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Game banner missing
User prompt
Please fix the bug: 'Uncaught TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 133
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Please fix the bug: 'Uncaught TypeError: sword.shoot is not a function' in or related to this line: 'sword.shoot();' Line Number: 397
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Remove gun and put sword
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Please fix the bug: 'Uncaught ReferenceError: bullets is not defined' in or related to this line: 'bullets.push(bullet);' Line Number: 105
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Please fix the bug: 'Uncaught TypeError: sword.slash is not a function' in or related to this line: 'sword.slash();' Line Number: 406
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Make the sword to gun
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Sword upward direction
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Don't rotate the blade and kill the zombie by slash
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Make the zombie run
Code edit (1 edits merged)
Please save this source code
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Flying King's Blade: Zombie Slayer
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Please continue polishing my design document.
Initial prompt
Develop a game in which a king sword and many zombie. King sword fly and kills the zombie
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highScore: 0, totalKills: 0 }); /**** * Classes ****/ var BloodSplatter = Container.expand(function () { var self = Container.call(this); var splatterGraphics = self.attachAsset('bloodSplatter', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8 }); // Rotate splatter randomly splatterGraphics.rotation = Math.random() * Math.PI * 2; // Random scale variation var scale = 0.5 + Math.random() * 0.5; splatterGraphics.scale.set(scale, scale); // Fade out over time self.lifespan = 60; // 1 second at 60fps self.update = function () { self.lifespan--; splatterGraphics.alpha = self.lifespan / 60; if (self.lifespan <= 0) { self.readyToRemove = true; } }; return self; }); var Bullet = Container.expand(function (x, y, speed, damage) { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.x = x; self.y = y; self.speed = speed; self.damage = damage; self.update = function () { self.y += self.speed; if (self.y < -bulletGraphics.height) { self.destroy(); } }; return self; }); var Gun = Container.expand(function () { var self = Container.call(this); var gunGraphics = self.attachAsset('sword', { // Reuse sword asset for gun anchorX: 0.5, anchorY: 0.5 }); // Gun properties self.bulletSpeed = -10; self.fireRate = 15; // Fire every 15 frames self.fireCooldown = 0; self.damage = 1; self.isPoweredUp = false; self.powerupType = null; self.powerupTimer = 0; self.powerupDuration = 300; // 5 seconds at 60fps self.update = function () { // Handle powerups if (self.isPoweredUp) { self.powerupTimer--; if (self.powerupTimer <= 0) { self.deactivatePowerup(); } } // Handle firing cooldown if (self.fireCooldown > 0) { self.fireCooldown--; } }; self.shoot = function () { if (self.fireCooldown <= 0) { var bullet = new Bullet(self.x, self.y, self.bulletSpeed, self.damage); game.addChild(bullet); bullets.push(bullet); self.fireCooldown = self.fireRate; LK.getSound('swordSlash').play(); // Reuse sword slash sound for shooting } }; self.activatePowerup = function (type) { self.isPoweredUp = true; self.powerupType = type; self.powerupTimer = self.powerupDuration; switch (type) { case 'fire': gunGraphics.tint = 0xFF4500; self.damage = 3; break; case 'ice': gunGraphics.tint = 0x1E90FF; self.damage = 2; break; case 'size': gunGraphics.tint = 0xFFD700; gunGraphics.scale.set(1.5, 1.5); self.damage = 2; break; } LK.getSound('powerupCollect').play(); }; self.deactivatePowerup = function () { self.isPoweredUp = false; self.powerupType = null; gunGraphics.tint = 0xFFFFFF; gunGraphics.scale.set(1, 1); self.damage = 1; }; self.down = function (x, y, obj) { self.shoot(); // Trigger shooting }; return self; }); var Powerup = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'fire'; var assetId; switch (self.type) { case 'fire': assetId = 'powerupFire'; break; case 'ice': assetId = 'powerupIce'; break; case 'size': assetId = 'powerupSize'; break; } var powerupGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // Powerup properties self.speed = 2; self.oscillationSpeed = 0.05; self.oscillationAmount = 10; self.initialY = self.y; self.update = function () { self.y += self.speed; // Oscillate side to side self.x += Math.sin(LK.ticks * self.oscillationSpeed) * self.oscillationAmount; // Spin the powerup powerupGraphics.rotation += 0.03; // Check if powerup has moved past the bottom of the screen if (self.y > 2732 + powerupGraphics.height) { self.isOffscreen = true; } }; return self; }); var Zombie = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'basic'; var assetId = self.type === 'elite' ? 'zombieElite' : 'zombieBasic'; var zombieGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // Zombie properties self.speed = self.type === 'elite' ? 2 : 3; self.health = self.type === 'elite' ? 3 : 1; self.points = self.type === 'elite' ? 10 : 5; self.dropsPowerup = self.type === 'elite'; self.update = function () { self.y += self.speed; // Slightly move side to side for shambling effect self.x += Math.sin(LK.ticks * 0.05) * 0.5; // Slightly move side to side for shambling effect self.x += Math.sin(LK.ticks * 0.05) * 0.5; // Check if zombie has moved past the bottom of the screen if (self.y > 2732 + zombieGraphics.height) { self.isOffscreen = true; } }; self.takeDamage = function (amount) { self.health -= amount; // Flash red when taking damage LK.effects.flashObject(self, 0xFF0000, 200); if (self.health <= 0) { return true; // Zombie is defeated } LK.getSound('zombieGrunt').play(); return false; // Zombie is still alive }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222222 }); /**** * Game Code ****/ // Game state variables var sword; var zombies = []; var bloodSplatters = []; var powerups = []; var score = 0; var level = 1; var zombiesKilled = 0; var waveSize = 5; var waveDelay = 180; // 3 seconds at 60fps var waveTimer = waveDelay; var eliteChance = 0.2; // 20% chance for an elite zombie var gameActive = false; var dragActive = false; // UI elements var scoreTxt; var levelTxt; var highScoreTxt; // Initialize the game function initializeGame() { // Reset game state zombies = []; bloodSplatters = []; powerups = []; score = 0; level = 1; zombiesKilled = 0; waveSize = 5; waveDelay = 180; waveTimer = waveDelay; eliteChance = 0.2; gameActive = true; // Create and position the gun sword = new Gun(); sword.x = 2048 / 2; sword.y = 2732 - 400; game.addChild(sword); // Create UI elements createUI(); // Play background music LK.playMusic('battleTheme', { loop: true, fade: { start: 0, end: 0.8, duration: 1000 } }); } function createUI() { // Score text scoreTxt = new Text2('Score: 0', { size: 80, fill: 0xFFFFFF }); scoreTxt.anchor.set(0, 0); LK.gui.topRight.addChild(scoreTxt); scoreTxt.x = -300; scoreTxt.y = 50; // Level text levelTxt = new Text2('Level: 1', { size: 80, fill: 0xFFFFFF }); levelTxt.anchor.set(0.5, 0); LK.gui.top.addChild(levelTxt); levelTxt.y = 50; // High score text highScoreTxt = new Text2('Best: ' + storage.highScore, { size: 60, fill: 0xCCCCCC }); highScoreTxt.anchor.set(0, 0); LK.gui.topRight.addChild(highScoreTxt); highScoreTxt.x = -300; highScoreTxt.y = 130; } function spawnZombieWave() { for (var i = 0; i < waveSize; i++) { // Determine zombie type var type = Math.random() < eliteChance ? 'elite' : 'basic'; // Create zombie var zombie = new Zombie(type); // Position zombie randomly along the top of the screen zombie.x = 200 + Math.random() * (2048 - 400); zombie.y = -200 - i * 200; // Stagger the zombies zombies.push(zombie); game.addChild(zombie); } // Update wave parameters for next wave waveSize = Math.min(waveSize + 1, 15); waveDelay = Math.max(waveDelay - 5, 120); eliteChance = Math.min(eliteChance + 0.05, 0.5); } function spawnPowerup(x, y) { // Random powerup type var types = ['fire', 'ice', 'size']; var type = types[Math.floor(Math.random() * types.length)]; var powerup = new Powerup(type); powerup.x = x; powerup.y = y; powerups.push(powerup); game.addChild(powerup); } function createBloodSplatter(x, y) { var splatter = new BloodSplatter(); splatter.x = x; splatter.y = y; bloodSplatters.push(splatter); game.addChild(splatter); } function updateScore(points) { score += points; scoreTxt.setText('Score: ' + score); // Update high score if needed if (score > storage.highScore) { storage.highScore = score; highScoreTxt.setText('Best: ' + storage.highScore); } } function advanceLevel() { level++; levelTxt.setText('Level: ' + level); // Increase difficulty eliteChance = Math.min(eliteChance + 0.1, 0.6); } function checkSwordZombieCollisions() { for (var i = zombies.length - 1; i >= 0; i--) { var zombie = zombies[i]; if (sword.slashing && sword.intersects(zombie)) { // Sword hit zombie var defeated = zombie.takeDamage(sword.damage); if (defeated) { // Zombie defeated zombiesKilled++; updateScore(zombie.points); // Create blood splatter createBloodSplatter(zombie.x, zombie.y); // Spawn powerup if elite if (zombie.dropsPowerup) { spawnPowerup(zombie.x, zombie.y); } // Play death sound LK.getSound('zombieDeath').play(); // Remove zombie zombie.destroy(); zombies.splice(i, 1); // Check for level advancement if (zombiesKilled % 20 === 0) { advanceLevel(); } } } } } function checkSwordPowerupCollisions() { for (var i = powerups.length - 1; i >= 0; i--) { var powerup = powerups[i]; if (sword.intersects(powerup)) { // Sword collected powerup sword.activatePowerup(powerup.type); // Remove powerup powerup.destroy(); powerups.splice(i, 1); } } } function handleMove(x, y, obj) { if (dragActive && gameActive) { sword.x = x; sword.y = y; } } // Input handlers game.down = function (x, y, obj) { if (gameActive) { dragActive = true; sword.x = x; sword.y = y; sword.slash(); } }; game.up = function (x, y, obj) { dragActive = false; }; game.move = handleMove; // Game update function game.update = function () { if (!gameActive) { initializeGame(); return; } // Spawn new zombie wave when timer expires waveTimer--; if (waveTimer <= 0) { spawnZombieWave(); waveTimer = waveDelay; } // Update blood splatters and remove expired ones for (var i = bloodSplatters.length - 1; i >= 0; i--) { var splatter = bloodSplatters[i]; if (splatter.readyToRemove) { splatter.destroy(); bloodSplatters.splice(i, 1); } } // Check for zombies that have gone offscreen for (var i = zombies.length - 1; i >= 0; i--) { var zombie = zombies[i]; if (zombie.isOffscreen) { zombie.destroy(); zombies.splice(i, 1); // Penalize for missed zombies LK.effects.flashScreen(0xFF0000, 300); // Game over if too many zombies get through if (zombies.length === 0 && level >= 3) { // Player survives if no zombies remain and they're at least level 3 updateScore(level * 50); // Bonus for surviving storage.totalKills += zombiesKilled; LK.showGameOver(); gameActive = false; } } } // Check for powerups that have gone offscreen for (var i = powerups.length - 1; i >= 0; i--) { var powerup = powerups[i]; if (powerup.isOffscreen) { powerup.destroy(); powerups.splice(i, 1); } } // Check for collisions checkSwordZombieCollisions(); checkSwordPowerupCollisions(); // Check for win condition if (score >= 1000) { LK.showYouWin(); gameActive = false; storage.totalKills += zombiesKilled; } }; // Start the game initializeGame();
===================================================================
--- original.js
+++ change.js
@@ -32,140 +32,134 @@
}
};
return self;
});
-var Powerup = Container.expand(function (type) {
+var Bullet = Container.expand(function (x, y, speed, damage) {
var self = Container.call(this);
- self.type = type || 'fire';
- var assetId;
- switch (self.type) {
- case 'fire':
- assetId = 'powerupFire';
- break;
- case 'ice':
- assetId = 'powerupIce';
- break;
- case 'size':
- assetId = 'powerupSize';
- break;
- }
- var powerupGraphics = self.attachAsset(assetId, {
+ var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
- // Powerup properties
- self.speed = 2;
- self.oscillationSpeed = 0.05;
- self.oscillationAmount = 10;
- self.initialY = self.y;
+ self.x = x;
+ self.y = y;
+ self.speed = speed;
+ self.damage = damage;
self.update = function () {
self.y += self.speed;
- // Oscillate side to side
- self.x += Math.sin(LK.ticks * self.oscillationSpeed) * self.oscillationAmount;
- // Spin the powerup
- powerupGraphics.rotation += 0.03;
- // Check if powerup has moved past the bottom of the screen
- if (self.y > 2732 + powerupGraphics.height) {
- self.isOffscreen = true;
+ if (self.y < -bulletGraphics.height) {
+ self.destroy();
}
};
return self;
});
-var Sword = Container.expand(function () {
+var Gun = Container.expand(function () {
var self = Container.call(this);
- var swordGraphics = self.attachAsset('sword', {
+ var gunGraphics = self.attachAsset('sword', {
+ // Reuse sword asset for gun
anchorX: 0.5,
anchorY: 0.5
});
- // Sword properties
- self.speed = 0;
- self.rotationSpeed = 0.05;
+ // Gun properties
+ self.bulletSpeed = -10;
+ self.fireRate = 15; // Fire every 15 frames
+ self.fireCooldown = 0;
self.damage = 1;
self.isPoweredUp = false;
self.powerupType = null;
self.powerupTimer = 0;
self.powerupDuration = 300; // 5 seconds at 60fps
- // Slash effect
- self.slashing = false;
- self.slashTimer = 0;
- self.slashDuration = 10;
self.update = function () {
- // Ensure the sword is always facing upward
- swordGraphics.rotation = 0;
// Handle powerups
if (self.isPoweredUp) {
self.powerupTimer--;
if (self.powerupTimer <= 0) {
self.deactivatePowerup();
}
}
- // Handle slashing animation
- if (self.slashing) {
- self.slashTimer--;
- if (self.slashTimer <= 0) {
- self.slashing = false;
- swordGraphics.scaleX = 1;
- swordGraphics.scaleY = 1;
- }
+ // Handle firing cooldown
+ if (self.fireCooldown > 0) {
+ self.fireCooldown--;
}
};
- self.slash = function () {
- if (!self.slashing) {
- self.slashing = true;
- self.slashTimer = self.slashDuration;
- // Animate the slash
- tween(swordGraphics, {
- scaleX: 1.3,
- scaleY: 1.3
- }, {
- duration: 100,
- easing: tween.easeOut,
- onFinish: function onFinish() {
- tween(swordGraphics, {
- scaleX: 1,
- scaleY: 1
- }, {
- duration: 100,
- easing: tween.easeIn
- });
- }
- });
- LK.getSound('swordSlash').play();
+ self.shoot = function () {
+ if (self.fireCooldown <= 0) {
+ var bullet = new Bullet(self.x, self.y, self.bulletSpeed, self.damage);
+ game.addChild(bullet);
+ bullets.push(bullet);
+ self.fireCooldown = self.fireRate;
+ LK.getSound('swordSlash').play(); // Reuse sword slash sound for shooting
}
};
self.activatePowerup = function (type) {
self.isPoweredUp = true;
self.powerupType = type;
self.powerupTimer = self.powerupDuration;
switch (type) {
case 'fire':
- swordGraphics.tint = 0xFF4500;
+ gunGraphics.tint = 0xFF4500;
self.damage = 3;
break;
case 'ice':
- swordGraphics.tint = 0x1E90FF;
+ gunGraphics.tint = 0x1E90FF;
self.damage = 2;
break;
case 'size':
- swordGraphics.tint = 0xFFD700;
- swordGraphics.scale.set(1.5, 1.5);
+ gunGraphics.tint = 0xFFD700;
+ gunGraphics.scale.set(1.5, 1.5);
self.damage = 2;
break;
}
LK.getSound('powerupCollect').play();
};
self.deactivatePowerup = function () {
self.isPoweredUp = false;
self.powerupType = null;
- swordGraphics.tint = 0xFFFFFF;
- swordGraphics.scale.set(1, 1);
+ gunGraphics.tint = 0xFFFFFF;
+ gunGraphics.scale.set(1, 1);
self.damage = 1;
};
self.down = function (x, y, obj) {
- self.slash(); // Trigger slash animation and effect
+ self.shoot(); // Trigger shooting
};
return self;
});
+var Powerup = Container.expand(function (type) {
+ var self = Container.call(this);
+ self.type = type || 'fire';
+ var assetId;
+ switch (self.type) {
+ case 'fire':
+ assetId = 'powerupFire';
+ break;
+ case 'ice':
+ assetId = 'powerupIce';
+ break;
+ case 'size':
+ assetId = 'powerupSize';
+ break;
+ }
+ var powerupGraphics = self.attachAsset(assetId, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Powerup properties
+ self.speed = 2;
+ self.oscillationSpeed = 0.05;
+ self.oscillationAmount = 10;
+ self.initialY = self.y;
+ self.update = function () {
+ self.y += self.speed;
+ // Oscillate side to side
+ self.x += Math.sin(LK.ticks * self.oscillationSpeed) * self.oscillationAmount;
+ // Spin the powerup
+ powerupGraphics.rotation += 0.03;
+ // Check if powerup has moved past the bottom of the screen
+ if (self.y > 2732 + powerupGraphics.height) {
+ self.isOffscreen = true;
+ }
+ };
+ return self;
+});
var Zombie = Container.expand(function (type) {
var self = Container.call(this);
self.type = type || 'basic';
var assetId = self.type === 'elite' ? 'zombieElite' : 'zombieBasic';
@@ -243,10 +237,10 @@
waveDelay = 180;
waveTimer = waveDelay;
eliteChance = 0.2;
gameActive = true;
- // Create and position the sword
- sword = new Sword();
+ // Create and position the gun
+ sword = new Gun();
sword.x = 2048 / 2;
sword.y = 2732 - 400;
game.addChild(sword);
// Create UI elements
Sword. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. 2d
Zombie 2d. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Big zombie. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. 3d
Powerup. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. 3d
Powerupice. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. 3d
Many blood drop. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. 3d
Maga zombie. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. 3d
Bullet. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows