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make every bosses own attack and make it attentive
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add 10 bosses or more and make them own dialagoes
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dont make *froggle atack* make every characthers own dialagoues
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there is croaknight:froggle is furious! this is typo fix it croaknight is not froggle
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there is just 2 heart make it 1
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make the typos fix
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undo
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make move button moveable with that fight act item and mercy buttons
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add 1 joystick too to start of the game
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make game more long
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Put the virtual joystick directly below the player’s heart (soul) sprite on the screen. It should always stay centered and responsive, so the player can move smoothly during enemy attacks. Right now, the UI feels like it’s falling apart — everything’s floating in random places like a busted mess. Fix the layout so that it’s clean, balanced, and locked in place. No more wobbly, disconnected bullshit. This game should feel tight and deliberate, like a real fight — not some amateur spaghetti code. Center the joystick, keep it stable, and make sure it doesn’t slide around or bug out. Clean it up. Lock it in. Make it solid.
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Listen — stop trying to make the game use the mouse. Mouse controls suck for this. It’s slow, clunky, and annoying as hell. EVERYTHING — and I mean EVERY. FUCKING. THING. — should be controlled with the virtual joystick and on-screen buttons. No clicking, no hovering, no pointing — NONE of that crap. Delete anything that needs the Enter key or mouse input. I don’t want to see a single “Enter” label or have to click anything to play. This game needs to feel clean, responsive, and actually fun to play — not like I’m wrestling with a goddamn UI from 2005. So fix it, and do it right. No mouse. No Enter. Just joystick and button taps. Got it? Good. Now get to work.
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The current combat system is hard to interact with using just the mouse. Clicking on text-based options like “Fight”, “Act”, “Item”, and “Mercy” every time is slow and frustrating — especially during tense moments. To fix this, I want you to add clear, clickable buttons above or around each of those options. Each button should look like a real UI button, not just text. Also, please add a small label (like “ENTER” or “CLICK”) on each button so it's obvious that the player can just press it. This will make it more intuitive and easier to play, especially for users who don’t want to use a keyboard. On top of that, add a virtual joystick (like a circle pad) on the screen that lets the player dodge enemy attacks during the enemy phase — similar to the bullet-dodging sections in Undertale. Everything should be optimized for mouse or touch controls, so it's smooth and responsive even without a keyboard.
User prompt
The current combat system is hard to interact with using just the mouse. Clicking on text-based options like “Fight”, “Act”, “Item”, and “Mercy” every time is slow and frustrating — especially during tense moments. To fix this, I want you to add clear, clickable buttons above or around each of those options. Each button should look like a real UI button, not just text. Also, please add a small label (like “ENTER” or “CLICK”) on each button so it's obvious that the player can just press it. This will make it more intuitive and easier to play, especially for users who don’t want to use a keyboard. On top of that, add a virtual joystick (like a circle pad) on the screen that lets the player dodge enemy attacks during the enemy phase — similar to the bullet-dodging sections in Undertale. Everything should be optimized for mouse or touch controls, so it's smooth and responsive even without a keyboard.
User prompt
Make the combat interface easy to use. Add on-screen buttons for the “Fight”, “Act”, “Item”, and “Mercy” options, so the player can simply tap them instead of using keyboard keys. Also, add a virtual joystick that allows the player to move and dodge incoming enemy projectiles during the enemy's turn — just like in Undertale’s bullet-dodging system.
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add enter buttons on that buttons
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make fight act item mercy buttons touchable
Code edit (1 edits merged)
Please save this source code
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Heartstrings: Echoes of the Underworld
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I want you to create a game inspired by Undertale. It should have a similar atmosphere, story-driven mechanics, and emotional depth. The gameplay should include turn-based combat with options like "Fight", "Act", "Item", and "Mercy", and every choice should affect the story and endings. The art style can be pixel-based, and the characters should be original but feel like they belong in the Undertale universe. I want it to have multiple endings, secrets, and a moral system that responds to the player's actions. Start by outlining the game concept: setting, main character, gameplay loop, and tone. Then you can move on to designing characters, writing sample dialogue, and building story branches. Make sure it captures the heart and soul of Undertale without directly copying it.
/**** * 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); var monster = self.attachAsset('monster1', { anchorX: 0.5, anchorY: 0.5 }); self.hp = 12; self.maxHp = 12; self.name = "Froggle"; self.state = "neutral"; // can be "neutral", "spared", "angry" self.dialogue = ["Ribbit... A human? Down here?", "Froggle seems nervous.", "Froggle croaks softly.", "Froggle is watching you closely."]; 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 ****/ // Mercy yellow // Dialogue box // Button highlight // Button backgrounds // Heart (player soul in battle) // Attack indicator (red slash) // Enemy monster (first encounter, "Froggit" inspired, but original) // Main character (the "child") // --- Game State --- var STATE = { STORY: 0, BATTLE_INTRO: 1, BATTLE_MENU: 2, BATTLE_ACT: 3, BATTLE_ATTACK: 4, BATTLE_DODGE: 5, BATTLE_RESULT: 6, ENDING: 7 }; var gameState = STATE.STORY; // --- Main variables --- var hero, heart, dialogueBox; var monsters = []; var currentMonsterIndex = 0; var monster = null; var menuButtons = []; var selectedMenu = 0; var actButtons = []; var selectedAct = 0; var mercyAvailable = false; var playerHP = 20; var playerMaxHP = 20; var playerInventory = [{ name: "Candy", heal: 10, qty: 1 }]; var selectedItem = 0; 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; // 2. Hopster var m2 = new Monster(); m2.x = 2048 / 2; m2.y = 900; m2.hp = 18; m2.maxHp = 18; m2.name = "Hopster"; m2.state = "neutral"; m2.dialogue = ["Hopster bounces in!", "Hopster looks at you with big eyes.", "Hopster is ready to pounce.", "Hopster wiggles its ears."]; m2.dialogueIndex = 0; // 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; // 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; // 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; // 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; // 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; // 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; // 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; // 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; // 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; // 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; 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: 20/20", { 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); // --- 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); // --- Heart (player soul in battle) --- heart = new Heart(); heart.x = 2048 / 2; heart.y = 1800; heart.visible = false; game.addChild(heart); // --- Menu buttons (Fight, Act, Item, Mercy) --- // Now with clear button backgrounds, NO "ENTER" or "CLICK" label, tap only 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; menuButtons.push(btn); game.addChild(btn); } menuButtons[0].setHighlight(true); // --- Act buttons (contextual) --- var actNames = ["Check", "Compliment", "Threaten"]; for (var i = 0; i < 3; i++) { var btn = new MenuButton(); btn.x = 524 + i * 500; btn.y = 2732 - 500; btn.setText(actNames[i]); btn.visible = false; actButtons.push(btn); game.addChild(btn); } actButtons[0].setHighlight(true); // --- Item buttons (contextual) --- for (var i = 0; i < 2; i++) { var btn = new MenuButton(); btn.x = 524 + i * 500; btn.y = 2732 - 500; btn.setText(''); btn.visible = false; 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++; // 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; game.addChild(monster); }, 1200); } if (storyStep === 5 && currentMonsterIndex === 1) { LK.setTimeout(function () { currentMonsterIndex = 2; monster.visible = false; monster = monsters[currentMonsterIndex]; monster.visible = false; game.addChild(monster); }, 1200); } } else { // 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()); mercyButton.bg.visible = !mercyAvailable; if (mercyAvailable) { 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; for (var i = 0; i < itemButtons.length; i++) { var item = playerInventory[i]; if (item && item.qty > 0) { itemButtons[i].setText(item.name + " (" + item.qty + ")"); itemButtons[i].visible = true; itemButtons[i].setHighlight(i === selectedItem); } else { itemButtons[i].visible = 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; } // --- 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; game.addChild(monster); // 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) { 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; } } } } // --- 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; 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 (mercyAvailable) { hideAllMenus(); 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 Froggle isn't ready."); LK.setTimeout(function () { showBattleMenu(); }, 900); } } } // --- Act option selection --- function selectActOption(idx) { hideAllMenus(); if (idx === 0) { // Check dialogueBox.setText(monster.name + " - ATK 4 DEF 2\nA nervous little monster."); LK.setTimeout(function () { showBattleMenu(); }, 1200); } else if (idx === 1) { // Compliment dialogueBox.setText("You compliment " + monster.name + ".\n" + monster.name + " blushes."); monster.state = "neutral"; mercyAvailable = true; LK.setTimeout(function () { showBattleMenu(); }, 1200); } else if (idx === 2) { // Threaten dialogueBox.setText("You threaten " + monster.name + ".\n" + monster.name + " looks scared."); monster.state = "angry"; mercyAvailable = false; LK.setTimeout(function () { showBattleMenu(); }, 1200); } } // --- Item option selection --- function selectItemOption(idx) { var item = playerInventory[idx]; if (item && item.qty > 0) { playerHP += item.heal; if (playerHP > playerMaxHP) playerHP = playerMaxHP; item.qty--; updateHPText(); dialogueBox.setText("You used " + item.name + ".\nRecovered " + item.heal + " HP!"); LK.setTimeout(function () { showBattleMenu(); }, 1200); } } // --- Enemy attack phase --- function startEnemyAttack() { hideAllMenus(); // Show unique, attentive attack dialogue for each monster var attackDialogue = ""; if (monster.name === "Froggle") { attackDialogue = "Froggle leaps at you, eyes wide with fear and determination!"; } else if (monster.name === "Hopster") { attackDialogue = "Hopster springs high, aiming to land right on your head!"; } else if (monster.name === "Croaknight") { attackDialogue = "Croaknight raises its shimmering blade and charges with a knightly roar!"; } else if (monster.name === "Salamandra") { attackDialogue = "Salamandra inhales deeply and unleashes a swirling stream of fire!"; } else if (monster.name === "Turtloid") { attackDialogue = "Turtloid tucks into its shell and spins toward you like a living boulder!"; } else if (monster.name === "Mothmire") { attackDialogue = "Mothmire flutters above, scattering a cloud of dazzling, stinging dust!"; } else if (monster.name === "Spindle") { attackDialogue = "Spindle scuttles quickly, launching sticky webs to trap your movements!"; } else if (monster.name === "Barkbark") { attackDialogue = "Barkbark dashes in circles, barking loudly and trying to trip you up!"; } else if (monster.name === "Glimmerbug") { attackDialogue = "Glimmerbug zips around, leaving a blinding trail of sparkling light!"; } else if (monster.name === "Thornet") { attackDialogue = "Thornet buzzes furiously, diving at you with its venomous stinger!"; } else if (monster.name === "Shadewisp") { attackDialogue = "Shadewisp melts into the shadows, then lashes out from the darkness!"; } else if (monster.name === "Queen Lily") { attackDialogue = "Queen Lily summons a swirling storm of razor-sharp petals your way!"; } else { attackDialogue = monster.name + " attacks fiercely!"; } dialogueBox.setText(attackDialogue); heart.visible = true; heart.x = 2048 / 2; heart.y = 1800; attackSlashes = []; attackTimer = 0; attackDuration = 90 + Math.floor(Math.random() * 30); gameState = STATE.BATTLE_DODGE; showJoystick(true); } // --- Endings --- function showEnding() { hideAllMenus(); heart.visible = false; monster.visible = false; dialogueBox.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('btn_bg', { 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('btn_hl', { 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; var minJoyY = baseY + 100; var maxJoyY = 2732 - joystick.radius - 40; 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.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 var moveSpeed = heart.speed; var moveX = dx / joystick.radius; var moveY = dy / joystick.radius; var minX = 524, maxX = 2048 - 524, minY = 1500, maxY = 2100; heart.x = clamp(heart.x + moveX * moveSpeed, minX, maxX); heart.y = clamp(heart.y + moveY * moveSpeed, minY, maxY); } } }; // --- Main update loop --- game.update = function () { // Heart update if (gameState === STATE.BATTLE_DODGE) { // Keep joystick locked below the heart every frame var heartCenterX = heart.x; var heartBottomY = heart.y + heart.height / 2; var joystickOffset = 120 + joystick.radius; var joyX = heartCenterX; var joyY = heartBottomY + joystickOffset; var minJoyY = heart.y + 100; var maxJoyY = 2732 - joystick.radius - 40; 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(); slash.y = 1600 + Math.random() * 400; 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
@@ -649,36 +649,36 @@
}
// --- Enemy attack phase ---
function startEnemyAttack() {
hideAllMenus();
- // Show unique attack dialogue for each monster
+ // Show unique, attentive attack dialogue for each monster
var attackDialogue = "";
if (monster.name === "Froggle") {
- attackDialogue = "Froggle leaps forward with a wild croak!";
+ attackDialogue = "Froggle leaps at you, eyes wide with fear and determination!";
} else if (monster.name === "Hopster") {
- attackDialogue = "Hopster springs high and tries to land on you!";
+ attackDialogue = "Hopster springs high, aiming to land right on your head!";
} else if (monster.name === "Croaknight") {
- attackDialogue = "Croaknight swings its mighty sword!";
+ attackDialogue = "Croaknight raises its shimmering blade and charges with a knightly roar!";
} else if (monster.name === "Salamandra") {
- attackDialogue = "Salamandra spits a stream of fire!";
+ attackDialogue = "Salamandra inhales deeply and unleashes a swirling stream of fire!";
} else if (monster.name === "Turtloid") {
- attackDialogue = "Turtloid spins rapidly, shell first!";
+ attackDialogue = "Turtloid tucks into its shell and spins toward you like a living boulder!";
} else if (monster.name === "Mothmire") {
- attackDialogue = "Mothmire scatters blinding dust!";
+ attackDialogue = "Mothmire flutters above, scattering a cloud of dazzling, stinging dust!";
} else if (monster.name === "Spindle") {
- attackDialogue = "Spindle launches sticky webs!";
+ attackDialogue = "Spindle scuttles quickly, launching sticky webs to trap your movements!";
} else if (monster.name === "Barkbark") {
- attackDialogue = "Barkbark charges with a playful bark!";
+ attackDialogue = "Barkbark dashes in circles, barking loudly and trying to trip you up!";
} else if (monster.name === "Glimmerbug") {
- attackDialogue = "Glimmerbug flashes a dazzling light!";
+ attackDialogue = "Glimmerbug zips around, leaving a blinding trail of sparkling light!";
} else if (monster.name === "Thornet") {
- attackDialogue = "Thornet dives with its sharp stinger!";
+ attackDialogue = "Thornet buzzes furiously, diving at you with its venomous stinger!";
} else if (monster.name === "Shadewisp") {
- attackDialogue = "Shadewisp engulfs the area in darkness!";
+ attackDialogue = "Shadewisp melts into the shadows, then lashes out from the darkness!";
} else if (monster.name === "Queen Lily") {
- attackDialogue = "Queen Lily summons a storm of petals!";
+ attackDialogue = "Queen Lily summons a swirling storm of razor-sharp petals your way!";
} else {
- attackDialogue = monster.name + " attacks!";
+ attackDialogue = monster.name + " attacks fiercely!";
}
dialogueBox.setText(attackDialogue);
heart.visible = true;
heart.x = 2048 / 2;
make chara from underatle. In-Game asset. 2d. High contrast. No shadows
make undertale heart. In-Game asset. 2d. High contrast. No shadows
make it undertale mercy button. In-Game asset. 2d. High contrast. No shadows
make sans bones. In-Game asset. 2d. High contrast. No shadows
make bones like undartale sans but just one bone. In-Game asset. 2d. High contrast. No shadows
black rectangle. In-Game asset. 2d. High contrast. No shadows
make funny thing. In-Game asset. 2d. High contrast. No shadows
asgore undeertale. In-Game asset. 2d. High contrast. No shadows
black rectangle. In-Game asset. 2d. High contrast. No shadows