Code edit (1 edits merged)
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change les attaques de Karen du troisième combat /level pour aller avec les sons : unnacceptable, knowmyrights, justice attack et totalrefund
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les attaques du kid doivent play les sounds correspondants
Code edit (1 edits merged)
Please save this source code
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ok change les attaques du kid pour utiliser les assets sounds : ignoring, okboomer, affraidofaballon, viralontiktok
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make the victory sound a bit delay when defeating ennemies because its playing same time as the action ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Import of sound asset
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add gettinghurt sound to faking getting hurt, callpolice to call the police, talktoparents to Talk to Parents et privateproperty to Private Property
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les attaques sont toujours celles du level 1 pourquoi ?
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change karen attack in level 2 for "call the police" "talk to parents" "faking getting hurt" "private property"
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add whatareyoudoing asset and play it on the starting of the second level
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add excuseme sound and play it when starting the first level
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Modify BattleButton to ensure all buttons have the same size and not scaling down on press
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enlève la mention ennemy uses et karen uses de la message box lors des attaques
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the sound should be played when the ennemy attack
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add the sound to the employee attack
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let more time for read the message box when attacking and getting attack
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remove the damage message from the message box whenn player or ennemy attack
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when player replay after the win it should restart from level 1
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remove the level info and the score of the player screen, also remove totally the scor system
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lorsque karen combat le neighbourhood kid c'est le level2 et doit enclencher le background 2
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les boutons d'actions ne doivent pas rétrécir une fois utilisé
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adapte la taille de la message box pour que le texte ne dépasse pas lors des longs messages
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add the sound to fast food employee attack : securityplease, complainform, istherecarin, misscalmown
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make the start game button lower
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
currentLevel: 1,
highestLevel: 1
});
/****
* Classes
****/
var AttackMenu = Container.expand(function (karen) {
var self = Container.call(this);
self.visible = false;
self.buttons = [];
// Back button
self.backButton = new BattleButton("Back", 0, 120, 'defendButton');
self.backButton.onSelect = function () {
self.hide();
battleUI.showMainMenu();
};
self.addChild(self.backButton);
self.showAttacks = function () {
// Clear old attack buttons
for (var i = 0; i < self.buttons.length; i++) {
self.removeChild(self.buttons[i]);
}
self.buttons = [];
// Create new attack buttons
for (var i = 0; i < karen.attacks.length; i++) {
var attack = karen.attacks[i];
var yPos = -150 + i * 80;
var btn = new BattleButton(attack.name, 0, yPos, attack.special ? 'specialButton' : 'attackButton');
btn.attackIndex = i;
btn.onSelect = function () {
self.hide();
battleSystem.executePlayerTurn(karen.getAttack(this.attackIndex));
};
self.addChild(btn);
self.buttons.push(btn);
}
self.visible = true;
};
self.hide = function () {
self.visible = false;
};
return self;
});
var BattleButton = Container.expand(function (text, x, y, color) {
var self = Container.call(this);
self.button = self.attachAsset(color || 'attackButton', {
anchorX: 0.5,
anchorY: 0.5
});
self.text = new Text2(text, {
size: 40,
fill: 0xFFFFFF,
font: "Impact"
});
self.text.anchor.set(0.5, 0.5);
self.addChild(self.text);
self.x = x;
self.y = y;
self.setEnabled = function (enabled) {
self.alpha = enabled ? 1.0 : 0.5;
self.enabled = enabled;
};
// Store original scale values when button is created
self.originalScaleX = self.scale.x;
self.originalScaleY = self.scale.y;
self.down = function (x, y, obj) {
if (!self.enabled) {
return;
}
tween(self, {
scaleX: self.originalScaleX * 0.9,
scaleY: self.originalScaleY * 0.9
}, {
duration: 100
});
};
self.up = function (x, y, obj) {
if (!self.enabled) {
return;
}
// Store original scale values if they don't exist yet
if (!self.originalScaleX) {
self.originalScaleX = self.scale.x;
self.originalScaleY = self.scale.y;
}
tween(self, {
scaleX: self.originalScaleX,
scaleY: self.originalScaleY
}, {
duration: 100
});
if (self.onSelect) {
self.onSelect();
}
};
self.setEnabled(true);
return self;
});
var BattleSystem = Container.expand(function () {
var self = Container.call(this);
// Remove existing background if it exists
if (self.battleBackground) {
self.removeChild(self.battleBackground);
}
// Set background based on current level
if (self.currentLevel === 1 || storage.currentLevel === 1) {
self.battleBackground = self.attachAsset('battleBackground', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 0,
scaleX: 1.2,
scaleY: 1.2
});
} else if (self.currentLevel === 2 || storage.currentLevel === 2) {
self.battleBackground = self.attachAsset('battlebackground2', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 0,
scaleX: 2.0,
scaleY: 1.6
});
} else {
self.battleBackground = self.attachAsset('battlebackground3', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 0,
scaleX: 3.4,
scaleY: 2.0
});
}
self.currentEnemy = null;
self.karen = null;
self.currentLevel = storage.currentLevel || 1;
self.playerTurn = true;
self.gameOver = false;
self.startBattle = function (level) {
// Clean up previous battle if exists
if (self.karen) {
self.removeChild(self.karen);
}
if (self.currentEnemy) {
self.removeChild(self.currentEnemy);
}
// Reset state
self.playerTurn = true;
self.gameOver = false;
// Set current level
self.currentLevel = level;
// Update background for the new level
if (self.battleBackground) {
self.removeChild(self.battleBackground);
}
if (level === 1) {
self.battleBackground = self.attachAsset('battleBackground', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 0,
scaleX: 1.2,
scaleY: 1.2
});
} else if (level === 2) {
self.battleBackground = self.attachAsset('battlebackground2', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 0,
scaleX: 2.0,
scaleY: 1.6
});
} else {
self.battleBackground = self.attachAsset('battlebackground3', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 0,
scaleX: 3.4,
scaleY: 2.0
});
}
self.addChild(self.battleBackground);
// Create karen
self.karen = new Karen();
self.karen.x = -500;
self.karen.y = 0;
self.addChild(self.karen);
// Create enemy based on level
var enemyType;
if (level === 1) {
enemyType = "employee";
} else if (level === 2) {
enemyType = "kid";
} else {
enemyType = "manager";
}
self.currentEnemy = new Enemy(enemyType);
self.currentEnemy.x = 500;
self.currentEnemy.y = 0;
self.addChild(self.currentEnemy);
// Update UI
battleUI.setMessage("A wild " + self.currentEnemy.name + " appears!");
// Wait a moment then show "What will Karen do?"
LK.setTimeout(function () {
battleUI.setMessage("What will Karen do?");
}, 2000);
battleUI.enableButtons(true);
battleUI.showMainMenu();
// Play battle music
LK.playMusic('battleMusic');
};
self.executePlayerTurn = function (attack) {
if (!self.playerTurn || self.gameOver) {
return;
}
// Disable buttons during animation
battleUI.enableButtons(false);
// Show attack message
battleUI.setMessage("Karen uses " + attack.name + "! " + (attack.description ? attack.description : ""));
// Play attack sound
if (attack.name === "Demand Manager") {
LK.getSound('askmanager').play();
} else if (attack.name === "I know the owner !!") {
LK.getSound('knowtheowner').play();
} else if (attack.name === "Write a 1 star review !") {
LK.getSound('writingreview').play();
} else if (attack.name === "Your salary") {
LK.getSound('payyoursalary').play();
} else if (attack.name === "Security Please") {
LK.getSound('securityplease').play();
} else if (attack.name === "Complaint Form") {
LK.getSound('complainform').play();
} else if (attack.name === "Is there a Carin") {
LK.getSound('istherecarin').play();
} else if (attack.name === "Miss Calm Down") {
LK.getSound('misscalmdown').play();
} else {
LK.getSound(attack.special ? 'special' : 'attack').play();
}
// Animate karen
tween(self.karen, {
x: -300
}, {
duration: 300,
onFinish: function onFinish() {
tween(self.karen, {
x: -500
}, {
duration: 300
});
}
});
// Deal damage after animation delay
LK.setTimeout(function () {
var damage = attack.damage;
if (attack.special) {
damage = Math.floor(damage * 1.5);
}
var actualDamage = self.currentEnemy.takeDamage(damage);
battleUI.setMessage("Dealt " + actualDamage + " damage!");
// Check if enemy is defeated
if (self.currentEnemy.health <= 0) {
self.enemyDefeated();
} else {
// Switch to enemy turn after delay
LK.setTimeout(function () {
self.playerTurn = false;
self.enemyTurn();
}, 1000);
}
}, 600);
};
self.playerDefend = function () {
if (!self.playerTurn || self.gameOver) {
return;
}
// Disable buttons during animation
battleUI.enableButtons(false);
// Show defend message
battleUI.setMessage("Karen prepares to defend!");
// Play defend sound
LK.getSound('defend').play();
// Set defend flag
self.karen.defend();
// Visual feedback
tween(self.karen.visual, {
alpha: 0.7
}, {
duration: 300,
onFinish: function onFinish() {
tween(self.karen.visual, {
alpha: 1
}, {
duration: 300
});
}
});
// Switch to enemy turn after delay
LK.setTimeout(function () {
self.playerTurn = false;
self.enemyTurn();
}, 1000);
};
self.playerSpecial = function () {
if (!self.playerTurn || self.gameOver) {
return;
}
// This is a special version of playerTurn for the "Speak to Manager" button
// It will use the first special attack found
for (var i = 0; i < self.karen.attacks.length; i++) {
if (self.karen.attacks[i].special) {
self.playerTurn(self.karen.attacks[i]);
break;
}
}
};
self.enemyTurn = function () {
if (self.playerTurn || self.gameOver) {
return;
}
// Get enemy action
var action = self.currentEnemy.chooseAction();
// Show action message
battleUI.setMessage(action.text);
// Animate enemy
tween(self.currentEnemy, {
x: 300
}, {
duration: 300,
onFinish: function onFinish() {
tween(self.currentEnemy, {
x: 500
}, {
duration: 300
});
}
});
// Process action after animation delay
LK.setTimeout(function () {
if (action.type === "attack") {
// Play attack sound
LK.getSound('attack').play();
// Deal damage
var damage = action.attack.damage;
var actualDamage = self.karen.takeDamage(damage);
battleUI.setMessage("You took " + actualDamage + " damage!");
// Check if player is defeated
if (self.karen.health <= 0) {
self.playerDefeated();
} else {
// Switch to player turn after delay
LK.setTimeout(function () {
self.playerTurn = true;
battleUI.setMessage("What will Karen do?");
battleUI.enableButtons(true);
battleUI.showMainMenu();
}, 1000);
}
} else if (action.type === "defend") {
// Play defend sound
LK.getSound('defend').play();
// Visual feedback
tween(self.currentEnemy.visual, {
alpha: 0.7
}, {
duration: 300,
onFinish: function onFinish() {
tween(self.currentEnemy.visual, {
alpha: 1
}, {
duration: 300
});
}
});
// Switch to player turn after delay
LK.setTimeout(function () {
self.playerTurn = true;
battleUI.setMessage("What will Karen do?");
battleUI.enableButtons(true);
battleUI.showMainMenu();
}, 1000);
}
}, 600);
};
self.enemyDefeated = function () {
self.gameOver = true;
// Play victory sound
LK.getSound('victory').play();
// Show victory message
battleUI.setMessage(self.currentEnemy.name + " has been defeated!");
// Score system removed
LK.setTimeout(function () {
battleUI.setMessage("You won!");
// Progress to next level if not on final level
if (self.currentLevel < 3) {
self.currentLevel++;
storage.currentLevel = self.currentLevel;
if (self.currentLevel > storage.highestLevel) {
storage.highestLevel = self.currentLevel;
}
// Start next battle after delay
LK.setTimeout(function () {
self.startBattle(self.currentLevel);
}, 2000);
} else {
// Game completed
LK.setTimeout(function () {
battleUI.setMessage("Congratulations! You've defeated everyone!");
LK.setTimeout(function () {
// Reset to level 1 for next game
self.currentLevel = 1;
storage.currentLevel = 1;
LK.showYouWin();
}, 2000);
}, 2000);
}
}, 2000);
};
self.playerDefeated = function () {
self.gameOver = true;
// Play defeat sound
LK.getSound('defeat').play();
// Show defeat message
battleUI.setMessage("Karen has been defeated!");
// Reset to level 1
self.currentLevel = 1;
storage.currentLevel = 1;
// Show game over after delay
LK.setTimeout(function () {
LK.showGameOver();
}, 2000);
};
return self;
});
var BattleUI = Container.expand(function () {
var self = Container.call(this);
// Battle message text
self.messageText = new Text2("", {
size: 40,
fill: 0xFFFFFF,
font: "Impact"
});
self.messageText.anchor.set(0.5, 0);
self.messageText.x = 0;
self.messageText.y = -200;
self.addChild(self.messageText);
// Karen's attack buttons
var karenMoves = [{
name: "Demand Manager",
damage: 20,
defense: 0,
description: "Karen demanded to see the manager!"
}, {
name: "I know the owner !!",
damage: 25,
defense: 0,
description: "Karen claims to know the owner!"
}, {
name: "Write a 1 star review !",
damage: 30,
defense: 0,
description: "Karen threatened a bad review!"
}, {
name: "Your salary",
damage: 35,
defense: 0,
description: "Karen threatened about employee's salary!"
}];
self.attackButton1 = new BattleButton(karenMoves[0].name, -600, -80);
self.attackButton1.attackData = karenMoves[0];
self.attackButton1.scale.set(1.5, 1.5); // Increase button size
self.attackButton1.onSelect = function () {
self.hideMainMenu();
battleSystem.executePlayerTurn(this.attackData);
};
self.addChild(self.attackButton1);
self.attackButton2 = new BattleButton(karenMoves[1].name, -600, 80);
self.attackButton2.attackData = karenMoves[1];
self.attackButton2.scale.set(1.5, 1.5); // Increase button size
self.attackButton2.onSelect = function () {
self.hideMainMenu();
battleSystem.executePlayerTurn(this.attackData);
};
self.addChild(self.attackButton2);
self.attackButton3 = new BattleButton(karenMoves[2].name, 600, -80, 'attackButton');
self.attackButton3.attackData = karenMoves[2];
self.attackButton3.scale.set(1.5, 1.5); // Increase button size
self.attackButton3.onSelect = function () {
self.hideMainMenu();
battleSystem.executePlayerTurn(this.attackData);
};
self.addChild(self.attackButton3);
self.attackButton4 = new BattleButton(karenMoves[3].name, 600, 80, 'attackButton');
self.attackButton4.attackData = karenMoves[3];
self.attackButton4.scale.set(1.5, 1.5); // Increase button size
self.attackButton4.onSelect = function () {
self.hideMainMenu();
battleSystem.executePlayerTurn(this.attackData);
};
self.addChild(self.attackButton4);
self.setMessage = function (message) {
// Use only the message box for displaying messages
if (messageBox) {
messageBox.setMessage(message);
messageBox.show();
}
};
self.enableButtons = function (enabled) {
self.attackButton1.setEnabled(enabled);
self.attackButton2.setEnabled(enabled);
self.attackButton3.setEnabled(enabled);
self.attackButton4.setEnabled(enabled);
};
self.hideMainMenu = function () {
self.attackButton1.visible = false;
self.attackButton2.visible = false;
self.attackButton3.visible = false;
self.attackButton4.visible = false;
};
self.showMainMenu = function () {
self.attackButton1.visible = true;
self.attackButton2.visible = true;
self.attackButton3.visible = true;
self.attackButton4.visible = true;
};
return self;
});
var Character = Container.expand(function (name, maxHealth, attacks) {
var self = Container.call(this);
self.name = name;
self.maxHealth = maxHealth;
self.health = maxHealth;
self.attacks = attacks || [];
self.isDefending = false;
// Create visual representation
self.visual = null;
self.takeDamage = function (amount) {
if (self.isDefending) {
amount = Math.floor(amount / 2);
self.isDefending = false;
}
self.health = Math.max(0, self.health - amount);
// Visual feedback
var damageEffect = LK.getAsset('damageEffect', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 0,
alpha: 0.7
});
self.addChild(damageEffect);
tween(damageEffect, {
alpha: 0
}, {
duration: 500,
onFinish: function onFinish() {
damageEffect.destroy();
}
});
// Update health bar if exists
if (self.healthBar) {
self.updateHealthBar();
}
LK.getSound('hit').play();
return amount;
};
self.defend = function () {
self.isDefending = true;
LK.getSound('defend').play();
return "defending";
};
self.heal = function (amount) {
self.health = Math.min(self.maxHealth, self.health + amount);
// Update health bar if exists
if (self.healthBar) {
self.updateHealthBar();
}
return amount;
};
self.getAttack = function (index) {
return self.attacks[index];
};
self.createHealthBar = function () {
// Create health bar background
self.healthBarBg = LK.getAsset('healthBarBackground', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 300
});
self.addChild(self.healthBarBg);
// Create health bar
self.healthBar = LK.getAsset('healthBar', {
anchorX: 0,
anchorY: 0.5,
x: -200,
y: 300
});
self.addChild(self.healthBar);
// Create health text
self.healthText = new Text2(self.health + "/" + self.maxHealth, {
size: 30,
fill: 0xFFFFFF,
font: "Impact"
});
self.healthText.anchor.set(0.5, 0.5);
self.healthText.x = 0;
self.healthText.y = 300;
self.addChild(self.healthText);
// Create name text
self.nameText = new Text2(self.name, {
size: 40,
fill: 0xFFFFFF,
font: "Impact"
});
self.nameText.anchor.set(0.5, 0.5);
self.nameText.x = 0;
self.nameText.y = 380;
self.addChild(self.nameText);
};
self.updateHealthBar = function () {
var healthPercent = self.health / self.maxHealth;
self.healthBar.width = 400 * healthPercent;
self.healthText.setText(self.health + "/" + self.maxHealth);
};
return self;
});
var Karen = Character.expand(function () {
var self = Character.call(this, "Karen", 100, [{
name: "Demand Manager",
damage: 20,
description: "Karen demanded to see the manager!"
}, {
name: "I know the owner !!",
damage: 25,
description: "Karen claims to know the owner!"
}, {
name: "Write a 1 star review !",
damage: 30,
description: "Karen threatened a bad review!"
}, {
name: "Your salary",
damage: 35,
description: "Karen threatened about employee's salary!"
}]);
self.visual = self.attachAsset('karen', {
anchorX: 0.5,
anchorY: 0.5
});
self.createHealthBar();
return self;
});
var Enemy = Character.expand(function (type) {
var self = Character.call(this);
if (type === "employee") {
self = Character.call(this, "Fast Food Employee", 100, [{
name: "Is there a Carin",
damage: 0,
defense: 15,
description: "Asked if there is another Karen named Carin!"
}, {
name: "Security Please",
damage: 30,
defense: 0,
description: "Called security for assistance!"
}, {
name: "Miss Calm Down",
damage: 15,
defense: 5,
description: "Asked Karen to please calm down..."
}, {
name: "Complaint Form",
damage: 25,
defense: 0,
description: "Offered a formal complaint form to fill."
}]);
self.visual = self.attachAsset('employee', {
anchorX: 0.5,
anchorY: 0.5
});
} else if (type === "kid") {
self = Character.call(this, "Neighborhood Kid", 100, [{
name: "Ignore",
damage: 15,
description: "Completely ignore Karen's existence"
}, {
name: "Skateboard Trick",
damage: 25,
description: "Do a kickflip right in front of Karen"
}, {
name: "Ok Boomer",
damage: 35,
special: true,
description: "The ultimate generational comeback"
}]);
self.visual = self.attachAsset('kid', {
anchorX: 0.5,
anchorY: 0.5
});
} else if (type === "manager") {
self = Character.call(this, "The Manager", 120, [{
name: "Corporate Policy",
damage: 20,
description: "Cite the actual written policy"
}, {
name: "Security Call",
damage: 30,
description: "Threaten to call security"
}, {
name: "Lifetime Ban",
damage: 40,
special: true,
description: "Ban Karen from the premises forever"
}, {
name: "Record Incident",
damage: 25,
description: "Start recording Karen with phone"
}]);
self.visual = self.attachAsset('manager', {
anchorX: 0.5,
anchorY: 0.5
});
}
self.createHealthBar();
self.chooseAction = function () {
// Simple AI - randomly choose an attack or defend
var rand = Math.random();
if (self.health < self.maxHealth * 0.3 && rand < 0.3) {
return {
type: "defend",
text: self.name + " prepares to defend!"
};
}
// Choose a random attack
var attackIndex = Math.floor(Math.random() * self.attacks.length);
var attack = self.attacks[attackIndex];
return {
type: "attack",
attack: attack,
text: self.name + " uses " + attack.name + "! " + (attack.description ? attack.description : "")
};
};
return self;
});
var MainMenu = Container.expand(function () {
var self = Container.call(this);
// Add menu background
self.background = self.attachAsset('menubackground', {
anchorX: 0.5,
anchorY: 0.5
});
// Remove title and subtitle text for cleaner look
// Start Button - bigger and lower on screen
self.startButton = new BattleButton("Start Game", 0, 500, 'attackButton');
self.startButton.scale.set(2.0, 2.0); // Make button significantly bigger
self.startButton.onSelect = function () {
self.onStartGame();
};
self.addChild(self.startButton);
// Level select if player has unlocked additional levels
self.levelButtons = [];
self.updateLevelButtons = function () {
// Clear existing buttons
for (var i = 0; i < self.levelButtons.length; i++) {
self.removeChild(self.levelButtons[i]);
}
self.levelButtons = [];
// Empty function now - no level selection
};
// Default handler, will be overridden
self.onStartGame = function () {
console.log("Start game handler not set");
};
return self;
});
var MessageBox = Container.expand(function () {
var self = Container.call(this);
// Create message box background
self.background = new Container();
self.addChild(self.background);
// Create a semi-transparent black background
var bg = LK.getAsset('healthBarBackground', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 0,
alpha: 0.8
});
bg.width = 1800;
bg.height = 250;
self.background.addChild(bg);
// Create message text
self.messageText = new Text2("", {
size: 60,
fill: 0xFFFFFF,
font: "Impact"
});
self.messageText.anchor.set(0.5, 0.5);
self.addChild(self.messageText);
// Set message function
self.setMessage = function (message) {
self.messageText.setText(message);
};
// Show animation
self.show = function () {
self.visible = true;
self.alpha = 0;
tween(self, {
alpha: 1
}, {
duration: 300
});
};
// Hide animation
self.hide = function () {
tween(self, {
alpha: 0
}, {
duration: 300,
onFinish: function onFinish() {
self.visible = false;
}
});
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x222222
});
/****
* Game Code
****/
// Setup game state variables
var gameState = "menu"; // Can be "menu" or "battle"
var battleSystem, battleUI, attackMenu, messageBox;
// Create main menu
var mainMenu = new MainMenu();
mainMenu.x = 2048 / 2;
mainMenu.y = 2732 / 2;
game.addChild(mainMenu);
// Initialize menu level buttons based on storage data
mainMenu.updateLevelButtons();
// Handle starting the game from menu
mainMenu.onStartGame = function () {
// Hide menu
mainMenu.visible = false;
// Change state
gameState = "battle";
// Create battle elements if they don't exist
if (!battleSystem) {
// Create main battle system
battleSystem = new BattleSystem();
battleSystem.x = 2048 / 2;
battleSystem.y = 2732 / 2;
game.addChild(battleSystem);
// Create UI
battleUI = new BattleUI();
battleUI.x = 2048 / 2;
battleUI.y = 2732 - 300;
game.addChild(battleUI);
// Create attack menu initially with null karen parameter
attackMenu = new AttackMenu(null);
attackMenu.x = 2048 / 2;
attackMenu.y = 2732 - 300;
game.addChild(attackMenu);
// Create message box
messageBox = new MessageBox();
messageBox.x = 2048 / 2;
messageBox.y = 2732 / 2 - 650; // Position higher above characters
game.addChild(messageBox);
// Level text removed
// Scoreboard removed
} else {
// Make battle elements visible again
battleSystem.visible = true;
battleUI.visible = true;
attackMenu.visible = false;
messageBox.visible = true;
}
// Karen now uses direct attack buttons
// Start the game with appropriate level
battleSystem.startBattle(battleSystem.currentLevel);
// Start the background music
LK.playMusic('battleMusic');
};
// Game update function
game.update = function () {
// Score system removed
}; ===================================================================
--- original.js
+++ change.js
@@ -414,8 +414,11 @@
// Game completed
LK.setTimeout(function () {
battleUI.setMessage("Congratulations! You've defeated everyone!");
LK.setTimeout(function () {
+ // Reset to level 1 for next game
+ self.currentLevel = 1;
+ storage.currentLevel = 1;
LK.showYouWin();
}, 2000);
}, 2000);
}
karen a white blonde woman from the meme "karen" screaming and point her finger to the right. Single Game Texture. In-Game asset. 2d. High contrast. No shadows
kid with a ball Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
fast food employee. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
insde manager office. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
manager character upper body part. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
excuseme
Sound effect
writingreview
Sound effect
unacceptable
Sound effect
askmanager
Sound effect
payyoursalary
Sound effect
knowmyrights
Sound effect
knowtheowner
Sound effect
securityplease
Sound effect
istherecarin
Sound effect
misscalmdown
Sound effect
complainform
Sound effect
whatareyoudoing
Sound effect
police
Sound effect
talktoparents
Sound effect
privateproperty
Sound effect
gettinghurt
Sound effect
victory
Sound effect
ignoring
Sound effect
okboomer
Sound effect
viralontiktok
Sound effect
affraidofaballoon
Sound effect
protocol
Sound effect
giveananswer
Sound effect
therules
Sound effect
justiceattack
Sound effect
incompetent
Sound effect
totalrefund
Sound effect
notmyproblem
Sound effect
knwowhoiam
Sound effect
jingleremix
Music
gtasound
Music
office
Music