User prompt
Add that when a cloud and a dog collide, an obese dog (a new enemy) appears, which will change its direction towards the cat, only changing direction once.
User prompt
Hide your points before the game starts
Code edit (1 edits merged)
Please save this source code
User prompt
Move the play button to the center of the screen and increase the size
User prompt
Until the player presses play, the cat will be hidden
User prompt
The main game where the cat, dogs and clouds, the walls will start when the player presses the play button in the menu, and until he presses the game does not start
User prompt
At the beginning of the game there will be a menu with 2 play buttons that transfers to the game, and a ladies costumes button, you can change the cat
User prompt
Increase the size of the clouds from the cat
User prompt
Add clouds that move vertically and when you touch the cat you lose
User prompt
Add the ability to walk around the entire map
User prompt
Add a fish that moves like a dog but when it touches the cat (player) it gives 1 point
User prompt
Dogs canβt appear in the lane where the wall is
User prompt
Dogs must go forward
User prompt
Change the wall (collection) to be a barricade from which dogs (enemies) cannot appear
User prompt
Add: Combat System: Develop combat mechanics with different attacks, spells and abilities for characters and monsters. Enter a system of damage, defense, and other combat stats. Progression and Levels: Add an experience and level system for the characters. Develop skills and abilities that can be unlocked when you reach a new level. Inventory: Create an inventory system where characters can store and manage their items. Realize the possibility of equipping and using items from the inventory. Plot and Tasks: Develop a system of quests and story tasks for players. Add interaction with NPCs (non-player characters) to receive tasks and information. Study: Introduce the elements of research into the game. For example, hidden rooms, mysterious artifacts and secret passages. Visual Effects: Enhance the visual presentation of the game with animations, light effects and particles. Add a variety of visual effects for different spells and abilities.
User prompt
AddWorlds and Races: Create diverse worlds with unique landscapes, cities and dungeons. A variety of races, each with unique abilities. For example, elves can be dexterous archers, and dwarves can be masters of blacksmithing. Classes and Skills: Develop different character classes such as warrior, mage, thief, etc. Give players the opportunity to develop their characters' skills as they progress. .Quests and Dungeons: Create exciting tasks with interesting plots and different completion options. A variety of dungeons with traps, riddles and monsters. Trade and Equipment: Implement a trading system so that players can buy and sell items. Unique items and equipment that can affect the stats and appearance of characters.
Initial prompt
The world is unknown
/**** * Classes ****/ // Assets will be automatically created based on usage in the code. // Character class var Character = Container.expand(function () { var self = Container.call(this); var characterGraphics = self.attachAsset('character', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Character update logic here }; }); // Class class var Class = Container.expand(function () { var self = Container.call(this); self.skills = []; }); // Collectible class var Collectible = Container.expand(function () { var self = Container.call(this); var collectibleGraphics = self.attachAsset('collectible', { anchorX: 0.5, anchorY: 0.5 }); }); // Dungeon class var Dungeon = Container.expand(function () { var self = Container.call(this); self.traps = []; self.riddles = []; self.monsters = []; }); // Equipment class var Equipment = Container.expand(function () { var self = Container.call(this); self.stats = []; self.appearance = ""; }); // Obstacle class var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); self.move = function () { // Obstacle movement logic here self.x -= 5; // Move left across the screen }; }); // Quest class var Quest = Container.expand(function () { var self = Container.call(this); self.plot = ""; self.completionOptions = []; }); // Race class var Race = Container.expand(function () { var self = Container.call(this); self.abilities = []; }); // Trade class var Trade = Container.expand(function () { var self = Container.call(this); self.items = []; }); // World class var World = Container.expand(function () { var self = Container.call(this); self.landscape = []; self.cities = []; self.dungeons = []; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Light blue background to represent the sky }); /**** * Game Code ****/ var character = game.addChild(new Character()); character.x = 200; character.y = 2732 / 2; // Start in the middle of the screen vertically var obstacles = []; var collectibles = []; var score = 0; // Score display var scoreTxt = new Text2(score.toString(), { size: 150, fill: "#ffffff" }); LK.gui.top.addChild(scoreTxt); // Touch event to move the character game.on('down', function (obj) { var pos = obj.event.getLocalPosition(game); character.y = pos.y; // Move character to touch position }); // Game tick event LK.on('tick', function () { // Move obstacles and check for collision with the character for (var i = obstacles.length - 1; i >= 0; i--) { obstacles[i].move(); if (obstacles[i].intersects(character)) { // Game over logic LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } // Remove off-screen obstacles if (obstacles[i].x < -100) { obstacles[i].destroy(); obstacles.splice(i, 1); } } // Spawn obstacles if (LK.ticks % 120 == 0) { // Every 2 seconds var newObstacle = new Obstacle(); newObstacle.x = 2048; newObstacle.y = Math.random() * 2732; obstacles.push(newObstacle); game.addChild(newObstacle); } // Check for collectible collision for (var j = collectibles.length - 1; j >= 0; j--) { if (collectibles[j].intersects(character)) { score += 10; // Increase score scoreTxt.setText(score.toString()); // Update score display collectibles[j].destroy(); collectibles.splice(j, 1); } } // Spawn collectibles if (LK.ticks % 180 == 0) { // Every 3 seconds var newCollectible = new Collectible(); newCollectible.x = 2048; newCollectible.y = Math.random() * 2732; collectibles.push(newCollectible); game.addChild(newCollectible); } });
===================================================================
--- original.js
+++ change.js
@@ -1,107 +1,148 @@
-/****
+/****
* Classes
-****/
+****/
// Assets will be automatically created based on usage in the code.
// Character class
var Character = Container.expand(function () {
- var self = Container.call(this);
- var characterGraphics = self.attachAsset('character', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.update = function () {
- // Character update logic here
- };
+ var self = Container.call(this);
+ var characterGraphics = self.attachAsset('character', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.update = function () {
+ // Character update logic here
+ };
});
+// Class class
+var Class = Container.expand(function () {
+ var self = Container.call(this);
+ self.skills = [];
+});
// Collectible class
var Collectible = Container.expand(function () {
- var self = Container.call(this);
- var collectibleGraphics = self.attachAsset('collectible', {
- anchorX: 0.5,
- anchorY: 0.5
- });
+ var self = Container.call(this);
+ var collectibleGraphics = self.attachAsset('collectible', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
});
+// Dungeon class
+var Dungeon = Container.expand(function () {
+ var self = Container.call(this);
+ self.traps = [];
+ self.riddles = [];
+ self.monsters = [];
+});
+// Equipment class
+var Equipment = Container.expand(function () {
+ var self = Container.call(this);
+ self.stats = [];
+ self.appearance = "";
+});
// Obstacle class
var Obstacle = Container.expand(function () {
- var self = Container.call(this);
- var obstacleGraphics = self.attachAsset('obstacle', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.move = function () {
- // Obstacle movement logic here
- self.x -= 5; // Move left across the screen
- };
+ var self = Container.call(this);
+ var obstacleGraphics = self.attachAsset('obstacle', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.move = function () {
+ // Obstacle movement logic here
+ self.x -= 5; // Move left across the screen
+ };
});
+// Quest class
+var Quest = Container.expand(function () {
+ var self = Container.call(this);
+ self.plot = "";
+ self.completionOptions = [];
+});
+// Race class
+var Race = Container.expand(function () {
+ var self = Container.call(this);
+ self.abilities = [];
+});
+// Trade class
+var Trade = Container.expand(function () {
+ var self = Container.call(this);
+ self.items = [];
+});
+// World class
+var World = Container.expand(function () {
+ var self = Container.call(this);
+ self.landscape = [];
+ self.cities = [];
+ self.dungeons = [];
+});
-/****
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x87CEEB // Light blue background to represent the sky
+ backgroundColor: 0x87CEEB // Light blue background to represent the sky
});
-/****
+/****
* Game Code
-****/
+****/
var character = game.addChild(new Character());
character.x = 200;
character.y = 2732 / 2; // Start in the middle of the screen vertically
var obstacles = [];
var collectibles = [];
var score = 0;
// Score display
var scoreTxt = new Text2(score.toString(), {
- size: 150,
- fill: "#ffffff"
+ size: 150,
+ fill: "#ffffff"
});
LK.gui.top.addChild(scoreTxt);
// Touch event to move the character
game.on('down', function (obj) {
- var pos = obj.event.getLocalPosition(game);
- character.y = pos.y; // Move character to touch position
+ var pos = obj.event.getLocalPosition(game);
+ character.y = pos.y; // Move character to touch position
});
// Game tick event
LK.on('tick', function () {
- // Move obstacles and check for collision with the character
- for (var i = obstacles.length - 1; i >= 0; i--) {
- obstacles[i].move();
- if (obstacles[i].intersects(character)) {
- // Game over logic
- LK.effects.flashScreen(0xff0000, 1000);
- LK.showGameOver();
- }
- // Remove off-screen obstacles
- if (obstacles[i].x < -100) {
- obstacles[i].destroy();
- obstacles.splice(i, 1);
- }
- }
- // Spawn obstacles
- if (LK.ticks % 120 == 0) {
- // Every 2 seconds
- var newObstacle = new Obstacle();
- newObstacle.x = 2048;
- newObstacle.y = Math.random() * 2732;
- obstacles.push(newObstacle);
- game.addChild(newObstacle);
- }
- // Check for collectible collision
- for (var j = collectibles.length - 1; j >= 0; j--) {
- if (collectibles[j].intersects(character)) {
- score += 10; // Increase score
- scoreTxt.setText(score.toString()); // Update score display
- collectibles[j].destroy();
- collectibles.splice(j, 1);
- }
- }
- // Spawn collectibles
- if (LK.ticks % 180 == 0) {
- // Every 3 seconds
- var newCollectible = new Collectible();
- newCollectible.x = 2048;
- newCollectible.y = Math.random() * 2732;
- collectibles.push(newCollectible);
- game.addChild(newCollectible);
- }
+ // Move obstacles and check for collision with the character
+ for (var i = obstacles.length - 1; i >= 0; i--) {
+ obstacles[i].move();
+ if (obstacles[i].intersects(character)) {
+ // Game over logic
+ LK.effects.flashScreen(0xff0000, 1000);
+ LK.showGameOver();
+ }
+ // Remove off-screen obstacles
+ if (obstacles[i].x < -100) {
+ obstacles[i].destroy();
+ obstacles.splice(i, 1);
+ }
+ }
+ // Spawn obstacles
+ if (LK.ticks % 120 == 0) {
+ // Every 2 seconds
+ var newObstacle = new Obstacle();
+ newObstacle.x = 2048;
+ newObstacle.y = Math.random() * 2732;
+ obstacles.push(newObstacle);
+ game.addChild(newObstacle);
+ }
+ // Check for collectible collision
+ for (var j = collectibles.length - 1; j >= 0; j--) {
+ if (collectibles[j].intersects(character)) {
+ score += 10; // Increase score
+ scoreTxt.setText(score.toString()); // Update score display
+ collectibles[j].destroy();
+ collectibles.splice(j, 1);
+ }
+ }
+ // Spawn collectibles
+ if (LK.ticks % 180 == 0) {
+ // Every 3 seconds
+ var newCollectible = new Collectible();
+ newCollectible.x = 2048;
+ newCollectible.y = Math.random() * 2732;
+ collectibles.push(newCollectible);
+ game.addChild(newCollectible);
+ }
});
\ No newline at end of file
cat. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Dog which goes to the left. 2D, Without background
Wall. 2D, Without background
cartoon fish. 2D, Without background
cartoon cloud. 2D, Without background
Cloud Dog. 2D
cartoon golden fish. 2D
Mega dog. 2D cartoon, no background
Bird. 2D cartoon, no background
Red car 2D. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Puffer fish. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
teleport 2D. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.