User prompt
The person who is damaged cannot move for 0.2 seconds, and the color of the asset image turns white for 0.2 seconds. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
The person who is damaged cannot move for 0.2 seconds, and the color of the asset image turns white for 0.2 seconds. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add "Hit Flash" to the game to make it obvious who is taking damage and to make the damaged area tremble slightly. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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If someone takes damage it will appear white for 0.2 seconds
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ADD THE ASSET NAMED "ATTACK" UNDER THE "HEART" ASSET IN THE UPPER RIGHT SECTION
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ADD ASSET NAMED "HEART" TO THE UPPER RIGHT SECTION
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3-10 ENEMIES WILL RANDOMLY ENTRY ONTO THE SCREEN, WHEN THEY ARE ALL DEAD, A NEW RAID WILL COMES. EACH RAID WILL HAVE BETWEEN 3-10 ENEMIES AS I SAID.
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LET 3-10 ENEMIES ENTRY THE SCREEN RANDOMLY, WHEN THEY ALL DIE, THEY WILL COME AS A NEW RAID. EACH RAID WILL BE BETWEEN 3-10 ENEMIES AS I SAID.
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LET 3-10 ENEMIES ENTRY THE SCREEN RANDOMLY, WHEN THEY ALL DIE, THEY WILL COME AS A NEW RAID. EACH RAID WILL BE BETWEEN 3-10 ENEMIES AS I SAID.
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Please fix the bug: 'updateHealthBalls is not defined' in or related to this line: 'updateHealthBalls();' Line Number: 222
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HEALTH VALUES ARE NOT SHOWN IN THE GAME FIX THIS PROBLEM
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THE IMAGE NAMED "HEART" ONLY APPEARS AFTER THE GAME IS OVER. FIX THIS BUG AND 1 KANE WILL APPEAR FOR EVERY 50 CHARACTER HEALTH.
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LET 3-10 ENEMIES ENTRY THE SCREEN RANDOMLY, WHEN THEY ALL DIE, THEY WILL COME AS A NEW RAID. EACH RAID WILL BE BETWEEN 3-10 ENEMIES AS I SAID.
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REPLACE THE HEELS SHOWING THE LIFE VALUE WITH A IMAGE CALLED "HEART". THERE WILL BE 1 FOR EVERY 25 LIVES.
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LET THE LIFE VALUES BE A RED BALL FOR EVERY 25 VALUES INSTEAD OF NUMBERS
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ANYONE WHO HIT THE BULLET SPINNING AROUND ME WILL TAKE DAMAGE EQUAL TO TWICE MY ATTACK VALUE
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EVERYONE'S LIFE VALUE SHOULD BE WRITTEN ON IT
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REMOVE THE FUNCTION OF DYING WHEN THE ENEMY TOUCHES ME, INSTEAD, LET HIM DAMAGE MY HEALTH VALUE WITH HIS ATTACK VALUES, AND I WILL DAMAGE THE ENEMY'S HEALTH VALUE IN THE SAME WAY WITH MY ATTACK VALUE. DIVIDE THE SPEED BY 2 AS ATTACK SPEED AND MOVEMENT SPEED.
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EVERY ENEMY HAS THREE BASIC STATUS CALLED HEALTH, ATTACK, SPEED. ENEMY = HEALTH 100 ATTACK 10 SPEED 10 / ENEMY 2 = HEALTH = 500 ATTACK 25 SPEED 2 / ENEMY 3 = HEALTH 50 ATTACK 50 SPEED 20 // MY CHARACTER'S STATUS HEALTH = 250 ATTACK = 50 SPEED = 15 - GIVE HEALTH, SPEED, ATTACK VALUES TO THE CHARACTERS LIKE THIS
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LET A BULLET REVOLT AROUND THE CHARACTER
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DELETE BULLET TRANSACTIONS
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REMOVE THOSE THINGS SUCH AS RESET AFTER 100 ENEMIES DIE, ETC SO THAT NOTHING WILL CHANGE AFTER KILLING 100 ENEMIES
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EVERY TIME I KILL 10 ENEMIES, THE NUMBER OF BULLETS SPINNING AROUND ME INCREASES BY ONE
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Please fix the bug: 'ReferenceError: getEnemyFromPool is not defined' in or related to this line: 'enemy = getEnemyFromPool();' Line Number: 221
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DO NOT THROW THE BULLET, LET IT SPINN AROUND, LET ONE BULLEN SPINN AROUND THE CHARACTER CONTINUOUSLY, AND LET IT KILL THE ENEMY WHEN IT HIT THE ENEMY
/**** * Classes ****/ var Arrow = Container.expand(function (target) { var self = Container.call(this); var arrowGraphics = self.attachAsset('arrow', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 18; self.angle = 0; self.target = target; self.lastX = self.x; self.lastY = self.y; self._move_migrated = function () { // Move in the direction of angle self.lastX = self.x; self.lastY = self.y; self.x += self.speed * Math.cos(self.angle); self.y += self.speed * Math.sin(self.angle); self.rotation = self.angle; }; return self; }); 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.isSpinning = false; self.orbitRadius = 220; self.orbitSpeed = 0.07; self.orbitAngle = 0; self._move_migrated = function () { if (self.isSpinning) { // Orbit around hero self.orbitAngle += self.orbitSpeed; self.x = hero.x + self.orbitRadius * Math.cos(self.orbitAngle); self.y = hero.y + self.orbitRadius * Math.sin(self.orbitAngle); self.rotation += 0.2; } else { 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.health = 1; // Enemy needs 1 hit to die self._move_migrated = function () { var dx = hero.x - self.x; var dy = hero.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Enemy does NOT stop or fire arrows, just moves toward hero self.x += dx / distance * 1.8; self.y += dy / distance * 1.8; }; }); var Enemy2 = Container.expand(function (hero) { var self = Container.call(this); var enemy2Graphics = self.attachAsset('enemy2', { anchorX: 0.5, anchorY: 0.5 }); self.health = 3; // Enemy2 needs 3 hits to die self._move_migrated = function () { var dx = hero.x - self.x; var dy = hero.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Enemy2 does NOT stop or fire arrows, just moves toward hero self.x += dx / distance * 1.25; self.y += dy / distance * 1.25; }; }); var Enemy3 = Container.expand(function (hero) { var self = Container.call(this); var enemy3Graphics = self.attachAsset('enemy3', { anchorX: 0.5, anchorY: 0.5 }); self.health = 2; // Enemy3 needs 2 hits to die self.arrowCooldown = 0; self._move_migrated = function () { var dx = hero.x - self.x; var dy = hero.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // --- Enemy3 stop and arrow logic --- if (typeof self.stopTimer === "undefined") self.stopTimer = 0; if (distance <= heroStopRadius) { if (self.stopTimer === 0) { self.stopTimer = 180; // 3 seconds at 60fps } if (self.stopTimer > 0) { self.stopTimer--; // After 3 seconds, fire an arrow at the hero and reset timer if (self.stopTimer === 0) { var arrow = new Arrow(hero); arrow.x = self.x; arrow.y = self.y; arrow.angle = Math.atan2(hero.y - self.y, hero.x - self.x); enemyBullets.push(arrow); game.addChild(arrow); // Double the arrow sending time for next time self.stopTimer = 360; // 6 seconds } return; // Enemy3 stays stopped } } else { self.stopTimer = 0; // Reset timer if out of radius } self.x += dx / distance * 2.5; self.y += dy / distance * 2.5; // Remove original arrow attack logic for Enemy3 }; }); 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 ****/ // You should replace id with a unique asset for enemy2 game.setBackgroundColor(0xE2C275); var hero = game.addChild(new Hero()); hero.enemies = []; var heroBullets = []; var enemyBullets = []; // No bullet pool needed for spinning bullet logic // Create a container to group all hero bullets var gameBulletsContainer = new Container(); game.addChild(gameBulletsContainer); hero.x = 2048 / 2; hero.y = 2732 / 2; game.targetPos = null; // Arrow hit counter UI var arrowCounterTxt = new Text2('0', { size: 100, fill: 0xFFFFFF }); arrowCounterTxt.anchor.set(1, 0.5); // right-aligned, vertically centered LK.gui.left.addChild(arrowCounterTxt); // Show a label for clarity var arrowCounterLabel = new Text2('Arrow Hits', { size: 50, fill: 0xFFFFFF }); arrowCounterLabel.anchor.set(1, 0.5); LK.gui.left.addChild(arrowCounterLabel); arrowCounterLabel.y = -80; // Total points counter UI var pointsCounterTxt = new Text2('0', { size: 120, fill: 0x000000 }); pointsCounterTxt.anchor.set(0.5, 0); // center top LK.gui.top.addChild(pointsCounterTxt); var pointsCounterLabel = new Text2('Points', { size: 50, fill: 0xFFD700 }); pointsCounterLabel.anchor.set(0.5, 0); pointsCounterLabel.y = 110; LK.gui.top.addChild(pointsCounterLabel); // Add a large invisible circle radius for enemy stop logic (3x original size) var heroStopRadius = 750; // large size, 3x original 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; var rand = Math.random(); // --- Enemy Pooling for Enemy type 1 --- if (typeof game.enemyPool === "undefined") { game.enemyPool = []; } // Helper to get an inactive Enemy from the pool function getEnemyFromPool() { for (var i = 0; i < game.enemyPool.length; i++) { if (!game.enemyPool[i].active) { return game.enemyPool[i]; } } return null; } // Use pool for Enemy (type 1 only) for now if (rand < 0.6) { enemy = getEnemyFromPool(); if (enemy) { // Reset health and state enemy.health = 1; enemy.active = true; enemy.visible = true; } else { enemy = new Enemy(hero); game.enemyPool.push(enemy); } } else if (rand < 0.85) { // For Enemy2 and Enemy3, still create new (or you can pool them separately if desired) enemy = new Enemy2(hero); } else { enemy = new Enemy3(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(); } // Track arrow hits on hero if (typeof hero.arrowHits === "undefined") { hero.arrowHits = 0; } arrowCounterTxt.setText(hero.arrowHits + ""); // Use toDestroy arrays for batch removals var toDestroyEnemyBullets = []; for (var i = enemyBullets.length - 1; i >= 0; i--) { if (enemyBullets[i].intersects(hero)) { // Deactivate and hide enemy bullet instead of destroy enemyBullets[i].active = false; enemyBullets[i].visible = false; toDestroyEnemyBullets.push(i); hero.arrowHits++; if (hero.arrowHits >= 10) { LK.showGameOver(); } arrowCounterTxt.setText(hero.arrowHits + ""); } } for (var idx = 0; idx < toDestroyEnemyBullets.length; idx++) { enemyBullets.splice(toDestroyEnemyBullets[idx], 1); } toDestroyEnemyBullets = []; // Track Enemy2 kills for arrow reset if (typeof hero.enemy2Kills === "undefined") { hero.enemy2Kills = 0; } // Track total kills for bullet upgrades if (typeof hero.totalKills === "undefined") { hero.totalKills = 0; } // Use toDestroy arrays for enemies and heroBullets var toDestroyEnemies = []; var toDestroyHeroBullets = []; if (typeof game.totalPoints === "undefined") { game.totalPoints = 0; } for (var i = 0; i < hero.enemies.length; i++) { hero.enemies[i]._move_migrated(); // Check all spinning bullets for collision var killed = false; for (var b = 0; b < heroBullets.length; b++) { var bullet = heroBullets[b]; if (bullet && bullet.intersects(hero.enemies[i])) { // Instantly destroy enemy on contact with spinning bullet if (typeof hero.enemies[i].health === "number") { hero.enemies[i].health = 0; } // Deactivate and hide enemy instead of destroy hero.enemies[i].active = false; hero.enemies[i].visible = false; toDestroyEnemies.push(i); // Points logic if (hero.enemies[i].attachAsset && hero.enemies[i].attachAsset.toString().indexOf("enemy2") !== -1) { hero.enemy2Kills++; if (hero.enemy2Kills >= 3) { hero.arrowHits = 0; hero.enemy2Kills = 0; arrowCounterTxt.setText(hero.arrowHits + ""); } game.totalPoints += 5; // Enemy2 = 5 points } else if (hero.enemies[i].attachAsset && hero.enemies[i].attachAsset.toString().indexOf("enemy3") !== -1) { game.totalPoints += 7; // Enemy3 = 7 points } else { game.totalPoints += 1; // Enemy = 1 point } hero.totalKills++; // Increment total kills pointsCounterTxt.setText(game.totalPoints + ""); killed = true; break; // Only kill once per enemy } } if (killed) continue; if (hero.intersects(hero.enemies[i])) { LK.showGameOver(); } } // Remove heroBullets marked for destruction (from highest to lowest index) heroBullets = heroBullets.filter(function (bullet, idx) { return toDestroyHeroBullets.indexOf(idx) === -1; }); toDestroyHeroBullets = []; // Remove enemies marked for destruction (from highest to lowest index) hero.enemies = hero.enemies.filter(function (enemy, idx) { return toDestroyEnemies.indexOf(idx) === -1; }); toDestroyEnemies = []; if (LK.ticks % 30 === 0) { if (hero.enemies.length < 25) { spawnEnemy(); } } // --- VU mode timer logic --- if (typeof game.vuModeActive !== "undefined" && game.vuModeActive) { if (typeof game.vuModeTimer === "undefined") game.vuModeTimer = 0; game.vuModeTimer--; if (game.vuModeTimer <= 0) { game.vuModeActive = false; game.vuModeTimer = 0; } } // --- CYCLE COUNTER --- if (typeof game.cycleCount === "undefined") { game.cycleCount = 0; } // --- END CYCLE COUNTER --- // --- SPINNING BULLET LOGIC --- // Track how many spinning bullets we should have if (typeof game.spinningBulletCount === "undefined") { game.spinningBulletCount = 1; } if (typeof game.lastSpinningBulletUpgradeKills === "undefined") { game.lastSpinningBulletUpgradeKills = 0; } // Check if we need to increase the number of spinning bullets if (typeof hero.totalKills !== "undefined" && hero.totalKills - game.lastSpinningBulletUpgradeKills >= 10) { var newCount = Math.floor(hero.totalKills / 10) + 1; if (newCount > game.spinningBulletCount) { game.spinningBulletCount = newCount; game.lastSpinningBulletUpgradeKills = Math.floor(hero.totalKills / 10) * 10; } // No reset or special logic after 100 kills; spinning bullet count can increase indefinitely } // Ensure we have the correct number of spinning bullets if (!Array.isArray(game.spinningBullets)) { game.spinningBullets = []; } // Add bullets if needed while (game.spinningBullets.length < game.spinningBulletCount) { var idx = game.spinningBullets.length; var spinningBullet = new Bullet(); spinningBullet.isSpinning = true; spinningBullet.active = true; spinningBullet.visible = true; spinningBullet.angle = 0; spinningBullet.orbitRadius = 220; spinningBullet.orbitSpeed = 0.07; spinningBullet.orbitAngle = 2 * Math.PI * idx / game.spinningBulletCount; spinningBullet._move_migrated = function () { // Orbit around hero this.orbitAngle += this.orbitSpeed; // Distribute bullets evenly var myIndex = game.spinningBullets.indexOf(this); var total = game.spinningBullets.length; var baseAngle = 2 * Math.PI * myIndex / total; this.x = hero.x + this.orbitRadius * Math.cos(this.orbitAngle + baseAngle); this.y = hero.y + this.orbitRadius * Math.sin(this.orbitAngle + baseAngle); this.rotation += 0.2; }; game.spinningBullets.push(spinningBullet); gameBulletsContainer.addChild(spinningBullet); } // Remove bullets if needed while (game.spinningBullets.length > game.spinningBulletCount) { var removed = game.spinningBullets.pop(); if (removed && removed.parent) { removed.parent.removeChild(removed); } } // Always keep the spinning bullets in heroBullets for collision logic heroBullets = game.spinningBullets.slice(); // --- END SPINNING BULLET LOGIC --- }); function performanceOptimization() { // Her 60 saniyede bir çalıştır heroBullets = heroBullets.filter(function (b) { return b.active; }); hero.enemies = hero.enemies.filter(function (e) { return e.active; }); if (typeof GC !== "undefined" && typeof GC.clean === "function") { GC.clean(); } } // 60 saniyede bir çalıştırmak için interval ekle LK.setInterval(performanceOptimization, 60000);
===================================================================
--- original.js
+++ change.js
@@ -385,8 +385,9 @@
if (newCount > game.spinningBulletCount) {
game.spinningBulletCount = newCount;
game.lastSpinningBulletUpgradeKills = Math.floor(hero.totalKills / 10) * 10;
}
+ // No reset or special logic after 100 kills; spinning bullet count can increase indefinitely
}
// Ensure we have the correct number of spinning bullets
if (!Array.isArray(game.spinningBullets)) {
game.spinningBullets = [];
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