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Please fix the bug: 'Timeout.tick error: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'mercyButton.txt.style.fill = "#888";' Line Number: 1132
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Please fix the bug: 'Timeout.tick error: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'mercyButton.txt.style.fill = "#888";' Line Number: 1132
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Please fix the bug: 'Timeout.tick error: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'mercyButton.txt.style.fill = "#888";' Line Number: 1128
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add bosses to next hp and we can go whataever boss we want
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Please fix the bug: 'Timeout.tick error: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'mercyButton.txt.style.fill = "#888";' Line Number: 906
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The protagonist finds Asgore watering the Golden Flowers in the Throme Room. Realizing he has a visitor, Asgore turns around and greets them before visibly taken aback, as he realizes the protagonist is a human. He comforts them as he brings them to the barrier, giving them several opportunities to turn back if they have anything left to do before the fight. Asgore does not mind the delay, admitting that he is not ready either. Before fighting, Asgore tells the protagonist that it was nice knowing them. He then draws his trident and destroys the MERCY button. FIGHTing Asgore is the only way to progress to the ending. ASGORE soundtrack Battle against Asgore. Much like with Toriel, attacking Asgore when he is at low HP deals significantly greater damage. However, he survives the attack with a small amount of health remaining and kneels in defeat, talking to the protagonist about his declaration of war against humanity, admitting that he only wanted to give the monsters hope by continuing the war, and asking them to take his SOUL to escape the Underground. The protagonist is given the choice of killing Asgore by selecting the FIGHT button or sparing him by choosing the partially repaired MERCY button. asgore attack
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Two bones with a narrow opening to jump through, a large bone dangling from the ceiling coming from the right side, and 8 bones that form a 'hump'. Two series of 2 bones with a narrow opening to jump through, another two series of 2 bones except that the opening is higher, a blue bone and a large bone coming from the right side. Finally, 2 bones with a narrow opening come from both sides of the screen. add for papyrus attack
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add egegokal
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its not on spawn positions but it gets buggy and i cant see the half
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i can see the half of it you eat half or something fix it now
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its buggy i cant see the half of blasters
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make color #00FFFF
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make asset for blaster
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its not cyan now its like black make it cyan everything in blaster
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i cant see blasters change it to cyan color
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stil buggy
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its buggy when he use blaster fix it
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Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'to')' in or related to this line: 'tween(heart).to({' Line Number: 1469
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Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'to')' in or related to this line: 'tween(heart).to({' Line Number: 1468
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Sans activates Blue Mode and throws the SOUL to the bottom of the Bullet Board. A red rectangle indicator appears at the bottom and after a while bones cover the area. The SOUL turns Red, and a wave of bones appear from the left side of the Bullet Board. These bones cover the top and bottom of the Bullet Board and creates a somewhat linear gap between them. Sets of Gaster Blasters appear to shoot beams 4 times: A set of four that shoots and covers the sides of the Bullet Board. Four that shoot from the corners of the Bullet Board, making the beams appear as an "X" pattern. A replica of the first, which covers the sides of the Bullet Board. Two large Gaster Blasters emit large beams from the left and right side of the Bullet Board. The beams cover nearly the entire board except the top and the bottom.
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make them same with undertale moves
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make that 3 boss have them own attacks like undertale
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start with sans and delete that monser asset in game
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REMOVE MONSTER1 ASSET
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THERE İS FROGGLE
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Attack slash (enemy attack) var AttackSlash = Container.expand(function () { var self = Container.call(this); var slash = self.attachAsset('attack_slash', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 22 + Math.random() * 8; self.direction = Math.random() < 0.5 ? 1 : -1; self.active = true; self.update = function () { self.x += self.speed * self.direction; if (self.x < 200 || self.x > 1848) { self.active = false; } }; return self; }); // Boss: Asgore var BossAsgore = Container.expand(function () { var self = Container.call(this); var monster = self.attachAsset('boss_asgorepng', { anchorX: 0.5, anchorY: 0.5 }); self.hp = 30; self.maxHp = 30; self.name = "Asgore"; self.state = "neutral"; self.dialogue = ["Asgore stands tall, trident in hand.", "Asgore's eyes are full of sorrow.", "Asgore readies his attack.", "Asgore hesitates for a moment."]; self.dialogueIndex = 0; self.getDialogue = function () { if (self.state === "spared") return self.name + " looks relieved."; if (self.state === "angry") return self.name + " is furious!"; return self.dialogue[self.dialogueIndex % self.dialogue.length]; }; self.nextDialogue = function () { self.dialogueIndex++; }; self.update = function () {}; return self; }); // 2. Sans // Only one Sans should exist in the monster list // Boss: Papyrus var BossPapyrus = Container.expand(function () { var self = Container.call(this); var monster = self.attachAsset('boss_papyruspng', { anchorX: 0.5, anchorY: 0.5 }); self.hp = 22; self.maxHp = 22; self.name = "Papyrus"; self.state = "neutral"; self.dialogue = ["Papyrus bounds in! \"NYEH HEH HEH!\"", "Papyrus poses dramatically.", "Papyrus is thinking about spaghetti.", "Papyrus wants to be your friend."]; self.dialogueIndex = 0; self.getDialogue = function () { if (self.state === "spared") return self.name + " looks relieved."; if (self.state === "angry") return self.name + " is furious!"; return self.dialogue[self.dialogueIndex % self.dialogue.length]; }; self.nextDialogue = function () { self.dialogueIndex++; }; self.update = function () {}; return self; }); // Boss: Sans var BossSans = Container.expand(function () { var self = Container.call(this); var monster = self.attachAsset('boss_sanspng', { anchorX: 0.5, anchorY: 0.5 }); self.hp = 20; self.maxHp = 20; self.name = "Sans"; self.state = "neutral"; self.dialogue = ["Sans appears with a grin. \"hey kiddo.\"", "Sans shrugs. \"you look like you've seen a ghost.\"", "Sans winks. \"get dunked on? nah, just kidding.\"", "Sans tells a pun. \"what do you call a lazy skeleton? bone-idle.\""]; self.dialogueIndex = 0; self.getDialogue = function () { if (self.state === "spared") return self.name + " looks relieved."; if (self.state === "angry") return self.name + " is furious!"; return self.dialogue[self.dialogueIndex % self.dialogue.length]; }; self.nextDialogue = function () { self.dialogueIndex++; }; self.update = function () {}; return self; }); // Dialogue box var DialogueBox = Container.expand(function () { var self = Container.call(this); self.bg = self.attachAsset('dialogue_box', { anchorX: 0.5, anchorY: 0.5 }); self.txt = new Text2('', { size: 54, fill: "#fff" }); self.txt.anchor.set(0.5, 0.5); self.txt.x = 0; self.txt.y = 0; self.addChild(self.txt); self.setText = function (t) { self.txt.setText(t); }; return self; }); // Hero soul in battle (the heart you move to dodge attacks) var Heart = Container.expand(function () { var self = Container.call(this); var heart = self.attachAsset('heart', { anchorX: 0.5, anchorY: 0.5 }); self.radius = 30; self.speed = 18; self.update = function () { // Movement handled in game.move }; return self; }); // Button for menu var MenuButton = Container.expand(function () { var self = Container.call(this); self.bg = self.attachAsset('btn_bg', { anchorX: 0.5, anchorY: 0.5 }); self.hl = self.attachAsset('btn_hl', { anchorX: 0.5, anchorY: 0.5 }); self.hl.visible = false; self.txt = new Text2('', { size: 60, fill: "#fff" }); self.txt.anchor.set(0.5, 0.5); self.addChild(self.txt); self.setText = function (t) { self.txt.setText(t); }; self.setHighlight = function (v) { self.hl.visible = v; }; return self; }); // Monster class (for battle) var Monster = Container.expand(function () { var self = Container.call(this); // Attach a generic monster asset (non-boss) var monster = self.attachAsset('monster1', { anchorX: 0.5, anchorY: 0.5 }); self.hp = 12; self.maxHp = 12; self.name = "Monster"; self.state = "neutral"; // can be "neutral", "spared", "angry" self.dialogue = ["A monster appears.", "The monster seems nervous.", "The monster is watching you closely.", "The monster croaks softly."]; self.dialogueIndex = 0; self.getDialogue = function () { if (self.state === "spared") return self.name + " looks relieved."; if (self.state === "angry") return self.name + " is furious!"; return self.dialogue[self.dialogueIndex % self.dialogue.length]; }; self.nextDialogue = function () { self.dialogueIndex++; }; self.update = function () { // No movement for monster }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181824 }); /**** * Game Code ****/ // Add round joystick assets // Mercy yellow // Dialogue box // Button highlight // Button backgrounds // Heart (player soul in battle) // Attack indicator (red slash) // Enemy monster (first encounter, "Froggit" inspired, but original) // Main character (the "child") // --- Game State --- var STATE = { STORY: 0, BATTLE_INTRO: 1, BATTLE_MENU: 2, BATTLE_ACT: 3, BATTLE_ATTACK: 4, BATTLE_DODGE: 5, BATTLE_RESULT: 6, ENDING: 7 }; var gameState = STATE.STORY; // --- Main variables --- var hero, heart, dialogueBox; var monsters = []; var currentMonsterIndex = 0; var monster = null; var menuButtons = []; var selectedMenu = 0; var actButtons = []; var selectedAct = 0; var mercyAvailable = false; var playerHP = 50; var playerMaxHP = 50; // Add more items to the inventory! var playerInventory = [{ name: "Candy", heal: 10, qty: 1 }, { name: "Donut", heal: 15, qty: 1 }, { name: "Pie", heal: 20, qty: 1 }, { name: "Soda", heal: 8, qty: 2 }, { name: "Bandage", heal: 5, qty: 3 }, { name: "egegokalp", type: "special", effect: "sezaryen_yumurtasi", qty: 1 }]; var sezaryenYumurtasi = 0; // Track extra sezaryen yumurtası var selectedItem = 0; // Support up to 5 item buttons for more items var itemButtons = []; var mercyButton; var attackSlashes = []; var attackTimer = 0; var attackDuration = 90; var battleResultText = ''; var storyStep = 0; var storyTexts = ["You wake up in a dark, unfamiliar place.", "A soft croak echoes in the distance...", "A strange creature approaches!", "You survived the first battle. But the journey continues...", "A new monster blocks your path!", "You brace yourself for another fight."]; // Add more monsters for a longer game function createMonsters() { // 1. Sans (now first monster) var m1 = new BossSans(); m1.x = 2048 / 2; m1.y = 900; m1.mercyAvailable = false; // 2. Sans // Only one Sans should exist in the monster list var m2 = new BossSans(); m2.x = 2048 / 2; m2.y = 900; m2.mercyAvailable = false; // 3. Papyrus var m3 = new BossPapyrus(); m3.x = 2048 / 2; m3.y = 900; m3.mercyAvailable = false; // 4. Asgore var m4 = new BossAsgore(); m4.x = 2048 / 2; m4.y = 900; m4.mercyAvailable = false; // 5. Turtloid var m5 = new Monster(); m5.x = 2048 / 2; m5.y = 900; m5.hp = 30; m5.maxHp = 30; m5.name = "Turtloid"; m5.state = "neutral"; m5.dialogue = ["Turtloid withdraws into its shell.", "Turtloid peeks out cautiously.", "Turtloid spins slowly.", "Turtloid seems unhurried."]; m5.dialogueIndex = 0; m5.mercyAvailable = false; // 6. Mothmire var m6 = new Monster(); m6.x = 2048 / 2; m6.y = 900; m6.hp = 16; m6.maxHp = 16; m6.name = "Mothmire"; m6.state = "neutral"; m6.dialogue = ["Mothmire flutters its wings.", "Mothmire is drawn to the light.", "Mothmire hovers silently.", "Mothmire's dust sparkles."]; m6.dialogueIndex = 0; m6.mercyAvailable = false; // 7. Spindle var m7 = new Monster(); m7.x = 2048 / 2; m7.y = 900; m7.hp = 20; m7.maxHp = 20; m7.name = "Spindle"; m7.state = "neutral"; m7.dialogue = ["Spindle weaves a web.", "Spindle's eyes glint.", "Spindle scuttles around.", "Spindle is alert."]; m7.dialogueIndex = 0; m7.mercyAvailable = false; // 8. Barkbark var m8 = new Monster(); m8.x = 2048 / 2; m8.y = 900; m8.hp = 24; m8.maxHp = 24; m8.name = "Barkbark"; m8.state = "neutral"; m8.dialogue = ["Barkbark wags its tail.", "Barkbark barks excitedly.", "Barkbark circles you.", "Barkbark pants happily."]; m8.dialogueIndex = 0; m8.mercyAvailable = false; // 9. Glimmerbug var m9 = new Monster(); m9.x = 2048 / 2; m9.y = 900; m9.hp = 15; m9.maxHp = 15; m9.name = "Glimmerbug"; m9.state = "neutral"; m9.dialogue = ["Glimmerbug glows softly.", "Glimmerbug zips around.", "Glimmerbug leaves a trail of light.", "Glimmerbug hums a tune."]; m9.dialogueIndex = 0; m9.mercyAvailable = false; // 10. Thornet var m10 = new Monster(); m10.x = 2048 / 2; m10.y = 900; m10.hp = 28; m10.maxHp = 28; m10.name = "Thornet"; m10.state = "neutral"; m10.dialogue = ["Thornet buzzes menacingly.", "Thornet sharpens its stinger.", "Thornet hovers above.", "Thornet's wings vibrate."]; m10.dialogueIndex = 0; m10.mercyAvailable = false; // 11. Shadewisp var m11 = new Monster(); m11.x = 2048 / 2; m11.y = 900; m11.hp = 35; m11.maxHp = 35; m11.name = "Shadewisp"; m11.state = "neutral"; m11.dialogue = ["Shadewisp flickers in and out.", "Shadewisp's form is hard to see.", "Shadewisp whispers your name.", "Shadewisp chills the air."]; m11.dialogueIndex = 0; m11.mercyAvailable = false; // 12. Queen Lily var m12 = new Monster(); m12.x = 2048 / 2; m12.y = 900; m12.hp = 40; m12.maxHp = 40; m12.name = "Queen Lily"; m12.state = "neutral"; m12.dialogue = ["Queen Lily gazes at you regally.", "Queen Lily's petals shimmer.", "Queen Lily radiates calm.", "Queen Lily stands tall."]; m12.dialogueIndex = 0; m12.mercyAvailable = false; m1.actCount = 0; m1.mercyAvailable = false; m2.actCount = 0; m2.mercyAvailable = false; m3.actCount = 0; m3.mercyAvailable = false; m4.actCount = 0; m4.mercyAvailable = false; m5.actCount = 0; m5.mercyAvailable = false; m6.actCount = 0; m6.mercyAvailable = false; m7.actCount = 0; m7.mercyAvailable = false; m8.actCount = 0; m8.mercyAvailable = false; m9.actCount = 0; m9.mercyAvailable = false; m10.actCount = 0; m10.mercyAvailable = false; m11.actCount = 0; m11.mercyAvailable = false; m12.actCount = 0; m12.mercyAvailable = false; monsters = [m1, m3, m4, m5, m6, m7, m8, m9, m10, m11, m12]; // Only one Sans in the monster list } createMonsters(); // Ensure the first monster is Sans, not Froggle monster = monsters[0]; // --- Utility functions --- function showDialogue(text) { dialogueBox.setText(text); dialogueBox.visible = true; } function hideDialogue() { dialogueBox.visible = false; } function updateHPText() { hpText.setText("HP: " + playerHP + "/" + playerMaxHP); } function clamp(val, min, max) { return val < min ? min : val > max ? max : val; } // --- UI Elements --- var hpText = new Text2("HP: 50/50", { size: 64, fill: 0xFF6666, padding: 10, shadow: { color: 0x000000, blur: 8, distance: 0, angle: 0, alpha: 0.7 } }); hpText.anchor.set(0, 0); LK.gui.top.addChild(hpText); hpText.x = 120; hpText.y = 20; // Dialogue box dialogueBox = new DialogueBox(); dialogueBox.x = 2048 / 2; dialogueBox.y = 2732 - 220; if (dialogueBox.bg && typeof dialogueBox.bg.filters !== "undefined") { dialogueBox.bg.filters = [{ type: "shadow", color: 0x000000, blur: 24, distance: 0, angle: 0, alpha: 0.7 }]; dialogueBox.bg.alpha = 0.98; } if (dialogueBox.txt && dialogueBox.txt.style) { dialogueBox.txt.style.size = 60; dialogueBox.txt.style.fill = "#fff"; dialogueBox.txt.style.padding = 24; } game.addChild(dialogueBox); // --- Skip Tutorial Button --- var skipTutorialBtn = new MenuButton(); skipTutorialBtn.setText("Skip Tutorial"); skipTutorialBtn.x = 2048 - 350; skipTutorialBtn.y = 180; skipTutorialBtn.visible = false; skipTutorialBtn.setHighlight(false); game.addChild(skipTutorialBtn); function showSkipTutorial(show) { skipTutorialBtn.visible = !!show; } // --- Main character (not visible in battle) --- hero = LK.getAsset('hero', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 + 400 }); game.addChild(hero); // --- Monster (battle only) --- // Start with Sans as the first monster monster = monsters[0]; monster.x = 2048 / 2; monster.y = 900; monster.visible = false; game.addChild(monster); // --- Monster Health Bar --- var monsterHpBarBg = LK.getAsset('dialogue_box', { anchorX: 0.5, anchorY: 0.5, width: 1100, // much bigger width height: 90, // much bigger height x: 2048 / 2, y: 220 //{27} // moved up }); monsterHpBarBg.tint = 0x222222; monsterHpBarBg.alpha = 0.7; monsterHpBarBg.visible = false; game.addChild(monsterHpBarBg); var monsterHpBar = LK.getAsset('dialogue_box', { anchorX: 0.5, anchorY: 0.5, width: 1050, // much bigger width height: 60, // much bigger height x: 2048 / 2, y: 220 //{2f} // moved up }); monsterHpBar.tint = 0x00e676; monsterHpBar.alpha = 0.95; monsterHpBar.visible = false; game.addChild(monsterHpBar); var monsterHpText = new Text2('', { size: 44, fill: "#fff", padding: 12, shadow: { color: 0x000000, blur: 8, distance: 0, angle: 0, alpha: 0.7 } }); monsterHpText.anchor.set(0.5, 0.5); monsterHpText.x = 2048 / 2; monsterHpText.y = 220; // moved up monsterHpText.visible = false; game.addChild(monsterHpText); function updateMonsterHpBar() { if (!monster || typeof monster.hp === "undefined" || typeof monster.maxHp === "undefined") { monsterHpBarBg.visible = false; monsterHpBar.visible = false; monsterHpText.visible = false; // Hide hearts if present if (window.sansHpHearts && window.sansHpHearts.length) { for (var i = 0; i < window.sansHpHearts.length; i++) { window.sansHpHearts[i].visible = false; } } return; } // Only show during battle if (gameState === STATE.BATTLE_INTRO || gameState === STATE.BATTLE_MENU || gameState === STATE.BATTLE_ACT || gameState === STATE.BATTLE_ATTACK || gameState === STATE.BATTLE_DODGE) { // Show hearts for every boss, not just Sans monsterHpBarBg.visible = false; monsterHpBar.visible = false; monsterHpText.visible = false; // Always show 20 hearts for every boss, not maxHp hearts var hp = Math.max(0, Math.min(monster.hp, 20)); var maxHearts = 20; var heartSize = 70; var spacing = 18; var totalWidth = maxHearts * heartSize + (maxHearts - 1) * spacing; var startX = 2048 / 2 - totalWidth / 2 + heartSize / 2; var y = 220; if (!window.sansHpHearts) window.sansHpHearts = []; // Create hearts if not enough for (var i = 0; i < maxHearts; i++) { if (!window.sansHpHearts[i]) { var h = LK.getAsset('heart', { anchorX: 0.5, anchorY: 0.5, width: heartSize, height: heartSize, x: startX + i * (heartSize + spacing), y: y }); h.visible = false; game.addChild(h); window.sansHpHearts[i] = h; } // Always update position in case of resize window.sansHpHearts[i].x = startX + i * (heartSize + spacing); window.sansHpHearts[i].y = y; window.sansHpHearts[i].width = heartSize; window.sansHpHearts[i].height = heartSize; window.sansHpHearts[i].visible = i < hp; window.sansHpHearts[i].alpha = i < hp ? 1 : 0.25; } // Hide extra hearts if more than 20 were created for (var i = maxHearts; window.sansHpHearts && i < window.sansHpHearts.length; i++) { window.sansHpHearts[i].visible = false; } } else { monsterHpBarBg.visible = false; monsterHpBar.visible = false; monsterHpText.visible = false; // Hide hearts if present if (window.sansHpHearts && window.sansHpHearts.length) { for (var i = 0; i < window.sansHpHearts.length; i++) { window.sansHpHearts[i].visible = false; } } } } // --- Heart (player soul in battle) --- heart = new Heart(); heart.x = 2048 / 2; heart.y = 1800; // Place heart in the center of the even larger arena at start of battle heart.visible = false; game.addChild(heart); // --- Menu buttons (Fight, Act, Item, Mercy) --- // Redesigned: Consistent size, spacing, padding, and shadow for a clean, readable UI var menuNames = ["Fight", "Act", "Item", "Mercy"]; var menuBtnWidth = 380; var menuBtnHeight = 170; var menuBtnSpacing = 60; var menuBtnY = 2732 - 340; var menuBtnStartX = (2048 - (menuNames.length * menuBtnWidth + (menuNames.length - 1) * menuBtnSpacing)) / 2 + menuBtnWidth / 2; for (var i = 0; i < 4; i++) { var btn = new MenuButton(); btn.x = menuBtnStartX + i * (menuBtnWidth + menuBtnSpacing); btn.y = menuBtnY; btn.bg.width = menuBtnWidth; btn.bg.height = menuBtnHeight; btn.hl.width = menuBtnWidth + 16; btn.hl.height = menuBtnHeight + 16; btn.bg.alpha = 0.93; btn.bg.tint = 0x222244; btn.hl.alpha = 0.22; if (btn.bg && typeof btn.bg.filters !== "undefined") { btn.bg.filters = [{ type: "shadow", color: 0x000000, blur: 16, distance: 0, angle: 0, alpha: 0.5 }]; } if (btn.txt && btn.txt.style) { btn.txt.style.size = 64; btn.txt.style.fill = "#fff"; } btn.visible = false; // Add simple tap feedback: highlight on press, unhighlight on release (function (b) { b.down = function () { b.setHighlight(true); }; b.up = function () { b.setHighlight(false); }; })(btn); btn.setText(menuNames[i]); menuButtons.push(btn); game.addChild(btn); } menuButtons[0].setHighlight(true); // --- Act buttons (contextual) --- // Redesigned: Consistent size, spacing, padding, and shadow for a clean, readable UI var actNames = ["Check", "Compliment", "Threaten", "Cesur"]; var actBtnWidth = 380; var actBtnHeight = 170; var actBtnSpacing = 60; var actBtnY = 2732 - 340; var actBtnStartX = (2048 - (actNames.length * actBtnWidth + (actNames.length - 1) * actBtnSpacing)) / 2 + actBtnWidth / 2; for (var i = 0; i < 4; i++) { var btn = new MenuButton(); btn.x = actBtnStartX + i * (actBtnWidth + actBtnSpacing); btn.y = actBtnY; btn.bg.width = actBtnWidth; btn.bg.height = actBtnHeight; btn.hl.width = actBtnWidth + 16; btn.hl.height = actBtnHeight + 16; btn.bg.alpha = 0.93; btn.bg.tint = 0x222244; btn.hl.alpha = 0.22; if (btn.bg && typeof btn.bg.filters !== "undefined") { btn.bg.filters = [{ type: "shadow", color: 0x000000, blur: 16, distance: 0, angle: 0, alpha: 0.5 }]; } if (btn.txt && btn.txt.style) { btn.txt.style.size = 64; btn.txt.style.fill = "#fff"; } btn.visible = false; // Add tap highlight feedback (function (b) { b.down = function () { b.setHighlight(true); }; b.up = function () { b.setHighlight(false); }; })(btn); btn.setText(actNames[i]); actButtons.push(btn); game.addChild(btn); } actButtons[0].setHighlight(true); // --- Item buttons (contextual) --- // Redesigned: Consistent size, spacing, padding, and shadow for a clean, readable UI // Support up to 5 item buttons for more items var itemBtnWidth = 380; var itemBtnHeight = 170; var itemBtnSpacingX = 60; var itemBtnSpacingY = 40; var itemBtnCols = 3; var itemBtnRows = 2; var itemBtnStartX = (2048 - (itemBtnCols * itemBtnWidth + (itemBtnCols - 1) * itemBtnSpacingX)) / 2 + itemBtnWidth / 2; var itemBtnStartY = 2732 - 340 - (itemBtnRows - 1) * (itemBtnHeight + itemBtnSpacingY) / 2; for (var i = 0; i < 5; i++) { var btn = new MenuButton(); var col = i % itemBtnCols; var row = Math.floor(i / itemBtnCols); btn.x = itemBtnStartX + col * (itemBtnWidth + itemBtnSpacingX); btn.y = itemBtnStartY + row * (itemBtnHeight + itemBtnSpacingY); btn.bg.width = itemBtnWidth; btn.bg.height = itemBtnHeight; btn.hl.width = itemBtnWidth + 16; btn.hl.height = itemBtnHeight + 16; btn.bg.alpha = 0.93; btn.bg.tint = 0x222244; btn.hl.alpha = 0.22; if (btn.bg && typeof btn.bg.filters !== "undefined") { btn.bg.filters = [{ type: "shadow", color: 0x000000, blur: 16, distance: 0, angle: 0, alpha: 0.5 }]; } if (btn.txt && btn.txt.style) { btn.txt.style.size = 60; btn.txt.style.fill = "#fff"; } btn.setText(''); btn.visible = false; // Add tap highlight feedback (function (b) { b.down = function () { b.setHighlight(true); }; b.up = function () { b.setHighlight(false); }; })(btn); itemButtons.push(btn); game.addChild(btn); } itemButtons[0].setHighlight(true); // --- Mercy button (yellow if available) --- mercyButton = menuButtons[3]; // --- Battle result text --- var resultText = new Text2('', { size: 90, fill: "#fff", padding: 24, shadow: { color: 0x000000, blur: 16, distance: 0, angle: 0, alpha: 0.7 } }); resultText.anchor.set(0.5, 0.5); resultText.x = 2048 / 2; resultText.y = 2732 / 2; resultText.visible = false; game.addChild(resultText); // --- Story flow --- function nextStory() { if (storyStep < storyTexts.length) { showDialogue(storyTexts[storyStep]); storyStep++; // Show skip tutorial button only during story phase, before battle starts if (gameState === STATE.STORY && storyStep < storyTexts.length) { showSkipTutorial(true); } else { showSkipTutorial(false); } // If we just finished the first story arc, and there are more monsters, prep next monster if (storyStep === 3 && currentMonsterIndex === 0) { // After first monster, show next monster LK.setTimeout(function () { currentMonsterIndex = 1; monster.visible = false; monster = monsters[currentMonsterIndex]; monster.visible = false; monster.actCount = 0; monster.mercyAvailable = false; game.addChild(monster); updateMonsterHpBar(); }, 1200); } if (storyStep === 5 && currentMonsterIndex === 1) { LK.setTimeout(function () { currentMonsterIndex = 2; monster.visible = false; monster = monsters[currentMonsterIndex]; monster.visible = false; monster.actCount = 0; monster.mercyAvailable = false; game.addChild(monster); }, 1200); } } else { showSkipTutorial(false); // Start battle with current monster gameState = STATE.BATTLE_INTRO; hero.visible = false; monster.visible = true; showDialogue(monster.getDialogue()); LK.setTimeout(function () { gameState = STATE.BATTLE_MENU; showBattleMenu(); }, 1200); } } nextStory(); // --- Battle menu logic --- function showBattleMenu() { for (var i = 0; i < menuButtons.length; i++) { menuButtons[i].visible = true; menuButtons[i].setHighlight(i === selectedMenu); } for (var i = 0; i < actButtons.length; i++) actButtons[i].visible = false; for (var i = 0; i < itemButtons.length; i++) itemButtons[i].visible = false; dialogueBox.visible = true; dialogueBox.setText(monster.name + ": " + monster.getDialogue()); var mercyState = monster.mercyAvailable === true; mercyButton.bg.visible = !mercyState; if (mercyState) { mercyButton.bg.visible = false; if (!mercyButton.mercyAsset) { mercyButton.mercyAsset = mercyButton.attachAsset('mercy_yellow', { anchorX: 0.5, anchorY: 0.5 }); } mercyButton.mercyAsset.visible = true; } else if (mercyButton.mercyAsset) { mercyButton.mercyAsset.visible = false; } } // --- Act menu logic --- function showActMenu() { for (var i = 0; i < menuButtons.length; i++) menuButtons[i].visible = false; for (var i = 0; i < actButtons.length; i++) { actButtons[i].visible = true; actButtons[i].setHighlight(i === selectedAct); } for (var i = 0; i < itemButtons.length; i++) itemButtons[i].visible = false; dialogueBox.visible = true; dialogueBox.setText("What will you do?"); } // --- Item menu logic --- function showItemMenu() { for (var i = 0; i < menuButtons.length; i++) menuButtons[i].visible = false; for (var i = 0; i < actButtons.length; i++) actButtons[i].visible = false; // Always show egegokalp next to Bandage in the item menu // Find Bandage and egegokalp indices in inventory var bandageIdx = -1, egegokalpIdx = -1; for (var i = 0; i < playerInventory.length; i++) { if (playerInventory[i].name === "Bandage") bandageIdx = i; if (playerInventory[i].name === "egegokalp") egegokalpIdx = i; } // Build a display order: all items up to Bandage, then Bandage, then egegokalp (if present), then the rest var displayOrder = []; for (var i = 0; i < playerInventory.length; i++) { if (i === bandageIdx) { displayOrder.push(i); if (egegokalpIdx !== -1) displayOrder.push(egegokalpIdx); } else if (i !== egegokalpIdx) { displayOrder.push(i); } } for (var i = 0; i < itemButtons.length; i++) { var invIdx = displayOrder[i]; var item = playerInventory[invIdx]; if (item && item.qty > 0) { itemButtons[i].setText(item.name + " (" + item.qty + ")"); itemButtons[i].visible = true; itemButtons[i].setHighlight(invIdx === selectedItem); } else { itemButtons[i].visible = false; } } // Add a "Leave Item Box" button below the item buttons if (!window.leaveItemBoxBtn) { window.leaveItemBoxBtn = new MenuButton(); window.leaveItemBoxBtn.setText("Leave Item Box"); window.leaveItemBoxBtn.x = 2048 / 2; window.leaveItemBoxBtn.y = 2732 - 120; window.leaveItemBoxBtn.bg.width = 420; window.leaveItemBoxBtn.bg.height = 150; window.leaveItemBoxBtn.hl.width = 420 + 16; window.leaveItemBoxBtn.hl.height = 150 + 16; window.leaveItemBoxBtn.bg.alpha = 0.93; window.leaveItemBoxBtn.bg.tint = 0x222244; window.leaveItemBoxBtn.hl.alpha = 0.22; if (window.leaveItemBoxBtn.bg && typeof window.leaveItemBoxBtn.bg.filters !== "undefined") { window.leaveItemBoxBtn.bg.filters = [{ type: "shadow", color: 0x000000, blur: 16, distance: 0, angle: 0, alpha: 0.5 }]; } if (window.leaveItemBoxBtn.txt && window.leaveItemBoxBtn.txt.style) { window.leaveItemBoxBtn.txt.style.size = 60; window.leaveItemBoxBtn.txt.style.fill = "#fff"; } window.leaveItemBoxBtn.visible = false; window.leaveItemBoxBtn.setHighlight(false); // Add tap highlight feedback window.leaveItemBoxBtn.down = function () { window.leaveItemBoxBtn.setHighlight(true); }; window.leaveItemBoxBtn.up = function () { window.leaveItemBoxBtn.setHighlight(false); }; game.addChild(window.leaveItemBoxBtn); } window.leaveItemBoxBtn.visible = true; window.leaveItemBoxBtn.setHighlight(false); dialogueBox.visible = true; dialogueBox.setText("Use which item?"); } // --- Hide all menus --- function hideAllMenus() { for (var i = 0; i < menuButtons.length; i++) { menuButtons[i].visible = false; } for (var i = 0; i < actButtons.length; i++) actButtons[i].visible = false; for (var i = 0; i < itemButtons.length; i++) itemButtons[i].visible = false; if (window.leaveItemBoxBtn) window.leaveItemBoxBtn.visible = false; } // --- Handle menu selection (touch) --- function handleMenuTouch(x, y) { if (gameState === STATE.BATTLE_MENU) { for (var i = 0; i < menuButtons.length; i++) { var btn = menuButtons[i]; if (btn.visible && x > btn.x - 200 && x < btn.x + 200 && y > btn.y - 60 && y < btn.y + 60) { selectedMenu = i; for (var j = 0; j < menuButtons.length; j++) menuButtons[j].setHighlight(j === i); selectMenuOption(i); return; } } } else if (gameState === STATE.BATTLE_ACT) { for (var i = 0; i < actButtons.length; i++) { var btn = actButtons[i]; if (btn.visible && x > btn.x - 200 && x < btn.x + 200 && y > btn.y - 60 && y < btn.y + 60) { selectedAct = i; for (var j = 0; j < actButtons.length; j++) actButtons[j].setHighlight(j === i); selectActOption(i); return; } } } else if (gameState === STATE.BATTLE_ATTACK) { // No touch input } else if (gameState === STATE.BATTLE_DODGE) { // Heart movement handled in move } else if (gameState === STATE.BATTLE_RESULT) { // Tap to continue resultText.visible = false; if (monster.hp <= 0 || monster.state === "spared") { // If there are more monsters, continue to next battle if (currentMonsterIndex < monsters.length - 1) { currentMonsterIndex++; monster.visible = false; monster = monsters[currentMonsterIndex]; monster.visible = false; monster.actCount = 0; monster.mercyAvailable = false; game.addChild(monster); updateMonsterHpBar(); // Show next story segment before next battle storyStep++; nextStory(); } else { gameState = STATE.ENDING; showEnding(); } } else { gameState = STATE.BATTLE_MENU; showBattleMenu(); } } else if (gameState === STATE.BATTLE_INTRO) { // skip intro } else if (gameState === STATE.STORY) { nextStory(); } else if (gameState === STATE.BATTLE_ITEM) { // Check leave item box button first if (window.leaveItemBoxBtn && window.leaveItemBoxBtn.visible && x > window.leaveItemBoxBtn.x - 200 && x < window.leaveItemBoxBtn.x + 200 && y > window.leaveItemBoxBtn.y - 60 && y < window.leaveItemBoxBtn.y + 60) { // Hide item menu, return to battle menu window.leaveItemBoxBtn.visible = false; hideAllMenus(); gameState = STATE.BATTLE_MENU; showBattleMenu(); return; } for (var i = 0; i < itemButtons.length; i++) { var btn = itemButtons[i]; if (btn.visible && x > btn.x - 200 && x < btn.x + 200 && y > btn.y - 60 && y < btn.y + 60) { selectedItem = i; for (var j = 0; j < itemButtons.length; j++) itemButtons[j].setHighlight(j === i); selectItemOption(i); return; } } // If tap is not on any button, do nothing } } // --- Menu option selection --- function selectMenuOption(idx) { if (idx === 0) { // Fight hideAllMenus(); dialogueBox.setText("You attack!"); gameState = STATE.BATTLE_ATTACK; LK.setTimeout(function () { // Simple attack: always hit for 5 monster.hp -= 5; if (monster.hp < 0) monster.hp = 0; updateMonsterHpBar(); dialogueBox.setText("You hit " + monster.name + " for 5 damage!"); monster.state = "angry"; monster.nextDialogue(); LK.setTimeout(function () { if (monster.hp <= 0) { battleResultText = "You defeated " + monster.name + "!"; resultText.setText(battleResultText); resultText.visible = true; gameState = STATE.BATTLE_RESULT; } else { startEnemyAttack(); } }, 900); }, 600); } else if (idx === 1) { // Act hideAllMenus(); gameState = STATE.BATTLE_ACT; showActMenu(); } else if (idx === 2) { // Item hideAllMenus(); gameState = STATE.BATTLE_ITEM; showItemMenu(); } else if (idx === 3) { // Mercy if (monster.mercyAvailable === true) { hideAllMenus(); // 1 in 3 chance to show a funny dialogue var funnyMercyLines = ["You spare " + monster.name + ".\n" + monster.name + " gives you a confused thumbs up.", "You spare " + monster.name + ".\n" + monster.name + " wonders if this is a dating sim.", "You spare " + monster.name + ".\n" + monster.name + " is now legally your roommate.", "You spare " + monster.name + ".\n" + monster.name + " croaks in relief... or is it laughter?", "You spare " + monster.name + ".\n" + monster.name + " offers you a coupon for free flies.", "You spare " + monster.name + ".\n" + monster.name + " does a little dance.", "You spare " + monster.name + ".\n" + monster.name + " is writing about this on its blog.", "You spare " + monster.name + ".\n" + monster.name + " is now following you on RibbitBook.", "You spare " + monster.name + ".\n" + monster.name + " will remember this.", "You spare " + monster.name + ".\n" + monster.name + " is already planning your birthday party."]; var showFunny = Math.random() < 0.33; if (showFunny) { var idx = Math.floor(Math.random() * funnyMercyLines.length); dialogueBox.setText(funnyMercyLines[idx]); } else { dialogueBox.setText("You spare " + monster.name + "."); } monster.state = "spared"; LK.setTimeout(function () { battleResultText = "You showed mercy to " + monster.name + "!"; resultText.setText(battleResultText); resultText.visible = true; gameState = STATE.BATTLE_RESULT; }, 900); } else { dialogueBox.setText("You tried to spare, but " + monster.name + " isn't ready."); LK.setTimeout(function () { showBattleMenu(); }, 900); } } } // --- Act option selection --- function selectActOption(idx) { hideAllMenus(); // Always restore menu input after Act phase, regardless of which Act was chosen function restoreMenu() { gameState = STATE.BATTLE_MENU; showBattleMenu(); for (var i = 0; i < menuButtons.length; i++) { menuButtons[i].visible = true; } } if (idx === 0) { // Check dialogueBox.setText(monster.name + " - ATK 4 DEF 2\nA nervous little monster."); LK.setTimeout(restoreMenu, 1200); } else if (idx === 1) { // Compliment dialogueBox.setText("You compliment " + monster.name + ".\n" + monster.name + " blushes."); monster.state = "neutral"; // --- Mercy Progression: require 5-6 successful Acts before mercy is available --- if (typeof monster.actCount === "undefined") monster.actCount = 0; monster.actCount++; if (monster.actCount >= 5 + Math.floor(Math.random() * 2)) { monster.mercyAvailable = true; } else { monster.mercyAvailable = false; } LK.setTimeout(restoreMenu, 1200); } else if (idx === 2) { // Threaten dialogueBox.setText("You threaten " + monster.name + ".\n" + monster.name + " looks scared."); monster.state = "angry"; if (typeof monster.actCount === "undefined") monster.actCount = 0; monster.actCount++; if (monster.actCount >= 5 + Math.floor(Math.random() * 2)) { monster.mercyAvailable = true; } else { monster.mercyAvailable = false; } LK.setTimeout(restoreMenu, 1200); } else if (idx === 3) { // Cesur dialogueBox.setText("Sezaryen yumurtaları"); monster.state = "neutral"; if (typeof monster.actCount === "undefined") monster.actCount = 0; monster.actCount++; if (monster.actCount >= 5 + Math.floor(Math.random() * 2)) { monster.mercyAvailable = true; } else { monster.mercyAvailable = false; } LK.setTimeout(restoreMenu, 1200); } } // --- Item option selection --- function selectItemOption(idx) { // Use the same displayOrder as in showItemMenu to map button index to inventory index var bandageIdx = -1, egegokalpIdx = -1; for (var i = 0; i < playerInventory.length; i++) { if (playerInventory[i].name === "Bandage") bandageIdx = i; if (playerInventory[i].name === "egegokalp") egegokalpIdx = i; } var displayOrder = []; for (var i = 0; i < playerInventory.length; i++) { if (i === bandageIdx) { displayOrder.push(i); if (egegokalpIdx !== -1) displayOrder.push(egegokalpIdx); } else if (i !== egegokalpIdx) { displayOrder.push(i); } } var invIdx = displayOrder[idx]; var item = playerInventory[invIdx]; if (item && item.qty > 0) { if (item.name === "egegokalp") { sezaryenYumurtasi += 10; item.qty--; dialogueBox.setText("You used egegokalp!\nKazandın: 10 sezaryen yumurtası!\nToplam: " + sezaryenYumurtasi); } else { playerHP += item.heal; if (playerHP > playerMaxHP) playerHP = playerMaxHP; item.qty--; updateHPText(); dialogueBox.setText("You used " + item.name + ".\nRecovered " + item.heal + " HP!"); } LK.setTimeout(function () { // Always restore menu input after Item phase, just like Act gameState = STATE.BATTLE_MENU; showBattleMenu(); for (var i = 0; i < menuButtons.length; i++) { menuButtons[i].visible = true; } }, 1200); } } // --- Enemy attack phase --- function startEnemyAttack() { hideAllMenus(); // Show unique, attentive attack dialogue for each monster var attackDialogue = ""; switch (monster.name) { case "Sans": attackDialogue = "Sans gives you a lazy grin. \"let's see if you can dodge this, kid.\""; break; case "Croaknight": attackDialogue = "Croaknight channels Undyne's spirit! Blue and yellow spears fly from all sides..."; break; case "Turtloid": attackDialogue = "Turtloid spins in its shell, barreling toward you with surprising speed!"; break; case "Mothmire": attackDialogue = "Mothmire flutters above, scattering a cloud of dazzling, stinging dust!"; break; case "Spindle": attackDialogue = "Spindle weaves a sticky web and flings it at you!"; break; case "Barkbark": attackDialogue = "Barkbark barks wildly and dashes in circles, trying to trip you!"; break; case "Glimmerbug": attackDialogue = "Glimmerbug zips around, leaving a blinding trail of sparkling light!"; break; case "Thornet": attackDialogue = "Thornet buzzes furiously, diving at you with its venomous stinger!"; break; case "Shadewisp": attackDialogue = "Shadewisp flickers and vanishes, then lashes out from the shadows!"; break; case "Queen Lily": attackDialogue = "Queen Lily summons a swirling storm of razor-sharp petals your way!"; break; default: attackDialogue = monster.name + " attacks fiercely!"; break; } dialogueBox.setText(attackDialogue); heart.visible = true; heart.x = 2048 / 2; heart.y = 1800; attackSlashes = []; attackTimer = 0; // Unique special attacks for each boss switch (monster.name) { case "Sans": // Helper: create a red rectangle indicator at the bottom var showRedIndicator = function showRedIndicator() { if (!blueIndicator || typeof blueIndicator.destroy !== "function") { blueIndicator = LK.getAsset('dialogue_box', { anchorX: 0.5, anchorY: 0.5, width: 2048, height: 120, x: 2048 / 2, y: 2550 - 60 }); blueIndicator.tint = 0xff2222; blueIndicator.alpha = 0.7; game.addChild(blueIndicator); } }; // Helper: cover the bottom with bones (rectangles) var showBlueBones = function showBlueBones() { if (!blueBones) blueBones = []; for (var i = 0; i < 8; i++) { var bone = LK.getAsset('dialogue_box', { anchorX: 0.5, anchorY: 0.5, width: 220, height: 60, x: 180 + i * 240, y: 2550 - 30 }); bone.tint = 0xffffff; bone.alpha = 0.95; game.addChild(bone); blueBones.push(bone); } }; // Helper: remove blue mode visuals var clearBlueMode = function clearBlueMode() { if (blueIndicator && typeof blueIndicator.destroy === "function") { blueIndicator.destroy(); blueIndicator = null; } if (blueBones && blueBones.length) { for (var i = 0; i < blueBones.length; i++) { if (blueBones[i] && typeof blueBones[i].destroy === "function") blueBones[i].destroy(); } } blueBones = []; }; // Helper: turn SOUL red var setHeartRed = function setHeartRed() { if (heart && heart.attachAsset) { // Remove and re-attach as red (simulate by tint) if (heart.children && heart.children[0]) { heart.children[0].tint = 0xff2222; } } }; // Helper: show top/bottom bones with a gap var showGapBones = function showGapBones() { if (!blueBones) blueBones = []; // Top row for (var i = 0; i < 8; i++) { if (i === 3 || i === 4) continue; // gap in the middle var bone = LK.getAsset('dialogue_box', { anchorX: 0.5, anchorY: 0.5, width: 220, height: 60, x: 180 + i * 240, y: 1100 }); bone.tint = 0xffffff; bone.alpha = 0.95; game.addChild(bone); blueBones.push(bone); } // Bottom row for (var i = 0; i < 8; i++) { if (i === 3 || i === 4) continue; // gap in the middle var bone = LK.getAsset('dialogue_box', { anchorX: 0.5, anchorY: 0.5, width: 220, height: 60, x: 180 + i * 240, y: 2550 - 30 }); bone.tint = 0xffffff; bone.alpha = 0.95; game.addChild(bone); blueBones.push(bone); } }; // Helper: remove all gap bones var clearGapBones = function clearGapBones() { if (blueBones && blueBones.length) { for (var i = 0; i < blueBones.length; i++) { if (blueBones[i] && typeof blueBones[i].destroy === "function") blueBones[i].destroy(); } } blueBones = []; }; // Helper: Gaster Blaster (CYAN color) var spawnGasterBlaster = function spawnGasterBlaster(x, y, angle, beamLength, beamWidth, delay, duration) { if (!gasterBlasters) gasterBlasters = []; if (!gasterBlasterBeams) gasterBlasterBeams = []; // Blaster "head" (simulate with a CYAN ellipse) var blaster = LK.getAsset('joystick_base', { anchorX: 0.5, anchorY: 0.5, width: 120, height: 120, x: x, y: y }); blaster.tint = 0x00e6ff; // CYAN blaster.alpha = 0.95; // More visible cyan game.addChild(blaster); gasterBlasters.push(blaster); // Beam (rectangle) var beam = LK.getAsset('dialogue_box', { anchorX: 0.0, anchorY: 0.5, width: beamLength, height: beamWidth, x: x, y: y }); beam.tint = 0x00e6ff; // CYAN beam.alpha = 0.95; // Always visible cyan beam.rotation = angle; game.addChild(beam); gasterBlasterBeams.push(beam); // Animate beam after delay LK.setTimeout(function () { beam.tint = 0x00e6ff; // Ensure always cyan beam.alpha = 0.95; // Animate beam fade out after duration LK.setTimeout(function () { beam.alpha = 0.0; if (typeof beam.destroy === "function") beam.destroy(); }, duration); }, delay); // Remove blaster after beam LK.setTimeout(function () { blaster.tint = 0x00e6ff; // Ensure always cyan blaster.alpha = 0.95; if (typeof blaster.destroy === "function") blaster.destroy(); }, delay + duration); }; // PHASES // Phase 0: Blue Mode, red indicator, bones at bottom // Undertale-accurate Sans: Blue Mode, bones, and Gaster Blaster sequence // 1. Blue Mode: SOUL is thrown to bottom, red indicator, then bones cover the bottom attackDuration = 420; // Longer for multi-phase // Phase 1: Blue Mode heart.visible = true; heart.x = 2048 / 2; heart.y = 1800; var blueModePhase = 0; var blueIndicator = null; // Always clean up and re-initialize these arrays to avoid bugs if (typeof blueBones !== "undefined" && blueBones && blueBones.length) { for (var i = 0; i < blueBones.length; i++) { if (blueBones[i] && typeof blueBones[i].destroy === "function") blueBones[i].destroy(); } } var blueBones = []; if (typeof gasterBlasters !== "undefined" && gasterBlasters && gasterBlasters.length) { for (var i = 0; i < gasterBlasters.length; i++) { if (gasterBlasters[i] && typeof gasterBlasters[i].destroy === "function") gasterBlasters[i].destroy(); } } var gasterBlasters = []; if (typeof gasterBlasterBeams !== "undefined" && gasterBlasterBeams && gasterBlasterBeams.length) { for (var i = 0; i < gasterBlasterBeams.length; i++) { if (gasterBlasterBeams[i] && typeof gasterBlasterBeams[i].destroy === "function") gasterBlasterBeams[i].destroy(); } } var gasterBlasterBeams = []; var phaseTimer = 0; showRedIndicator(); LK.setTimeout(function () { showBlueBones(); // "Gravity": throw SOUL to bottom if (typeof heart !== "undefined" && heart !== null && typeof tween === "function") { // Defensive: ensure heart is a Container and tween is available try { tween(heart).to({ y: 2550 - 100 }, 400).start(); } catch (e) { // Fallback: move instantly if tween fails heart.y = 2550 - 100; } } // After a moment, clear blue mode LK.setTimeout(function () { clearBlueMode(); // Phase 1: SOUL turns red, bones with gap setHeartRed(); showGapBones(); // After a moment, clear gap bones LK.setTimeout(function () { clearGapBones(); // Phase 2: Gaster Blaster sets // 1. Four from sides (left/right, top/bottom) spawnGasterBlaster(180, 1200, 0, 600, 80, 200, 400); spawnGasterBlaster(2048 - 180, 1200, Math.PI, 600, 80, 200, 400); spawnGasterBlaster(180, 2550 - 100, 0, 600, 80, 200, 400); spawnGasterBlaster(2048 - 180, 2550 - 100, Math.PI, 600, 80, 200, 400); // 2. Four from corners, X pattern LK.setTimeout(function () { spawnGasterBlaster(180, 1100, Math.PI / 4, 1200, 80, 0, 400); spawnGasterBlaster(2048 - 180, 1100, -Math.PI / 4, 1200, 80, 0, 400); spawnGasterBlaster(180, 2550 - 100, -Math.PI / 4, 1200, 80, 0, 400); spawnGasterBlaster(2048 - 180, 2550 - 100, Math.PI / 4, 1200, 80, 0, 400); }, 500); // 3. Repeat first set LK.setTimeout(function () { spawnGasterBlaster(180, 1200, 0, 600, 80, 0, 400); spawnGasterBlaster(2048 - 180, 1200, Math.PI, 600, 80, 0, 400); spawnGasterBlaster(180, 2550 - 100, 0, 600, 80, 0, 400); spawnGasterBlaster(2048 - 180, 2550 - 100, Math.PI, 600, 80, 0, 400); }, 1100); // 4. Two large Gaster Blasters from left/right, beams cover almost all except top/bottom LK.setTimeout(function () { spawnGasterBlaster(0, 1800, 0, 2048, 220, 0, 500); spawnGasterBlaster(2048, 1800, Math.PI, 2048, 220, 0, 500); }, 1700); }, 700); // End gap bones }, 700); // End blue bones }, 700); // End red indicator break; case "Papyrus": // Undertale-accurate Papyrus: Bones rise from the ground in waves, then a big bone sweeps horizontally attackDuration = 150; LK.setTimeout(function () { // 1. Bones rise from the ground in a wave for (var i = 0; i < 7; i++) { LK.setTimeout(function (j) { var slash = new AttackSlash(); slash.x = 400 + Math.random() * (2048 - 800); slash.y = 2550; slash.direction = -1; slash.speed = 16 + Math.random() * 5; slash.update = function () { this.y += this.speed * this.direction; if (this.y < 1050) this.active = false; }; attackSlashes.push(slash); game.addChild(slash); }, i * 120, i); } // 2. Big sweeping bone after the wave (from left to right) LK.setTimeout(function () { var sweep = new AttackSlash(); sweep.x = 200; sweep.y = 1700 + Math.random() * 400; sweep.direction = 1; sweep.speed = 32; sweep.update = function () { this.x += this.speed * this.direction; if (this.x > 2048) this.active = false; }; attackSlashes.push(sweep); game.addChild(sweep); }, 1100); }, 300); break; case "Asgore": // Undertale-accurate Asgore: Tridents fall from above, then a cross slash attackDuration = 160; LK.setTimeout(function () { // 1. Three tridents fall from above for (var i = 0; i < 3; i++) { LK.setTimeout(function (j) { var trident = new AttackSlash(); trident.x = 700 + j * 300; trident.y = 1050; trident.direction = 1; trident.speed = 22 + Math.random() * 6; trident.update = function () { this.y += this.speed * this.direction; if (this.y > 2550) this.active = false; }; attackSlashes.push(trident); game.addChild(trident); }, i * 180, i); } // 2. Cross slash: one from left, one from right, both at the same y LK.setTimeout(function () { var yCross = 1500 + Math.random() * 600; var left = new AttackSlash(); left.x = 200; left.y = yCross; left.direction = 1; left.speed = 28; left.update = function () { this.x += this.speed * this.direction; if (this.x > 2048) this.active = false; }; attackSlashes.push(left); game.addChild(left); var right = new AttackSlash(); right.x = 2048 - 200; right.y = yCross; right.direction = -1; right.speed = 28; right.update = function () { this.x += this.speed * this.direction; if (this.x < 0) this.active = false; }; attackSlashes.push(right); game.addChild(right); }, 800); }, 300); break; case "Turtloid": // Slow, heavy slashes, fewer but larger attackDuration = 110; LK.setTimeout(function () { for (var i = 0; i < 2; i++) { var slash = new AttackSlash(); slash.y = 1700 + i * 200; slash.x = Math.random() < 0.5 ? 200 : 2048 - 200; slash.direction = slash.x < 1024 ? 1 : -1; slash.speed = 14 + Math.random() * 4; attackSlashes.push(slash); game.addChild(slash); } }, 500); break; case "Mothmire": // Slashes appear in a wave pattern (y changes) attackDuration = 100; LK.setTimeout(function () { for (var i = 0; i < 4; i++) { LK.setTimeout(function (j) { var slash = new AttackSlash(); slash.y = 1600 + j * 100; slash.x = Math.random() < 0.5 ? 200 : 2048 - 200; slash.direction = slash.x < 1024 ? 1 : -1; attackSlashes.push(slash); game.addChild(slash); }.bind(null, i), i * 180); } }, 200); break; case "Spindle": // Many fast, thin slashes (webs) attackDuration = 90; LK.setTimeout(function () { for (var i = 0; i < 6; i++) { LK.setTimeout(function () { var slash = new AttackSlash(); slash.y = 1600 + Math.random() * 400; slash.x = Math.random() < 0.5 ? 200 : 2048 - 200; slash.direction = slash.x < 1024 ? 1 : -1; slash.speed = 30 + Math.random() * 10; attackSlashes.push(slash); game.addChild(slash); }, i * 100); } }, 100); break; case "Barkbark": // Slashes come in zig-zag (alternate y) attackDuration = 100; LK.setTimeout(function () { for (var i = 0; i < 4; i++) { var slash = new AttackSlash(); slash.y = 1600 + i % 2 * 300; slash.x = i % 2 === 0 ? 200 : 2048 - 200; slash.direction = slash.x < 1024 ? 1 : -1; attackSlashes.push(slash); game.addChild(slash); } }, 300); break; case "Glimmerbug": // Slashes are invisible for a moment, then appear attackDuration = 100; LK.setTimeout(function () { for (var i = 0; i < 3; i++) { var slash = new AttackSlash(); slash.y = 1600 + Math.random() * 400; slash.x = Math.random() < 0.5 ? 200 : 2048 - 200; slash.direction = slash.x < 1024 ? 1 : -1; slash.alpha = 0; attackSlashes.push(slash); game.addChild(slash); LK.setTimeout(function (s) { s.alpha = 1; }, 400, slash); } }, 200); break; case "Thornet": // Very fast, many slashes, short duration attackDuration = 70; LK.setTimeout(function () { for (var i = 0; i < 7; i++) { LK.setTimeout(function () { var slash = new AttackSlash(); slash.y = 1600 + Math.random() * 400; slash.x = Math.random() < 0.5 ? 200 : 2048 - 200; slash.direction = slash.x < 1024 ? 1 : -1; slash.speed = 36 + Math.random() * 10; attackSlashes.push(slash); game.addChild(slash); }, i * 60); } }, 100); break; case "Shadewisp": // Slashes appear at random positions, sometimes from center attackDuration = 110; LK.setTimeout(function () { for (var i = 0; i < 4; i++) { var slash = new AttackSlash(); if (i % 2 === 0) { slash.x = 1024; slash.direction = Math.random() < 0.5 ? 1 : -1; } else { slash.x = Math.random() < 0.5 ? 200 : 2048 - 200; slash.direction = slash.x < 1024 ? 1 : -1; } slash.y = 1600 + Math.random() * 400; attackSlashes.push(slash); game.addChild(slash); } }, 400); break; case "Queen Lily": // Slashes from all sides, in a spiral pattern (simulate by offsetting y) attackDuration = 130; LK.setTimeout(function () { for (var i = 0; i < 6; i++) { LK.setTimeout(function (j) { var slash = new AttackSlash(); slash.y = 1600 + j % 3 * 200; slash.x = j % 2 === 0 ? 200 : 2048 - 200; slash.direction = slash.x < 1024 ? 1 : -1; slash.speed = 24 + j * 2; attackSlashes.push(slash); game.addChild(slash); }.bind(null, i), i * 120); } }, 200); break; default: attackDuration = 90 + Math.floor(Math.random() * 30); break; } gameState = STATE.BATTLE_DODGE; showJoystick(true); } // --- Endings --- function showEnding() { hideAllMenus(); heart.visible = false; monster.visible = false; dialogueBox.visible = false; monsterHpBarBg.visible = false; monsterHpBar.visible = false; monsterHpText.visible = false; if (monster.state === "spared") { resultText.setText("You made a friend: " + monster.name + ".\nA gentle path lies ahead."); } else if (monster.hp <= 0) { resultText.setText("You defeated " + monster.name + ".\nBut at what cost?"); } else { resultText.setText("The story continues..."); } resultText.visible = true; LK.setTimeout(function () { LK.showYouWin(); }, 1800); } // --- Input handling --- // Virtual joystick for heart movement (touch-optimized) // Ava: This joystick appears during enemy attack phase and is fully touch/mouse compatible. var joystick = { active: false, baseX: 0, baseY: 0, stickX: 0, stickY: 0, radius: 120, stickRadius: 60, visible: false, baseAsset: null, stickAsset: null }; // Create joystick assets (will be positioned below the heart dynamically) joystick.baseAsset = LK.getAsset('joystick_base', { anchorX: 0.5, anchorY: 0.5, x: 0, // will be set dynamically y: 0, // will be set dynamically width: joystick.radius * 2, height: joystick.radius * 2 }); joystick.baseAsset.alpha = 0.25; joystick.baseAsset.visible = false; game.addChild(joystick.baseAsset); // Use a simple circle for joystick stick instead of a heart to avoid duplicate heart visuals joystick.stickAsset = LK.getAsset('joystick_stick', { anchorX: 0.5, anchorY: 0.5, x: 0, // will be set dynamically y: 0, // will be set dynamically width: joystick.stickRadius * 2, height: joystick.stickRadius * 2 }); joystick.stickAsset.alpha = 0.7; joystick.stickAsset.visible = false; game.addChild(joystick.stickAsset); // Add a "MOVE" button styled like the menu buttons, and make it moveable joystick.moveButton = new MenuButton(); joystick.moveButton.setText("MOVE"); joystick.moveButton.x = 0; // will be set dynamically joystick.moveButton.y = 0; // will be set dynamically joystick.moveButton.visible = false; joystick.moveButton.setHighlight(false); game.addChild(joystick.moveButton); // --- Show joystick at start of game (story phase) --- function showJoystick(show) { joystick.visible = show; joystick.baseAsset.visible = show; joystick.stickAsset.visible = show; joystick.moveButton.visible = false; if (show) { // Place joystick below the heart if heart is visible, otherwise below hero (start of game) var centerX, baseY; if (heart && heart.visible) { centerX = heart.x; baseY = heart.y + heart.height / 2; } else if (hero && hero.visible) { centerX = hero.x; baseY = hero.y + hero.height / 2; } else { centerX = 2048 / 2; baseY = 2732 / 2 + 400 + 60; // fallback } var joystickOffset = 120 + joystick.radius; var joyX = centerX; var joyY = baseY + joystickOffset; // Adjust joystick Y placement for new arena var minJoyY = Math.max(baseY + 100, 1050 + 100); var maxJoyY = Math.min(2732 - joystick.radius - 40, 2550 + 100); if (joyY > maxJoyY) joyY = maxJoyY; if (joyY < minJoyY) joyY = minJoyY; joystick.baseAsset.x = joyX; joystick.baseAsset.y = joyY; joystick.stickAsset.x = joyX; joystick.stickAsset.y = joyY; joystick.baseX = joyX; joystick.baseY = joyY; joystick.stickX = joyX; joystick.stickY = joyY; } else { joystick.active = false; joystick.moveButton.visible = false; } } // Show joystick at the start of the game (story phase) showJoystick(true); // Returns true if (x, y) is inside joystick base function isInJoystick(x, y) { var dx = x - joystick.baseAsset.x; var dy = y - joystick.baseAsset.y; return dx * dx + dy * dy <= joystick.radius * joystick.radius; } var draggingHeart = false; game.down = function (x, y, obj) { if (gameState === STATE.BATTLE_DODGE) { // If touch is inside joystick, activate joystick if (isInJoystick(x, y)) { joystick.active = true; joystick.baseX = joystick.baseAsset.x; joystick.baseY = joystick.baseAsset.y; joystick.stickX = x; joystick.stickY = y; joystick.stickAsset.x = x; joystick.stickAsset.y = y; } } else if (gameState === STATE.STORY && skipTutorialBtn.visible && x > skipTutorialBtn.x - 200 && x < skipTutorialBtn.x + 200 && y > skipTutorialBtn.y - 60 && y < skipTutorialBtn.y + 60) { // Skip tutorial button pressed // Fast-forward story to battle storyStep = storyTexts.length; showSkipTutorial(false); nextStory(); return; } else if (gameState === STATE.BATTLE_MENU || gameState === STATE.BATTLE_ACT || gameState === STATE.BATTLE_ITEM || gameState === STATE.BATTLE_RESULT || gameState === STATE.BATTLE_INTRO || gameState === STATE.STORY) { handleMenuTouch(x, y); } }; game.up = function (x, y, obj) { joystick.active = false; joystick.stickAsset.x = joystick.baseAsset.x; joystick.stickAsset.y = joystick.baseAsset.y; lastTouchY = null; }; // Unified move handler for joystick and menu navigation (NO mouse/drag/hover/Enter) game.move = function (x, y, obj) { if (gameState === STATE.BATTLE_DODGE) { // Joystick movement only if (joystick.active) { var dx = x - joystick.baseX; var dy = y - joystick.baseY; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > joystick.radius) { dx = dx * joystick.radius / dist; dy = dy * joystick.radius / dist; } joystick.stickX = joystick.baseX + dx; joystick.stickY = joystick.baseY + dy; joystick.stickAsset.x = joystick.stickX; joystick.stickAsset.y = joystick.stickY; // Move heart // Make joystick move the heart even faster by increasing the multiplier var moveSpeed = heart.speed * 2.3; // Increased from 1.7x to 2.3x for even faster movement var moveX = dx / joystick.radius; var moveY = dy / joystick.radius; // Even further expanded arena for maximum space to dodge var minX = 40, maxX = 2048 - 40, minY = 1050, maxY = 2550; heart.x = clamp(heart.x + moveX * moveSpeed, minX, maxX); heart.y = clamp(heart.y + moveY * moveSpeed, minY, maxY); } } }; // --- Main update loop --- game.update = function () { // Update monster health bar every frame updateMonsterHpBar(); // Always ensure monster is visible during battle phases if (gameState === STATE.BATTLE_INTRO || gameState === STATE.BATTLE_MENU || gameState === STATE.BATTLE_ACT || gameState === STATE.BATTLE_ATTACK || gameState === STATE.BATTLE_DODGE) { if (monster && !monster.visible) monster.visible = true; } // Heart update if (gameState === STATE.BATTLE_DODGE) { // Always lock joystick directly below the heart, centered, fixed in place var heartCenterX = heart.x; var heartBottomY = heart.y + heart.height / 2; // Place joystick at 20% from the bottom of the screen, centered horizontally var joyX = heartCenterX; var joyY = heartBottomY + 120 + joystick.radius; // Clamp so joystick never goes off screen, but always stays below the heart var minJoyY = Math.max(heart.y + 100, 1050 + 100); var maxJoyY = Math.min(2732 - joystick.radius - 40, 2550 + 100); if (joyY > maxJoyY) joyY = maxJoyY; if (joyY < minJoyY) joyY = minJoyY; joystick.baseAsset.x = joyX; joystick.baseAsset.y = joyY; if (!joystick.active) { joystick.stickAsset.x = joyX; joystick.stickAsset.y = joyY; joystick.stickX = joyX; joystick.stickY = joyY; } joystick.baseX = joyX; joystick.baseY = joyY; // Spawn slashes if (attackTimer % 24 === 0 && attackSlashes.length < 5) { var slash = new AttackSlash(); // Expanded vertical range for slashes to match even larger arena slash.y = 1050 + Math.random() * 1500; slash.x = Math.random() < 0.5 ? 2048 - 200 : 200; slash.direction = slash.x < 1024 ? 1 : -1; attackSlashes.push(slash); game.addChild(slash); } // Update slashes for (var i = attackSlashes.length - 1; i >= 0; i--) { var s = attackSlashes[i]; s.update(); // Collision with heart var dx = s.x - heart.x, dy = s.y - heart.y; if (s.active && dx * dx + dy * dy < 60 * 60) { // UNDYNESQUE: If Croaknight and spearType is blue/yellow, apply special rules if (monster && monster.name === "Croaknight" && typeof s.spearType !== "undefined") { // Blue: only hurts if heart is moving // Yellow: only hurts if heart is NOT moving var isMoving = false; if (typeof joystick !== "undefined" && joystick.active) { var moveDx = joystick.stickX - joystick.baseX; var moveDy = joystick.stickY - joystick.baseY; isMoving = Math.abs(moveDx) > 6 || Math.abs(moveDy) > 6; } if (s.spearType === "blue" && isMoving || s.spearType === "yellow" && !isMoving) { s.active = false; playerHP -= 4; updateHPText(); LK.effects.flashObject(heart, 0xff0000, 400); if (playerHP <= 0) { playerHP = 0; updateHPText(); LK.effects.flashScreen(0xff0000, 1200); LK.showGameOver(); return; } } // If not the right condition, don't hurt, but still destroy spear s.active = false; } else { s.active = false; playerHP -= 4; updateHPText(); LK.effects.flashObject(heart, 0xff0000, 400); if (playerHP <= 0) { playerHP = 0; updateHPText(); LK.effects.flashScreen(0xff0000, 1200); LK.showGameOver(); return; } } } if (!s.active) { s.destroy(); attackSlashes.splice(i, 1); } } attackTimer++; if (attackTimer > attackDuration) { // End attack phase for (var i = 0; i < attackSlashes.length; i++) attackSlashes[i].destroy(); attackSlashes = []; heart.visible = false; showJoystick(false); gameState = STATE.BATTLE_MENU; showBattleMenu(); } } }; // --- Touch navigation for menu (swipe up/down to change selection) --- var lastTouchY = null;
===================================================================
--- original.js
+++ change.js
@@ -195,18 +195,18 @@
/****
* Game Code
****/
-// --- Game State ---
-// Main character (the "child")
-// Enemy monster (first encounter, "Froggit" inspired, but original)
-// Attack indicator (red slash)
-// Heart (player soul in battle)
-// Button backgrounds
-// Button highlight
-// Dialogue box
-// Mercy yellow
// Add round joystick assets
+// Mercy yellow
+// Dialogue box
+// Button highlight
+// Button backgrounds
+// Heart (player soul in battle)
+// Attack indicator (red slash)
+// Enemy monster (first encounter, "Froggit" inspired, but original)
+// Main character (the "child")
+// --- Game State ---
var STATE = {
STORY: 0,
BATTLE_INTRO: 1,
BATTLE_MENU: 2,
make chara from underatle. In-Game asset. 2d. High contrast. No shadows
make undertale heart. In-Game asset. 2d. High contrast. No shadows
make it undertale mercy button. In-Game asset. 2d. High contrast. No shadows
make sans bones. In-Game asset. 2d. High contrast. No shadows
make bones like undartale sans but just one bone. In-Game asset. 2d. High contrast. No shadows
black rectangle. In-Game asset. 2d. High contrast. No shadows
make funny thing. In-Game asset. 2d. High contrast. No shadows
asgore undeertale. In-Game asset. 2d. High contrast. No shadows
black rectangle. In-Game asset. 2d. High contrast. No shadows