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
User prompt
If someone takes damage it will appear white for 0.2 seconds
User prompt
ADD THE ASSET NAMED "ATTACK" UNDER THE "HEART" ASSET IN THE UPPER RIGHT SECTION
User prompt
ADD ASSET NAMED "HEART" TO THE UPPER RIGHT SECTION
User prompt
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.
User prompt
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.
User prompt
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.
User prompt
Please fix the bug: 'updateHealthBalls is not defined' in or related to this line: 'updateHealthBalls();' Line Number: 222
User prompt
HEALTH VALUES ARE NOT SHOWN IN THE GAME FIX THIS PROBLEM
User prompt
THE IMAGE NAMED "HEART" ONLY APPEARS AFTER THE GAME IS OVER. FIX THIS BUG AND 1 KANE WILL APPEAR FOR EVERY 50 CHARACTER HEALTH.
User prompt
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.
User prompt
REPLACE THE HEELS SHOWING THE LIFE VALUE WITH A IMAGE CALLED "HEART". THERE WILL BE 1 FOR EVERY 25 LIVES.
User prompt
LET THE LIFE VALUES BE A RED BALL FOR EVERY 25 VALUES INSTEAD OF NUMBERS
User prompt
ANYONE WHO HIT THE BULLET SPINNING AROUND ME WILL TAKE DAMAGE EQUAL TO TWICE MY ATTACK VALUE
User prompt
EVERYONE'S LIFE VALUE SHOULD BE WRITTEN ON IT
User prompt
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.
User prompt
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
User prompt
LET A BULLET REVOLT AROUND THE CHARACTER
User prompt
DELETE BULLET TRANSACTIONS
User prompt
REMOVE THOSE THINGS SUCH AS RESET AFTER 100 ENEMIES DIE, ETC SO THAT NOTHING WILL CHANGE AFTER KILLING 100 ENEMIES
User prompt
EVERY TIME I KILL 10 ENEMIES, THE NUMBER OF BULLETS SPINNING AROUND ME INCREASES BY ONE
User prompt
Please fix the bug: 'ReferenceError: getEnemyFromPool is not defined' in or related to this line: 'enemy = getEnemyFromPool();' Line Number: 221
User prompt
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 Enemy = Container.expand(function (hero) { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); // Enemy stats self.health = 100; self.attack = 10; self.moveSpeed = 10 / 2; // 5 self.attackSpeed = 10 / 2; // 5 // Health balls self.healthBalls = []; function updateHealthBalls() { // Remove old balls for (var i = 0; i < self.healthBalls.length; i++) { self.removeChild(self.healthBalls[i]); } self.healthBalls = []; var numBalls = Math.ceil(self.health / 50); var spacing = 22; var startX = -((numBalls - 1) * spacing) / 2; for (var i = 0; i < numBalls; i++) { var heart = LK.getAsset('HEART', { anchorX: 0.5, anchorY: 1.2, width: 20, height: 20 }); heart.x = startX + i * spacing; heart.y = 0; self.addChild(heart); self.healthBalls.push(heart); } } updateHealthBalls(); 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 * self.moveSpeed * 0.18; // 0.18 scales 5 to original 0.9 self.y += dy / distance * self.moveSpeed * 0.18; updateHealthBalls(); }; }); var Enemy2 = Container.expand(function (hero) { var self = Container.call(this); var enemy2Graphics = self.attachAsset('enemy2', { anchorX: 0.5, anchorY: 0.5 }); // Enemy2 stats self.health = 500; self.attack = 25; self.moveSpeed = 2 / 2; // 1 self.attackSpeed = 2 / 2; // 1 // Health balls self.healthBalls = []; function updateHealthBalls() { for (var i = 0; i < self.healthBalls.length; i++) { self.removeChild(self.healthBalls[i]); } self.healthBalls = []; var numBalls = Math.ceil(self.health / 50); var spacing = 22; var startX = -((numBalls - 1) * spacing) / 2; for (var i = 0; i < numBalls; i++) { var heart = LK.getAsset('HEART', { anchorX: 0.5, anchorY: 1.2, width: 20, height: 20 }); heart.x = startX + i * spacing; heart.y = 0; self.addChild(heart); self.healthBalls.push(heart); } } updateHealthBalls(); 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 * self.moveSpeed * 0.625; // 0.625 scales 1 to original 0.625 self.y += dy / distance * self.moveSpeed * 0.625; updateHealthBalls(); }; }); var Enemy3 = Container.expand(function (hero) { var self = Container.call(this); var enemy3Graphics = self.attachAsset('enemy3', { anchorX: 0.5, anchorY: 0.5 }); // Enemy3 stats self.health = 50; self.attack = 50; self.moveSpeed = 20 / 2; // 10 self.attackSpeed = 20 / 2; // 10 self.arrowCooldown = 0; // Health balls self.healthBalls = []; function updateHealthBalls() { for (var i = 0; i < self.healthBalls.length; i++) { self.removeChild(self.healthBalls[i]); } self.healthBalls = []; var numBalls = Math.ceil(self.health / 50); var spacing = 22; var startX = -((numBalls - 1) * spacing) / 2; for (var i = 0; i < numBalls; i++) { var heart = LK.getAsset('HEART', { anchorX: 0.5, anchorY: 1.2, width: 20, height: 20 }); heart.x = startX + i * spacing; heart.y = 0; self.addChild(heart); self.healthBalls.push(heart); } } updateHealthBalls(); 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 * self.moveSpeed * 0.125; // 0.125 scales 10 to original 1.25 self.y += dy / distance * self.moveSpeed * 0.125; // Arrow attack logic if (distance > 400) { // Only shoot if at a distance if (self.arrowCooldown <= 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); self.arrowCooldown = 60 + Math.floor(Math.random() * 60); // 1-2 seconds between shots } } if (self.arrowCooldown > 0) { self.arrowCooldown--; } updateHealthBalls(); }; }); var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); // Hero stats self.health = 250; self.attack = 50; self.moveSpeed = 15 / 2; // 7.5 self.attackSpeed = 15 / 2; // 7.5 // Health balls self.healthBalls = []; function updateHealthBalls() { for (var i = 0; i < self.healthBalls.length; i++) { self.removeChild(self.healthBalls[i]); } self.healthBalls = []; var numBalls = Math.ceil(self.health / 50); var spacing = 22; var startX = -((numBalls - 1) * spacing) / 2; for (var i = 0; i < numBalls; i++) { var heart = LK.getAsset('HEART', { anchorX: 0.5, anchorY: 1.2, width: 20, height: 20 }); heart.x = startX + i * spacing; heart.y = 0; self.addChild(heart); self.healthBalls.push(heart); } } updateHealthBalls(); 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 * self.moveSpeed; self.y += dy / distance * self.moveSpeed; } else { self.x = self.targetPos.x; self.y = self.targetPos.y; self.targetPos = null; } } updateHealthBalls(); }; }); // Revolving bullet that orbits around the hero var RevolvingBullet = Container.expand(function (hero) { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.orbitRadius = 180; // Distance from hero self.orbitSpeed = 0.045; // Radians per frame self.angle = 0; // Current angle in radians self.hero = hero; self.update = function () { // Orbit around the hero self.angle += self.orbitSpeed; if (self.angle > Math.PI * 2) self.angle -= Math.PI * 2; self.x = self.hero.x + self.orbitRadius * Math.cos(self.angle); self.y = self.hero.y + self.orbitRadius * Math.sin(self.angle); self.rotation = self.angle + Math.PI / 2; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // You should replace id with a unique asset for enemy2 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; // Add a bullet that revolves around the hero var revolvingBullet = new RevolvingBullet(hero); game.addChild(revolvingBullet); 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(); if (rand < 0.4) { enemy = new Enemy(hero); } else if (rand < 0.8) { 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(); if (typeof revolvingBullet !== "undefined" && revolvingBullet.update) { revolvingBullet.update(); } 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; } for (var i = enemyBullets.length - 1; i >= 0; i--) { if (enemyBullets[i].intersects(hero)) { enemyBullets[i].destroy(); enemyBullets.splice(i, 1); hero.arrowHits++; if (hero.arrowHits >= 10) { LK.showGameOver(); } } } // 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; } for (var i = 0; i < hero.enemies.length; i++) { var enemy = hero.enemies[i]; enemy._move_migrated(); // Track last intersect state for this enemy if (typeof enemy.lastWasIntersecting === "undefined") { enemy.lastWasIntersecting = false; } var isIntersecting = hero.intersects(enemy); // --- Revolving bullet collision with enemy --- if (typeof enemy.lastWasHitByRevolvingBullet === "undefined") { enemy.lastWasHitByRevolvingBullet = false; } var isHitByRevolvingBullet = false; if (typeof revolvingBullet !== "undefined" && revolvingBullet.intersects && revolvingBullet.intersects(enemy)) { isHitByRevolvingBullet = true; } // Only process damage on the frame they start intersecting with the revolving bullet if (!enemy.lastWasHitByRevolvingBullet && isHitByRevolvingBullet) { enemy.health -= hero.attack * 2; if (enemy.health < 0) enemy.health = 0; // Remove enemy if dead if (enemy.health <= 0) { enemy.destroy(); hero.enemies.splice(i, 1); i--; continue; } } enemy.lastWasHitByRevolvingBullet = isHitByRevolvingBullet; // --- End revolving bullet collision --- // Only process damage on the frame they start intersecting with hero if (!enemy.lastWasIntersecting && isIntersecting) { // Both deal damage to each other hero.health -= enemy.attack; enemy.health -= hero.attack; // Clamp health to minimum 0 if (hero.health < 0) hero.health = 0; if (enemy.health < 0) enemy.health = 0; // Remove enemy if dead if (enemy.health <= 0) { // Remove from game and array enemy.destroy(); hero.enemies.splice(i, 1); i--; continue; } // Game over if hero dies if (hero.health <= 0) { LK.showGameOver(); return; } } enemy.lastWasIntersecting = isIntersecting; } // Raid-based enemy spawning if (typeof currentRaidEnemies === "undefined") { currentRaidEnemies = 0; } if (typeof raidActive === "undefined") { raidActive = false; } if (typeof nextRaidTimer === "undefined") { nextRaidTimer = 0; } // If no raid is active and no enemies left, start a new raid after a short delay if (!raidActive && hero.enemies.length === 0 && nextRaidTimer <= 0) { // Start new raid var numEnemies = 3 + Math.floor(Math.random() * 8); // 3-10 enemies for (var r = 0; r < numEnemies; r++) { spawnEnemy(); } raidActive = true; currentRaidEnemies = numEnemies; nextRaidTimer = 0; } // If all enemies are dead, set up for next raid if (raidActive && hero.enemies.length === 0) { raidActive = false; nextRaidTimer = 60; // 1 second delay before next raid } // Countdown to next raid if needed if (nextRaidTimer > 0) { nextRaidTimer--; } });
===================================================================
--- original.js
+++ change.js
@@ -40,9 +40,9 @@
for (var i = 0; i < self.healthBalls.length; i++) {
self.removeChild(self.healthBalls[i]);
}
self.healthBalls = [];
- var numBalls = Math.ceil(self.health / 25);
+ var numBalls = Math.ceil(self.health / 50);
var spacing = 22;
var startX = -((numBalls - 1) * spacing) / 2;
for (var i = 0; i < numBalls; i++) {
var heart = LK.getAsset('HEART', {
@@ -84,9 +84,9 @@
for (var i = 0; i < self.healthBalls.length; i++) {
self.removeChild(self.healthBalls[i]);
}
self.healthBalls = [];
- var numBalls = Math.ceil(self.health / 25);
+ var numBalls = Math.ceil(self.health / 50);
var spacing = 22;
var startX = -((numBalls - 1) * spacing) / 2;
for (var i = 0; i < numBalls; i++) {
var heart = LK.getAsset('HEART', {
@@ -129,9 +129,9 @@
for (var i = 0; i < self.healthBalls.length; i++) {
self.removeChild(self.healthBalls[i]);
}
self.healthBalls = [];
- var numBalls = Math.ceil(self.health / 25);
+ var numBalls = Math.ceil(self.health / 50);
var spacing = 22;
var startX = -((numBalls - 1) * spacing) / 2;
for (var i = 0; i < numBalls; i++) {
var heart = LK.getAsset('HEART', {
@@ -189,9 +189,9 @@
for (var i = 0; i < self.healthBalls.length; i++) {
self.removeChild(self.healthBalls[i]);
}
self.healthBalls = [];
- var numBalls = Math.ceil(self.health / 25);
+ var numBalls = Math.ceil(self.health / 50);
var spacing = 22;
var startX = -((numBalls - 1) * spacing) / 2;
for (var i = 0; i < numBalls; i++) {
var heart = LK.getAsset('HEART', {
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