User prompt
make the shotgun disappear
User prompt
make the player need to refill generator with gas can or the player died
User prompt
make the gas can colored red
User prompt
make the gascan more far from the shed
User prompt
make the gascan red
User prompt
make the player cannot grab shotgun
User prompt
make the gas can near the shed
User prompt
make the generator have number 100/100 and decrease it everytime
User prompt
make the generator
User prompt
Please fix the bug: 'Timeout.tick error: shotgun is not defined' in or related to this line: 'shotgun.update();' Line Number: 339
User prompt
make the shotgun asset gone
User prompt
make the shotgun position to x200
User prompt
move the shotgun at x100
User prompt
move the shotgun away from the house
User prompt
make the shotgun drop after 5 seconds
User prompt
make the shotgun gone when its dropped
User prompt
make the shotgun drop after 10 seconds
User prompt
make the shotgun drop from player after 3 seconds
User prompt
make enemy not died when player grab shotgun
User prompt
make player not grabbing shotgun after 20 seconds
User prompt
decrease the enemy to 1 when the enemy reappear
User prompt
if the enemy touch player when player grab shotgun, enemy died
User prompt
if the player grab shotgun, the enemy disappear and cant killing, and make he appear again and make him killing
User prompt
make the player can grab the shotgun
User prompt
make the shotgun more realistic
/****
* Classes
****/
// Enemy class
var Enemy = Container.expand(function () {
var self = Container.call(this);
// Attach head
var head = self.attachAsset('enemyHead', {
anchorX: 0.5,
anchorY: 0.5,
y: -70
});
// Attach body
var body = self.attachAsset('enemyBody', {
anchorX: 0.5,
anchorY: 0.5
});
// Attach arms
var leftArm = self.attachAsset('enemyArm', {
anchorX: 0.5,
anchorY: 0.5,
x: -45,
y: -20
});
var rightArm = self.attachAsset('enemyArm', {
anchorX: 0.5,
anchorY: 0.5,
x: 45,
y: -20
});
// Attach legs
var leftLeg = self.attachAsset('enemyLeg', {
anchorX: 0.5,
anchorY: 0.5,
x: -20,
y: 60
});
var rightLeg = self.attachAsset('enemyLeg', {
anchorX: 0.5,
anchorY: 0.5,
x: 20,
y: 60
});
self.tired = false;
self.energy = 100; // Initial energy level
self.update = function () {
// Decrease energy over time
self.energy -= 0.1; // Decrease energy over time
if (self.energy <= 0) {
self.tired = true; // Set tired state when energy is depleted
}
// Logic to make the enemy disappear after getting tired
if (self.tired) {
self.destroy();
return;
}
// Enemy movement logic to chase the player
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var speed = 7; // Speed at which the enemy chases the player
if (distance > 0) {
var newX = self.x + dx / distance * speed;
var newY = self.y + dy / distance * speed;
// Check if the new position would intersect with the house
if (!self.intersects(house)) {
self.x = newX;
self.y = newY;
} else {
// If intersecting, find an alternative path
if (Math.abs(dx) > Math.abs(dy)) {
// Try moving vertically
self.y += (dy > 0 ? 1 : -1) * speed;
} else {
// Try moving horizontally
self.x += (dx > 0 ? 1 : -1) * speed;
}
}
}
};
});
// House class
var House = Container.expand(function () {
var self = Container.call(this);
var houseBase = self.attachAsset('houseBase', {
anchorX: 0.5,
anchorY: 0.5
});
var houseRoof = self.attachAsset('houseRoof', {
anchorX: 0.5,
anchorY: 1.0,
y: -75
});
// Attach door
var houseDoor = self.attachAsset('houseBase', {
anchorX: 0.5,
anchorY: 0.5,
width: 80,
height: 150,
color: 0x654321,
y: 75
});
});
// Joystick class
var Joystick = Container.expand(function () {
var self = Container.call(this);
var joystickButton = self.attachAsset('joystickButton', {
anchorX: 0.5,
anchorY: 0.5
});
self.active = false;
self.startX = 0;
self.startY = 0;
self.down = function (x, y, obj) {
self.active = true;
self.startX = x;
self.startY = y;
};
self.move = function (x, y, obj) {
if (self.active) {
var dx = x - self.startX;
var dy = y - self.startY;
player.x += dx;
player.y += dy;
self.startX = x;
self.startY = y;
}
};
self.up = function (x, y, obj) {
self.active = false;
};
});
// Joystick controls
// The game engine will automatically load the required assets
// Player class
var Player = Container.expand(function () {
var self = Container.call(this);
// Attach head
var head = self.attachAsset('playerHead', {
anchorX: 0.5,
anchorY: 0.5,
y: -60
});
// Attach body
var body = self.attachAsset('playerBody', {
anchorX: 0.5,
anchorY: 0.5
});
// Attach arms
var leftArm = self.attachAsset('playerArm', {
anchorX: 0.5,
anchorY: 0.5,
x: -25,
y: -20
});
var rightArm = self.attachAsset('playerArm', {
anchorX: 0.5,
anchorY: 0.5,
x: 25,
y: -20
});
// Attach legs
var leftLeg = self.attachAsset('playerLeg', {
anchorX: 0.5,
anchorY: 0.5,
x: -10,
y: 40
});
var rightLeg = self.attachAsset('playerLeg', {
anchorX: 0.5,
anchorY: 0.5,
x: 10,
y: 40
});
self.update = function () {
// Player movement logic goes here
// Check if player intersects with the shotgun
for (var i = 0; i < shotguns.length; i++) {
if (self.intersects(shotguns[i])) {
// Logic to grab the shotgun
console.log("Player grabbed the shotgun!");
// Remove the shotgun from the game
shotguns[i].destroy();
shotguns.splice(i, 1);
// Implement logic to give player the shotgun
// This could be adding a new weapon to the player or changing player's state
// Make enemies disappear (commented out to prevent destruction)
// for (var j = 0; j < enemies.length; j++) {
// enemies[j].destroy();
// }
// enemies = [];
// Set a timeout to drop the shotgun after 20 seconds
LK.setTimeout(function () {
console.log("Player dropped the shotgun!");
// Logic to drop the shotgun
// Re-add the shotgun to the game
var newShotgun = game.addChild(new Shotgun());
newShotgun.x = player.x + 50; // Drop the shotgun near the player
newShotgun.y = player.y;
shotguns.push(newShotgun);
}, 20000); // 20 seconds
}
}
};
});
// Shed class
var Shed = Container.expand(function () {
var self = Container.call(this);
var shedBase = self.attachAsset('houseBase', {
anchorX: 0.5,
anchorY: 0.5
});
var generator = self.attachAsset('playerBody', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 50
});
});
// Shotgun class
var Shotgun = Container.expand(function () {
var self = Container.call(this);
var shotgunGraphic = self.attachAsset('playerBody', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Rotate the shotgun towards the player
var dx = player.x - self.x;
var dy = player.y - self.y;
self.rotation = Math.atan2(dy, dx);
// Fire logic: Check if the player is within a certain range and fire
var distanceToPlayer = Math.sqrt(dx * dx + dy * dy);
if (distanceToPlayer < 500) {
// Example range
// Logic to fire at the player
console.log("Shotgun fires at the player!");
// Implement firing effect or damage logic here
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
// Initialize joystick
// Blood texture color
// Blood texture color
// Blood texture color
var joystick = game.addChild(new Joystick());
joystick.x = 150; // Position joystick on the screen
joystick.y = 2582; // Near the bottom of the screen
// Add player to the game
var player = game.addChild(new Player());
player.x = 2048 / 2;
player.y = 2732 / 2;
// Add mouse movement control for player
game.move = function (x, y, obj) {
player.x = x;
player.y = y;
};
var enemies = [];
var enemy = game.addChild(new Enemy());
enemy.x = Math.random() * 2048;
enemy.y = Math.random() * 2732;
enemies.push(enemy);
// Game update function
game.update = function () {
// Game logic goes here
// Check if player is inside the house
if (player.intersects(house)) {
// Logic to make the player feel cold
// For example, decrease player's health or display a message
console.log("Player feels cold inside the house!");
// Implement logic to encourage player to leave the house
// This could be a visual effect, sound, or health decrease
}
// Check for collisions between player and enemies
for (var i = 0; i < enemies.length; i++) {
if (player.intersects(enemies[i])) {
if (shotguns.length === 0) {
// Enemy dies if player has grabbed the shotgun
enemies[i].destroy();
enemies.splice(i, 1);
} else {
// Flash screen red for 1 second (1000ms) to show player is killed
LK.effects.flashScreen(0xff0000, 1000);
// Show game over. The game will be automatically paused while game over is showing.
LK.showGameOver();
break;
}
}
}
// Reappear enemies after a delay
if (enemies.length === 0) {
LK.setTimeout(function () {
if (enemies.length < 1) {
// Ensure only one enemy is added
var newEnemy = game.addChild(new Enemy());
newEnemy.x = Math.random() * 2048;
newEnemy.y = Math.random() * 2732;
enemies.push(newEnemy);
}
}, 5000); // Reappear after 5 seconds
}
};
// Add a house to the game
var house = game.addChild(new House());
house.x = 2048 / 2;
house.y = 2732 / 2;
// Add a shed with a generator inside to the game
var shed = game.addChild(new Shed());
shed.x = 500; // Position the shed at a specific location
shed.y = 2000; // Position the shed at a specific location
// Add a single shotgun near the house
var shotguns = [];
var shotgun = game.addChild(new Shotgun());
shotgun.x = house.x + 400; // Position the shotgun at a specific location
shotgun.y = house.y - 400; // Position the shotgun at a specific location
shotguns.push(shotgun);
// Set an interval for the shotgun to check for firing
LK.setInterval(function () {
shotgun.update();
}, 1000); // Check every second
// Keyboard controls for WASD movement are not supported in this environment ===================================================================
--- original.js
+++ change.js
@@ -183,13 +183,13 @@
shotguns[i].destroy();
shotguns.splice(i, 1);
// Implement logic to give player the shotgun
// This could be adding a new weapon to the player or changing player's state
- // Make enemies disappear
- for (var j = 0; j < enemies.length; j++) {
- enemies[j].destroy();
- }
- enemies = [];
+ // Make enemies disappear (commented out to prevent destruction)
+ // for (var j = 0; j < enemies.length; j++) {
+ // enemies[j].destroy();
+ // }
+ // enemies = [];
// Set a timeout to drop the shotgun after 20 seconds
LK.setTimeout(function () {
console.log("Player dropped the shotgun!");
// Logic to drop the shotgun