User prompt
make the asset YOUWIN looks like helicopter
User prompt
make the YOUWIN asset appear when the clock is 06:00
User prompt
move the YOU WIN letter at the bottom of the screen
User prompt
add a YOU WIN letter when YOU WIN displayed
User prompt
make the player and enemy and NPC stop moving when the YOU WIN displayed
User prompt
if the clock is 00:10, give a YOU WIN screen
User prompt
make the NPC speed to same as enemy
User prompt
make the NPC count to 49
User prompt
make the NPC count to 50
User prompt
make the enemy speed to 20
User prompt
decrease the enemy max to 1
User prompt
make the clock stop when the player died
User prompt
make the NPC try to run away from enemy
User prompt
make the time 2X more faster
User prompt
Please fix the bug: 'Uncaught ReferenceError: bloodMoon is not defined' in or related to this line: 'bloodMoon.x -= 0.5; // Move the bloodmoon slowly to the left' Line Number: 553
User prompt
make the bloodmoon more realistic
User prompt
make the red flash screen for appear longer
User prompt
make the red flashscreen for more brighter
User prompt
add a killing animation after player got killed
User prompt
make the NPC speed match as enemy speed
User prompt
increase NPC speed to 11
User prompt
increase NPC speed to 6
User prompt
make the NPC 2X more faster than the enemy
User prompt
add NPC max to 29
User prompt
NPC max add to 20
/**** * 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 slow down when tired if (self.tired) { speed = 3; // Reduce speed when tired } // Enemy movement logic to chase the player or NPCs if (!menuScreen.visible) { var target = player; var minDistance = Math.sqrt(Math.pow(player.x - self.x, 2) + Math.pow(player.y - self.y, 2)); // Find the closest NPC for (var i = 0; i < npcs.length; i++) { var npc = npcs[i]; var npcDistance = Math.sqrt(Math.pow(npc.x - self.x, 2) + Math.pow(npc.y - self.y, 2)); if (npcDistance < minDistance) { minDistance = npcDistance; target = npc; } } var dx = target.x - self.x; var dy = target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); var speed = 20; // Set enemy speed to a constant value of 20 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 self.x = newX; self.y = newY; if (self.intersects(house)) { if (Math.abs(dx) > Math.abs(dy)) { self.y += (dy > 0 ? 1 : -1) * speed; } else { self.x += (dx > 0 ? 1 : -1) * speed; } } } } }; }); // Generator class var Generator = Container.expand(function () { var self = Container.call(this); var generatorGraphic = self.attachAsset('playerBody', { anchorX: 0.5, anchorY: 0.5 }); self.isOn = false; // Initial state of the generator self.energy = 100; // Initial energy level of the generator self.toggle = function () { self.isOn = !self.isOn; console.log("Generator is now " + (self.isOn ? "ON" : "OFF")); if (self.isOn && self.energy > 0) { self.energy -= 0.1; // Decrease energy over time console.log("Generator energy: " + self.energy.toFixed(1) + "/100"); if (self.energy <= 0) { self.isOn = false; // Turn off the generator when energy is depleted console.log("Generator is now OFF due to energy depletion"); } } }; self.update = function () { if (self.isOn && self.energy > 0) { self.energy -= 0.1; // Decrease energy over time console.log("Generator energy: " + self.energy.toFixed(1) + "/100"); if (self.energy <= 0) { self.isOn = false; // Turn off the generator when energy is depleted console.log("Generator is now OFF due to energy depletion"); } } }; }); // 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; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { var speed = 5; // Adjust speed as necessary player.x += dx / distance * speed; player.y += dy / distance * speed; } self.startX = x; self.startY = y; } }; self.up = function (x, y, obj) { self.active = false; }; }); // MenuScreen class var MenuScreen = Container.expand(function () { var self = Container.call(this); var titleText = new Text2('Night of the Massacre', { size: 150, fill: "#ff0000", // Change color to red for a scarier look font: "'Creepster', 'Arial Black', Tahoma" // Use a scary font }); titleText.anchor.set(0.5, 0.5); titleText.x = 2048 / 2; titleText.y = 2732 / 2 - 650; // Position title above the start game button self.addChild(titleText); var startButton = new Text2('Start Game', { size: 150, fill: "#ffffff" }); startButton.anchor.set(0.5, 0.5); startButton.x = 2048 / 2; startButton.y = 2732 / 2 - 500; // Position the start button further from the house self.addChild(startButton); startButton.down = function (x, y, obj) { console.log("Start Game button pressed!"); self.visible = false; // Hide the menu screen game.startGame(); // Call the start game function }; }); // NPC class var NPC = 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.speed = 10; // Set NPC speed to match enemy speed self.update = function () { if (!menuScreen.visible) { // Random movement logic: NPC moves to random locations if (!self.targetX || !self.targetY || Math.abs(self.x - self.targetX) < 5 && Math.abs(self.y - self.targetY) < 5) { self.targetX = Math.random() * 2048; self.targetY = Math.random() * 2732; } var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } } }; }); // 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.energy = 100; // Initial energy level self.tired = false; // Initial tired state self.update = function () { // Decrease energy over time self.energy -= 0.1; if (self.energy <= 0) { self.tired = true; // Set tired state when energy is depleted console.log("Player is tired and cannot move!"); return; // Skip movement if player is tired } if (self.tired) { return; // Skip movement if player is tired } // Decrease energy over time self.energy -= 0.1; if (self.energy <= 0) { self.tired = true; // Set tired state when energy is depleted console.log("Player is tired and cannot move!"); return; } // Check if player intersects with the shed if (self.intersects(shed)) { console.log("Player touched the shed!"); // Logic to refill the generator if (!generator.isOn) { generator.energy = 100; // Refill generator energy console.log("Generator refilled!"); } } }; }); // 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 }); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x191970, // Init game with midnight blue background icon: 'screen' // Set the game icon to be the screen of the game }); /**** * Game Code ****/ // Initialize and display the menu screen var menuScreen = game.addChild(new MenuScreen()); menuScreen.visible = true; // Function to start the game game.startGame = function () { // Initialize game elements here if needed menuScreen.visible = false; // Hide the menu screen // Add other game initialization logic if necessary }; // Initialize joystick // Blood texture color // Blood texture color // Blood texture color // Function to detect if the device is mobile function isMobileDevice() { return typeof navigator !== 'undefined' && /Mobi|Android/i.test(navigator.userAgent); } var joystick; if (isMobileDevice()) { joystick = game.addChild(new Joystick()); joystick.x = 2048 - 150; // Position joystick at the bottom right of the screen joystick.y = 2732 - 150; // Position joystick at the bottom right of the screen } // Add a clock display to the game var clockTxt = new Text2('00:00', { size: 100, fill: "#ffffff" }); clockTxt.anchor.set(0.5, 0); LK.gui.top.addChild(clockTxt); // Add 'Survive until 06:00 am' text at the bottom of the screen var surviveText = new Text2('Survive until 06:00 am', { size: 100, fill: "#ffffff" }); surviveText.anchor.set(0.5, 1); surviveText.x = 2048 / 2; surviveText.y = 2732; LK.gui.bottom.addChild(surviveText); // Add player to the game var player = game.addChild(new Player()); player.x = 2048 / 2; player.y = 2732 / 2; var house = game.addChild(new House()); house.x = 2048 / 2; house.y = 2732 / 2; // Add NPCs to the game var npcs = []; for (var i = 0; i < 49; i++) { var npc = game.addChild(new NPC()); npc.x = house.x; // Position NPCs inside the house npc.y = house.y; npcs.push(npc); } // Add an NPC every 11 seconds var npcAddInterval = LK.setInterval(function () { if (!menuScreen.visible) { var newNpc = game.addChild(new NPC()); newNpc.x = house.x; // Position new NPC inside the house newNpc.y = house.y; npcs.push(newNpc); } }, 11000); // Update the clock every second var startTime = Date.now(); LK.setInterval(function () { if (!menuScreen.visible && !game.paused) { var elapsedTime = Math.floor((Date.now() - startTime) / 1000); var minutes = Math.floor(elapsedTime / 60); var seconds = elapsedTime % 60; clockTxt.setText((minutes < 10 ? '0' : '') + minutes + ':' + (seconds < 10 ? '0' : '') + seconds); // Check if the clock reaches 06:00 if (minutes === 6 && seconds === 0) { // Display 'YOU WIN!' asset var youWinAsset = LK.getAsset('YOUWIN', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); var helicopterBlade = LK.getAsset('helicopterBlade', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 - 250 }); var helicopterTail = LK.getAsset('helicopterTail', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 + 500, y: 2732 / 2 }); LK.gui.center.addChild(youWinAsset); LK.gui.center.addChild(helicopterBlade); LK.gui.center.addChild(helicopterTail); // Pause the game game.paused = true; } } }, 1000); // Add mouse movement control for player game.move = function (x, y, obj) { if (!menuScreen.visible) { 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); // Track time for increasing enemy speed var lastSpeedIncreaseTime = Date.now(); // Track time for stopping the player var lastStopTime = Date.now(); // Game update function game.update = function () { // Stop the player every 10 seconds if (Date.now() - lastStopTime >= 10000) { player.tired = true; console.log("Player stops for a moment!"); LK.setTimeout(function () { player.tired = false; console.log("Player can move again!"); }, 1000); // Player stops for 1 second lastStopTime = Date.now(); } if (menuScreen.visible) { return; // Do not update game elements if the menu screen is visible } // Increase speed of all enemies every 10 seconds if (Date.now() - lastSpeedIncreaseTime >= 10000) { for (var i = 0; i < enemies.length; i++) { enemies[i].speed = (enemies[i].speed || 7) + 10; // Initialize speed if undefined and increase by 10 } lastSpeedIncreaseTime = Date.now(); } // Game logic goes here generator.update(); // 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])) { // Flash screen red for 2 seconds (2000ms) to show player is killed LK.effects.flashScreen(0xff3333, 2000); // Add killing animation var killingAnimation = LK.getAsset('playerBody', { anchorX: 0.5, anchorY: 0.5, x: player.x, y: player.y }); game.addChild(killingAnimation); LK.effects.flashObject(killingAnimation, 0xff0000, 1000, function () { killingAnimation.destroy(); }); // Show game over. The game will be automatically paused while game over is showing. LK.showGameOver(); break; } for (var j = 0; j < npcs.length; j++) { if (npcs[j].intersects(enemies[i])) { // NPC is killed by enemy console.log("NPC killed by enemy!"); npcs[j].destroy(); npcs.splice(j, 1); } } } // Increase enemy count by 1 every 10 seconds with a maximum of 1 enemy var enemyIncreaseInterval = LK.setInterval(function () { if (!menuScreen.visible && enemies.length < 1) { var newEnemy = game.addChild(new Enemy()); newEnemy.x = Math.random() * 2048; newEnemy.y = Math.random() * 2732; enemies.push(newEnemy); } }, 10000); }; // Initialize the bloodMoon object var bloodMoon = LK.getAsset('bloodMoon', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 200 }); game.addChild(bloodMoon); // Animate the bloodmoon to move across the sky bloodMoon.x -= 0.5; // Move the bloodmoon slowly to the left if (bloodMoon.x < -bloodMoon.width / 2) { bloodMoon.x = 2048 + bloodMoon.width / 2; // Reset position to the right side of the screen } // Add a glow effect to the bloodmoon LK.effects.flashObject(bloodMoon, 0xff0000, 2000, function () { LK.effects.flashObject(bloodMoon, 0x8b0000, 2000); }); 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 generator inside the shed var generator = shed.addChild(new Generator()); generator.x = 0; // Center the generator inside the shed generator.y = 50; // Position the generator inside the shed // Keyboard controls for WASD movement are not supported in this environment
===================================================================
--- original.js
+++ change.js
@@ -438,9 +438,23 @@
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
+ var helicopterBlade = LK.getAsset('helicopterBlade', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 2048 / 2,
+ y: 2732 / 2 - 250
+ });
+ var helicopterTail = LK.getAsset('helicopterTail', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 2048 / 2 + 500,
+ y: 2732 / 2
+ });
LK.gui.center.addChild(youWinAsset);
+ LK.gui.center.addChild(helicopterBlade);
+ LK.gui.center.addChild(helicopterTail);
// Pause the game
game.paused = true;
}
}