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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'setText')' in or related to this line: 'skillOverlayTitle.setText(node.name); // Set the skill name' Line Number: 501
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'setText')' in or related to this line: 'skillOverlayTitle.setText(node.name); // Set the skill name' Line Number: 501
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'setText')' in or related to this line: 'skillOverlayTitle.setText(node.name); // Set the skill name' Line Number: 501
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Define a global skillOverlay container once, after menuContainer is created. Within the skillOverlay, create: A translucent background (like a box with alpha). A title Text2 for the skill name. A description Text2 for the skill details. A cancel button. A spend button. Initialize skillOverlay.visible = false; When a skill node is clicked: Set isDataSpikePopupActive = true; Update skillOverlay title and description text. Set skillOverlay.visible = true; On the cancel or spend button in skillOverlay: skillOverlay.visible = false; isDataSpikePopupActive = false; Example Code Changes: (Look for the section in your code where you handle skill nodes and create new popups. Remove or comment that out, and add the global overlay code as shown. Below is a representative code snippet—adjust positions, sizes, or variable names as needed based on your existing layout.) // Global variables var isDataSpikePopupActive = false; var skillOverlay; var skillOverlayTitle; var skillOverlayDescription; var skillOverlayCancelButton; var skillOverlaySpendButton; // After you've created menuContainer and other UI: skillOverlay = new Container(); skillOverlay.width = 2048; skillOverlay.height = 2732; skillOverlay.x = 0; skillOverlay.y = 0; // Translucent background for overlay var skillOverlayBg = LK.getAsset('box', { anchorX:0.5, anchorY:0.5, width:2048, height:2732, color:0x000000, alpha:0.5 }); skillOverlayBg.x = 2048/2; skillOverlayBg.y = 2732/2; skillOverlay.addChild(skillOverlayBg); // Title text for selected skill skillOverlayTitle = new Text2('', { size:120, fill:"#ffffff", fontWeight:"bold", fontFamily:"Techno, sans-serif", letterSpacing:2, stroke:"#00ffcc", strokeThickness:3 }); skillOverlayTitle.x = 2048/2; skillOverlayTitle.y = 2732/2 + 150; skillOverlayTitle.anchor.set(0.5,0.5); skillOverlay.addChild(skillOverlayTitle); // Description text for selected skill skillOverlayDescription = new Text2('', { size:80, fill:"#ffffff", fontFamily:"Arial, sans-serif", letterSpacing:1, stroke:"#00ffcc", strokeThickness:2, wordWrap:true, wordWrapWidth:1800 }); skillOverlayDescription.x = 2048/2; skillOverlayDescription.y = skillOverlayTitle.y + 150; skillOverlayDescription.anchor.set(0.5,0.5); skillOverlay.addChild(skillOverlayDescription); // Cancel button skillOverlayCancelButton = LK.getAsset('cancelButton', { anchorX:0.5, anchorY:0.5, scaleX:3, scaleY:3 }); skillOverlayCancelButton.x = 2048/2 - 600; skillOverlayCancelButton.y = 2732/2 + 850; skillOverlayCancelButton.down = function() { skillOverlay.visible = false; isDataSpikePopupActive = false; // No container removal here, just hide the overlay }; skillOverlay.addChild(skillOverlayCancelButton); // Spend button skillOverlaySpendButton = LK.getAsset('spendButton', { anchorX:0.5, anchorY:0.5, scaleX:3, scaleY:3 }); skillOverlaySpendButton.x = 2048/2 + 600; skillOverlaySpendButton.y = 2732/2 + 850; skillOverlaySpendButton.down = function() { // Here you can implement skill point spending logic if desired. // After spending, hide overlay skillOverlay.visible = false; isDataSpikePopupActive = false; }; skillOverlay.addChild(skillOverlaySpendButton); // Initially hide overlay skillOverlay.visible = false; menuContainer.addChild(skillOverlay); // Now, in your skill node down event (where you previously called createSkillPopup): // Suppose this is inside openSkillTreePopup or where you handle node selection: node.down = function() { if(isDataSpikePopupActive) { return; } isDataSpikePopupActive = true; // Update the overlay texts based on the skill selected: skillOverlayTitle.setText('Data Spike'); // or the skill name you selected skillOverlayDescription.setText('Increases critical hit chance by 5%.'); // or the appropriate skill description // Show overlay skillOverlay.visible = true; }; // Make sure you remove the previous calls to createSkillPopup(...) since we are no longer using it. // Now, when you select a skill node, no new containers are created. The existing skillOverlay is just updated and shown. // The skill tree backgrounds remain as they were before. The overlay simply sits on top, without removing them. Add a global heroEXP, heroLevel, expToNextLevel, and heroSkillPoints variables. Initialize heroLevel = 1, heroSkillPoints = 3, heroEXP = 0, expToNextLevel = 100 (for example). When an enemy dies (in the enemy death logic), add a set amount of EXP to heroEXP. If heroEXP >= expToNextLevel, increment heroLevel by 1, heroSkillPoints by 1, and increase expToNextLevel by some factor for the next level. Update a skill points display text in your skill tree menus to reflect the current heroSkillPoints whenever you open them. You can place the skill points display at the bottom of the skillTree_Background and the popups using a Text2 element, just like how you handled other UI elements. Example snippet for EXP/Skill points logic inside enemy death: // When enemy dies: var expGain = 10; // or based on enemy type heroEXP += expGain; if(heroEXP >= expToNextLevel) { heroEXP = heroEXP - expToNextLevel; heroLevel++; heroSkillPoints++; expToNextLevel = Math.floor(expToNextLevel * 1.2); // increase requirement by 20% for example } // Update any skill point display texts here if the menu is open or when opened next time. To show skill points at the bottom of the skillTree_Background and each popup: // After creating skillTreeBackground: var skillPointsDisplay = new Text2('Skill Points: ' + heroSkillPoints, { size:70, fill:"#ffffff", fontWeight:"bold" }); skillPointsDisplay.x = 2048/2; skillPointsDisplay.y = 2732 - 100; // bottom of screen skillPointsDisplay.anchor.set(0.5,0); skillTreePopup.addChild(skillPointsDisplay); // Whenever heroSkillPoints changes, update this text if skillTreePopup is visible: skillPointsDisplay.setText('Skill Points: ' + heroSkillPoints);
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Please fix the bug: 'Uncaught ReferenceError: displayDataSpikePopup is not defined' in or related to this line: 'displayDataSpikePopup();' Line Number: 459
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Please fix the bug: 'Uncaught ReferenceError: displayNeuralHijackPopup is not defined' in or related to this line: 'displayNeuralHijackPopup();' Line Number: 501
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Please fix the bug: 'Uncaught ReferenceError: displayDataSpikePopup is not defined' in or related to this line: 'displayDataSpikePopup();' Line Number: 459
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Load nodes dynamically: function openSkillTreePopup(skillTreeName) { menuContainer.removeChild(skillTreePopup); var newPopup = new Container(); newPopup.width = 2048; newPopup.height = 2732; newPopup.x = 0; newPopup.y = 0; var newPopupBackground = LK.getAsset('skillTree_Background', { anchorX: 0.5, anchorY: 0.5 }); newPopupBackground.x = 2048 / 2; newPopupBackground.y = 2732 / 2; newPopup.addChild(newPopupBackground); // If the skill tree has a special popup asset, place it here if (skillTreeName === 'The Circuit of Ascension') { var circuitAsset = LK.getAsset('popup_circuitofascension', { anchorX: 0.5, anchorY: 0.5 }); circuitAsset.x = 2048 / 2; circuitAsset.y = 2732 / 2; newPopup.addChild(circuitAsset); var backButton = new BackButton(); newPopup.addChild(backButton); // Get skill node data for this skill tree var nodes = skillNodeData[skillTreeName]; if (nodes) { nodes.forEach(function (node) { var skillNode = LK.getAsset(node.id, { anchorX: 0.5, anchorY: 0.5 }); skillNode.x = node.x; skillNode.y = node.y; skillNode.down = function () { if (isDataSpikePopupActive) { return; } // Match node.name to the appropriate popup function if (node.name === 'Data Spike') { displayDataSpikePopup(); } else if (node.name === 'Overclock Core') { displayOverclockCorePopup(); } else if (node.name === 'Reflex Accelerator') { displayReflexAcceleratorPopup(); } else if (node.name === 'Neural Hijack') { displayNeuralHijackPopup(); } else if (node.name === 'Dodge Matrix') { displayDodgeMatrixPopup(); } else if (node.name === 'Power Surge') { displayPowerSurgePopup(); } else if (node.name === 'Ultimate Skill') { displayOverloadBlastPopup(); } isDataSpikePopupActive = true; var originalColor = skillNode.tint; skillNode.tint = 0xffff00; LK.setTimeout(function () { skillNode.tint = originalColor; }, 1000); }; newPopup.addChild(skillNode); }); } } else if (skillTreeName === 'The Echoes of Ancestry') { // ... handle other skill trees similarly ... } var skillTreeTitle = new Text2(skillTreeName, { size: 150, fill: "#ffffff", fontWeight: "bold", fontFamily: "Techno, sans-serif", letterSpacing: 2, stroke: "#00ffcc", strokeThickness: 3 }); skillTreeTitle.x = 2048 / 2; skillTreeTitle.y = 100; skillTreeTitle.anchor.set(0.5, 0); newPopup.addChild(skillTreeTitle); menuContainer.addChild(newPopup); }
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Now the background doesn't change when entering the skilltree
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Define skill node data in a central location: var skillNodeData = { 'The Circuit of Ascension': [ {id: 'data_spike_icon', x: 2048/4, y: 2732/6, name: 'Data Spike'}, {id: 'reflex_accelerator_icon', x: 2048/2, y: 2732/6, name: 'Reflex Accelerator'}, {id: 'overclock_core_icon', x: 3*2048/4, y: 2732/6, name: 'Overclock Core'}, {id: 'neural_hijack_icon', x: 2048/4, y: 2*2732/6, name: 'Neural Hijack'}, {id: 'dodge_matrix_icon', x: 2048/2, y: 2*2732/6, name: 'Dodge Matrix'}, {id: 'brown_node_icon', x: 3*2048/4, y: 2*2732/6, name: 'Power Surge'}, {id: 'ultimate_skill_icon', x: 2048/2, y: 3*2732/6, name: 'Ultimate Skill'} ], // If you have other skill trees, define them similarly here. };
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function openSkillTreePopup(skillTreeName) { // Remove the current skill tree popup (main menu) if it's visible if (menuContainer.children.includes(skillTreePopup)) { menuContainer.removeChild(skillTreePopup); } // Create a new popup container for the selected skill tree var newPopup = new Container(); newPopup.width = 2048; newPopup.height = 2732; newPopup.x = 0; newPopup.y = 0; // Add a background to the new popup var newPopupBackground = LK.getAsset('skillTree_Background', { anchorX: 0.5, anchorY: 0.5 }); newPopupBackground.x = 2048 / 2; newPopupBackground.y = 2732 / 2; newPopup.addChild(newPopupBackground); // Create a skill points display for this popup currentSkillPointsDisplay = createSkillPointsDisplay(newPopup); updateSkillPointsDisplays(); // Ensure it shows current skill points // Add a title for the skill tree var skillTreeTitle = new Text2(skillTreeName, { size: 150, fill: "#ffffff", fontWeight: "bold", fontFamily: "Techno, sans-serif", letterSpacing: 2, stroke: "#00ffcc", strokeThickness: 3 }); skillTreeTitle.x = 2048 / 2; skillTreeTitle.y = 100; skillTreeTitle.anchor.set(0.5, 0); newPopup.addChild(skillTreeTitle); // Depending on the skillTreeName, attach the corresponding popup asset // Example for "The Circuit of Ascension": if (skillTreeName === 'The Circuit of Ascension') { var circuitAsset = LK.getAsset('popup_circuitofascension', { anchorX: 0.5, anchorY: 0.5 }); circuitAsset.x = 2048 / 2; circuitAsset.y = 2732 / 2; newPopup.addChild(circuitAsset); // Add skill nodes here as needed (similar to how it was in the original code) // Example of adding skill nodes, each with a down function that opens skill popups // ... } else if (skillTreeName === 'The Echoes of Ancestry') { var ancestryAsset = LK.getAsset('popup_echoesofancestry', { anchorX: 0.5, anchorY: 0.5 }); ancestryAsset.x = 2048 / 2; ancestryAsset.y = 2732 / 2; newPopup.addChild(ancestryAsset); // Add corresponding skill nodes for this tree } else if (skillTreeName === 'The Forge of Possibilities') { var forgeAsset = LK.getAsset('popup_forgeofpossibilities', { anchorX: 0.5, anchorY: 0.5 }); forgeAsset.x = 2048 / 2; forgeAsset.y = 2732 / 2; newPopup.addChild(forgeAsset); // Add corresponding skill nodes } else if (skillTreeName === 'The Prism of Potential') { var prismAsset = LK.getAsset('popup_prismofpotential', { anchorX: 0.5, anchorY: 0.5 }); prismAsset.x = 2048 / 2; prismAsset.y = 2732 / 2; newPopup.addChild(prismAsset); // Add corresponding skill nodes } else if (skillTreeName === 'The Nexus of Chaos') { var nexusAsset = LK.getAsset('popup_nexusofchaos', { anchorX: 0.5, anchorY: 0.5 }); nexusAsset.x = 2048 / 2; nexusAsset.y = 2732 / 2; newPopup.addChild(nexusAsset); // Add corresponding skill nodes } else if (skillTreeName === 'The Symphony of Shadows') { var symphonyAsset = LK.getAsset('popup_symphonyofshadows', { anchorX: 0.5, anchorY: 0.5 }); symphonyAsset.x = 2048 / 2; symphonyAsset.y = 2732 / 2; newPopup.addChild(symphonyAsset); // Add corresponding skill nodes } // Add a back button to return to the main skill tree menu var backButton = new BackButton(); newPopup.addChild(backButton); // Add this new popup to the menu container and set popup active menuContainer.addChild(newPopup); isPopupActive = true; }
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Please fix the bug: 'Uncaught ReferenceError: openSkillTreePopup is not defined' in or related to this line: 'openSkillTreePopup(skillTree.title);' Line Number: 553
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Make it so the skill trees open when clicked
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Please fix the bug: 'Uncaught ReferenceError: openSkillTreePopup is not defined' in or related to this line: 'openSkillTreePopup(skillTree.title);' Line Number: 553
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Please fix the bug: 'Uncaught ReferenceError: openSkillTreePopup is not defined' in or related to this line: 'openSkillTreePopup(skillTree.title);' Line Number: 553
Code edit (1 edits merged)
Please save this source code
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Please fix the bug: 'Uncaught ReferenceError: roomDisplay is not defined' in or related to this line: 'hero.swordGraphics.visible = hero.weaponType === 1;' Line Number: 824
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Please fix the bug: 'Uncaught ReferenceError: roomDisplay is not defined' in or related to this line: 'roomDisplay.setText('Room: ' + currentRoom.number + ' | Enemies Left: ' + Math.max(enemiesLeft, 0));' Line Number: 822
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Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'x')' in or related to this line: 'hero.x = 2048 / 2;' Line Number: 674
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'skillPoints')' in or related to this line: 'var spDisplay = new Text2('Skill Points: ' + hero.skillPoints, {' Line Number: 438
Code edit (1 edits merged)
Please save this source code
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Every time you open a skill popup (e.g., Data Spike) you do something like: function displayDataSpikePopup() { var dataSpikePopup = createSkillPopup('Data Spike', 'Increases critical hit chance by 5%.'); menuContainer.addChild(dataSpikePopup); isDataSpikePopupActive = true; // Set here } Since you set isDataSpikePopupActive = true; here, you must ensure it's set to false once the popup is closed. If you have multiple popup-active flags, ensure you're setting them back to false whenever the popup closes, whether via cancel or spend.
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Please fix the bug: 'ReferenceError: roomBackgroundImages is not defined' in or related to this line: 'var bgImageIndex = (currentRoom.number - 1) % roomBackgroundImages.length;' Line Number: 639
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Please fix the bug: 'Timeout.tick error: spawnPoints is not defined' in or related to this line: 'var spawnKeys = Object.keys(spawnPoints);' Line Number: 497
Code edit (1 edits merged)
Please save this source code
/**** * Classes ****/ // Arrow class var Arrow = Container.expand(function () { var self = Container.call(this); self.attachAsset('arrow', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 15; self.damage = 5; self.update = function () { self.x += Math.cos(self.rotation) * self.speed; self.y += Math.sin(self.rotation) * self.speed; if (self.x < 0 || self.x > 2048 || self.y < 0 || self.y > 2732) { self.destroy(); } }; }); // BackButton var BackButton = Container.expand(function () { var self = Container.call(this); self.attachAsset('backButton', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); self.x = 150; self.y = 350; self.down = function () { menuContainer.removeChild(self.parent); menuContainer.addChild(skillTreePopup); }; return self; }); // Enemy var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy_run1', { anchorX: 0.5, anchorY: 0.5 }); var frames = [LK.getAsset('enemy_run1', { anchorX: 0.5, anchorY: 0.5 }), LK.getAsset('enemy_run2', { anchorX: 0.5, anchorY: 0.5 }), LK.getAsset('enemy_run3', { anchorX: 0.5, anchorY: 0.5 }), LK.getAsset('enemy_run4', { anchorX: 0.5, anchorY: 0.5 })]; self.speed = 2 + Math.random() * 0.5; self.damageCooldown = 0; self.xpValue = 20; // xp given by basic enemy var currentFrame = 0; var frameDelay = 30; var frameCounter = 0; self.update = function () { frameCounter++; if (frameCounter >= frameDelay) { frameCounter = 0; self.removeChild(enemyGraphics); currentFrame = (currentFrame + 1) % frames.length; enemyGraphics = self.addChild(frames[currentFrame]); } var offsetX = (Math.random() - 0.5) * 20; var offsetY = (Math.random() - 0.5) * 20; var dx = hero.x + offsetX - self.x; var dy = hero.y + offsetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); var minDistance = 70; if (distance > minDistance) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; self.rotation = Math.atan2(dy, dx); } else { if (self.damageCooldown <= 0) { hero.health -= 5; self.damageCooldown = 60; updateRoomDisplay(); } else { self.damageCooldown--; } self.x -= dx / distance * (minDistance - distance); self.y -= dy / distance * (minDistance - distance); } if (self.x < wallThickness) { self.x = wallThickness; } if (self.x > roomWidth - wallThickness) { self.x = roomWidth - wallThickness; } if (self.y < wallThickness) { self.y = wallThickness; } if (self.y > roomHeight - wallThickness) { self.y = roomHeight - wallThickness; } }; return self; }); // Hero var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.swordGraphics = heroGraphics.addChild(LK.getAsset('sword', { anchorX: 0.5, anchorY: 0.5 })); self.swordGraphics.x = heroGraphics.width / 2 + 20; self.swordGraphics.y = 0; self.bowGraphics = self.attachAsset('bow', { anchorX: 0.5, anchorY: 0.5 }); self.bowGraphics.x = heroGraphics.width / 2; self.bowGraphics.visible = false; self.attackCooldown = 0; self.isAttacking = false; self.health = 100; self.attackDuration = 20; self.weaponType = 1; self.attackRange = 60; self.attackDamage = 10; self.speed = 3; self.joystick = null; // Level system self.level = 1; self.skillPoints = 3; self.xp = 0; self.xpToNextLevel = 100; self.update = function () { var direction = this.joystick ? this.joystick.getDirection() : { x: 0, y: 0 }; var nextX = this.x + direction.x * this.speed; var nextY = this.y + direction.y * this.speed; if (nextX < wallThickness && !(nextY >= entrances.left.yStart && nextY <= entrances.left.yEnd)) { nextX = wallThickness; } else if (nextX > roomWidth - wallThickness && !(nextY >= entrances.right.yStart && nextY <= entrances.right.yEnd)) { nextX = roomWidth - wallThickness; } if (nextY < wallThickness && !(nextX >= entrances.top.xStart && nextX <= entrances.top.xEnd)) { nextY = wallThickness; } else if (nextY > roomHeight - wallThickness && !(nextX >= entrances.bottom.xStart && nextX <= entrances.bottom.xEnd)) { nextY = roomHeight - wallThickness; } this.x = nextX; this.y = nextY; if (self.isAttacking) { var swingProgress = (self.attackDuration - self.attackCooldown) / self.attackDuration; self.swordGraphics.rotation = Math.sin(swingProgress * Math.PI) * 1.2; self.swordGraphics.x = heroGraphics.width / 2 + Math.cos(swingProgress * Math.PI) * 30; self.swordGraphics.y = Math.sin(swingProgress * Math.PI) * 30; self.attackCooldown--; if (self.attackCooldown <= 0) { self.isAttacking = false; self.swordGraphics.rotation = 0; } else { for (var i = currentRoom.enemies.length - 1; i >= 0; i--) { var enemy = currentRoom.enemies[i]; var angleToEnemy = Math.atan2(enemy.y - self.y, enemy.x - self.x); var angleDifference = Math.abs(angleToEnemy - self.rotation); var swordDx = enemy.x - (self.x + Math.cos(self.rotation) * self.attackRange); var swordDy = enemy.y - (self.y + Math.sin(self.rotation) * self.attackRange); var swordDistance = Math.sqrt(swordDx * swordDx + swordDy * swordDy); if (swordDistance < self.attackRange && angleDifference < Math.PI / 4) { enemy.health -= self.attackDamage; if (enemy.health <= 0) { // Award XP self.xp += enemy.xpValue; checkLevelUp(); currentRoom.enemiesKilled++; currentRoom.enemyCounter--; enemy.destroy(); currentRoom.enemies.splice(i, 1); updateRoomDisplay(); } } } } } else { self.swordGraphics.rotation = 0; } }; return self; }); // Check Level Up function // Joystick var Joystick = Container.expand(function () { var self = Container.call(this); var joystickBackground = self.attachAsset('joystickBackground', { anchorX: 0.5, anchorY: 0.5 }); var joystickHandle = self.attachAsset('joystickHandle', { anchorX: 0.5, anchorY: 0.5 }); self.x = joystickBackground.width / 2 + 100; self.y = 2732 - joystickBackground.height / 2 - 100; var maxRadius = 100; var isDragging = false; self.down = function (x, y, obj) { isDragging = true; }; self.move = function (x, y, obj) { if (isDragging && !isPopupActive) { var localPos = self.toLocal(obj.global); var dx = localPos.x; var dy = localPos.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > maxRadius) { var angle = Math.atan2(dy, dx); dx = maxRadius * Math.cos(angle); dy = maxRadius * Math.sin(angle); } joystickHandle.x = dx; joystickHandle.y = dy; } }; self.up = function (x, y, obj) { isDragging = false; joystickHandle.x = 0; joystickHandle.y = 0; }; self.getDirection = function () { var magnitude = Math.sqrt(joystickHandle.x * joystickHandle.x + joystickHandle.y * joystickHandle.y); if (magnitude > 0) { return { x: joystickHandle.x / magnitude, y: joystickHandle.y / magnitude }; } return { x: 0, y: 0 }; }; return self; }); // Resume Game Button var ResumeGameButton = Container.expand(function () { var self = Container.call(this); // reuse startGameButton asset self.attachAsset('startGameButton', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 3 }); self.x = 2048 / 2; self.y = 2732 - 400; self.down = function () { menuContainer.removeChild(self.parent); // parent is the skill tree popup isPopupActive = false; isDataSpikePopupActive = false; // just resume }; return self; }); // Function to show skill tree menu for resume // Start Game Button var StartGameButton = Container.expand(function () { var self = Container.call(this); self.attachAsset('startGameButton', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 3 }); self.x = 2048 / 2; self.y = 2732 - 400; self.down = function () { menuContainer.removeChild(skillTreePopup); isPopupActive = false; isDataSpikePopupActive = false; isGameStarted = true; initializeGame(); LK.playMusic('room1_music', { loop: true }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ function openSkillTreePopup(title) { console.log("Opening skill tree popup for:", title); // Add logic to display the skill tree popup based on the title } /**** * Code Vars ****/ var isPopupActive = false; var isDataSpikePopupActive = false; var isGameStarted = false; // differentiate first start vs resume var roomWidth = 2048; var roomHeight = 2732; var wallThickness = 400; var entranceWidth = 200; var entrances = { top: { xStart: (roomWidth - entranceWidth) / 2, xEnd: (roomWidth + entranceWidth) / 2, y: wallThickness }, bottom: { xStart: (roomWidth - entranceWidth) / 2, xEnd: (roomWidth + entranceWidth) / 2, y: roomHeight - wallThickness }, left: { yStart: (roomHeight - entranceWidth) / 2, yEnd: (roomHeight + entranceWidth) / 2, x: wallThickness }, right: { yStart: (roomHeight - entranceWidth) / 2, yEnd: (roomHeight + entranceWidth) / 2, x: roomWidth - wallThickness } }; var spawnPoints = { leftCenter: { x: wallThickness, y: roomHeight / 2 }, rightCenter: { x: roomWidth - wallThickness, y: roomHeight / 2 }, topCenter: { x: roomWidth / 2, y: wallThickness }, bottomCenter: { x: roomWidth / 2, y: roomHeight - wallThickness } }; var gameContainer = new Container(); var uiContainer = new Container(); var menuContainer = new Container(); game.addChild(gameContainer); game.addChild(uiContainer); game.addChild(menuContainer); var hero; var currentRoom; var currentRoomMusic; var arrows = []; var roomBackgroundImages = ['backgroundImage1', 'backgroundImage2', 'backgroundImage3', 'backgroundImage4', 'backgroundImage5']; var skillPointsDisplay_main = null; var currentSkillPointsDisplay = null; function createSkillPointsDisplay(container) { var spDisplay = new Text2('Skill Points: ' + (hero ? hero.skillPoints : 3), { size: 70, fill: "#ffffff", fontWeight: "bold" }); spDisplay.x = 2048 / 2; spDisplay.y = 2732 - 100; spDisplay.anchor.set(0.5, 0); container.addChild(spDisplay); return spDisplay; } function updateSkillPointsDisplays() { if (skillPointsDisplay_main) { skillPointsDisplay_main.setText('Skill Points: ' + hero.skillPoints); } if (currentSkillPointsDisplay) { currentSkillPointsDisplay.setText('Skill Points: ' + hero.skillPoints); } } // Check Level Up function function checkLevelUp() { while (hero.xp >= hero.xpToNextLevel) { hero.xp -= hero.xpToNextLevel; hero.level++; hero.skillPoints++; hero.xpToNextLevel = Math.floor(hero.xpToNextLevel * 1.2); updateSkillPointsDisplays(); } } // Function to show skill tree menu for resume function showSkillTreeMenuForResume() { menuContainer.addChild(skillTreePopup); isPopupActive = true; // remove startGameButton if present and add resumeGameButton if (skillTreePopup.children.includes(startGameButton)) { skillTreePopup.removeChild(startGameButton); } var resumeGameButton = new ResumeGameButton(); skillTreePopup.addChild(resumeGameButton); updateSkillPointsDisplays(); } // Create skill tree popup container var skillTreePopup = new Container(); skillTreePopup.width = 2048; skillTreePopup.height = 2732; skillTreePopup.x = 0; skillTreePopup.y = 0; var skillTreeBackground = LK.getAsset('skillTree_Background', { anchorX: 0.5, anchorY: 0.5 }); skillTreeBackground.x = 2048 / 2; skillTreeBackground.y = 2732 / 2; skillTreePopup.addChild(skillTreeBackground); var skillTrees = [{ title: 'The Circuit of Ascension', theme: 'Futuristic, cybernetic evolution' }, { title: 'The Echoes of Ancestry', theme: 'Mystical and historical' }, { title: 'The Forge of Possibilities', theme: 'Creative and modular' }, { title: 'The Prism of Potential', theme: 'Magical and elemental' }, { title: 'The Nexus of Chaos', theme: 'Unpredictable and chaotic' }, { title: 'The Symphony of Shadows', theme: 'Dark and stealth-focused' }]; var positions = [{ x: 1024 - 300, y: 1266 - 400 }, { x: 1024 + 300, y: 1266 - 400 }, { x: 1024 - 300, y: 1266 - 50 }, { x: 1024 + 300, y: 1266 - 50 }, { x: 1024 - 300, y: 1266 + 300 }, { x: 1024 + 300, y: 1266 + 300 }]; var skillTreeAssetMap = { 'The Circuit of Ascension': 'circuitofascension', 'The Echoes of Ancestry': 'echoesofancestry', 'The Forge of Possibilities': 'forgeofpossibilities', 'The Prism of Potential': 'prismofpotential', 'The Nexus of Chaos': 'nexusofchaos', 'The Symphony of Shadows': 'symphonyofshadows' }; // Add skill points display on main skillTreePopup skillPointsDisplay_main = createSkillPointsDisplay(skillTreePopup); positions.forEach(function (position, index) { var skillTree = skillTrees[index]; var titleText = new Text2(skillTree.title, { size: 50, fill: "#ffffff", fontWeight: "bold", fontFamily: "Techno, sans-serif", letterSpacing: 2, stroke: "#00ffcc", strokeThickness: 3 }); titleText.x = position.x; titleText.y = position.y + 100; titleText.anchor.set(0.5, 0); var skillTreeAssetId = skillTreeAssetMap[skillTree.title]; var skillTreeAsset = LK.getAsset(skillTreeAssetId, { anchorX: 0.5, anchorY: 0.5 }); if (!skillTreePopup.children.includes(skillTreeAsset)) { skillTreePopup.addChild(skillTreeAsset); } skillTreeAsset.x = position.x; skillTreeAsset.y = position.y; if (!skillTreePopup.children.includes(skillTreeAsset)) { skillTreePopup.addChild(skillTreeAsset); } skillTreeAsset.down = function () { openSkillTreePopup(skillTree.title); }; titleText.down = function () { openSkillTreePopup(skillTree.title); }; skillTreePopup.addChild(titleText); }); isPopupActive = true; menuContainer.addChild(skillTreePopup); var testRectangle = LK.getAsset('box', { anchorX: 0.5, anchorY: 0.5, width: 100, height: 50, color: 0xff0000 }); testRectangle.x = 100; testRectangle.y = 100; skillTreePopup.addChild(testRectangle); var startGameButton = new StartGameButton(); skillTreePopup.addChild(startGameButton); // A button to open skill tree from gameplay var openSkillTreeButton = LK.getAsset('box', { anchorX: 0.5, anchorY: 0.5, width: 150, height: 50, color: 0x00ff00 }); openSkillTreeButton.x = 2048 - 200; openSkillTreeButton.y = 200; uiContainer.addChild(openSkillTreeButton); openSkillTreeButton.down = function () { if (!isPopupActive && !isDataSpikePopupActive && isGameStarted) { showSkillTreeMenuForResume(); } }; // Initialize game function function initializeGame() { currentRoom = new Room(1); hero.x = 2048 / 2; hero.y = 2732 / 2; updateRoomDisplay(); playRoomMusic(currentRoom.number); } // Room class var Room = function Room(number) { this.number = number; this.enemies = []; this.isCleared = false; this.spawnLimit = this.number === 1 ? 24 : 12 * this.number; this.killGoal = this.spawnLimit; this.enemiesSpawned = 0; this.enemiesKilled = 0; this.enemyCounter = this.spawnLimit; var self = this; var spawnInterval = LK.setInterval(function () { if (self.enemiesSpawned < self.spawnLimit && currentRoom.number === self.number && !isPopupActive) { self.spawnEnemy(); } else { LK.clearInterval(spawnInterval); } }, 500); this.spawnEnemy = function () { if (this.enemiesSpawned < this.spawnLimit && !isPopupActive && currentRoom.number === this.number) { var spawnKeys = Object.keys(spawnPoints); var spawnIndex = Math.floor(Math.random() * spawnKeys.length); var spawnPoint = spawnPoints[spawnKeys[spawnIndex]]; var enemy = new Enemy(); enemy.x = spawnPoint.x; enemy.y = spawnPoint.y; enemy.active = true; enemy.health = 10; enemy.visible = true; this.enemies.push(enemy); game.addChild(enemy); this.enemiesSpawned++; } }; }; // Set initial bg var initialBgImage = LK.getAsset('backgroundImage1', { anchorX: 0.5, anchorY: 0.5 }); initialBgImage.x = 2048 / 2; initialBgImage.y = 2732 / 2; game.addChildAt(initialBgImage, 0); game.background = initialBgImage; // Stats bar var statsBar = LK.getAsset('box', { anchorX: 0.0, anchorY: 0.0, width: 2048, height: 100, x: 0, y: 0 }); game.addChild(statsBar); var roomDisplay = new Text2('Room: 1 | Enemies Left: 0', { size: 70, fill: "#ffffff", fontWeight: "bold" }); roomDisplay.x = 1000; roomDisplay.y = 20; game.addChild(roomDisplay); var healthText = new Text2('Health: 100', { size: 70, fill: "#ffffff", fontWeight: "bold" }); healthText.x = 300; healthText.y = 20; game.addChild(healthText); // Kill all button logic remains same var killAllButton = LK.getAsset('killAllButton', { anchorX: 0.5, anchorY: 0.5 }); killAllButton.x = 100; killAllButton.y = 2732 - 350; uiContainer.addChild(killAllButton); killAllButton.down = function (x, y, obj) { if (isPopupActive || isDataSpikePopupActive) { return; } for (var i = currentRoom.enemies.length - 1; i >= 0; i--) { var enemy = currentRoom.enemies[i]; enemy.destroy(); currentRoom.enemies.splice(i, 1); currentRoom.enemiesKilled++; } updateRoomDisplay(); checkRoomCleared(); updateRoomDisplay(); checkRoomCleared(); }; // Attack button var attackButton = LK.getAsset('attackIcon', { anchorX: 0.5, anchorY: 0.5 }); attackButton.x = 2048 - 150; attackButton.y = 2732 - 300; uiContainer.addChild(attackButton); attackButton.down = function (x, y, obj) { if (isPopupActive) { return; } if (hero.weaponType === 1) { hero.isAttacking = true; hero.attackCooldown = hero.attackDuration; LK.setTimeout(function () { hero.swordGraphics.rotation = 0.5; }, hero.attackDuration * 10); } else if (hero.weaponType === 2) { var arrow = new Arrow(); arrow.x = hero.x; arrow.y = hero.y; arrow.rotation = hero.rotation; arrows.push(arrow); game.addChild(arrow); } }; // SwitchWeaponZone var switchWeaponZone = LK.getAsset('switchWeaponZone', { anchorX: 0.5, anchorY: 0.5 }); switchWeaponZone.x = 2048 - switchWeaponZone.width / 2; switchWeaponZone.y = 2732 / 2; uiContainer.addChild(switchWeaponZone); game.down = function (x, y, obj) { if (isPopupActive) { return; } if (x >= switchWeaponZone.x - switchWeaponZone.width / 2 && x <= switchWeaponZone.x + switchWeaponZone.width / 2 && y >= switchWeaponZone.y - switchWeaponZone.height / 2 && y <= switchWeaponZone.y + switchWeaponZone.height / 2) { hero.weaponType = hero.weaponType === 1 ? 2 : 1; hero.swordGraphics.visible = hero.weaponType === 1; hero.bowGraphics.visible = hero.weaponType === 2; return; } }; function updateRoomDisplay() { var enemiesLeft = currentRoom.spawnLimit - currentRoom.enemiesKilled; roomDisplay.setText('Room: ' + currentRoom.number + ' | Enemies Left: ' + Math.max(enemiesLeft, 0)); healthText.setText('Health: ' + hero.health); } function stopRoomMusic() { if (currentRoomMusic) { currentRoomMusic.stop(); } } function playRoomMusic(roomNumber) { if (currentRoomMusic) { currentRoomMusic.stop(); } switch (roomNumber) { case 1: currentRoomMusic = LK.getSound('room1_music'); currentRoomMusic.play({ loop: true }); break; case 2: LK.playMusic('room2_music', { loop: true }); break; case 3: LK.playMusic('room3_music', { loop: true }); break; case 4: currentRoomMusic = LK.getSound('room4_music'); currentRoomMusic.play({ loop: true }); break; case 5: LK.playMusic('room5_music', { loop: true }); break; default: currentRoomMusic = null; } } function checkRoomCleared() { if (currentRoom.enemiesKilled >= currentRoom.killGoal && !currentRoom.isCleared) { var roomClearedSound = LK.getSound('room' + currentRoom.number + '_cleared'); if (roomClearedSound) { roomClearedSound.play(); } if (currentRoom.number === 1) { LK.getSound('room1_music').stop(); } else if (currentRoom.number === 2) { LK.getSound('room2_music').stop(); } else if (currentRoom.number === 3) { LK.getSound('room3_music').stop(); } else if (currentRoom.number === 4) { currentRoomMusic.stop(); } else if (currentRoom.number === 5) { currentRoomMusic.stop(); } stopRoomMusic(); currentRoom.isCleared = true; hero.canExitRoom = true; updateRoomDisplay(); } } function transitionToNextRoom() { playRoomMusic(currentRoom.number); if (game.background) { game.removeChild(game.background); } currentRoom.enemies.forEach(function (enemy) { enemy.destroy(); }); currentRoom.enemies = []; currentRoom.enemiesSpawned = 0; currentRoom.enemyCounter = currentRoom.spawnLimit; currentRoom.enemiesKilled = 0; currentRoom = new Room(currentRoom.number + 1); currentRoom.enemiesKilled = 0; var bgImageIndex = (currentRoom.number - 1) % roomBackgroundImages.length; var bgImage = LK.getAsset(roomBackgroundImages[bgImageIndex], { anchorX: 0.5, anchorY: 0.5 }); bgImage.x = 2048 / 2; bgImage.y = 2732 / 2; game.addChildAt(bgImage, 0); game.background = bgImage; currentRoom.isCleared = false; hero.canExitRoom = false; updateRoomDisplay(); } function transitionToNewRoom(entrySide) { if (entrySide === 'top') { hero.y = 2732 - 10; } else if (entrySide === 'bottom') { hero.y = 10; } else if (entrySide === 'left') { hero.x = 2048 - 10; } else if (entrySide === 'right') { hero.x = 10; } stopRoomMusic(); transitionToNextRoom(); playRoomMusic(currentRoom.number); hero.canExitRoom = false; } // Create hero and joystick after game init hero = gameContainer.addChild(new Hero()); hero.x = 2048 / 2; hero.y = 2732 / 2; var joystick = uiContainer.addChild(new Joystick()); hero.joystick = joystick; game.update = function () { if (isPopupActive) { return; // pause game logic when popup active } if (hero.joystick && !isPopupActive) { var direction = hero.joystick.getDirection(); if (direction.x !== 0 || direction.y !== 0) { hero.x += direction.x * hero.speed; hero.y += direction.y * hero.speed; hero.rotation = Math.atan2(direction.y, direction.x); } } hero.update(); if (hero.health <= 0) { hero.health = 0; LK.showGameOver(); return; } if (hero.canExitRoom) { if (hero.y < 10 || hero.y > 2732 - 10 || hero.x < 10 || hero.x > 2048 - 10) { var entrySide = hero.y < 10 ? 'bottom' : hero.y > 2732 - 10 ? 'top' : hero.x < 10 ? 'right' : 'left'; transitionToNewRoom(entrySide); } } for (var j = arrows.length - 1; j >= 0; j--) { arrows[j].update(); for (var i = currentRoom.enemies.length - 1; i >= 0; i--) { var hitDx = currentRoom.enemies[i].x - arrows[j].x; var hitDy = currentRoom.enemies[i].y - arrows[j].y; var hitDist = Math.sqrt(hitDx * hitDx + hitDy * hitDy); if (hitDist < 60) { currentRoom.enemies[i].health -= arrows[j].damage; if (currentRoom.enemies[i].health <= 0) { hero.xp += currentRoom.enemies[i].xpValue; checkLevelUp(); currentRoom.enemiesKilled++; currentRoom.enemyCounter--; if (currentRoom.enemies[i].parent) { currentRoom.enemies[i].parent.removeChild(currentRoom.enemies[i]); } currentRoom.enemies[i].destroy(); currentRoom.enemies.splice(i, 1); updateRoomDisplay(); } if (arrows[j]) { arrows[j].destroy(); arrows.splice(j, 1); } break; } } } if (!isPopupActive) { for (var k = 0; k < currentRoom.enemies.length; k++) { currentRoom.enemies[k].update(); } } checkRoomCleared(); };
===================================================================
--- original.js
+++ change.js
@@ -500,8 +500,11 @@
skillTreeAsset.y = position.y;
if (!skillTreePopup.children.includes(skillTreeAsset)) {
skillTreePopup.addChild(skillTreeAsset);
}
+ skillTreeAsset.down = function () {
+ openSkillTreePopup(skillTree.title);
+ };
titleText.down = function () {
openSkillTreePopup(skillTree.title);
};
skillTreePopup.addChild(titleText);
A round button with icons of a sword and bow crossed over a shield, hinting at weapon switching.. Game interface icon. Medieval theme with crossed weapons on a shield. High contrast and intuitive design.
A rugged medieval bow with a wooden frame and slightly frayed string, perfect for a fantasy setting.. Game asset. Rustic and worn. Medieval fantasy style. High detail with visible wood grain.
Remove the joystick stick
A dark, stone-walled dungeon chamber viewed directly from above. The floor is uneven with scattered bones and chains. Each wall has an entrance centered in the middle, like arched doorways, positioned on the top, bottom, left, and right sides. The room fills the entire frame, with torch-lit ambiance.. Full-frame, top-down view of a stone-walled dungeon chamber. Uneven floor, bones, chains, torch lighting. Open, arched entrances centered on each wall: top, bottom, left, and right. No 3D perspective, even lighting.
A high-tech command center with a glowing grid floor and sleek metallic walls. The room is viewed from directly above and has open entrances centered in the middle of each wall (top, bottom, left, and right) for easy transitions. Neon lights and holographic screens line the walls, casting a blue glow.. Full-frame, top-down view of a futuristic command center. Glowing grid floor, metallic walls, neon lights. Open entrances centered on each wall: top, bottom, left, and right. Blue glow, no perspective distortion.
A top-down view of jungle ruins with moss-covered stone walls and floors. The floor is scattered with vines and broken pillars. Each wall has an entrance centered in the middle, resembling natural archways positioned on the top, bottom, left, and right. Sunlight filters through, illuminating the room softly.. Full-frame, top-down view of jungle ruins. Moss-covered stone walls and floors, vines, broken pillars. Open natural archways centered on each wall: top, bottom, left, and right. Soft sunlight, no perspective distortion.
A pixelated skull with green digital "code streams" dripping down, symbolizing a destructive digital attack. Neon green and dark gray.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A circular emblem with a tree at its center, its branches intertwining with a glowing red lineage symbol.. Colors: Deep red, gold, and subtle white highlights.
Elemental Gear Icon: A gear made of multiple materials (fire, ice, lightning, and shadow) fused together, symbolizing crafting hybrid powers.. Colors: Vibrant orange, blue, yellow, and dark purple.
Shattered Prism Icon: A cracked prism emitting chaotic light beams, symbolizing untapped magical potential.. Colors: Neon purple and silver with multicolored light fragments.
Fractured Sphere Icon: A glowing orb breaking apart into jagged, floating shards, with chaotic energy swirling around it.. Colors: Neon purple, black, and electric green.
Phantom Mask Icon: A mysterious, floating mask with glowing eyes and tendrils of shadow curling around it, symbolizing illusions and deception.. Colors: White mask with glowing blue accents and black shadows.
Backdrop: An ancient, mystical forest with glowing runes etched into massive tree trunks. Colors: Earthy greens and browns with soft golden accents. Details: Misty ambiance with faint ethereal figures in the background.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Backdrop: A grand forge surrounded by molten lava and glowing hammers mid-swing. Colors: Fiery reds and oranges with metallic silver and gray. Details: Sparks flying and glowing weapon fragments scattered around.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Backdrop: A crystal cavern with refracted light beams splitting into vibrant colors. Colors: Radiant rainbow hues with a soft, dark background. Details: Floating crystals and magical glowing particles.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Backdrop: A warped reality scene with twisting, fragmented terrain and a swirling vortex in the background. Colors: Deep purples, neon pinks, and electric greens. Details: Fractured floating rocks and glitch-like patterns.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Backdrop: A dark, shadowy realm with faint glowing outlines of jagged structures and flowing mist. Colors: Black, deep purples, and faint blue highlights. Details: Shadows shifting and subtle glowing runes.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Weapon switch icon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Start game button. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Big red kill button. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Top-down view of a floating mechanical robot with a circular body. Thin, robotic arms extend outward, metallic and glowing. The head is small with glowing eyes. Strictly top-down view, no perspective or angle. Clean and detailed for 2D gameplay. Single Game Texture. In-Game asset. Top-down view. No shadows. 2D style. High contrast. Blank background.
A futuristic, top-down 2D game room featuring a minimalist industrial design. The room should have four distinct doorways at cardinal directions (up, down, left, and right). Each doorway should blend seamlessly into the room's aesthetic, with metallic frames and subtle glowing edges to indicate navigability. The room maintains its clean, tiled walls and floor, accented with industrial details like exposed pipes, vents, and panels. Lighting is ambient, with a mix of warm tones near the top and cooler tones along the walls. The overall theme is a high-tech but slightly weathered environment, ready for player navigation. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
A Dagger Icon with 1's and 0's dripping off of it like blood. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A stylized, sleek cybernetic boot or leg silhouette with clear motion lines trailing behind it (like speed lines). Alternatively, three chevrons (>>>) pointing forward, glowing with blue energy, suggesting rapid advancement.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Two stylized head silhouettes (one representing the hero, one the enemy) connected by arcing lines of digital energy or circuit patterns. Color could be a mix of blue (control) and maybe red/purple (target).. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A shield shape formed from a 1's and 0's matrix pattern (like circuitry). Some lines of the grid could be missing or 'glitching' out, suggesting attacks passing through harmlessly. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Concentric circles or energy waves expanding outwards from a central point. The waves could be depicted as sharp lines of light blue or white energy. Could also incorporate small lightning-like sparks within the surge.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A more intense version of Power Surge. A fractured or exploding core shape at the center, emitting powerful, jagged energy waves (possibly in yellow or orange on top of blue). Could incorporate classic explosion symbol elements but rendered in the cybernetic style. Should look significantly more powerful than Power Surge.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a cracked stone tablet or ancient scroll depicting elemental symbols with a subtle glow.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A hand silhouette centrally placed, with symbolic representations of different elements (fire, ice/water, lightning/wind) swirling around it or emanating from the fingertips. Could also be intersecting elemental runes.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A primal stone axe or spearhead with stylized speed lines or a spectral blue aura indicating swift movement.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A glowing paw print (wolf, bear, or cat-like) leaving a faint spectral trail.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A bundle of glowing green herbs tied together, or a single stylized leaf with potent green light radiating from its veins.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a translucent, ghostly shield or a faint outline of a guardian spirit figure.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
An imposing, ornate tribal mask or helmet, perhaps with glowing eyes or runic carvings.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A stylized hammer striking an anvil, creating fiery sparks or engulfing the hammer head in flames.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A potion bottle or flask swirling with multiple distinct colors (red, blue, green).. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A arrow and sword splitting into a double arrow and double sword signifying a extra shot/sword.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Could also be a stylized recycling symbol combined with an upward arrow or a plus sign.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A symbol merging a sword and an arrow/bow, perhaps crossing each other with energy flowing between them.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A stylized metallic bracer or weapon hilt showing empty sockets being filled by small, glowing runes or gems.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A glowing, ornate hammer imbued with power, or a weapon silhouette undergoing a visible transformation with radiating light and complex runic patterns.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A sharp, faceted red crystal or gem shard glowing hotly.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
An angular, crystalline shield shimmering with blue light.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Could also be a green crystal pulsing with soft light.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A sharp, angular gust of wind symbol in bright yellow, or a stylized yellow feather.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A sharply focused eye symbol in deep indigo color. Could also be a fractured mirror shard reflecting light, or an indigo crystal with internal sparks/light flashes.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Two different colored streams of energy (e.g., red and blue) flowing and swirling together in the center. Could also be a crystal icon split into two distinct colors.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A classic prism shape refracting a beam of white light into a rainbow spectrum. Could also be a figure surrounded by a swirling aura containing all the skill colors.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A crackling spark of energy rapidly shifting between multiple colors (purple, green, orange). Could also be a die symbol with elemental icons instead of pips, or a weapon impact with a question mark.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A shield shape that looks warped, dissolving at the edges, or made of static/glitches. Could show an arrow bouncing off at a weird angle or fizzling into nothing.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A jagged tear or swirling vortex in space, leaking multi-colored, chaotic energy. Could incorporate shifting, abstract symbols or question marks within the rift.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A silhouette of the hero glitching or flickering between different colors or slightly different forms. Could also be an upward arrow surrounded by swirling question marks or dice symbols.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A branching pattern like lightning or cracks, but made of chaotic, multi-colored energy. Could also be a visual of one chaotic explosion triggering others nearby.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A clock face or hourglass that is visibly cracked or shattering. Could also be a die symbol mid-roll or showing multiple faces at once.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
An imploding geometric shape or structure crumbling inwards into a chaotic void/vortex. Could be an intense version of the Unstable Rift, looking more menacing and powerful.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A boot icon dissolving into smoke or shadow at the heel. Sound wave symbol with a line striking through it, indicating silence.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A stylized cloak hood casting a deep shadow, with only faint eyes or nothing visible within. Could also be a figure splitting into a solid version and a shadowy decoy.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A sharp, wicked-looking dagger or blade edge dripping with black, shadowy substance.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A silhouette of a small, mischievous shadow creature (imp, tendril beast, raven?). Could also be a pair of glowing eyes peering out from darkness.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A dagger or fist icon striking, but with sound waves around it being cancelled or muffled (e.g., crossed out or dissolving).. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A central figure with several fading, translucent shadow copies trailing behind or positioned nearby. Could also be a weapon swing that leaves dark afterimages.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows