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level4enemyattacksound bitene kadar sadece bir defa oynatılsın
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sadece level 4 için düşman vuruş yaptığında oynatılacak bir ses efekti asset oluştur
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level 4 için müzik asset oluştur
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level 2 için müzik asset oluştur
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sadece level 2 için düşman hasar aldığında oynatılacak bir ses efekti asset oluştur
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level 1 için müzik asset oluştur
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level 3 için müzik asset oluştur
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playerin ismini "Chad Hardwood" olarak değiştir
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level 5 için müzik asset oluştur
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create music assets for each 10 level
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her level için ayrı müzik asseti oluştur ve sadece o çalsın
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her level için ayrı müzik asseti oluştur ve sadece o çalsın
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her level için ayrı müzik asseti oluştur ve sadece o çalsın
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breathing animasyonu sürekli olarak döngü içinde devam etsin
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karakterlere sanki nefes alıyormuş gibi bir hareket animasyonu ekle
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if player defeated, dont show the "next level" button
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Move player's health and energy bars down by 200 pixels ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Move player's health and energy bars up by 700 pixels
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Create a unique background asset for each level.
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Create 10 separate assets, one for each enemy and show a different enemy in each level.
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The character's health should be fully restored at the start of each round
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move health and energy bars to the top
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butonları daha büyük yap ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
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Arena Champion: Turn-Based Fighter
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var AttackButton = Container.expand(function (attackData) {
var self = Container.call(this);
self.attackData = attackData;
// Button background
self.bg = self.attachAsset('attackButton', {
anchorX: 0.5,
anchorY: 0.5
});
// Attack name
self.nameText = new Text2(attackData.name, {
size: 36,
fill: 0xFFFFFF
});
self.nameText.anchor.set(0.5, 0);
self.nameText.y = -30;
self.addChild(self.nameText);
// Attack stats
self.statsText = new Text2("DMG: " + attackData.damage + " | EN: " + attackData.energy, {
size: 26,
fill: 0xFFFFFF
});
self.statsText.anchor.set(0.5, 1);
self.statsText.y = 30;
self.addChild(self.statsText);
// Interactive
self.bg.interactive = true;
// Event handlers
self.down = function (x, y, obj) {
self.bg.alpha = 0.7;
};
self.up = function (x, y, obj) {
self.bg.alpha = 1;
if (self.onAttack) {
self.onAttack(self.attackData);
}
};
self.disable = function () {
self.bg.alpha = 0.5;
self.bg.interactive = false;
};
self.enable = function () {
self.bg.alpha = 1;
self.bg.interactive = true;
};
return self;
});
var Fighter = Container.expand(function (isPlayer, maxHealth, maxEnergy) {
var self = Container.call(this);
self.isPlayer = isPlayer || false;
self.maxHealth = maxHealth || 100;
self.maxEnergy = maxEnergy || 100;
self.health = self.maxHealth;
self.energy = self.maxEnergy;
self.name = isPlayer ? "Player" : "Enemy";
// Sprite and visual elements
self.sprite = self.attachAsset(isPlayer ? 'player' : 'enemy' + (currentLevel || 1), {
anchorX: 0.5,
anchorY: 0.5
});
// Health bar container
self.healthBarContainer = new Container();
self.addChild(self.healthBarContainer);
// Health bar background
self.healthBarBg = LK.getAsset('healthBar', {
anchorX: 0,
anchorY: 0.5,
alpha: 0.3
});
self.healthBarContainer.addChild(self.healthBarBg);
// Health bar foreground
self.healthBarFg = LK.getAsset('healthBar', {
anchorX: 0,
anchorY: 0.5
});
self.healthBarContainer.addChild(self.healthBarFg);
// Energy bar container
self.energyBarContainer = new Container();
self.addChild(self.energyBarContainer);
// Energy bar background
self.energyBarBg = LK.getAsset('energyBar', {
anchorX: 0,
anchorY: 0.5,
alpha: 0.3
});
self.energyBarContainer.addChild(self.energyBarBg);
// Energy bar foreground
self.energyBarFg = LK.getAsset('energyBar', {
anchorX: 0,
anchorY: 0.5
});
self.energyBarContainer.addChild(self.energyBarFg);
// Name label
self.nameLabel = new Text2(self.name, {
size: 36,
fill: 0xFFFFFF
});
self.nameLabel.anchor.set(0.5, 0.5);
self.addChild(self.nameLabel);
// Position elements
if (isPlayer) {
// Position at top-left
self.healthBarContainer.x = -self.healthBarBg.width / 2;
self.healthBarContainer.y = -self.sprite.height / 2 - 600;
self.energyBarContainer.x = -self.energyBarBg.width / 2;
self.energyBarContainer.y = -self.sprite.height / 2 - 550;
self.nameLabel.x = 0;
self.nameLabel.y = -self.sprite.height / 2 - 640;
} else {
// Position at top-right
self.healthBarContainer.x = -self.healthBarBg.width / 2;
self.healthBarContainer.y = -self.sprite.height / 2 - 600;
self.energyBarContainer.x = -self.energyBarBg.width / 2;
self.energyBarContainer.y = -self.sprite.height / 2 - 550;
self.nameLabel.x = 0;
self.nameLabel.y = -self.sprite.height / 2 - 640;
}
// Methods
self.updateBars = function () {
var healthRatio = Math.max(0, Math.min(1, self.health / self.maxHealth));
var energyRatio = Math.max(0, Math.min(1, self.energy / self.maxEnergy));
// Animate health bar changes
tween(self.healthBarFg.scale, {
x: healthRatio
}, {
duration: 300
});
// Animate energy bar changes
tween(self.energyBarFg.scale, {
x: energyRatio
}, {
duration: 300
});
};
self.takeDamage = function (amount) {
self.health = Math.max(0, self.health - amount);
self.updateBars();
// Visual feedback
tween(self.sprite, {
alpha: 0.2
}, {
duration: 100,
onFinish: function onFinish() {
tween(self.sprite, {
alpha: 1
}, {
duration: 100,
onFinish: function onFinish() {
// Ensure breathing animation continues after the flash
if (self.sprite && self.sprite.parent) {
// Check if sprite is still valid
self.startBreathingAnimation();
}
}
});
}
});
return self.health <= 0;
};
self.useEnergy = function (amount) {
var canUse = self.energy >= amount;
if (canUse) {
self.energy -= amount;
self.updateBars();
}
return canUse;
};
self.replenishEnergy = function (amount) {
self.energy = Math.min(self.maxEnergy, self.energy + amount);
self.updateBars();
};
self.reset = function (newHealth, newEnergy) {
self.health = newHealth || self.maxHealth;
self.energy = newEnergy || self.maxEnergy;
self.updateBars();
};
self.setName = function (newName) {
self.name = newName;
self.nameLabel.setText(newName);
};
self.startBreathingAnimation = function () {
// If a previous breathing tween exists for this fighter, stop it.
// This assumes the tween library returns a controllable object with a 'kill' method.
if (self.breathingTween && typeof self.breathingTween.kill === 'function') {
self.breathingTween.kill();
}
// Ensure the sprite and its scale property are available.
if (self.sprite && self.sprite.scale) {
// Reset sprite scale to a base of (1,1) before starting the animation.
// This ensures the animation is consistent even if called multiple times.
self.sprite.scale.set(1, 1);
// Create the tween for the y-scale.
self.breathingTween = tween(self.sprite.scale, {
y: 1.03
},
// Target y-scale (3% taller)
{
duration: 1500,
// Duration of one half of the animation (e.g., inhale) in milliseconds.
yoyo: true,
// Makes the animation reverse automatically (e.g., exhale).
repeat: Infinity // Loop the animation indefinitely.
});
}
};
// Initialize bars
self.updateBars();
// Start the breathing animation when the fighter is initialized.
self.startBreathingAnimation();
return self;
});
var StatusMessage = Container.expand(function () {
var self = Container.call(this);
self.text = new Text2("", {
size: 60,
fill: 0xFFFFFF
});
self.text.anchor.set(0.5, 0.5);
self.addChild(self.text);
self.show = function (message, duration) {
self.text.setText(message);
self.visible = true;
if (self.hideTimeout) {
LK.clearTimeout(self.hideTimeout);
}
self.hideTimeout = LK.setTimeout(function () {
self.visible = false;
self.hideTimeout = null;
}, duration || 1500);
};
self.visible = false;
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x2c3e50
});
/****
* Game Code
****/
// Game state
// Music assets for each level
var currentLevel = 1;
var totalLevels = 10;
var playerTurn = true;
var gameActive = false;
var enemyAttackDelay = 1000;
// Characters
var player;
var enemy;
var enemies = [{
name: "Rookie",
health: 70,
energy: 80,
damage: 1.0
}, {
name: "Brawler",
health: 90,
energy: 90,
damage: 1.1
}, {
name: "Striker",
health: 100,
energy: 100,
damage: 1.2
}, {
name: "Warrior",
health: 120,
energy: 100,
damage: 1.3
}, {
name: "Veteran",
health: 130,
energy: 110,
damage: 1.4
}, {
name: "Champion",
health: 150,
energy: 120,
damage: 1.5
}, {
name: "Master",
health: 170,
energy: 130,
damage: 1.6
}, {
name: "Grandmaster",
health: 200,
energy: 140,
damage: 1.7
}, {
name: "Warlord",
health: 220,
energy: 150,
damage: 1.8
}, {
name: "Arena King",
health: 250,
energy: 150,
damage: 2.0
}];
// Attack options
var attacks = [{
name: "Quick Strike",
damage: 10,
energy: 20,
description: "A fast, low damage attack"
}, {
name: "Heavy Blow",
damage: 25,
energy: 40,
description: "A powerful but energy-draining strike"
}, {
name: "Risky Slash",
damage: 40,
energy: 60,
description: "High damage but very energy intensive"
}, {
name: "Desperate Attack",
damage: 60,
energy: 90,
description: "All-in attack with massive energy cost"
}];
// UI Elements
var attackButtons = [];
var statusMessage;
var levelDisplay;
var nextLevelButton;
// Initialize the game elements
function initGame() {
// Add background for current level
var background = LK.getAsset('background1', {
anchorX: 0,
anchorY: 0
});
background.isBackground = true; // Mark as background for easy identification
game.addChild(background);
// Create player and enemy
player = new Fighter(true, 150, 100);
player.x = 2048 / 4;
player.y = 2732 / 2 + 100; // Move down to make room for health bars at top
game.addChild(player);
enemy = new Fighter(false, enemies[0].health, enemies[0].energy);
enemy.x = 2048 / 4 * 3;
enemy.y = 2732 / 2 + 100; // Move down to make room for health bars at top
enemy.setName(enemies[0].name);
// Make sure we're using the enemy1 asset for the first level
enemy.sprite.destroy();
enemy.sprite = enemy.attachAsset('enemy1', {
anchorX: 0.5,
anchorY: 0.5
});
enemy.startBreathingAnimation(); // Restart animation for the new sprite
game.addChild(enemy);
// Create attack buttons
var buttonContainer = new Container();
game.addChild(buttonContainer);
buttonContainer.x = 2048 / 2;
buttonContainer.y = 2732 - 200;
for (var i = 0; i < attacks.length; i++) {
var button = new AttackButton(attacks[i]);
button.x = (i - 1.5) * 320;
button.onAttack = handlePlayerAttack;
attackButtons.push(button);
buttonContainer.addChild(button);
}
// Create status message
statusMessage = new StatusMessage();
statusMessage.x = 2048 / 2;
statusMessage.y = 2732 / 3;
game.addChild(statusMessage);
// Create level display
levelDisplay = new Text2("Level " + currentLevel + "/" + totalLevels, {
size: 40,
fill: 0xFFFFFF
});
levelDisplay.anchor.set(0.5, 0.5);
levelDisplay.x = 2048 / 2;
levelDisplay.y = 80;
game.addChild(levelDisplay);
// Create next level button (hidden initially)
nextLevelButton = new AttackButton({
name: "NEXT LEVEL",
damage: 0,
energy: 0
});
nextLevelButton.x = 2048 / 2;
nextLevelButton.y = 2732 / 2 + 200;
nextLevelButton.onAttack = startNextLevel;
nextLevelButton.visible = false;
game.addChild(nextLevelButton);
// Start game
startGame();
}
function startGame() {
LK.playMusic('level' + currentLevel + 'Music');
gameActive = true;
playerTurn = true;
updateUI();
statusMessage.show("Battle Start! Your Turn", 1500);
}
function updateUI() {
// Update level display
levelDisplay.setText("Level " + currentLevel + "/" + totalLevels);
// Enable/disable attack buttons based on player's energy
for (var i = 0; i < attackButtons.length; i++) {
if (playerTurn && gameActive && player.energy >= attacks[i].energy) {
attackButtons[i].enable();
} else {
attackButtons[i].disable();
}
}
// Show/hide next level button
// Button is visible if game is not active (round ended), it's not the last level, AND player is still alive
nextLevelButton.visible = !gameActive && currentLevel < totalLevels && player && player.health > 0;
}
function handlePlayerAttack(attackData) {
if (!playerTurn || !gameActive) return;
// Use energy for attack
if (!player.useEnergy(attackData.energy)) {
statusMessage.show("Not enough energy!", 1000);
return;
}
// Apply damage to enemy
var damage = attackData.damage;
// Random chance for critical hit (20% chance)
var isCritical = Math.random() < 0.2;
if (isCritical) {
damage = Math.floor(damage * 1.5);
LK.getSound('critical').play();
statusMessage.show("Critical Hit! " + damage + " damage", 1000);
} else {
LK.getSound('hit').play();
statusMessage.show(attackData.name + "! " + damage + " damage", 1000);
}
// Visual feedback
LK.effects.flashObject(enemy.sprite, 0xff0000, 300);
// Apply damage
var defeated = enemy.takeDamage(damage);
if (defeated) {
handleEnemyDefeated();
} else {
// End player turn if no energy left
if (player.energy < 20) {
endPlayerTurn();
}
}
updateUI();
}
function handleEnemyDefeated() {
gameActive = false;
LK.getSound('victory').play();
if (currentLevel >= totalLevels) {
// Game completed
statusMessage.show("Congratulations! You are the Arena Champion!", 3000);
LK.setTimeout(function () {
LK.showYouWin();
}, 3000);
} else {
// Level completed
statusMessage.show("Enemy Defeated! Get ready for the next challenge", 2000);
LK.setTimeout(function () {
nextLevelButton.visible = true;
updateUI();
}, 2000);
}
}
function endPlayerTurn() {
playerTurn = false;
statusMessage.show("Out of energy! Enemy's turn", 1000);
// Schedule enemy attack
LK.setTimeout(enemyAttack, enemyAttackDelay);
updateUI();
}
function enemyAttack() {
if (gameActive) {
// Choose a random attack based on available energy
var availableAttacks = [];
for (var i = 0; i < attacks.length; i++) {
if (enemy.energy >= attacks[i].energy) {
availableAttacks.push(attacks[i]);
}
}
if (availableAttacks.length === 0) {
// Enemy has no energy for attacks
startPlayerTurn();
return;
}
var attack = availableAttacks[Math.floor(Math.random() * availableAttacks.length)];
// Use energy
enemy.useEnergy(attack.energy);
// Calculate damage (apply enemy damage multiplier)
var enemyDamageMultiplier = enemies[currentLevel - 1].damage;
var damage = Math.floor(attack.damage * enemyDamageMultiplier);
// Random chance for player to block (10% chance)
var isBlocked = Math.random() < 0.1;
if (isBlocked) {
damage = Math.floor(damage * 0.5);
LK.getSound('block').play();
statusMessage.show("Attack Blocked! " + damage + " damage", 1000);
} else {
LK.getSound('hit').play();
statusMessage.show("Enemy used " + attack.name + "! " + damage + " damage", 1000);
}
// Visual feedback
LK.effects.flashObject(player.sprite, 0xff0000, 300);
// Apply damage
var defeated = player.takeDamage(damage);
if (defeated) {
handlePlayerDefeated();
} else {
// Continue enemy attacks if it has energy
if (enemy.energy >= 20) {
LK.setTimeout(enemyAttack, enemyAttackDelay);
} else {
LK.setTimeout(startPlayerTurn, enemyAttackDelay);
}
}
}
updateUI();
}
function handlePlayerDefeated() {
gameActive = false;
LK.getSound('defeat').play();
statusMessage.show("You have been defeated!", 2000);
LK.setTimeout(function () {
LK.showGameOver();
}, 2000);
}
function startPlayerTurn() {
playerTurn = true;
// Replenish some energy for player
player.replenishEnergy(30);
statusMessage.show("Your Turn", 1000);
updateUI();
}
function startNextLevel() {
currentLevel++;
// Update enemy based on current level
var enemyData = enemies[currentLevel - 1];
// Update background for new level
// Remove previous background and add new one
for (var i = 0; i < game.children.length; i++) {
if (game.children[i].isBackground) {
game.removeChild(game.children[i]);
break;
}
}
var background = LK.getAsset('background' + currentLevel, {
anchorX: 0,
anchorY: 0
});
background.isBackground = true; // Mark as background for easy identification
game.addChildAt(background, 0); // Add to the bottom layer
// Remove old enemy sprite and create new one with current level's asset
enemy.sprite.destroy();
enemy.sprite = enemy.attachAsset('enemy' + currentLevel, {
anchorX: 0.5,
anchorY: 0.5
});
enemy.startBreathingAnimation(); // Restart animation for the new sprite
enemy.setName(enemyData.name);
enemy.reset(enemyData.health, enemyData.energy);
// Replenish player health and energy
player.reset(player.maxHealth, player.maxEnergy); // Reset to full health and energy at start of each level
// Reset game state
LK.playMusic('level' + currentLevel + 'Music');
gameActive = true;
playerTurn = true;
nextLevelButton.visible = false;
// Show level message
statusMessage.show("Level " + currentLevel + ": " + enemyData.name, 1500);
updateUI();
}
// Initialize the game
initGame(); ===================================================================
--- original.js
+++ change.js
@@ -249,10 +249,10 @@
/****
* Game Code
****/
-// Music assets for each level
// Game state
+// Music assets for each level
var currentLevel = 1;
var totalLevels = 10;
var playerTurn = true;
var gameActive = false;
daha uzaktan çekilmiş bir halini yarat. karakterin kafasının üstü ve saçları, ayakları gözüküyor olsun
tüm vücudunun ayaklarına kadar gözükebileceği açıdan daha uzaktan çekilmiş kafasının üstünün ve saçlarının belli olduğu halini yarat, ayrıca "the silhouette of the very big gun that the man hides in his pants creates a big bump towards to ground with the tension of the pants" belli olsun
detailed pixelart, fighter style while keeping the original: details, color, and lighting. "Tamer Market" text can be seen
remove the girl on right
arabic street, islam, dust. background image. Bomb explotion in the background. pixelated. 2d. In-Game asset. flat
make pixelated, add homeless with tents
pixel streetfighter style blonde american fighter, looked like donald trump, with american flag short, and boxing gloves
red button square. In-Game asset. 2d. High contrast. No shadows
red blood texture, square bar. In-Game asset. 2d. High contrast. No shadows
glow much much more, powerfull green
pixelated style very sexy horror space monkey fighter character. Her sexy body looks lizard. In-game asset. Full picture of character. In-Game asset. 2d
dark themed horror pixelated fight game style background scene. In-game asset. space.
saturated themed psychedelic horror pixelated game style background scene. In-game asset. Surrealistic. dreamy. In-Game asset
pixelated style terrifing uncanny very hot psychedelic horror space monster creep character. theirs body looks very disgusting and super sexy. In-game asset. Full picture of character. In-Game asset. 2d
horror uncanny scary pixelated
pixel
detailed pixel game
pixel styled. No background. Transparent background. Blank background.
surreal, araf
white surreal space with nothing in it looks scary
alpha male's room ,very masculine king's room, awesomeness, badass, cool place
the silhouette of the very large big cucumber that the man hides in his pants creates a big bump towards to right with the tension of the pants
blood splatter effect. In-game assets. No background. Transparent background.. High contrast. No shadows
ileri doğru yumtuk atarken kolunu gergin bir şekilde çiz, resmin geri kalanı birebir aynı kalsın
attacking with gun
pençeleriyle saldırı anı
high kick attack
elindeki bıçakla karşısındakine saldırıp bıçaklama hareketi
uppercut attack
hard punch
mouth opens bigger fot eat attacking
make his head backwards looking to camera and smiles uncanny horror
he is hiding very large secret cucumber in his pants so it creates big bump in his pants
Fullscreen modern App Store landscape banner, 16:9, high definition, for a game titled "Chad Hardwood Turn-Based Fighter" and with the description "A turn-based fighting game where players battle through 10 increasingly challenging opponents. Choose from 4 attack options with different damage and energy costs. Manage your energy wisely - when it's depleted, your turn ends. Defeat each opponent to advance and become the ultimate Fighter.". Chad Hardwood is muscular long haired bearded sunglasses man, and his opponent is japanese sexy looking body fighter girl wearing sexy purple fight dress. No text on banner!
level6Music
Music
level7Music
Music
level8Music
Music
level5Music
Music
level3Music
Music
level1Music
Music
level2EnemyDamage
Sound effect
level2Music
Music
level4Music
Music
level4EnemyAttackSound
Sound effect
hit
Sound effect
level2EnemyDeath
Sound effect
level3EnemyDeath
Sound effect
gameOverDefeat
Sound effect
critical
Sound effect
block
Sound effect
defeat
Sound effect