User prompt
selesaikan perbaikan sound generation failed
User prompt
repair sound generation failed
User prompt
fix sound generation failed
User prompt
add background asset
User prompt
musuh hanya bisa menembak satu peluru dalam sekali tampil
User prompt
buat image musuh bisa berbalik ke kiri saat di kiri. bisa berbalik kanan saat di kanan
User prompt
musuh muncul dari kanan dan kiri bergantian
User prompt
summon enemy
User prompt
seluruh gambar musuh bisa berbalik ke kanan atau kiri
User prompt
gambar armoredEnemy bisa balik ke kanan atau kiri
User prompt
buat image all enemy bisa berbalik ke kanan maupun kiri
User prompt
armoredEnemy bisa bergerak berbalik kanan dan kekiri ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
efek meledak musuh terpecah pecah ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
player image bisa berbalik ke kanan atau kiri
User prompt
musuh hanya dapat menembak 2 peluru
User prompt
musuh hanya dapat menembakkan 3 kali peluru
User prompt
player dapat meloncat saat swipe ke atas ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
player dapat hancurkan peluruh musuh ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
perbaiki tembkkan musuh. buat horizontal ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
tambah musuh yang bisa menembakkan peluru setiap 1 detik ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
ada efek musuh meledak ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
musuh muncul acak kadang dari kanan kadang dari kiri
User prompt
can attack left and right ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
player dash and slash combination attack ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
enemy act long jump ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Enemy = Container.expand(function (type) { var self = Container.call(this); var assetName = type === 'armored' ? 'armoredEnemy' : type === 'shooting' ? 'shootingEnemy' : 'basicEnemy'; var enemyGraphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 1.0 }); self.type = type || 'basic'; self.speed = type === 'armored' ? -3 : type === 'shooting' ? -2 : -4; self.maxHealth = type === 'shooting' ? 2 : 1; self.health = self.maxHealth; self.damage = type === 'armored' ? 30 : type === 'shooting' ? 25 : 20; self.points = type === 'armored' ? 30 : type === 'shooting' ? 25 : 10; // Direction tracking for all enemy types self.direction = self.speed > 0 ? 1 : -1; // Track current direction for all enemies self.lastDirection = self.direction; // Track last direction to detect changes // Armored enemy movement properties if (type === 'armored') { self.baseSpeed = Math.abs(self.speed); // Store base speed value self.direction = self.speed > 0 ? 1 : -1; // Track current direction self.lastX = 0; // Track last position for direction changes self.directionChangeTimer = 0; self.directionChangeInterval = 120 + Math.random() * 120; // Random interval 2-4 seconds } // Shooting properties for shooting enemies if (type === 'shooting') { self.shootTimer = 0; self.shootInterval = 60; // Shoot every 1 second (60 frames at 60fps) self.bulletsShot = 0; // Track number of bullets fired self.maxBullets = 2; // Maximum bullets this enemy can shoot self.shoot = function () { // Check if enemy has bullets remaining if (self.bulletsShot >= self.maxBullets) { return; // Don't shoot if limit reached } // Determine direction to shoot towards player var direction = player.x > self.x ? 1 : -1; var bullet = game.addChild(new EnemyBullet(direction)); bullet.x = self.x; bullet.y = self.y - 40; enemyBullets.push(bullet); self.bulletsShot++; // Increment bullet count }; } self.takeDamage = function (damage) { self.health -= damage; LK.effects.flashObject(self, 0xffffff, 200); LK.getSound('enemyHit').play(); if (self.health <= 0) { // Create main explosion effect var explosionEffect = game.addChild(LK.getAsset('slashEffect', { anchorX: 0.5, anchorY: 0.5 })); explosionEffect.x = self.x; explosionEffect.y = self.y - 40; explosionEffect.tint = 0xff4500; // Orange explosion color explosionEffect.alpha = 0.9; explosionEffect.scaleX = 0.5; explosionEffect.scaleY = 0.5; // Animate main explosion effect tween(explosionEffect, { scaleX: 3.0, scaleY: 3.0, alpha: 0 }, { duration: 400, easing: tween.easeOut, onFinish: function onFinish() { explosionEffect.destroy(); } }); // Create fragmented explosion pieces var fragmentCount = 6 + Math.floor(Math.random() * 4); // 6-9 fragments for (var f = 0; f < fragmentCount; f++) { var fragment = game.addChild(LK.getAsset(assetName, { anchorX: 0.5, anchorY: 0.5 })); fragment.x = self.x; fragment.y = self.y - 40; fragment.tint = 0xff6600; // Darker orange for fragments fragment.alpha = 0.8; fragment.scaleX = 0.3 + Math.random() * 0.4; // Random size 0.3-0.7 fragment.scaleY = 0.3 + Math.random() * 0.4; fragment.rotation = Math.random() * Math.PI * 2; // Random rotation // Calculate random scatter direction var angle = Math.PI * 2 / fragmentCount * f + (Math.random() - 0.5) * 0.8; var velocity = 150 + Math.random() * 100; // Random velocity 150-250 var targetX = fragment.x + Math.cos(angle) * velocity; var targetY = fragment.y + Math.sin(angle) * velocity; // Animate fragment scatter with rotation and fade tween(fragment, { x: targetX, y: targetY, rotation: fragment.rotation + (Math.random() - 0.5) * Math.PI * 4, scaleX: 0, scaleY: 0, alpha: 0 }, { duration: 600 + Math.random() * 400, // Random duration 600-1000ms easing: tween.easeOut, onFinish: function onFinish() { fragment.destroy(); } }); } // Award points LK.setScore(LK.getScore() + self.points); // Chance to drop power-up if (Math.random() < 0.15) { var powerUp = game.addChild(new PowerUp()); powerUp.x = self.x; powerUp.y = self.y - 20; powerUps.push(powerUp); } // Remove from enemies array var index = enemies.indexOf(self); if (index > -1) { enemies.splice(index, 1); } self.destroy(); } }; // Initialize jumping properties self.baseY = 0; self.isJumping = false; self.jumpTimer = 0; self.jumpInterval = 150 + Math.random() * 90; // Random jump interval between 2.5-4 seconds for long jumps self.startJump = function () { if (!self.isJumping) { self.isJumping = true; self.baseY = self.y; var baseX = self.x; var jumpDistance = 200 + Math.random() * 150; // Long horizontal jump 200-350 pixels var jumpHeight = 120 + Math.random() * 80; // Higher jump 120-200 pixels // Jump direction based on movement direction var jumpDirectionX = self.speed > 0 ? jumpDistance : -jumpDistance; // Long jump with arc motion - jump up and forward tween(self, { y: self.baseY - jumpHeight, x: baseX + jumpDirectionX }, { duration: 800, // Longer duration for long jump easing: tween.easeOut, onFinish: function onFinish() { // Fall back down while continuing forward motion tween(self, { y: self.baseY }, { duration: 600, easing: tween.bounceOut, onFinish: function onFinish() { self.isJumping = false; } }); } }); } }; self.update = function () { // Handle armored enemy direction changes if (self.type === 'armored') { // Initialize lastX if not set if (self.lastX === 0) self.lastX = self.x; // Check for screen boundaries and change direction if (self.x <= 100 && self.direction === -1 || self.x >= 1948 && self.direction === 1) { self.direction *= -1; // Reverse direction self.speed = self.baseSpeed * self.direction; // Animate direction change with tween tween(enemyGraphics, { scaleX: self.direction > 0 ? 1 : -1 }, { duration: 200, easing: tween.easeOut }); } // Random direction changes self.directionChangeTimer++; if (self.directionChangeTimer >= self.directionChangeInterval) { self.direction *= -1; // Reverse direction self.speed = self.baseSpeed * self.direction; self.directionChangeTimer = 0; self.directionChangeInterval = 120 + Math.random() * 120; // Reset random interval // Animate direction change with tween tween(enemyGraphics, { scaleX: self.direction > 0 ? 1 : -1 }, { duration: 200, easing: tween.easeOut }); } // Update lastX self.lastX = self.x; } // Update direction based on speed for all enemy types self.direction = self.speed > 0 ? 1 : -1; // Check if direction changed and flip image accordingly for all enemy types if (self.lastDirection !== self.direction) { tween(enemyGraphics, { scaleX: self.direction > 0 ? 1 : -1 }, { duration: 200, easing: tween.easeOut }); self.lastDirection = self.direction; } self.x += self.speed; // Handle jumping self.jumpTimer++; if (self.jumpTimer >= self.jumpInterval && !self.isJumping) { self.startJump(); self.jumpTimer = 0; self.jumpInterval = 150 + Math.random() * 90; // Reset random interval for long jumps } // Handle shooting for shooting enemies if (self.type === 'shooting') { self.shootTimer++; if (self.shootTimer >= self.shootInterval && self.bulletsShot < self.maxBullets) { self.shoot(); self.shootTimer = 0; } } // Check collision with player if (self.intersects(player) && !player.invulnerable) { player.takeDamage(self.damage); } }; return self; }); var EnemyBullet = Container.expand(function (direction) { var self = Container.call(this); var bulletGraphics = self.attachAsset('enemyBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 6; self.damage = 15; self.direction = direction || 1; // 1 for right, -1 for left self.update = function () { self.x += self.speed * self.direction; // Check collision with player if (self.intersects(player) && !player.invulnerable) { player.takeDamage(self.damage); // Remove from enemyBullets array var index = enemyBullets.indexOf(self); if (index > -1) { enemyBullets.splice(index, 1); } self.destroy(); } }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 1.0 }); self.maxHealth = 100; self.health = self.maxHealth; self.slashDamage = 1; self.slashRange = 150; self.isSlashing = false; self.slashCooldown = 0; self.isDashing = false; self.dashCooldown = 0; self.dashDistance = 200; self.dashDuration = 300; self.invulnerable = false; self.invulnerabilityTime = 0; self.facingDirection = 1; // 1 for right, -1 for left self.isJumping = false; self.baseY = 0; self.dashSlash = function () { if (self.slashCooldown <= 0 && self.dashCooldown <= 0 && !self.isSlashing && !self.isDashing) { self.isDashing = true; self.isSlashing = true; self.slashCooldown = 60; // 1 second cooldown self.dashCooldown = 60; var startX = self.x; var dashTargetX = self.facingDirection > 0 ? Math.min(startX + self.dashDistance, 2048 - 40) : Math.max(startX - self.dashDistance, 40); // Dash forward with tween tween(self, { x: dashTargetX }, { duration: self.dashDuration, easing: tween.easeOut, onFinish: function onFinish() { self.isDashing = false; } }); // Create extended slash effect during dash var slashEffect = game.addChild(LK.getAsset('slashEffect', { anchorX: 0.5, anchorY: 0.5 })); slashEffect.x = self.x + 75 * self.facingDirection; slashEffect.y = self.y - 60; slashEffect.alpha = 0.9; slashEffect.scaleX = 2.0 * self.facingDirection; slashEffect.scaleY = 1.5; // Follow player during dash var slashFollowInterval = LK.setInterval(function () { if (self.isDashing) { slashEffect.x = self.x + 75 * self.facingDirection; } }, 16); // Animate slash effect tween(slashEffect, { scaleX: 2.5, scaleY: 2.0, alpha: 0 }, { duration: self.dashDuration, onFinish: function onFinish() { LK.clearInterval(slashFollowInterval); slashEffect.destroy(); } }); LK.getSound('slash').play(); // Extended damage check during dash var damageCheckInterval = LK.setInterval(function () { if (self.isDashing) { for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var distance = Math.sqrt(Math.pow(enemy.x - self.x, 2) + Math.pow(enemy.y - self.y, 2)); var enemyInFront = self.facingDirection > 0 ? enemy.x > self.x - 50 && enemy.x < self.x + 150 : enemy.x < self.x + 50 && enemy.x > self.x - 150; if (distance < self.slashRange * 1.5 && enemyInFront) { enemy.takeDamage(self.slashDamage * 2); // Double damage during dash } } // Check for enemy bullet hits during dash for (var j = enemyBullets.length - 1; j >= 0; j--) { var bullet = enemyBullets[j]; var bulletDistance = Math.sqrt(Math.pow(bullet.x - self.x, 2) + Math.pow(bullet.y - self.y, 2)); var bulletInFront = self.facingDirection > 0 ? bullet.x > self.x - 50 && bullet.x < self.x + 150 : bullet.x < self.x + 50 && bullet.x > self.x - 150; if (bulletDistance < self.slashRange * 1.5 && bulletInFront) { // Destroy the bullet bullet.destroy(); enemyBullets.splice(j, 1); // Award small points for destroying bullets LK.setScore(LK.getScore() + 5); } } } }, 30); LK.setTimeout(function () { LK.clearInterval(damageCheckInterval); self.isSlashing = false; }, self.dashDuration); } }; self.slash = function () { if (self.slashCooldown <= 0 && !self.isSlashing && !self.isDashing) { self.isSlashing = true; self.slashCooldown = 20; // 1/3 second at 60fps // Create slash effect var slashEffect = game.addChild(LK.getAsset('slashEffect', { anchorX: 0.5, anchorY: 0.5 })); slashEffect.x = self.x + 75 * self.facingDirection; slashEffect.y = self.y - 60; slashEffect.alpha = 0.8; slashEffect.scaleX = self.facingDirection; // Animate slash effect tween(slashEffect, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 200, onFinish: function onFinish() { slashEffect.destroy(); } }); LK.getSound('slash').play(); // Check for enemy hits for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var distance = Math.sqrt(Math.pow(enemy.x - self.x, 2) + Math.pow(enemy.y - self.y, 2)); var enemyInRange = self.facingDirection > 0 ? enemy.x > self.x - 50 && enemy.x < self.x + self.slashRange : enemy.x < self.x + 50 && enemy.x > self.x - self.slashRange; if (distance < self.slashRange && enemyInRange) { enemy.takeDamage(self.slashDamage); } } // Check for enemy bullet hits for (var j = enemyBullets.length - 1; j >= 0; j--) { var bullet = enemyBullets[j]; var bulletDistance = Math.sqrt(Math.pow(bullet.x - self.x, 2) + Math.pow(bullet.y - self.y, 2)); var bulletInRange = self.facingDirection > 0 ? bullet.x > self.x - 50 && bullet.x < self.x + self.slashRange : bullet.x < self.x + 50 && bullet.x > self.x - self.slashRange; if (bulletDistance < self.slashRange && bulletInRange) { // Destroy the bullet bullet.destroy(); enemyBullets.splice(j, 1); // Award small points for destroying bullets LK.setScore(LK.getScore() + 5); } } LK.setTimeout(function () { self.isSlashing = false; }, 200); } }; self.jump = function () { if (!self.isJumping) { self.isJumping = true; self.baseY = self.y; var jumpHeight = 200; // Jump height in pixels // Jump up with tween tween(self, { y: self.baseY - jumpHeight }, { duration: 400, easing: tween.easeOut, onFinish: function onFinish() { // Fall back down tween(self, { y: self.baseY }, { duration: 400, easing: tween.easeIn, onFinish: function onFinish() { self.isJumping = false; } }); } }); } }; self.takeDamage = function (damage) { if (!self.invulnerable) { self.health -= damage; self.invulnerable = true; self.invulnerabilityTime = 120; // 2 seconds at 60fps // Flash effect LK.effects.flashObject(self, 0xff0000, 500); if (self.health <= 0) { self.health = 0; LK.showGameOver(); } } }; self.update = function () { // Update player image direction based on facing direction playerGraphics.scaleX = self.facingDirection; if (self.slashCooldown > 0) { self.slashCooldown--; } if (self.dashCooldown > 0) { self.dashCooldown--; } if (self.invulnerabilityTime > 0) { self.invulnerabilityTime--; if (self.invulnerabilityTime <= 0) { self.invulnerable = false; } } }; return self; }); var PowerUp = Container.expand(function () { var self = Container.call(this); var powerUpGraphics = self.attachAsset('powerUp', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -2; self.bobOffset = 0; self.update = function () { self.x += self.speed; self.bobOffset += 0.1; self.y += Math.sin(self.bobOffset) * 0.5; // Check collision with player if (self.intersects(player)) { self.collect(); } }; self.collect = function () { LK.getSound('powerUpSound').play(); // Random power-up effect var powerType = Math.floor(Math.random() * 3); switch (powerType) { case 0: // Increased damage player.slashDamage += 1; break; case 1: // Wider slash range player.slashRange += 50; break; case 2: // Temporary invincibility player.invulnerable = true; player.invulnerabilityTime = 300; // 5 seconds break; } // Remove from powerUps array var index = powerUps.indexOf(self); if (index > -1) { powerUps.splice(index, 1); } self.destroy(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2c3e50 }); /**** * Game Code ****/ // Game variables var player; var enemies = []; var powerUps = []; var enemyBullets = []; var enemySpawnTimer = 0; var enemySpawnRate = 180; // Start spawning every 3 seconds var gameTime = 0; var healthBar; var healthBarBg; // Create UI elements var scoreTxt = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0, 0); scoreTxt.x = 120; scoreTxt.y = 50; LK.gui.topLeft.addChild(scoreTxt); // Create health bar background healthBarBg = game.addChild(LK.getAsset('healthBarBg', { anchorX: 0, anchorY: 0 })); healthBarBg.x = 120; healthBarBg.y = 120; // Create health bar healthBar = game.addChild(LK.getAsset('healthBar', { anchorX: 0, anchorY: 0 })); healthBar.x = 122; healthBar.y = 122; // Create health text var healthTxt = new Text2('Health', { size: 40, fill: 0xFFFFFF }); healthTxt.anchor.set(0, 0); healthTxt.x = 120; healthTxt.y = 160; game.addChild(healthTxt); // Create player player = game.addChild(new Player()); player.x = 300; player.y = 2732 - 150; // Near bottom of screen // Touch controls for movement and slashing var isDragging = false; var lastTouchX = 0; var lastTouchY = 0; var swipeThreshold = 100; // Minimum distance for swipe detection game.down = function (x, y, obj) { isDragging = true; lastTouchX = x; lastTouchY = y; // Set facing direction based on touch position relative to player if (x < player.x) { player.facingDirection = -1; // Face left } else { player.facingDirection = 1; // Face right } player.dashSlash(); }; game.move = function (x, y, obj) { if (isDragging) { var deltaX = x - lastTouchX; player.x += deltaX * 0.5; // Smooth movement multiplier // Keep player within screen bounds if (player.x < 40) player.x = 40; if (player.x > 2048 - 40) player.x = 2048 - 40; lastTouchX = x; } }; game.up = function (x, y, obj) { if (isDragging) { var deltaY = lastTouchY - y; // Upward swipe has positive deltaY var deltaX = Math.abs(x - lastTouchX); // Check for upward swipe (vertical movement greater than horizontal and above threshold) if (deltaY > swipeThreshold && deltaY > deltaX) { player.jump(); } } isDragging = false; }; // Spawn enemies function spawnEnemy() { var rand = Math.random(); var enemyType = rand < 0.5 ? 'basic' : rand < 0.8 ? 'armored' : 'shooting'; var enemy = game.addChild(new Enemy(enemyType)); // Randomly spawn from left or right var spawnFromRight = Math.random() < 0.5; if (spawnFromRight) { enemy.x = 2048 + 100; // Start off-screen right enemy.speed = enemy.type === 'armored' ? -3 : enemy.type === 'shooting' ? -2 : -4; // Move left } else { enemy.x = -100; // Start off-screen left enemy.speed = enemy.type === 'armored' ? 3 : enemy.type === 'shooting' ? 2 : 4; // Move right } enemy.y = 2732 - 150 + Math.random() * 100 - 50; // Vary height slightly enemies.push(enemy); } // Main game loop game.update = function () { gameTime++; // Update score display scoreTxt.setText('Score: ' + LK.getScore()); // Update health bar var healthPercent = player.health / player.maxHealth; healthBar.width = 200 * healthPercent; // Spawn enemies enemySpawnTimer++; if (enemySpawnTimer >= enemySpawnRate) { spawnEnemy(); enemySpawnTimer = 0; // Increase difficulty over time if (enemySpawnRate > 60) { // Minimum spawn rate enemySpawnRate -= 0.5; } } // Clean up off-screen enemies for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; if (enemy.x < -100 || enemy.x > 2048 + 100) { enemy.destroy(); enemies.splice(i, 1); } } // Clean up off-screen power-ups for (var i = powerUps.length - 1; i >= 0; i--) { var powerUp = powerUps[i]; if (powerUp.x < -100) { powerUp.destroy(); powerUps.splice(i, 1); } } // Clean up off-screen enemy bullets for (var i = enemyBullets.length - 1; i >= 0; i--) { var bullet = enemyBullets[i]; if (bullet.x < -100 || bullet.x > 2048 + 100) { bullet.destroy(); enemyBullets.splice(i, 1); } } };
===================================================================
--- original.js
+++ change.js
@@ -18,8 +18,11 @@
self.maxHealth = type === 'shooting' ? 2 : 1;
self.health = self.maxHealth;
self.damage = type === 'armored' ? 30 : type === 'shooting' ? 25 : 20;
self.points = type === 'armored' ? 30 : type === 'shooting' ? 25 : 10;
+ // Direction tracking for all enemy types
+ self.direction = self.speed > 0 ? 1 : -1; // Track current direction for all enemies
+ self.lastDirection = self.direction; // Track last direction to detect changes
// Armored enemy movement properties
if (type === 'armored') {
self.baseSpeed = Math.abs(self.speed); // Store base speed value
self.direction = self.speed > 0 ? 1 : -1; // Track current direction
@@ -199,8 +202,20 @@
}
// Update lastX
self.lastX = self.x;
}
+ // Update direction based on speed for all enemy types
+ self.direction = self.speed > 0 ? 1 : -1;
+ // Check if direction changed and flip image accordingly for all enemy types
+ if (self.lastDirection !== self.direction) {
+ tween(enemyGraphics, {
+ scaleX: self.direction > 0 ? 1 : -1
+ }, {
+ duration: 200,
+ easing: tween.easeOut
+ });
+ self.lastDirection = self.direction;
+ }
self.x += self.speed;
// Handle jumping
self.jumpTimer++;
if (self.jumpTimer >= self.jumpInterval && !self.isJumping) {
efek slash kepala naga petir ke depan. In-Game asset. 2d. High contrast. No shadows
side scroller blue steel armored ninja aksi koreographi dua tangan memegang pedang ke depan In-Game asset. 2d. No shadows
side scroller image fat orc samurai front holding big axe. In-Game asset. 2d. High contrast. No shadows
side scroller kepala evil kelinci berapi. In-Game asset. 2d. High contrast. No shadows
realistic 2d anime style front field old samurai palace temple with pig evil ornament at midnight. In-Game asset. 2d. High contrast. No shadows