User prompt
make controler more large
User prompt
enemy dead after 3 time hit
User prompt
make new game rule logic. after win goes to another play
User prompt
more speed a bullet
User prompt
decrease multiple bullet
User prompt
mores speed bullet
User prompt
ada background
User prompt
infinite repeated jump
User prompt
infinite repeated jump
User prompt
add background asset
User prompt
endless wave
User prompt
short range jump
User prompt
slove move player
User prompt
more speed bullet release
User prompt
more slow fall player
User prompt
slowm fall movement
User prompt
slow movement player
User prompt
make random platform
User prompt
enemy get dead hit after shoot
User prompt
can shoot left and right auto
User prompt
can landed platform after repeated jump
User prompt
fix platform can landed
User prompt
make player capable infinite repeated jump
User prompt
make push attack distance more short
User prompt
make enemy platform is long size horizontaly
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.init = function (x, y, direction) {
self.x = x;
self.y = y;
self.direction = direction;
};
self.update = function () {
self.x += self.speed * self.direction;
// Check collision with enemies
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
if (self.intersects(enemy)) {
// Increment hit count
enemy.hitCount = (enemy.hitCount || 0) + 1;
// Check if enemy should be destroyed
if (enemy.hitCount >= 3) {
// Play enemy defeat sound
LK.getSound('enemyDefeat').play();
// Remove enemy
enemy.destroy();
enemies.splice(i, 1);
// Update score
enemyCount--;
scoreText.setText("Enemies: " + enemyCount);
// Check win condition
if (enemyCount <= 0) {
LK.showYouWin();
}
}
// Destroy bullet
self.destroy();
return;
}
}
// Destroy bullet if it goes off screen
if (self.x < 0 || self.x > 2048) {
self.destroy();
}
};
return self;
});
var ControlButton = Container.expand(function () {
var self = Container.call(this);
var btnGraphics = self.attachAsset('controlBtn', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.5
});
var label = new Text2('', {
size: 70,
fill: 0xFFFFFF
});
label.anchor.set(0.5, 0.5);
self.addChild(label);
self.setLabel = function (text) {
label.setText(text);
};
self.down = function () {
btnGraphics.alpha = 0.8;
if (self.onPress) {
self.onPress();
}
};
self.up = function () {
btnGraphics.alpha = 0.5;
if (self.onRelease) {
self.onRelease();
}
};
return self;
});
var DashEffect = Container.expand(function () {
var self = Container.call(this);
var effect = self.attachAsset('dashEffect', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.7
});
self.init = function (x, y, direction) {
self.x = x;
self.y = y;
self.direction = direction;
self.alpha = 1;
effect.scaleX = direction;
// Fade out effect
tween(self, {
alpha: 0
}, {
duration: 300,
onFinish: function onFinish() {
self.destroy();
}
});
};
return self;
});
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = enemyGraphics.width;
self.height = enemyGraphics.height;
self.speed = 2;
self.direction = 1;
self.platformWidth = 0;
self.platformX = 0;
self.init = function (platform) {
self.platformWidth = platform.width;
self.platformX = platform.x;
self.y = platform.y - platform.height / 2 - self.height / 2;
self.x = platform.x;
};
self.update = function () {
// Move back and forth on platform
self.x += self.speed * self.direction;
// Change direction at edges
if (self.x > self.platformX + self.platformWidth / 2 - self.width / 2) {
self.direction = -1;
enemyGraphics.scaleX = -1;
} else if (self.x < self.platformX - self.platformWidth / 2 + self.width / 2) {
self.direction = 1;
enemyGraphics.scaleX = 1;
}
};
return self;
});
var Hero = Container.expand(function () {
var self = Container.call(this);
var heroGraphics = self.attachAsset('hero', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = heroGraphics.width;
self.height = heroGraphics.height;
self.vx = 0;
self.vy = 0;
self.direction = 1;
self.isJumping = false;
self.jumpCount = 0;
self.maxJumps = 12;
self.isDashing = false;
self.dashCooldown = 0;
self.onGround = false;
self.currentPlatform = null;
self.move = function (direction) {
if (self.isDashing) {
return;
}
self.direction = direction;
self.vx = 3 * direction; // Reduced speed for slower movement
heroGraphics.scaleX = direction;
};
self.stopMoving = function () {
if (self.isDashing) {
return;
}
self.vx = 0;
};
self.jump = function () {
if (self.isDashing) {
return;
}
self.vy = -20;
self.jumpCount++;
self.isJumping = true;
self.onGround = false;
LK.getSound('jump').play();
};
self.dash = function () {
if (self.isDashing || self.dashCooldown > 0) {
return;
}
self.isDashing = true;
self.dashCooldown = 30; // Half second cooldown
// Dash in the direction the hero is facing
self.vx = 8 * self.direction;
// Create dash effect
var effect = new DashEffect();
effect.init(self.x - 50 * self.direction, self.y, self.direction);
game.addChild(effect);
LK.getSound('dash').play();
// End dash after a short time
LK.setTimeout(function () {
self.isDashing = false;
self.vx = 0;
}, 200);
};
self.update = function () {
// Auto-shoot bullets left and right
if (LK.ticks % 30 === 0) {
// Shoot every quarter second
// Shoot every half second
// Shoot every second
var bulletLeft = new Bullet();
bulletLeft.init(self.x, self.y, -1); // Shoot left
game.addChild(bulletLeft);
var bulletRight = new Bullet();
bulletRight.init(self.x, self.y, 1); // Shoot right
game.addChild(bulletRight);
}
// Apply gravity
if (!self.onGround) {
self.vy += 0.25; // Further reduced gravity for even slower fall
}
// Apply movement
self.x += self.vx;
self.y += self.vy;
// Handle dash cooldown
if (self.dashCooldown > 0) {
self.dashCooldown--;
}
// Screen boundaries
if (self.x < self.width / 2) {
self.x = self.width / 2;
} else if (self.x > 2048 - self.width / 2) {
self.x = 2048 - self.width / 2;
}
// Check if hero has fallen off screen
if (self.y > 2732) {
LK.getSound('playerHurt').play();
LK.showGameOver();
}
};
return self;
});
var Platform = Container.expand(function () {
var self = Container.call(this);
var platformGraphics = self.attachAsset('platform', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = platformGraphics.width;
self.height = platformGraphics.height;
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x222233
});
/****
* Game Code
****/
// Game variables
var hero;
var platforms = [];
var enemies = [];
var enemyCount = 7;
var leftBtn, rightBtn, jumpBtn, dashBtn;
var scoreText;
// Controls state
var leftPressed = false;
var rightPressed = false;
// Set the game background to an image of Ada Lovelace
var adaBackground = LK.getAsset('background', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
game.addChild(adaBackground);
// Initialize game elements
function initGame() {
// Create hero
hero = new Hero();
game.addChild(hero);
// Create platforms
createPlatforms();
// Place hero on the first platform
hero.x = platforms[0].x;
hero.y = platforms[0].y - platforms[0].height / 2 - hero.height / 2;
hero.currentPlatform = platforms[0];
hero.onGround = true;
// Create enemies
createEnemies();
// Create controls
createControls();
// Create score display
scoreText = new Text2("Enemies: " + enemyCount, {
size: 60,
fill: 0xFFFFFF
});
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
// Start game music
LK.playMusic('gameMusic', {
fade: {
start: 0,
end: 0.4,
duration: 1000
}
});
}
function createPlatforms() {
// Create main platform at bottom
var mainPlatform = new Platform();
mainPlatform.x = 2048 / 2;
mainPlatform.y = 2732 - 100;
mainPlatform.width = 1500; // Make bottom platform longer horizontally
game.addChild(mainPlatform);
platforms.push(mainPlatform);
// Create 6 more platforms at random positions
for (var i = 0; i < 6; i++) {
var platform = new Platform();
// Randomize platform positions
platform.x = Math.random() * (2048 - platform.width) + platform.width / 2;
platform.y = Math.random() * (2732 - 800) + 400;
game.addChild(platform);
platforms.push(platform);
}
}
function createEnemies() {
// Create enemies on platforms (skip the first platform where hero starts)
for (var i = 1; i < platforms.length; i++) {
var enemy = new Enemy();
enemy.init(platforms[i]);
game.addChild(enemy);
enemies.push(enemy);
}
// Add more enemies to random platforms to reach enemyCount
while (enemies.length < enemyCount) {
var platformIndex = Math.floor(Math.random() * (platforms.length - 1)) + 1;
var enemy = new Enemy();
enemy.init(platforms[platformIndex]);
// Offset enemy position to avoid overlap
enemy.x += Math.random() * 100 - 50;
game.addChild(enemy);
enemies.push(enemy);
}
}
function createControls() {
// Create movement buttons
leftBtn = new ControlButton();
leftBtn.x = 150;
leftBtn.y = 2732 - 150;
leftBtn.setLabel("←");
leftBtn.scaleX = 1.5;
leftBtn.scaleY = 1.5;
leftBtn.onPress = function () {
leftPressed = true;
hero.move(-1);
};
leftBtn.onRelease = function () {
leftPressed = false;
if (!rightPressed) {
hero.stopMoving();
} else {
hero.move(1);
}
};
game.addChild(leftBtn);
rightBtn = new ControlButton();
rightBtn.x = 350;
rightBtn.y = 2732 - 150;
rightBtn.setLabel("→");
rightBtn.scaleX = 1.5;
rightBtn.scaleY = 1.5;
rightBtn.onPress = function () {
rightPressed = true;
hero.move(1);
};
rightBtn.onRelease = function () {
rightPressed = false;
if (!leftPressed) {
hero.stopMoving();
} else {
hero.move(-1);
}
};
game.addChild(rightBtn);
// Create action buttons
jumpBtn = new ControlButton();
jumpBtn.x = 2048 - 350;
jumpBtn.y = 2732 - 150;
jumpBtn.setLabel("S");
jumpBtn.scaleX = 1.5;
jumpBtn.scaleY = 1.5;
jumpBtn.onPress = function () {
hero.jump();
};
game.addChild(jumpBtn);
dashBtn = new ControlButton();
dashBtn.x = 2048 - 150;
dashBtn.y = 2732 - 150;
dashBtn.setLabel("A");
dashBtn.scaleX = 1.5;
dashBtn.scaleY = 1.5;
dashBtn.onPress = function () {
hero.dash();
};
game.addChild(dashBtn);
}
function checkCollisions() {
// Check platform collisions
var onAnyPlatform = false;
for (var i = 0; i < platforms.length; i++) {
var platform = platforms[i];
// Only check for landing if moving downward
if (hero.vy > 0 && !hero.onGround) {
// Check if hero's feet are at platform level
var heroBottom = hero.y + hero.height / 2;
var platformTop = platform.y - platform.height / 2;
// Check if hero is within platform width
var heroCenterX = hero.x;
var platformLeft = platform.x - platform.width / 2;
var platformRight = platform.x + platform.width / 2;
// If hero is just above platform and within platform width
if (heroBottom >= platformTop && heroBottom <= platformTop + 5 && heroCenterX >= platformLeft && heroCenterX <= platformRight) {
// Land on platform
hero.y = platformTop - hero.height / 2;
hero.vy = 0;
hero.onGround = true;
hero.isJumping = false;
hero.jumpCount = 0; // Reset jump count on landing
hero.currentPlatform = platform;
onAnyPlatform = true;
// Safe landing effect after a long jump
if (hero.vy > 15) {
LK.effects.flashObject(hero, 0x00ff00, 500); // Flash green for safe landing
}
break;
}
}
}
// If not on any platform and was on ground before, start falling
if (!onAnyPlatform && hero.onGround) {
hero.onGround = false;
}
// Check enemy collisions
for (var j = enemies.length - 1; j >= 0; j--) {
var enemy = enemies[j];
if (hero.intersects(enemy)) {
// If hero is dashing, defeat enemy
if (hero.isDashing) {
// Remove enemy
LK.getSound('enemyDefeat').play();
enemy.destroy();
enemies.splice(j, 1);
// Update score
enemyCount--;
scoreText.setText("Enemies: " + enemyCount);
// Check win condition
if (enemyCount <= 0) {
LK.showYouWin();
LK.setTimeout(function () {
initGame(); // Restart the game after winning
}, 2000); // Wait for 2 seconds before restarting
}
// Create dash effect
var effect = new DashEffect();
effect.init(enemy.x, enemy.y, hero.direction);
game.addChild(effect);
} else {
// If not dashing, player loses
LK.getSound('playerHurt').play();
LK.showGameOver();
}
}
}
}
// Game update function
game.update = function () {
// Update hero
hero.update();
// Update enemies
for (var i = 0; i < enemies.length; i++) {
enemies[i].update();
}
// Check collisions
checkCollisions();
};
// Touch events for entire game area
game.down = function (x, y, obj) {
// Add any global touch interactions here
};
game.up = function (x, y, obj) {
// Add any global touch release interactions here
};
game.move = function (x, y, obj) {
// Add any global touch move interactions here
};
// Initialize the game
initGame(); ===================================================================
--- original.js
+++ change.js
@@ -352,8 +352,10 @@
leftBtn = new ControlButton();
leftBtn.x = 150;
leftBtn.y = 2732 - 150;
leftBtn.setLabel("←");
+ leftBtn.scaleX = 1.5;
+ leftBtn.scaleY = 1.5;
leftBtn.onPress = function () {
leftPressed = true;
hero.move(-1);
};
@@ -369,8 +371,10 @@
rightBtn = new ControlButton();
rightBtn.x = 350;
rightBtn.y = 2732 - 150;
rightBtn.setLabel("→");
+ rightBtn.scaleX = 1.5;
+ rightBtn.scaleY = 1.5;
rightBtn.onPress = function () {
rightPressed = true;
hero.move(1);
};
@@ -387,16 +391,20 @@
jumpBtn = new ControlButton();
jumpBtn.x = 2048 - 350;
jumpBtn.y = 2732 - 150;
jumpBtn.setLabel("S");
+ jumpBtn.scaleX = 1.5;
+ jumpBtn.scaleY = 1.5;
jumpBtn.onPress = function () {
hero.jump();
};
game.addChild(jumpBtn);
dashBtn = new ControlButton();
dashBtn.x = 2048 - 150;
dashBtn.y = 2732 - 150;
dashBtn.setLabel("A");
+ dashBtn.scaleX = 1.5;
+ dashBtn.scaleY = 1.5;
dashBtn.onPress = function () {
hero.dash();
};
game.addChild(dashBtn);
2d animation garuda man play shoot 2 gun 2 direction left and right. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
garuda fire ball. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
2d animation reog ponorogo monster. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows