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I want each boss to have unique attack patterns based on their Undertale counterparts: Sans: fast bone waves, gaster blasters, gravity jumps. Papyrus: slow warning bones, blue attacks. Asgore: fire trident waves, symmetrical blasts. Do not reuse the same attacks. Make each boss feel unique with proper timing, patterns, and difficulty.
User prompt
I want each boss character to have their own unique attack patterns, just like in the original Undertale game. Sans should use bone attacks and "gaster blasters", with dodging patterns like in the original. Papyrus should use slower bone attacks and warning lines like in his original fight. Asgore should have flame trident attacks and symmetrical blast patterns like in the original final boss fight. Each attack should be based on their unique battle style from Undertale. Make sure these patterns are assigned correctly and trigger during their turns.
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Please fix the bug: 'Timeout.tick error: crossIdx is not defined' in or related to this line: 'LK.setTimeout(function (crossIdx) {' Line Number: 2242
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make mercy button red after asgore destroys
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make it harder and add asgore destroy mercy button
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make asgore moves like undertale
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fix all bugs with asgore
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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: 1137
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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: 1137
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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: 1137
/**** * 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 ****/ // --- 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 var STATE = { STORY: 0, BATTLE_INTRO: 1, BATTLE_MENU: 2, BATTLE_ACT: 3, BATTLE_ATTACK: 4, BATTLE_DODGE: 5, BATTLE_RESULT: 6, ENDING: 7, BOSS_SELECT: 8 }; 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; // --- Boss Select Menu --- var bossSelectButtons = []; var bossSelectTitle = null; function showBossSelectMenu() { // Hide all other menus hideAllMenus(); // Hide dialogue box if (dialogueBox) dialogueBox.visible = false; // Hide skip tutorial showSkipTutorial(false); // Hide joystick showJoystick(false); // Hide result text if (resultText) resultText.visible = false; // Hide monster if (monster) monster.visible = false; // Hide heart if (heart) heart.visible = false; // Hide monster HP bar monsterHpBarBg.visible = false; monsterHpBar.visible = false; monsterHpText.visible = false; // Remove old boss select buttons for (var i = 0; i < bossSelectButtons.length; i++) { if (bossSelectButtons[i] && typeof bossSelectButtons[i].destroy === "function") bossSelectButtons[i].destroy(); } bossSelectButtons = []; // Remove old title if (bossSelectTitle && typeof bossSelectTitle.destroy === "function") bossSelectTitle.destroy(); bossSelectTitle = new Text2("Select Boss", { size: 100, fill: "#fff", padding: 24, shadow: { color: 0x000000, blur: 16, distance: 0, angle: 0, alpha: 0.7 } }); bossSelectTitle.anchor.set(0.5, 0.5); bossSelectTitle.x = 2048 / 2; bossSelectTitle.y = 320; game.addChild(bossSelectTitle); // Show a button for each boss/monster var btnW = 420, btnH = 170, btnSpacing = 40; var startY = 500; for (var i = 0; i < monsters.length; i++) { var btn = new MenuButton(); btn.x = 2048 / 2; btn.y = startY + i * (btnH + btnSpacing); btn.bg.width = btnW; btn.bg.height = btnH; btn.hl.width = btnW + 16; btn.hl.height = btnH + 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"; } // Show HP for each boss var hpStr = typeof monsters[i].hp !== "undefined" && typeof monsters[i].maxHp !== "undefined" ? " (" + monsters[i].hp + "/" + monsters[i].maxHp + " HP)" : ""; btn.setText(monsters[i].name + hpStr); btn.visible = true; // Add tap highlight feedback (function (b, idx) { b.down = function () { b.setHighlight(true); }; b.up = function () { b.setHighlight(false); }; b.tap = function () { // Jump to this boss for (var j = 0; j < bossSelectButtons.length; j++) bossSelectButtons[j].visible = false; if (bossSelectTitle) bossSelectTitle.visible = false; currentMonsterIndex = idx; monster.visible = false; monster = monsters[currentMonsterIndex]; monster.visible = false; monster.actCount = 0; monster.mercyAvailable = false; game.addChild(monster); updateMonsterHpBar(); // Start battle with this boss gameState = STATE.BATTLE_INTRO; hero.visible = false; monster.visible = true; showDialogue(monster.getDialogue()); LK.setTimeout(function () { gameState = STATE.BATTLE_MENU; showBattleMenu(); }, 1200); }; })(btn, i); bossSelectButtons.push(btn); game.addChild(btn); } // Add a "Cancel" button to return to story/battle var cancelBtn = new MenuButton(); cancelBtn.x = 2048 / 2; cancelBtn.y = startY + monsters.length * (btnH + btnSpacing) + 60; cancelBtn.bg.width = btnW; cancelBtn.bg.height = btnH; cancelBtn.hl.width = btnW + 16; cancelBtn.hl.height = btnH + 16; cancelBtn.bg.alpha = 0.93; cancelBtn.bg.tint = 0x222244; cancelBtn.hl.alpha = 0.22; if (cancelBtn.bg && typeof cancelBtn.bg.filters !== "undefined") { cancelBtn.bg.filters = [{ type: "shadow", color: 0x000000, blur: 16, distance: 0, angle: 0, alpha: 0.5 }]; } if (cancelBtn.txt && cancelBtn.txt.style) { cancelBtn.txt.style.size = 60; cancelBtn.txt.style.fill = "#fff"; } cancelBtn.setText("Cancel"); cancelBtn.visible = true; cancelBtn.down = function () { cancelBtn.setHighlight(true); }; cancelBtn.up = function () { cancelBtn.setHighlight(false); }; cancelBtn.tap = function () { // Hide boss select menu, return to previous state for (var j = 0; j < bossSelectButtons.length; j++) bossSelectButtons[j].visible = false; if (bossSelectTitle) bossSelectTitle.visible = false; cancelBtn.visible = false; // Resume previous state if (gameState === STATE.BOSS_SELECT) { gameState = STATE.STORY; nextStory(); } }; bossSelectButtons.push(cancelBtn); game.addChild(cancelBtn); } // --- Boss Select Button (top right) --- var bossSelectBtn = new MenuButton(); bossSelectBtn.setText("Boss Select"); bossSelectBtn.x = 2048 - 350; bossSelectBtn.y = 360; bossSelectBtn.bg.width = 420; bossSelectBtn.bg.height = 150; bossSelectBtn.hl.width = 420 + 16; bossSelectBtn.hl.height = 150 + 16; bossSelectBtn.bg.alpha = 0.93; bossSelectBtn.bg.tint = 0x222244; bossSelectBtn.hl.alpha = 0.22; if (bossSelectBtn.bg && typeof bossSelectBtn.bg.filters !== "undefined") { bossSelectBtn.bg.filters = [{ type: "shadow", color: 0x000000, blur: 16, distance: 0, angle: 0, alpha: 0.5 }]; } if (bossSelectBtn.txt && bossSelectBtn.txt.style) { bossSelectBtn.txt.style.size = 60; bossSelectBtn.txt.style.fill = "#fff"; } bossSelectBtn.visible = true; bossSelectBtn.setHighlight(false); bossSelectBtn.down = function () { bossSelectBtn.setHighlight(true); }; bossSelectBtn.up = function () { bossSelectBtn.setHighlight(false); }; bossSelectBtn.tap = function () { gameState = STATE.BOSS_SELECT; showBossSelectMenu(); }; game.addChild(bossSelectBtn); // 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.", // --- Asgore pre-battle sequence --- "You find Asgore watering the Golden Flowers in the Throne Room.", "He turns around and greets you warmly.", "Asgore realizes you are a human. He looks surprised, but not angry.", "\"Ah... It seems we finally meet. I am Asgore, king of the Underground.\"", "He gently leads you toward the barrier.", "\"If you have anything left to do, now is the time. I do not mind waiting.\"", "You sense his sadness. He admits, \"I am not ready either.\"", "He stands before the barrier, trident in hand.", "Asgore: \"It was nice knowing you.\"", "He draws his trident and, with a heavy heart, destroys the MERCY button.", "There is no turning back now. FIGHT is the only way forward."]; // 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); } // --- Asgore pre-battle sequence: destroy MERCY button --- if (storyStep === 17 && currentMonsterIndex === 2 && monster && monster.name === "Asgore") { // Show the MERCY button being destroyed LK.setTimeout(function () { // Visually "break" the mercy button: hide yellow asset, show a crack or just hide if (mercyButton.mercyAsset) mercyButton.mercyAsset.visible = false; mercyButton.bg.visible = false; mercyButton.setText("MERCY"); // Defensive: Only set fill and alpha if style exists and property is settable if (mercyButton && mercyButton.txt && mercyButton.txt.style) { try { if (typeof mercyButton.txt.style.fill !== "undefined" || typeof mercyButton.txt.style.fill === "string") { mercyButton.txt.style.fill = "#888"; } } catch (e) {} try { if (typeof mercyButton.txt.style.alpha !== "undefined" || typeof mercyButton.txt.style.alpha === "number") { mercyButton.txt.style.alpha = 0.5; } } catch (e) {} } else if (mercyButton && mercyButton.txt && mercyButton.txt.setStyle) { // Fallback: use setStyle if available try { mercyButton.txt.setStyle({ fill: "#888", alpha: 0.5 }); } catch (e) {} } mercyButton.setHighlight(false); mercyButton.disabled = true; // Show a dialogue for dramatic effect dialogueBox.setText("Asgore destroyed the MERCY button.\nThere is no turning back now."); }, 800); } } 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()); // If Asgore, disable MERCY button if (monster && monster.name === "Asgore") { mercyButton.bg.visible = false; if (mercyButton.mercyAsset) mercyButton.mercyAsset.visible = false; mercyButton.setText("MERCY"); mercyButton.txt.style.fill = "#888"; mercyButton.txt.style.alpha = 0.5; mercyButton.setHighlight(false); mercyButton.disabled = true; } else { 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 () { // Special: Asgore takes massive damage at low HP, but survives with 1 HP and kneels if (monster && monster.name === "Asgore") { if (monster.hp > 8) { monster.hp -= 5; if (monster.hp < 8) monster.hp = 8; updateMonsterHpBar(); dialogueBox.setText("You hit Asgore for 5 damage!"); monster.state = "angry"; monster.nextDialogue(); LK.setTimeout(function () { startEnemyAttack(); }, 900); } else if (monster.hp > 1) { // Final blow: deal huge damage, but leave at 1 HP monster.hp = 1; updateMonsterHpBar(); dialogueBox.setText("You strike with all your might!\nAsgore kneels, defeated."); monster.state = "neutral"; monster.nextDialogue(); // Show final choice after a pause LK.setTimeout(function () { // Show FIGHT and a partially repaired MERCY button gameState = STATE.BATTLE_MENU; // Re-enable MERCY for final choice mercyButton.bg.visible = false; if (!mercyButton.mercyAsset) { mercyButton.mercyAsset = mercyButton.attachAsset('mercy_yellow', { anchorX: 0.5, anchorY: 0.5 }); } mercyButton.mercyAsset.visible = true; mercyButton.setText("MERCY"); mercyButton.txt.style.fill = "#ffff00"; mercyButton.txt.style.alpha = 1; mercyButton.setHighlight(false); mercyButton.disabled = false; monster.mercyAvailable = true; dialogueBox.setText("Asgore: \"Take my SOUL and leave this place...\"\nWill you FIGHT or show MERCY?"); showBattleMenu(); }, 1200); } else { // Already at 1 HP, just show final choice updateMonsterHpBar(); dialogueBox.setText("Asgore: \"Take my SOUL and leave this place...\"\nWill you FIGHT or show MERCY?"); gameState = STATE.BATTLE_MENU; mercyButton.bg.visible = false; if (!mercyButton.mercyAsset) { mercyButton.mercyAsset = mercyButton.attachAsset('mercy_yellow', { anchorX: 0.5, anchorY: 0.5 }); } mercyButton.mercyAsset.visible = true; mercyButton.setText("MERCY"); mercyButton.txt.style.fill = "#ffff00"; mercyButton.txt.style.alpha = 1; mercyButton.setHighlight(false); mercyButton.disabled = false; monster.mercyAvailable = true; showBattleMenu(); } return; } // 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 && monster.name === "Asgore") { // Show destroyed message dialogueBox.setText("The MERCY button is destroyed.\nYou have no choice but to FIGHT."); LK.setTimeout(function () { showBattleMenu(); }, 1200); return; } 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) // Ensure blaster is always fully visible by clamping x/y to keep ellipse inside screen var blasterRadius = 60; // ellipse is 120x120 var safeX = Math.max(blasterRadius, Math.min(2048 - blasterRadius, x)); var safeY = Math.max(blasterRadius, Math.min(2732 - blasterRadius, y)); var blaster = LK.getAsset('blaster', { anchorX: 0.5, anchorY: 0.5, width: 120, height: 120, x: safeX, y: safeY }); blaster.tint = 0x00ffff; // CYAN #00FFFF 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: safeX, y: safeY }); beam.tint = 0x00ffff; // CYAN #00FFFF 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 = 0x00ffff; // Ensure always cyan #00FFFF 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 = 0x00ffff; // Ensure always cyan #00FFFF 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) // Adjusted X/Y so blasters are fully visible (ellipse is 120x120, so keep at least 60px from edge) // Use 120/2 = 60 for margin, but add a few more px for full visibility (e.g. 70) var blasterMargin = 70; var blasterYTop = 1100 + blasterMargin; var blasterYMid = 1200; var blasterYBot = 2550 - blasterMargin; var blasterXLeft = blasterMargin; var blasterXRight = 2048 - blasterMargin; // 1. Four from sides (left/right, top/bottom) spawnGasterBlaster(blasterXLeft, blasterYMid, 0, 600, 80, 200, 400); spawnGasterBlaster(blasterXRight, blasterYMid, Math.PI, 600, 80, 200, 400); spawnGasterBlaster(blasterXLeft, blasterYBot, 0, 600, 80, 200, 400); spawnGasterBlaster(blasterXRight, blasterYBot, Math.PI, 600, 80, 200, 400); // 2. Four from corners, X pattern LK.setTimeout(function () { spawnGasterBlaster(blasterXLeft, blasterYTop, Math.PI / 4, 1200, 80, 0, 400); spawnGasterBlaster(blasterXRight, blasterYTop, -Math.PI / 4, 1200, 80, 0, 400); spawnGasterBlaster(blasterXLeft, blasterYBot, -Math.PI / 4, 1200, 80, 0, 400); spawnGasterBlaster(blasterXRight, blasterYBot, Math.PI / 4, 1200, 80, 0, 400); }, 500); // 3. Repeat first set LK.setTimeout(function () { spawnGasterBlaster(blasterXLeft, blasterYMid, 0, 600, 80, 0, 400); spawnGasterBlaster(blasterXRight, blasterYMid, Math.PI, 600, 80, 0, 400); spawnGasterBlaster(blasterXLeft, blasterYBot, 0, 600, 80, 0, 400); spawnGasterBlaster(blasterXRight, blasterYBot, 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(blasterXLeft, 1800, 0, 2048 - blasterMargin * 2, 220, 0, 500); spawnGasterBlaster(blasterXRight, 1800, Math.PI, 2048 - blasterMargin * 2, 220, 0, 500); }, 1700); }, 700); // End gap bones }, 700); // End blue bones }, 700); // End red indicator break; case "Papyrus": // Papyrus: Bones with narrow gaps, large bone from ceiling, blue bone, hump pattern, and more attackDuration = 320; LK.setTimeout(function () { // 1. Two bones with a narrow opening to jump through (top and bottom) for (var i = 0; i < 2; i++) { LK.setTimeout(function (j) { var boneTop = new AttackSlash(); boneTop.x = 600 + j * 600; boneTop.y = 1050; boneTop.direction = 1; boneTop.speed = 18; boneTop.update = function () { this.y += this.speed * this.direction; if (this.y > 1800) this.active = false; }; attackSlashes.push(boneTop); game.addChild(boneTop); var boneBot = new AttackSlash(); boneBot.x = 600 + j * 600; boneBot.y = 2550; boneBot.direction = -1; boneBot.speed = 18; boneBot.update = function () { this.y += this.speed * this.direction; if (this.y < 1800) this.active = false; }; attackSlashes.push(boneBot); game.addChild(boneBot); }, i * 120, i); } // 2. Large bone dangling from the ceiling, coming from the right side LK.setTimeout(function () { var bigBone = new AttackSlash(); bigBone.x = 2048 + 120; bigBone.y = 1200; bigBone.direction = -1; bigBone.speed = 28; bigBone.update = function () { this.x += this.speed * this.direction; if (this.x < 1200) this.active = false; }; attackSlashes.push(bigBone); game.addChild(bigBone); }, 300); // 3. 8 bones that form a 'hump' (arc) LK.setTimeout(function () { for (var i = 0; i < 8; i++) { var hump = new AttackSlash(); var t = i / 7; // Arc from left to right, y = 1800 - 200 * sin(pi * t) hump.x = 300 + t * (2048 - 600); hump.y = 1800 - 200 * Math.sin(Math.PI * t); hump.direction = 1; hump.speed = 16 + Math.random() * 4; hump.update = function () { this.y += this.speed * 0.2; // slow downward drift this.x += this.speed * 0.7; // mostly horizontal if (this.x > 2048 - 100) this.active = false; }; attackSlashes.push(hump); game.addChild(hump); } }, 600); // 4. Two series of 2 bones with a narrow opening to jump through (lower) LK.setTimeout(function () { for (var i = 0; i < 2; i++) { var boneTop = new AttackSlash(); boneTop.x = 400 + i * 900; boneTop.y = 1050; boneTop.direction = 1; boneTop.speed = 20; boneTop.update = function () { this.y += this.speed * this.direction; if (this.y > 1600) this.active = false; }; attackSlashes.push(boneTop); game.addChild(boneTop); var boneBot = new AttackSlash(); boneBot.x = 400 + i * 900; boneBot.y = 2550; boneBot.direction = -1; boneBot.speed = 20; boneBot.update = function () { this.y += this.speed * this.direction; if (this.y < 2000) this.active = false; }; attackSlashes.push(boneBot); game.addChild(boneBot); } }, 900); // 5. Two series of 2 bones with a higher opening LK.setTimeout(function () { for (var i = 0; i < 2; i++) { var boneTop = new AttackSlash(); boneTop.x = 700 + i * 600; boneTop.y = 1050; boneTop.direction = 1; boneTop.speed = 22; boneTop.update = function () { this.y += this.speed * this.direction; if (this.y > 1400) this.active = false; }; attackSlashes.push(boneTop); game.addChild(boneTop); var boneBot = new AttackSlash(); boneBot.x = 700 + i * 600; boneBot.y = 2550; boneBot.direction = -1; boneBot.speed = 22; boneBot.update = function () { this.y += this.speed * this.direction; if (this.y < 2200) this.active = false; }; attackSlashes.push(boneBot); game.addChild(boneBot); } }, 1200); // 6. Blue bone (special: slower, but only hurts if moving) LK.setTimeout(function () { var blueBone = new AttackSlash(); blueBone.x = 2048 - 200; blueBone.y = 1800; blueBone.direction = -1; blueBone.speed = 10; blueBone.spearType = "blue"; blueBone.update = function () { this.x += this.speed * this.direction; if (this.x < 200) this.active = false; }; attackSlashes.push(blueBone); game.addChild(blueBone); }, 1500); // 7. Large bone from right side, sweeping horizontally LK.setTimeout(function () { var sweep = new AttackSlash(); sweep.x = 2048 + 120; sweep.y = 1700 + Math.random() * 400; sweep.direction = -1; sweep.speed = 32; sweep.update = function () { this.x += this.speed * this.direction; if (this.x < 0) this.active = false; }; attackSlashes.push(sweep); game.addChild(sweep); }, 1700); // 8. Two bones with a narrow opening come from both sides of the screen LK.setTimeout(function () { for (var i = 0; i < 2; i++) { var left = new AttackSlash(); left.x = 200; left.y = 1300 + i * 400; left.direction = 1; left.speed = 24; left.update = function () { this.x += this.speed * this.direction; if (this.x > 2048 - 200) this.active = false; }; attackSlashes.push(left); game.addChild(left); var right = new AttackSlash(); right.x = 2048 - 200; right.y = 1300 + i * 400; right.direction = -1; right.speed = 24; right.update = function () { this.x += this.speed * this.direction; if (this.x < 200) this.active = false; }; attackSlashes.push(right); game.addChild(right); } }, 2000); }, 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 && monster.name === "Asgore") { if (monster.state === "spared") { resultText.setText("You spared Asgore.\nHe smiles, tears in his eyes.\nA gentle path lies ahead."); } else if (monster.hp <= 0) { resultText.setText("You defeated Asgore.\nHe kneels, defeated.\nBut at what cost?"); } else { resultText.setText("The story continues..."); } } else { 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) { // Boss select button (top right) if (bossSelectBtn && bossSelectBtn.visible && x > bossSelectBtn.x - 200 && x < bossSelectBtn.x + 200 && y > bossSelectBtn.y - 60 && y < bossSelectBtn.y + 60) { bossSelectBtn.setHighlight(true); bossSelectBtn.tap(); return; } // Boss select menu if (gameState === STATE.BOSS_SELECT && bossSelectButtons && bossSelectButtons.length) { for (var i = 0; i < bossSelectButtons.length; i++) { var btn = bossSelectButtons[i]; if (btn.visible && x > btn.x - 200 && x < btn.x + 200 && y > btn.y - 60 && y < btn.y + 60) { btn.setHighlight(true); if (typeof btn.tap === "function") btn.tap(); return; } } } 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 boss select menu HP text if visible if (gameState === STATE.BOSS_SELECT && bossSelectButtons && bossSelectButtons.length) { for (var i = 0; i < monsters.length; i++) { var btn = bossSelectButtons[i]; if (btn && btn.txt) { var hpStr = typeof monsters[i].hp !== "undefined" && typeof monsters[i].maxHp !== "undefined" ? " (" + monsters[i].hp + "/" + monsters[i].maxHp + " HP)" : ""; btn.setText(monsters[i].name + hpStr); } } } // 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
@@ -1032,8 +1032,16 @@
if (typeof mercyButton.txt.style.alpha !== "undefined" || typeof mercyButton.txt.style.alpha === "number") {
mercyButton.txt.style.alpha = 0.5;
}
} catch (e) {}
+ } else if (mercyButton && mercyButton.txt && mercyButton.txt.setStyle) {
+ // Fallback: use setStyle if available
+ try {
+ mercyButton.txt.setStyle({
+ fill: "#888",
+ alpha: 0.5
+ });
+ } catch (e) {}
}
mercyButton.setHighlight(false);
mercyButton.disabled = true;
// Show a dialogue for dramatic effect
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