattern
var dungeonFloor = new Container();
var stoneColors = [0x4A4A4A, 0x3A3A3A, 0x5A5A5A, 0x2A2A2A, 0x6A6A6A]; // Various gray stone colors
var mossColors = [0x2D4A2D, 0x1F3A1F, 0x3D5A3D]; // Mossy accents
var dirtColors = [0x4A3A2A, 0x5A4A3A, 0x3A2A1A]; // Dirt between stones
// Create pixelated stone floor
for (var row = 0; row < 68; row++) {
// Cover full height (2732/40 = ~68 rows)
for (var col = 0; col < 52; col++) {
// Cover full width (2048/40 = ~52 cols)
var pixelSize = 40;
var x = col * pixelSize;
var y = row * pixelSize;
// Determine pixel type based on position for realistic stone pattern
var isStone = (row + col) % 3 !== 0; // Most pixels are stone
var isMoss = Math.random() < 0.05; // 5% chance for moss
var isDirt = Math.random() < 0.08; // 8% chance for dirt
var color;
if (isMoss) {
color = mossColors[Math.floor(Math.random() * mossColors.length)];
} else if (isDirt) {
color = dirtColors[Math.floor(Math.random() * dirtColors.length)];
} else {
color = stoneColors[Math.floor(Math.random() * stoneColors.length)];
}
var pixel = LK.getAsset('trap', {
width: pixelSize,
height: pixelSize,
anchorX: 0,
anchorY: 0,
x: x,
y: y
});
pixel.tint = color;
dungeonFloor.addChild(pixel);
}
}
// Add dungeon floor as background layer
game.addChildAt(dungeonFloor, 0); // Add at bottom layer
// 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
var freezeBuffer = 0; // Buffer to prevent immediate damage after freeze
var FREEZE_BUFFER_TIME = 30; // 30 frames buffer after freeze starts (0.5 seconds)
// 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 - exactly 1 boss monster per room based on room number
var monsterCount = 1;
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;
// Create different boss types based on room number
if (roomNum === 1) {
m = new SkeletonBoss();
} else if (roomNum === 2) {
m = new OrcWarrior();
} else if (roomNum === 3) {
m = new DarkMage();
} else if (roomNum === 4) {
m = new FireDemon();
} else if (roomNum === 5) {
m = new DragonLord();
} else {
// Fallback for any additional rooms
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;
// Attack button for attacking monsters - round dungeon-themed button
var killButton = LK.getAsset('monster', {
width: 280,
height: 280,
anchorX: 0.5,
anchorY: 0.5,
x: 2048 - 160,
y: 2732 - 160
});
killButton.tint = 0x4A4A4A; // Dark steel gray for shield-like appearance
killButton.alpha = 0.9; // Slightly transparent for better integration
game.addChild(killButton);
var killButtonText = new Text2("ATTACK", {
size: 60,
fill: 0xFFD700,
font: "Impact, Arial Black, Tahoma"
});
killButtonText.anchor.set(0.5, 0.5);
killButtonText.x = 2048 - 160;
killButtonText.y = 2732 - 160;
game.addChild(killButtonText);
// Heal pot button next to attack button
var healButton = LK.getAsset('chest', {
width: 280,
height: 280,
anchorX: 0.5,
anchorY: 0.5,
x: 2048 - 460,
// Position to the left of attack button
y: 2732 - 160
});
healButton.tint = 0x00AA00; // Green tint for healing
healButton.alpha = 0.9;
game.addChild(healButton);
var healButtonText = new Text2("HEAL", {
size: 60,
fill: 0xFFD700,
font: "Impact, Arial Black, Tahoma"
});
healButtonText.anchor.set(0.5, 0.5);
healButtonText.x = 2048 - 460;
healButtonText.y = 2732 - 160;
game.addChild(healButtonText);
// 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 = 15; // frames (0.25 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 heal button was tapped
var healButtonLocal = healButton.toLocal(game.toGlobal({
x: x,
y: y
}));
if (healButtonLocal.x > -healButton.width / 2 && healButtonLocal.x < healButton.width / 2 && healButtonLocal.y > -healButton.height / 2 && healButtonLocal.y < healButton.height / 2) {
// Use heal function from hero
hero.heal();
return; // Don't process other touch logic
}
// 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 < 500) {
// 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 freeze buffer
if (freezeBuffer > 0) {
freezeBuffer--;
}
// Update hero (only if not frozen)
if (!gameFrozen) {
hero.update();
}
// Update monsters
for (var i = 0; i < monsters.length; i++) {
monsters[i].update();
}
// Attack button is always visible
killButton.visible = true;
killButtonText.visible = true;
// Heal button is always visible
healButton.visible = true;
healButtonText.visible = true;
// 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 (only when game is not frozen, no freeze buffer, and hero is not invincible)
if (!gameFrozen && freezeBuffer <= 0 && !hero.invincible) {
for (var i = monsters.length - 1; i >= 0; i--) {
var m = monsters[i];
if (hero.intersects(m)) {
hero.takeDamage();
// No knockback - hero stays in place when touching monsters
// 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)) {
if (currentRoom < maxRooms) {
currentRoom++;
generateRoom(currentRoom);
} else {
// Win!
LK.setScore(monstersDefeated * 5);
LK.showYouWin();
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -607,14 +607,53 @@
/****
* Initialize Game
****/
var game = new LK.Game({
- backgroundColor: 0x181818
+ backgroundColor: 0x2C1810
});
/****
* Game Code
****/
+// Create dungeon floor texture with pixel-by-pixel stone pattern
+var dungeonFloor = new Container();
+var stoneColors = [0x4A4A4A, 0x3A3A3A, 0x5A5A5A, 0x2A2A2A, 0x6A6A6A]; // Various gray stone colors
+var mossColors = [0x2D4A2D, 0x1F3A1F, 0x3D5A3D]; // Mossy accents
+var dirtColors = [0x4A3A2A, 0x5A4A3A, 0x3A2A1A]; // Dirt between stones
+// Create pixelated stone floor
+for (var row = 0; row < 68; row++) {
+ // Cover full height (2732/40 = ~68 rows)
+ for (var col = 0; col < 52; col++) {
+ // Cover full width (2048/40 = ~52 cols)
+ var pixelSize = 40;
+ var x = col * pixelSize;
+ var y = row * pixelSize;
+ // Determine pixel type based on position for realistic stone pattern
+ var isStone = (row + col) % 3 !== 0; // Most pixels are stone
+ var isMoss = Math.random() < 0.05; // 5% chance for moss
+ var isDirt = Math.random() < 0.08; // 8% chance for dirt
+ var color;
+ if (isMoss) {
+ color = mossColors[Math.floor(Math.random() * mossColors.length)];
+ } else if (isDirt) {
+ color = dirtColors[Math.floor(Math.random() * dirtColors.length)];
+ } else {
+ color = stoneColors[Math.floor(Math.random() * stoneColors.length)];
+ }
+ var pixel = LK.getAsset('trap', {
+ width: pixelSize,
+ height: pixelSize,
+ anchorX: 0,
+ anchorY: 0,
+ x: x,
+ y: y
+ });
+ pixel.tint = color;
+ dungeonFloor.addChild(pixel);
+ }
+}
+// Add dungeon floor as background layer
+game.addChildAt(dungeonFloor, 0); // Add at bottom layer
// Tween plugin for animations
// --- Start Screen Overlay ---
var startScreenOverlay = new Container();
startScreenOverlay.zIndex = 10000; // ensure on top
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