User prompt
que los enemigos se generen cada 7 segundos
User prompt
que las fabricas esten un poco mas hacia el centro
User prompt
coloca una fabrica en cada esquina del mapa y que los enemigos spawneen de estas fabricas
User prompt
que la velocidad del enemigo sea igual a 3 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
actualiza la velocidad del movimiento del enemigo para que sea mas rapido que el jugador ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
actualiza la velocidad del movimiento del enemigo para que sea fluida y sin frenarse ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
que los enemigos se muevan a la misma velocidad que el jugador ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
agrega colision a los enemigos, que no se pongan unos sobre otros
User prompt
Agregue detección de colisión enemiga para evitar superposiciones durante el movimiento
User prompt
que los enemigos no puedan ponerse uno sobre otro
User prompt
agrega 4 enemigos en cada uno de los lados del mapa que persigan al jugador ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
disminuir la salud del jugador cada que toca un arbol
User prompt
agregar barra de salud
User prompt
quiero que agregues una barra de vida en la esquina superior derecha para el personaje
User prompt
Mueva los árboles del borde para crear un área más abierta posicionándolos más lejos de los bordes del mapa Actualizar los límites de los jugadores para que coincidan con las nuevas posiciones de los árboles para un área de movimiento más abierta
User prompt
que en el area diagonal de abajo a la izquierda tambien este el fondo
User prompt
mueve los arboles que rodean el mapa a un area mas abierta
User prompt
que los arboles que rodean el mapa esten en un area mas grande
User prompt
que el jugador se mueva mas lento
User prompt
diagonal hacia arriba a la derecha igual pon el fondo
User prompt
en la zona de la derecha y abajo tambien pon el fondo
User prompt
que fuera del mapa en las zonas que sobresalen se ponga el fondo tambien
User prompt
que los arboles tengan colision con el jugador
User prompt
que los arboles que estan colocados aleatoriamente tengan hitbox
User prompt
que el jugador se mueva a donde se de click independientemente de el movimiento de la camara atravez del mapa ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x4a7c59 }); /**** * Game Code ****/ // Create large map floor - scale the grass background to cover entire game area var mapFloor = game.addChild(LK.getAsset('fondo', { anchorX: 0, anchorY: 0, scaleX: 20.48, // Scale to cover 2048px width (2048/100) scaleY: 27.32, // Scale to cover 2732px height (2732/100) x: 0, y: 0 })); // Create trees around all borders var trees = []; // Top border trees for (var i = 0; i < 26; i++) { var topTree = game.addChild(LK.getAsset('arbol', { anchorX: 0.5, anchorY: 0.5, x: i * 80 + 40, y: 60 })); trees.push(topTree); } // Bottom border trees for (var i = 0; i < 26; i++) { var bottomTree = game.addChild(LK.getAsset('arbol', { anchorX: 0.5, anchorY: 0.5, x: i * 80 + 40, y: 2672 })); trees.push(bottomTree); } // Left border trees (excluding corners already covered) for (var i = 1; i < 33; i++) { var leftTree = game.addChild(LK.getAsset('arbol', { anchorX: 0.5, anchorY: 0.5, x: 40, y: i * 80 + 60 })); trees.push(leftTree); } // Right border trees (excluding corners already covered) for (var i = 1; i < 33; i++) { var rightTree = game.addChild(LK.getAsset('arbol', { anchorX: 0.5, anchorY: 0.5, x: 2008, y: i * 80 + 60 })); trees.push(rightTree); } // Create camera container for following player var camera = game.addChild(new Container()); camera.x = 1024; camera.y = 1366; // Move all game elements to camera container camera.addChild(mapFloor); for (var i = 0; i < trees.length; i++) { camera.addChild(trees[i]); } // Add random trees scattered throughout the map var randomTrees = []; for (var i = 0; i < 80; i++) { var randomX = Math.random() * (2048 - 160) + 80; // Keep away from borders var randomY = Math.random() * (2732 - 240) + 120; // Keep away from borders var randomTree = camera.addChild(LK.getAsset('arbol', { anchorX: 0.5, anchorY: 0.5, x: randomX, y: randomY })); randomTrees.push(randomTree); } // Create player and add to camera var player = camera.addChild(new Player()); player.x = 1024; player.y = 1366; // Set camera scale for closer view camera.scaleX = 2; camera.scaleY = 2; // Game controls - touch to move player game.down = function (x, y, obj) { // Convert screen coordinates to world coordinates accounting for camera transform // First convert to game coordinates, then account for camera position and scale var worldX = (x - camera.x) / camera.scaleX; var worldY = (y - camera.y) / camera.scaleY; var targetX = worldX; var targetY = worldY; // Calculate angle to face directly toward the clicked point var deltaX = targetX - player.x; var deltaY = targetY - player.y; var targetRotation = Math.atan2(deltaY, deltaX) + Math.PI / 2; // Add 90 degrees to align with sprite orientation // First tween: rotate to face the destination tween(player, { rotation: targetRotation }, { duration: 400, easing: tween.easeOut, onFinish: function onFinish() { // Second tween: move to the destination after rotation is complete tween(player, { x: targetX, y: targetY }, { duration: 800, easing: tween.easeOut }); } }); }; // Main game update loop game.update = function () { // Keep player within bounds, accounting for tree borders player.x = Math.max(80, Math.min(1968, player.x)); player.y = Math.max(120, Math.min(2612, player.y)); // Update camera position to follow player var targetCameraX = 1024 - player.x * camera.scaleX; var targetCameraY = 1366 - player.y * camera.scaleY; // Smooth camera following camera.x += (targetCameraX - camera.x) * 0.1; camera.y += (targetCameraY - camera.y) * 0.1; };
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x4a7c59
});
/****
* Game Code
****/
// Create large map floor - scale the grass background to cover entire game area
var mapFloor = game.addChild(LK.getAsset('fondo', {
anchorX: 0,
anchorY: 0,
scaleX: 20.48,
// Scale to cover 2048px width (2048/100)
scaleY: 27.32,
// Scale to cover 2732px height (2732/100)
x: 0,
y: 0
}));
// Create trees around all borders
var trees = [];
// Top border trees
for (var i = 0; i < 26; i++) {
var topTree = game.addChild(LK.getAsset('arbol', {
anchorX: 0.5,
anchorY: 0.5,
x: i * 80 + 40,
y: 60
}));
trees.push(topTree);
}
// Bottom border trees
for (var i = 0; i < 26; i++) {
var bottomTree = game.addChild(LK.getAsset('arbol', {
anchorX: 0.5,
anchorY: 0.5,
x: i * 80 + 40,
y: 2672
}));
trees.push(bottomTree);
}
// Left border trees (excluding corners already covered)
for (var i = 1; i < 33; i++) {
var leftTree = game.addChild(LK.getAsset('arbol', {
anchorX: 0.5,
anchorY: 0.5,
x: 40,
y: i * 80 + 60
}));
trees.push(leftTree);
}
// Right border trees (excluding corners already covered)
for (var i = 1; i < 33; i++) {
var rightTree = game.addChild(LK.getAsset('arbol', {
anchorX: 0.5,
anchorY: 0.5,
x: 2008,
y: i * 80 + 60
}));
trees.push(rightTree);
}
// Create camera container for following player
var camera = game.addChild(new Container());
camera.x = 1024;
camera.y = 1366;
// Move all game elements to camera container
camera.addChild(mapFloor);
for (var i = 0; i < trees.length; i++) {
camera.addChild(trees[i]);
}
// Add random trees scattered throughout the map
var randomTrees = [];
for (var i = 0; i < 80; i++) {
var randomX = Math.random() * (2048 - 160) + 80; // Keep away from borders
var randomY = Math.random() * (2732 - 240) + 120; // Keep away from borders
var randomTree = camera.addChild(LK.getAsset('arbol', {
anchorX: 0.5,
anchorY: 0.5,
x: randomX,
y: randomY
}));
randomTrees.push(randomTree);
}
// Create player and add to camera
var player = camera.addChild(new Player());
player.x = 1024;
player.y = 1366;
// Set camera scale for closer view
camera.scaleX = 2;
camera.scaleY = 2;
// Game controls - touch to move player
game.down = function (x, y, obj) {
// Convert screen coordinates to world coordinates accounting for camera transform
// First convert to game coordinates, then account for camera position and scale
var worldX = (x - camera.x) / camera.scaleX;
var worldY = (y - camera.y) / camera.scaleY;
var targetX = worldX;
var targetY = worldY;
// Calculate angle to face directly toward the clicked point
var deltaX = targetX - player.x;
var deltaY = targetY - player.y;
var targetRotation = Math.atan2(deltaY, deltaX) + Math.PI / 2; // Add 90 degrees to align with sprite orientation
// First tween: rotate to face the destination
tween(player, {
rotation: targetRotation
}, {
duration: 400,
easing: tween.easeOut,
onFinish: function onFinish() {
// Second tween: move to the destination after rotation is complete
tween(player, {
x: targetX,
y: targetY
}, {
duration: 800,
easing: tween.easeOut
});
}
});
};
// Main game update loop
game.update = function () {
// Keep player within bounds, accounting for tree borders
player.x = Math.max(80, Math.min(1968, player.x));
player.y = Math.max(120, Math.min(2612, player.y));
// Update camera position to follow player
var targetCameraX = 1024 - player.x * camera.scaleX;
var targetCameraY = 1366 - player.y * camera.scaleY;
// Smooth camera following
camera.x += (targetCameraX - camera.x) * 0.1;
camera.y += (targetCameraY - camera.y) * 0.1;
};
robot estilo steampunk visto desde arriba totalmente no desde el frente con llantas. In-Game asset. 2d. High contrast. No shadows. vistasuperior
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has que se vea en estilo steampunk
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plateada
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