User prompt
WHEN I KILL 5 OF ANY ENEMY, ENEMY, ENEMY 1, ENEMY 2, WHEN MY TOTAL KILL COUNT IS 5, I CAN FIRE 2 BULLETS, ONE CAN BE FIRED A LITTLE LATER THE OTHER, WHEN I KILL 25 ENEMIES, I CAN FIRE ANOTHER EXTRA BULLET IN THE OPPOSITE DIRECTION OF THE BULLETS
User prompt
IF I GET 3 KILLS FROM "ENEMY 2" MY ARROW CONTACT LIMIT WILL BE RESET
User prompt
"Enemy 3" THROW AN OBJECT CALLED ARROW FROM A DISTANCE, LET THIS BE HIS ATTACK ON THE HERO. IF 10 OF THESE ARROWS TOUCH ME, I WILL DIE
User prompt
add enemy 3
User prompt
enemy 2 , halve speed
User prompt
Enemy dies in 2 or 3 hits
User prompt
add enemy 2
User prompt
Attack should be automatic
User prompt
Migrate to the latest version of LK
Remix started
Copy not vampire survivors
/**** * Classes ****/ var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 20; self._move_migrated = function () { self.x += self.speed * Math.cos(self.angle); self.y += self.speed * Math.sin(self.angle); self.rotation += 0.1; }; }); var Enemy = Container.expand(function (hero) { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self._move_migrated = function () { var dx = hero.x - self.x; var dy = hero.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); self.x += dx / distance * 1.8; self.y += dy / distance * 1.8; }; }); var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self._move_migrated = function () { if (self.targetPos) { var dx = self.targetPos.x - self.x; var dy = self.targetPos.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 5) { self.x += dx / distance * 10; self.y += dy / distance * 10; } else { self.x = self.targetPos.x; self.y = self.targetPos.y; self.targetPos = null; } } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ game.setBackgroundColor(0x008000); var hero = game.addChild(new Hero()); hero.enemies = []; var heroBullets = []; var enemyBullets = []; hero.x = 2048 / 2; hero.y = 2732 / 2; game.targetPos = null; game.on('down', function (x, y, obj) { hero.targetPos = game.toLocal(obj.global); }); var spawnEnemy = function spawnEnemy() { var side = Math.floor(Math.random() * 4); var enemy = new Enemy(hero); switch (side) { case 0: enemy.x = Math.random() * 2048; enemy.y = 0; break; case 1: enemy.x = 2048; enemy.y = Math.random() * 2732; break; case 2: enemy.x = Math.random() * 2048; enemy.y = 2732; break; case 3: enemy.x = 0; enemy.y = Math.random() * 2732; break; } hero.enemies.push(enemy); game.addChild(enemy); }; LK.on('tick', function () { hero._move_migrated(); for (var i = 0; i < heroBullets.length; i++) { heroBullets[i]._move_migrated(); } for (var i = 0; i < enemyBullets.length; i++) { enemyBullets[i]._move_migrated(); } for (var i = 0; i < hero.enemies.length; i++) { hero.enemies[i]._move_migrated(); for (var j = 0; j < heroBullets.length; j++) { if (heroBullets[j].intersects(hero.enemies[i])) { heroBullets[j].destroy(); heroBullets.splice(j, 1); hero.enemies[i].destroy(); hero.enemies.splice(i, 1); i--; j--; } } if (hero.intersects(hero.enemies[i])) { LK.showGameOver(); } } if (LK.ticks % 30 === 0) { spawnEnemy(); } if (LK.ticks % 20 === 0 && hero.enemies.length > 0) { // Find the closest enemy var closestEnemy = null; var minDist = Infinity; for (var i = 0; i < hero.enemies.length; i++) { var dx = hero.enemies[i].x - hero.x; var dy = hero.enemies[i].y - hero.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < minDist) { minDist = dist; closestEnemy = hero.enemies[i]; } } if (closestEnemy) { var bullet = new Bullet(); bullet.x = hero.x; bullet.y = hero.y; var dx = closestEnemy.x - hero.x; var dy = closestEnemy.y - hero.y; bullet.angle = Math.atan2(dy, dx); heroBullets.push(bullet); game.addChild(bullet); } } });
===================================================================
--- original.js
+++ change.js
@@ -122,15 +122,29 @@
}
if (LK.ticks % 30 === 0) {
spawnEnemy();
}
- if (LK.ticks % 20 === 0 && hero.targetPos) {
- var bullet = new Bullet();
- bullet.x = hero.x;
- bullet.y = hero.y;
- var dx = hero.targetPos.x - hero.x;
- var dy = hero.targetPos.y - hero.y;
- bullet.angle = Math.atan2(dy, dx);
- heroBullets.push(bullet);
- game.addChild(bullet);
+ if (LK.ticks % 20 === 0 && hero.enemies.length > 0) {
+ // Find the closest enemy
+ var closestEnemy = null;
+ var minDist = Infinity;
+ for (var i = 0; i < hero.enemies.length; i++) {
+ var dx = hero.enemies[i].x - hero.x;
+ var dy = hero.enemies[i].y - hero.y;
+ var dist = Math.sqrt(dx * dx + dy * dy);
+ if (dist < minDist) {
+ minDist = dist;
+ closestEnemy = hero.enemies[i];
+ }
+ }
+ if (closestEnemy) {
+ var bullet = new Bullet();
+ bullet.x = hero.x;
+ bullet.y = hero.y;
+ var dx = closestEnemy.x - hero.x;
+ var dy = closestEnemy.y - hero.y;
+ bullet.angle = Math.atan2(dy, dx);
+ heroBullets.push(bullet);
+ game.addChild(bullet);
+ }
}
});
\ No newline at end of file
vampire hunter pixel art Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art vampire, single sprite Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art boomerang Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
fat demon. In-Game asset. 2d. High contrast. No shadows
archer goblin. In-Game asset. 2d. High contrast. No shadows