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
User prompt
decrease the shotgun to 1
User prompt
make the shotgun more far from the house
User prompt
make a shotgun at surrounding the house
User prompt
make the enemy tired
User prompt
make the enemy gone after he is tired
User prompt
if the player at inside the house, he feel cold and need to get out of the house
User prompt
make the door for the house
User prompt
make the enemy find a way to keep chasing player
User prompt
make the enemy keep chasing player
User prompt
make the shed with generator inside
User prompt
make the enemy not stuck at the house
User prompt
increase the enemy speed to 7
User prompt
make the enemy cant enter the house
User prompt
make the house bigger
User prompt
make the house to shape like house
User prompt
decrease the enemy to 1
User prompt
make the mouse movement for player
User prompt
delete the click movement
/**** * 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