User prompt
6level ve daha düşük düşmanlarda tek seferde öldürme şansını yüzde 2 ye sabitle
User prompt
her bir karakterin vuruş animasyonu esnasında değişip geri kaybolacak şekilde birer asset resim oluştur
User prompt
level 6 ve daha düşük seviyelerdeki düşman rakiplerin yüzde 5 olan şansla oyuncuyu tek vuruşta öldürebilmesi şansını yüzde 3 e düşür
User prompt
level 10 daki Arena King ismindeki düşmanın ismini "Woody CHADMAN" olacak şekilde değiştir
User prompt
level 9 ve 10 daki düşmanların, kritik vuruş aldıktan sonra yüzde 7 ihtimalle canlarını yüzde 100 doldur
User prompt
karakterler birbirlerine vurduğu esnada rakibinin yanına çok hızlıca gidip geri olduğu noktaya geri dönecek şekilde 500ms süren hızlı bir animasyon ekle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
level 6 ve daha düşük seviyelerdeki düşman rakiplerin yüzde 7 olan şansla oyuncuyu tek vuruşta öldürebilmesini yüzde 5 seviyesine düşür
User prompt
level 6 ve daha düşük seviyelerdeki düşman rakipler, yüzde 7 gibi çok düşük bir şansla oyuncuyu tek vuruşta öldürebilir
User prompt
level 6 ve daha düşük seviyelerdeki rakipler yüzde 4 gibi çok düşük bir şansla oyuncuyu tek vuruşta öldürebilir
User prompt
oyuncu seviye 7yi geçtikten sonraki bölümlerde ek olarak fazladan 20 can kazanır
User prompt
level 9 daki düşmanın ismini Warlord'dan "The God" a çevir
User prompt
karakterlerin canı yüzde 30un altına düşerse enerjilerini 70 arttırarak yenile ve gelen vuruşu bloklama şansını yüzde 60 yükselt
User prompt
karakterlerin canı yüzde 30un altına düşerse enerjilerinin hepsini yenile ve gelen vuruşu bloklama şansını yüzde 60 yükselt
User prompt
oyunu kaybedip bittiğinde çalması için bir ses asset oluştur
User prompt
sadece level 3 için düşman öldüğünde oynatılacak bir ses efekti asset oluştur
User prompt
sadece level 2 için düşman öldüğünde oynatılacak bir ses efekti asset oluştur
User prompt
level 6 daki düşmanın ismini Champion dan "Sweetie" ye çevir
User prompt
level 7 deki düşmanın ismini Master'dan "Master Baitor" olarak değiştir
User prompt
level 5 deki düşmanın ismini Veteran'dan "Zikko" ya çevir
User prompt
level 4deki düşmanın ismini Warrior'dan "Rockey" e çevir
User prompt
bloodsplattereffect etrafa rastgele parçalanıp dağılsın patlasın parçacık efekti gibi olsun
User prompt
her hit vurulduğunda karakterlerden kan sıçrama efekti gelsin
User prompt
Level 3 deki düşman Striker'ın ismini "Dust2person" olarak değiştir
User prompt
level 2 deki düşman Brawler'ın ismini "Oramakoma Buramako" olarak değiş
User prompt
level 1 deki düşman Rookie'nin ismini "Qeko" olarak değiş
/**** * 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 BloodSplatter = Container.expand(function () { var self = Container.call(this); self.particles = []; var numParticles = 10 + Math.floor(Math.random() * 10); // 10 to 19 particles var baseLife = 30 + Math.random() * 30; // Approx 0.5 to 1 second life at 60FPS self.update = function () { for (var i = self.particles.length - 1; i >= 0; i--) { var p = self.particles[i]; p.life--; if (p.life <= 0) { self.removeChild(p.sprite); p.sprite.destroy(); // Destroy the individual particle sprite self.particles.splice(i, 1); // Remove from the array } else { p.sprite.x += p.vx; p.sprite.y += p.vy; p.sprite.rotation += p.rotationSpeed; p.sprite.alpha = Math.max(0, p.life / p.initialLife); // Fade out // Apply some friction/drag to slow down particles p.vx *= 0.97; p.vy *= 0.97; // Optional: apply gravity // p.vy += 0.1; } } if (self.particles.length === 0) { // All particles are gone, remove the container itself if (self.parent) { self.parent.removeChild(self); } self.destroy(); // Destroy the BloodSplatter container } }; for (var i = 0; i < numParticles; i++) { // Use LK.getAsset as we are creating multiple instances dynamically var particleSprite = LK.getAsset('bloodSplatterEffect', { anchorX: 0.5, anchorY: 0.5 }); // Randomize scale for each particle to be smaller than original effect var scale = 0.05 + Math.random() * 0.2; // e.g., 0.05 to 0.25 particleSprite.scale.set(scale); particleSprite.rotation = Math.random() * Math.PI * 2; // Random initial rotation var angle = Math.random() * Math.PI * 2; // Random direction var speed = 3 + Math.random() * 7; // Random speed (3 to 10 pixels/frame) var particle = { sprite: particleSprite, vx: Math.cos(angle) * speed, vy: Math.sin(angle) * speed, rotationSpeed: (Math.random() - 0.5) * 0.3, // Random rotation speed (radians/frame) life: baseLife * (0.7 + Math.random() * 0.6), // Vary lifetime slightly per particle initialLife: 0 // Will be set after life is determined }; particle.initialLife = particle.life; // Store initial life for alpha calculation self.addChild(particleSprite); self.particles.push(particle); } 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(); // --- Auto-heal and block chance boost if health drops below 30% --- if (!self._boosted && self.health / self.maxHealth < 0.3) { // Only boost once per drop below 30% self._boosted = true; self.replenishEnergy(70); self._blockChanceBoost = 0.6; // 60% extra block chance // Optional: show a status message if this is the player if (self.isPlayer && typeof statusMessage !== "undefined") { statusMessage.show("Emergency boost! +70 energy, block chance up!", 1200); } } else if (self.health / self.maxHealth >= 0.3) { // Reset boost if healed above 30% self._boosted = false; self._blockChanceBoost = 0; } // 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 ****/ // Assuming a generic ID for now // Game state // Music assets for each level // Placeholder ID, engine handles actual resource var currentLevel = 1; var totalLevels = 10; var playerTurn = true; var gameActive = false; var enemyAttackDelay = 1000; // Characters var player; var enemy; var enemies = [{ name: "Qeko", health: 70, energy: 80, damage: 1.0 }, { name: "Oramakoma Buramako", health: 90, energy: 90, damage: 1.1 }, { name: "Dust2person", health: 100, energy: 100, damage: 1.2 }, { name: "Rockey", health: 120, energy: 100, damage: 1.3 }, { name: "Zikko", health: 130, energy: 110, damage: 1.4 }, { name: "Sweetie", health: 150, energy: 120, damage: 1.5 }, { name: "Master Baitor", health: 170, energy: 130, damage: 1.6 }, { name: "Grandmaster", health: 200, energy: 140, damage: 1.7 }, { name: "The God", health: 220, energy: 150, damage: 1.8 }, { name: "Woody CHADMAN", 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.setName("Chad Hardwood"); 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); // Level 9 & 10: 7% chance to fully heal enemy after critical hit if ((currentLevel === 9 || currentLevel === 10) && Math.random() < 0.07) { enemy.health = enemy.maxHealth; enemy.updateBars(); statusMessage.show("The enemy miraculously healed to full health!", 1200); } } else { LK.getSound('hit').play(); statusMessage.show(attackData.name + "! " + damage + " damage", 1000); } // Visual feedback // --- Fast approach-and-return animation for player attacking enemy --- var originalPlayerX = player.x; var originalEnemyX = enemy.x; var approachDistance = Math.abs(enemy.x - player.x) * 0.4; // Move 40% of the distance var approachDuration = 120; var returnDuration = 180; // Swap to attack asset for player var oldPlayerSprite = player.sprite; oldPlayerSprite.visible = false; var attackSprite = player.attachAsset('playerAttack', { anchorX: 0.5, anchorY: 0.5 }); attackSprite.x = 0; attackSprite.y = 0; player.addChild(attackSprite); player.sprite = attackSprite; // Move player towards enemy tween(player, { x: player.x + approachDistance }, { duration: approachDuration, easing: tween.cubicOut, onFinish: function onFinish() { // Move player back to original position tween(player, { x: originalPlayerX }, { duration: returnDuration, easing: tween.cubicIn, onFinish: function onFinish() { // Remove attack sprite and restore original player.removeChild(attackSprite); attackSprite.destroy(); oldPlayerSprite.visible = true; player.sprite = oldPlayerSprite; player.startBreathingAnimation(); } }); } }); // Move enemy slightly towards player (for impact effect) tween(enemy, { x: enemy.x - approachDistance * 0.15 }, { duration: approachDuration, easing: tween.cubicOut, onFinish: function onFinish() { tween(enemy, { x: originalEnemyX }, { duration: returnDuration, easing: tween.cubicIn }); } }); LK.effects.flashObject(enemy.sprite, 0xff0000, 300); // Play specific sound for level 2 enemy damage if (currentLevel === 2) { LK.getSound('level2EnemyDamage').play(); } // Enemy block chance: 10% base, +60% if health < 30% var enemyBlockChance = 0.1 + (enemy._blockChanceBoost || 0); var enemyBlocked = Math.random() < enemyBlockChance; if (enemyBlocked) { damage = Math.floor(damage * 0.5); LK.getSound('block').play(); statusMessage.show("Enemy Blocked! " + damage + " damage", 1000); } // Apply damage var defeated = enemy.takeDamage(damage); // Create and show blood splatter effect on enemy var splatter = new BloodSplatter(); // Position splatter slightly above the center of the enemy, with some randomness splatter.x = enemy.x + (Math.random() - 0.5) * enemy.sprite.width * 0.25; // Random x-offset within 25% of sprite width splatter.y = enemy.y - enemy.sprite.height * 0.2 + (Math.random() - 0.5) * (enemy.sprite.height * 0.25); // Positioned towards upper part game.addChild(splatter); if (defeated) { // {2J} handleEnemyDefeated(); } else { // End player turn if no energy left if (player.energy < 20) { endPlayerTurn(); } } updateUI(); } function handleEnemyDefeated() { gameActive = false; // Play special death sound for level 2 enemy if (currentLevel === 2) { LK.getSound('level2EnemyDeath').play(); } // Play special death sound for level 3 enemy if (currentLevel === 3) { LK.getSound('level3EnemyDeath').play(); } 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); // 2% instant kill chance for enemy attacks at level 6 and below var instantKill = false; if (currentLevel <= 6 && Math.random() < 0.02) { damage = player.health; // Set damage to current health for instant kill instantKill = true; } // Random chance for player to block (10% base chance, +60% if player health < 30%) var blockChance = 0.1 + (player._blockChanceBoost || 0); var isBlocked = Math.random() < blockChance; if (isBlocked) { damage = Math.floor(damage * 0.5); LK.getSound('block').play(); statusMessage.show("Attack Blocked! " + damage + " damage", 1000); } else if (instantKill) { LK.getSound('critical').play(); statusMessage.show("Fatal Strike! Instant defeat!", 1200); } else { LK.getSound('hit').play(); statusMessage.show("Enemy used " + attack.name + "! " + damage + " damage", 1000); } // Visual feedback // --- Fast approach-and-return animation for enemy attacking player --- var originalEnemyX = enemy.x; var originalPlayerX = player.x; var approachDistance = Math.abs(enemy.x - player.x) * 0.4; // Move 40% of the distance var approachDuration = 120; var returnDuration = 180; // Swap to attack asset for enemy var oldEnemySprite = enemy.sprite; oldEnemySprite.visible = false; var attackAssetName = 'enemy' + currentLevel + 'Attack'; var attackSprite = enemy.attachAsset(attackAssetName, { anchorX: 0.5, anchorY: 0.5 }); attackSprite.x = 0; attackSprite.y = 0; enemy.addChild(attackSprite); enemy.sprite = attackSprite; // Move enemy towards player tween(enemy, { x: enemy.x - approachDistance }, { duration: approachDuration, easing: tween.cubicOut, onFinish: function onFinish() { // Move enemy back to original position tween(enemy, { x: originalEnemyX }, { duration: returnDuration, easing: tween.cubicIn, onFinish: function onFinish() { // Remove attack sprite and restore original enemy.removeChild(attackSprite); attackSprite.destroy(); oldEnemySprite.visible = true; enemy.sprite = oldEnemySprite; enemy.startBreathingAnimation(); } }); } }); // Move player slightly towards enemy (for impact effect) tween(player, { x: player.x + approachDistance * 0.15 }, { duration: approachDuration, easing: tween.cubicOut, onFinish: function onFinish() { tween(player, { x: originalPlayerX }, { duration: returnDuration, easing: tween.cubicIn }); } }); LK.effects.flashObject(player.sprite, 0xff0000, 300); // Apply damage var defeated = player.takeDamage(damage); // Create and show blood splatter effect on player var splatter = new BloodSplatter(); // Position splatter slightly above the center of the player, with some randomness splatter.x = player.x + (Math.random() - 0.5) * player.sprite.width * 0.25; // Random x-offset within 25% of sprite width splatter.y = player.y - player.sprite.height * 0.2 + (Math.random() - 0.5) * (player.sprite.height * 0.25); // Positioned towards upper part game.addChild(splatter); if (defeated) { // {3a} 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(); LK.getSound('gameOverDefeat').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 if (currentLevel > 7) { // Give extra 20 health for player after level 7 player.maxHealth += 20; } 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
@@ -325,12 +325,12 @@
/****
* Game Code
****/
-// Placeholder ID, engine handles actual resource
-// Music assets for each level
-// Game state
// Assuming a generic ID for now
+// Game state
+// Music assets for each level
+// Placeholder ID, engine handles actual resource
var currentLevel = 1;
var totalLevels = 10;
var playerTurn = true;
var gameActive = false;
@@ -671,11 +671,11 @@
enemy.useEnergy(attack.energy);
// Calculate damage (apply enemy damage multiplier)
var enemyDamageMultiplier = enemies[currentLevel - 1].damage;
var damage = Math.floor(attack.damage * enemyDamageMultiplier);
- // 3% instant kill chance for enemy attacks at level 6 and below
+ // 2% instant kill chance for enemy attacks at level 6 and below
var instantKill = false;
- if (currentLevel <= 6 && Math.random() < 0.03) {
+ if (currentLevel <= 6 && Math.random() < 0.02) {
damage = player.health; // Set damage to current health for instant kill
instantKill = true;
}
// Random chance for player to block (10% base chance, +60% if player health < 30%)
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