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3. Delete All “Enter” Buttons or Labels. Replace them with clean, labeled on-screen buttons (like “ACT”, “ITEM”, etc.). These must be large, spaced out, and easily tappable. Show a little visual feedback when pressed — highlight or animate the button.
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1. Joystick Placement: Put the virtual joystick directly below the player’s soul (heart) — centered, fixed in place, and never drifting. It needs to respond instantly. No lag, no weird movement. Use proper positioning: for example, position: fixed; bottom: 20%; left: 50%; transform: translateX(-50%).
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Don’t use the same asset or image for all bosses. That’s lazy and wrong. Each boss must have a unique image/sprite. Store them separately — for example: boss1.png boss2.png boss3.png And when loading each boss, load the correct image asset based on the boss ID or name. DO NOT override or reuse the same image for all bosses. Here’s a basic idea in code: js Kopyala Düzenle let bossAssets = { "sans": "assets/boss_sans.png", "papyrus": "assets/boss_papyrus.png", "undyne": "assets/boss_undyne.png" }; let currentBoss = "papyrus"; let bossImage = loadImage(bossAssets[currentBoss]); You MUST treat each boss as a unique entity. No more clone armies. Fix it.
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DO NOT reuse the same asset or image for all bosses. I will manually provide a different image asset for each boss, and you need to load the correct one depending on which boss is being used. Example: js Kopyala Düzenle if (bossName === "sans") { loadBossImage("boss_sans.png"); } else if (bossName === "papyrus") { loadBossImage("boss_papyrus.png"); } else if (bossName === "undyne") { loadBossImage("boss_undyne.png"); } You are NOT allowed to override boss assets automatically. You should only use the specific image I assign per boss. Don’t force the same image for every boss. That ruins the game. Wait for me to provide the correct asset, then use that.
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sans dissepeares sometimes fix that
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make it to every boss you amde
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make sans 20 hearts
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not make sans different color make hearts
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make his hp 20
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make it upper
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make it more bigger and increase bar
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make sans health bar
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make every boss another color
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it says froggle fix it
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make sanss attacks more hard
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make the hopsters name sans and make dialagoes about sans
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when we click cesur in act make the title Sezaryen yumurtaları
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make health 50
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dont make bosses easy to spare make it harder we can try 5 6 times and we spare
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when we press cesur there is a dialagoue cesurun sezaryan yumurtaları text make it
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add act button a cesur
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make funny dialagoues when we press mercy *SOMETİMES*
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make item box *leave item box* button
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make skip tutorial button
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THERE İS NO EGEGOKALP İTEM İN İTEM BO
/**** * 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; }); // 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); // Assign unique boss asset per boss name (default to 'monster1') var bossAssetId = 'monster1'; if (self.name === "Sans") { bossAssetId = 'boss_sans'; } else if (self.name === "Papyrus") { bossAssetId = 'boss_papyrus'; } else if (self.name === "Undyne") { bossAssetId = 'boss_undyne'; } else if (self.name === "Croaknight") { bossAssetId = 'boss_croaknight'; } else if (self.name === "Salamandra") { bossAssetId = 'boss_salamandra'; } else if (self.name === "Turtloid") { bossAssetId = 'boss_turtloid'; } else if (self.name === "Mothmire") { bossAssetId = 'boss_mothmire'; } else if (self.name === "Spindle") { bossAssetId = 'boss_spindle'; } else if (self.name === "Barkbark") { bossAssetId = 'boss_barkbark'; } else if (self.name === "Glimmerbug") { bossAssetId = 'boss_glimmerbug'; } else if (self.name === "Thornet") { bossAssetId = 'boss_thornet'; } else if (self.name === "Shadewisp") { bossAssetId = 'boss_shadewisp'; } else if (self.name === "Queen Lily") { bossAssetId = 'boss_queenlily'; } // Attach the correct boss asset var monster = self.attachAsset(bossAssetId, { anchorX: 0.5, anchorY: 0.5 }); self.hp = 12; self.maxHp = 12; self.name = "Sans"; self.state = "neutral"; // can be "neutral", "spared", "angry" 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 () { // 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 }; 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. Froggle var m1 = new Monster(); m1.x = 2048 / 2; m1.y = 900; m1.hp = 12; m1.maxHp = 12; m1.name = "Froggle"; m1.state = "neutral"; m1.dialogue = ["Ribbit... A human? Down here?", "Froggle seems nervous.", "Froggle croaks softly.", "Froggle is watching you closely."]; m1.dialogueIndex = 0; m1.mercyAvailable = false; // 1. Froggle var m1 = new Monster(); m1.x = 2048 / 2; m1.y = 900; m1.hp = 12; m1.maxHp = 12; m1.name = "Froggle"; m1.state = "neutral"; m1.dialogue = ["Ribbit... A human? Down here?", "Froggle seems nervous.", "Froggle croaks softly.", "Froggle is watching you closely."]; m1.dialogueIndex = 0; m1.mercyAvailable = false; // 2. Sans var m2 = new Monster(); m2.x = 2048 / 2; m2.y = 900; m2.hp = 20; m2.maxHp = 20; m2.name = "Sans"; m2.state = "neutral"; m2.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.\""]; m2.dialogueIndex = 0; m2.mercyAvailable = false; // 3. Croaknight var m3 = new Monster(); m3.x = 2048 / 2; m3.y = 900; m3.hp = 25; m3.maxHp = 25; m3.name = "Croaknight"; m3.state = "neutral"; m3.dialogue = ["Croaknight blocks your way!", "Croaknight polishes its armor.", "Croaknight croaks with authority.", "Croaknight stands tall."]; m3.dialogueIndex = 0; m3.mercyAvailable = false; // 4. Salamandra var m4 = new Monster(); m4.x = 2048 / 2; m4.y = 900; m4.hp = 22; m4.maxHp = 22; m4.name = "Salamandra"; m4.state = "neutral"; m4.dialogue = ["Salamandra flicks its tail.", "Salamandra's eyes glow in the dark.", "Salamandra hisses quietly.", "Salamandra is sizing you up."]; m4.dialogueIndex = 0; 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, m2, m3, m4, m5, m6, m7, m8, m9, m10, m11, m12]; } createMonsters(); 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: 60, fill: 0xFF6666 }); 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; 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) --- monster = new Monster(); 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: 36, fill: "#fff" }); 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) --- // Large, labeled, spaced out, tappable menu buttons with highlight feedback var menuNames = ["Fight", "Act", "Item", "Mercy"]; for (var i = 0; i < 4; i++) { var btn = new MenuButton(); btn.x = 524 + i * 350; btn.y = 2732 - 500; btn.setText(menuNames[i]); 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); menuButtons.push(btn); game.addChild(btn); } menuButtons[0].setHighlight(true); // --- Act buttons (contextual) --- var actNames = ["Check", "Compliment", "Threaten", "Cesur"]; for (var i = 0; i < 4; i++) { var btn = new MenuButton(); btn.x = 524 + i * 500; btn.y = 2732 - 500; btn.setText(actNames[i]); btn.visible = false; // Add tap highlight feedback (function (b) { b.down = function () { b.setHighlight(true); }; b.up = function () { b.setHighlight(false); }; })(btn); actButtons.push(btn); game.addChild(btn); } actButtons[0].setHighlight(true); // --- Item buttons (contextual) --- // Support up to 5 item buttons for more items for (var i = 0; i < 5; i++) { var btn = new MenuButton(); btn.x = 524 + i % 3 * 500; btn.y = 2732 - 500 - Math.floor(i / 3) * 160; 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: 80, fill: "#fff" }); 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 - 200; 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 "Froggle": attackDialogue = "Froggle leaps at you, eyes wide with fear and determination!"; break; case "Sans": attackDialogue = "Sans gives you a lazy grin. \"let's see if you can dodge this, kid.\""; break; case "Croaknight": attackDialogue = "Croaknight draws his sword and charges with a thunderous croak!"; break; case "Salamandra": attackDialogue = "Salamandra spits a sizzling stream of fire in your direction!"; 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 "Froggle": // Standard horizontal slashes, easy pattern attackDuration = 90 + Math.floor(Math.random() * 20); break; case "Sans": // Sans: Harder attack - more slashes, faster, and less predictable patterns attackDuration = 170; LK.setTimeout(function () { for (var i = 0; i < 10; i++) { LK.setTimeout(function (j) { var slash = new AttackSlash(); var pattern = Math.random(); if (pattern < 0.4) { // Horizontal bone, faster slash.y = 1200 + Math.random() * 1100; slash.x = Math.random() < 0.5 ? 200 : 2048 - 200; slash.direction = slash.x < 1024 ? 1 : -1; slash.speed = 28 + Math.random() * 12; slash.update = function () { this.x += this.speed * this.direction; if (this.x < 0 || this.x > 2048) this.active = false; }; } else if (pattern < 0.7) { // Vertical bone, faster slash.x = 400 + Math.random() * (2048 - 800); slash.y = 1050; slash.direction = 1; slash.speed = 24 + Math.random() * 10; slash.update = function () { this.y += this.speed * this.direction; if (this.y > 2550) this.active = false; }; } else { // Diagonal bone (hard to dodge) var fromLeft = Math.random() < 0.5; slash.x = fromLeft ? 200 : 2048 - 200; slash.y = 1050 + Math.random() * 800; slash.direction = fromLeft ? 1 : -1; slash.speed = 22 + Math.random() * 10; var diag = Math.random() * 0.8 + 0.6; slash.update = function () { this.x += this.speed * this.direction; this.y += this.speed * diag; if (this.x < 0 || this.x > 2048 || this.y > 2550) this.active = false; }; } attackSlashes.push(slash); game.addChild(slash); }, i * 110, i); } }, 300); break; case "Croaknight": // Croaknight: Sword combo - vertical sword, then two fast horizontal slashes, then a cross slash attackDuration = 130; // First, a vertical sword slash down the center LK.setTimeout(function () { var slash = new AttackSlash(); slash.x = 1024; slash.y = 1500; slash.direction = 1; // Down slash.speed = 36; // Vertical slash: moves down only slash.update = function () { this.y += this.speed * this.direction; if (this.y > 2100) this.active = false; }; attackSlashes.push(slash); game.addChild(slash); }, 200); // Then, two fast horizontal slashes from both sides (sword swings) LK.setTimeout(function () { for (var i = 0; i < 2; i++) { var slash = new AttackSlash(); slash.y = 1700 + i * 200; slash.x = i === 0 ? 200 : 2048 - 200; slash.direction = slash.x < 1024 ? 1 : -1; slash.speed = 32 + Math.random() * 6; // Horizontal sword slash: moves horizontally only slash.update = function () { this.x += this.speed * this.direction; if (this.x < 0 || this.x > 2048) this.active = false; }; attackSlashes.push(slash); game.addChild(slash); } }, 700); // Then, a cross slash from a random corner (diagonal sword slash) LK.setTimeout(function () { var slash = new AttackSlash(); var fromLeft = Math.random() < 0.5; slash.x = fromLeft ? 200 : 2048 - 200; slash.y = 1500; slash.direction = fromLeft ? 1 : -1; slash.speed = 26 + Math.random() * 8; // Crosses diagonally slash.update = function () { this.x += this.speed * this.direction; this.y += this.speed * 0.7; if (this.x < 0 || this.x > 2048 || this.y > 2200) this.active = false; }; attackSlashes.push(slash); game.addChild(slash); }, 1100); break; case "Salamandra": // Rapid fire slashes, more frequent attackDuration = 80; LK.setTimeout(function () { for (var i = 0; i < 3; 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 = 28 + Math.random() * 8; attackSlashes.push(slash); game.addChild(slash); }, i * 200); } }, 200); 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) { 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; // --- End of file ---
===================================================================
--- original.js
+++ change.js
@@ -560,16 +560,25 @@
// 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) ---
-// Now with clear button backgrounds, NO "ENTER" or "CLICK" label, tap only
+// Large, labeled, spaced out, tappable menu buttons with highlight feedback
var menuNames = ["Fight", "Act", "Item", "Mercy"];
for (var i = 0; i < 4; i++) {
var btn = new MenuButton();
btn.x = 524 + i * 350;
btn.y = 2732 - 500;
btn.setText(menuNames[i]);
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);
menuButtons.push(btn);
game.addChild(btn);
}
menuButtons[0].setHighlight(true);
@@ -580,8 +589,17 @@
btn.x = 524 + i * 500;
btn.y = 2732 - 500;
btn.setText(actNames[i]);
btn.visible = false;
+ // Add tap highlight feedback
+ (function (b) {
+ b.down = function () {
+ b.setHighlight(true);
+ };
+ b.up = function () {
+ b.setHighlight(false);
+ };
+ })(btn);
actButtons.push(btn);
game.addChild(btn);
}
actButtons[0].setHighlight(true);
@@ -592,8 +610,17 @@
btn.x = 524 + i % 3 * 500;
btn.y = 2732 - 500 - Math.floor(i / 3) * 160;
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);
@@ -735,8 +762,15 @@
window.leaveItemBoxBtn.x = 2048 / 2;
window.leaveItemBoxBtn.y = 2732 - 200;
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);
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