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 Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemigo', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 30; // Enemy movement speed self.chaseDelay = 1000; // Time between chase movements self.chasePlayer = function () { var deltaX = player.x - self.x; var deltaY = player.y - self.y; var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); if (distance > 50) { // Calculate movement direction var directionX = deltaX / distance; var directionY = deltaY / distance; // Move continuously towards player at constant speed var moveSpeed = 3; // Pixels per frame - set to exactly 3 self.x += directionX * moveSpeed; self.y += directionY * moveSpeed; // Keep enemy within bounds self.x = Math.max(80, Math.min(1968, self.x)); self.y = Math.max(120, Math.min(2612, self.y)); // Rotate to face player smoothly var targetRotation = Math.atan2(deltaY, deltaX) + Math.PI / 2; var rotationDiff = targetRotation - self.rotation; // Normalize rotation difference to [-PI, PI] while (rotationDiff > Math.PI) rotationDiff -= 2 * Math.PI; while (rotationDiff < -Math.PI) rotationDiff += 2 * Math.PI; // Smooth rotation self.rotation += rotationDiff * 0.1; } }; return self; }); var Factory = Container.expand(function () { var self = Container.call(this); var factoryGraphics = self.attachAsset('fabrica', { anchorX: 0.5, anchorY: 0.5 }); self.spawnTimer = 0; self.spawnDelay = 420; // Spawn enemy every 7 seconds (420 frames at 60fps) self.spawnEnemy = function () { var newEnemy = new Enemy(); newEnemy.x = self.x; newEnemy.y = self.y; enemies.push(newEnemy); camera.addChild(newEnemy); }; self.update = function () { self.spawnTimer++; if (self.spawnTimer >= self.spawnDelay) { self.spawnEnemy(); self.spawnTimer = 0; } }; return self; }); 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 extended background that covers the entire visible area including camera zoom var extendedBackground = game.addChild(LK.getAsset('fondo', { anchorX: 0, anchorY: 0, scaleX: 40.96, // Double scale to cover zoomed view (2048*2/100) scaleY: 54.64, // Double scale to cover zoomed view (2732*2/100) x: -2048, // Offset to center the extended background y: -2732 // Offset to center the extended background })); // Create additional background for right side var rightBackground = game.addChild(LK.getAsset('fondo', { anchorX: 0, anchorY: 0, scaleX: 20.48, // Scale to cover additional right area scaleY: 27.32, // Scale to cover full height x: 2048, // Position to the right of main map y: 0 })); // Create additional background for bottom side var bottomBackground = game.addChild(LK.getAsset('fondo', { anchorX: 0, anchorY: 0, scaleX: 20.48, // Scale to cover full width scaleY: 27.32, // Scale to cover additional bottom area x: 0, y: 2732 // Position below main map })); // Create additional background for top-right corner var topRightBackground = game.addChild(LK.getAsset('fondo', { anchorX: 0, anchorY: 0, scaleX: 20.48, // Scale to cover corner area scaleY: 27.32, // Scale to cover corner area x: 2048, // Position to the right y: -2732 // Position above main map })); // Create additional background for bottom-right corner var bottomRightBackground = game.addChild(LK.getAsset('fondo', { anchorX: 0, anchorY: 0, scaleX: 20.48, // Scale to cover corner area scaleY: 27.32, // Scale to cover corner area x: 2048, // Position to the right y: 2732 // Position below main map })); // Create additional background for bottom-left corner var bottomLeftBackground = game.addChild(LK.getAsset('fondo', { anchorX: 0, anchorY: 0, scaleX: 20.48, // Scale to cover corner area scaleY: 27.32, // Scale to cover corner area x: -2048, // Position to the left y: 2732 // Position below main map })); // 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(extendedBackground); camera.addChild(rightBackground); camera.addChild(bottomBackground); camera.addChild(topRightBackground); camera.addChild(bottomRightBackground); camera.addChild(bottomLeftBackground); 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; // Create enemies array var enemies = []; // Create factories array var factories = []; // Create factory in top-left corner var topLeftFactory = camera.addChild(new Factory()); topLeftFactory.x = 400; topLeftFactory.y = 400; factories.push(topLeftFactory); // Create factory in top-right corner var topRightFactory = camera.addChild(new Factory()); topRightFactory.x = 1648; topRightFactory.y = 400; factories.push(topRightFactory); // Create factory in bottom-left corner var bottomLeftFactory = camera.addChild(new Factory()); bottomLeftFactory.x = 400; bottomLeftFactory.y = 2332; factories.push(bottomLeftFactory); // Create factory in bottom-right corner var bottomRightFactory = camera.addChild(new Factory()); bottomRightFactory.x = 1648; bottomRightFactory.y = 2332; factories.push(bottomRightFactory); // 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: 1600, 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; // Handle enemy collision detection - prevent enemies from overlapping for (var i = 0; i < enemies.length; i++) { for (var j = i + 1; j < enemies.length; j++) { var enemy1 = enemies[i]; var enemy2 = enemies[j]; var deltaX = enemy2.x - enemy1.x; var deltaY = enemy2.y - enemy1.y; var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); var minDistance = 80; // Minimum distance between enemies if (distance < minDistance && distance > 0) { // Calculate separation force var separationForce = (minDistance - distance) / 2; var separationX = deltaX / distance * separationForce; var separationY = deltaY / distance * separationForce; // Push enemies apart enemy1.x -= separationX; enemy1.y -= separationY; enemy2.x += separationX; enemy2.y += separationY; // Keep enemies within bounds after separation enemy1.x = Math.max(80, Math.min(1968, enemy1.x)); enemy1.y = Math.max(120, Math.min(2612, enemy1.y)); enemy2.x = Math.max(80, Math.min(1968, enemy2.x)); enemy2.y = Math.max(120, Math.min(2612, enemy2.y)); } } } // Update factories for (var i = 0; i < factories.length; i++) { factories[i].update(); } // Update enemies - make them chase player every frame for smooth movement for (var i = 0; i < enemies.length; i++) { enemies[i].chasePlayer(); } };
===================================================================
--- original.js
+++ change.js
@@ -48,9 +48,9 @@
anchorX: 0.5,
anchorY: 0.5
});
self.spawnTimer = 0;
- self.spawnDelay = 180; // Spawn enemy every 3 seconds (180 frames at 60fps)
+ self.spawnDelay = 420; // Spawn enemy every 7 seconds (420 frames at 60fps)
self.spawnEnemy = function () {
var newEnemy = new Enemy();
newEnemy.x = self.x;
newEnemy.y = self.y;
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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haz un corazon con aspecto steampunk metalico desgastado. In-Game asset. 2d. High contrast. No shadows
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has que se vea en estilo steampunk
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plateada
un 0 es estilo steampunk. In-Game asset. 2d. High contrast. No shadows
1 en estilo steampunk. In-Game asset. 2d. High contrast. No shadows
numero 2 estilo steampunk. In-Game asset. 2d. High contrast. No shadows
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numero 6 en estilo steampunk. In-Game asset. 2d. High contrast. No shadows
numero 7 en estilo steampunk. In-Game asset. 2d. High contrast. No shadows
numero 8 en estilo steampunk. In-Game asset. 2d. High contrast. No shadows
numero 9 en estilo steampunk. In-Game asset. 2d. High contrast. No shadows
simbolo ":" en estilo steampunk. In-Game asset. 2d. High contrast. No shadows