User prompt
buat jangkauan peluru player 2x jauh
User prompt
reduce number of jar
User prompt
reduce number of jar. make jar broke after 3 time hit
User prompt
fix nusic background
User prompt
buat logika saat pindah level ninja dan platform bersama munculnya
User prompt
ninja bisa mati saat 5 kali diserang.
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buat satu di antar jar yang ada bisa melontar api ke bawah sebagai serangan
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add sound asset for jar
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buat jar bisa loncat loncat dan bergerak ke kanan dan ke kiri āŖš” Consider importing and using the following plugins: @upit/tween.v1
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karakter ninja bisa bolak balik imagenya
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pertajam gambar background
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add background asset
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buat ninja bisa di gerakn dengan di swipe kanan atau kiri
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buat seluruh platform otomatis bergerak random ke kanan atau ke kiri bolak balik āŖš” Consider importing and using the following plugins: @upit/tween.v1
User prompt
buat aturan bila seluruh guci hancur baru pindah level āŖš” Consider importing and using the following plugins: @upit/tween.v1
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buat naik level setelah guci pecah ditembak
User prompt
buat animasi guci pecah āŖš” Consider importing and using the following plugins: @upit/tween.v1
User prompt
buat guci guci antik di atas permukaan platform dan guci pecah saat diserang āŖš” Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
User prompt
Ninja Sky Strike
Initial prompt
buat game random static platform. ninja vs evil terbang
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speedX = (Math.random() - 0.5) * 3;
self.speedY = (Math.random() - 0.5) * 3;
self.health = 1;
self.update = function () {
self.x += self.speedX;
self.y += self.speedY;
// Bounce off screen edges
if (self.x < 30 || self.x > 2018) {
self.speedX *= -1;
}
if (self.y < 30 || self.y > 2702) {
self.speedY *= -1;
}
};
return self;
});
var Jar = Container.expand(function () {
var self = Container.call(this);
var jarGraphics = self.attachAsset('jar', {
anchorX: 0.5,
anchorY: 1.0
});
self.broken = false;
self.breakJar = function () {
if (!self.broken) {
self.broken = true;
LK.getSound('jarBreak').play();
LK.setScore(LK.getScore() + 5);
scoreTxt.setText(LK.getScore());
// Break animation - scale down and fade out
tween(jarGraphics, {
scaleX: 0.1,
scaleY: 0.1,
alpha: 0
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
self.destroy();
}
});
}
};
return self;
});
var Ninja = Container.expand(function () {
var self = Container.call(this);
var ninjaGraphics = self.attachAsset('ninja', {
anchorX: 0.5,
anchorY: 0.5
});
self.velocityY = 0;
self.onGround = false;
self.gravity = 0.8;
self.jumpPower = -18;
self.health = 3;
self.attackCooldown = 0;
self.update = function () {
// Apply gravity
if (!self.onGround) {
self.velocityY += self.gravity;
}
self.y += self.velocityY;
// Reset ground state
self.onGround = false;
// Check platform collisions
for (var i = 0; i < platforms.length; i++) {
var platform = platforms[i];
if (self.intersects(platform) && self.velocityY > 0) {
var platformTop = platform.y - platform.height / 2;
var ninjaBottom = self.y + self.height / 2;
if (ninjaBottom > platformTop - 20) {
self.y = platformTop - self.height / 2;
self.velocityY = 0;
self.onGround = true;
break;
}
}
}
// Fall off screen check
if (self.y > 2800) {
LK.showGameOver();
}
// Reduce attack cooldown
if (self.attackCooldown > 0) {
self.attackCooldown--;
}
};
self.jump = function () {
if (self.onGround) {
self.velocityY = self.jumpPower;
self.onGround = false;
LK.getSound('jump').play();
}
};
self.attack = function (targetX, targetY) {
if (self.attackCooldown <= 0) {
var projectile = new Projectile();
projectile.x = self.x;
projectile.y = self.y;
var dx = targetX - self.x;
var dy = targetY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
projectile.speedX = dx / distance * 12;
projectile.speedY = dy / distance * 12;
projectiles.push(projectile);
game.addChild(projectile);
self.attackCooldown = 20;
LK.getSound('attack').play();
}
};
return self;
});
var Platform = Container.expand(function () {
var self = Container.call(this);
var platformGraphics = self.attachAsset('platform', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
var Projectile = Container.expand(function () {
var self = Container.call(this);
var projectileGraphics = self.attachAsset('projectile', {
anchorX: 0.5,
anchorY: 0.5
});
self.speedX = 0;
self.speedY = 0;
self.lifetime = 0;
self.update = function () {
self.x += self.speedX;
self.y += self.speedY;
self.lifetime++;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87ceeb
});
/****
* Game Code
****/
var ninja = new Ninja();
var platforms = [];
var enemies = [];
var projectiles = [];
var jars = [];
var enemySpawnTimer = 0;
var difficultyTimer = 0;
// Create score display
var scoreTxt = new Text2('0', {
size: 80,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Generate random platforms
function generatePlatforms() {
platforms = [];
// Ground platform
var groundPlatform = new Platform();
groundPlatform.x = 1024;
groundPlatform.y = 2600;
groundPlatform.width = 400;
platforms.push(groundPlatform);
game.addChild(groundPlatform);
// Random platforms
for (var i = 0; i < 8; i++) {
var platform = new Platform();
platform.x = Math.random() * 1600 + 200;
platform.y = 2400 - i * 250 - Math.random() * 100;
platform.width = 150 + Math.random() * 100;
platforms.push(platform);
game.addChild(platform);
// Add jar on some platforms (60% chance)
if (Math.random() < 0.6) {
var jar = new Jar();
jar.x = platform.x;
jar.y = platform.y - platform.height / 2;
jars.push(jar);
game.addChild(jar);
}
}
}
function spawnEnemy() {
var enemy = new Enemy();
// Spawn from random edge
var side = Math.floor(Math.random() * 4);
switch (side) {
case 0:
// Top
enemy.x = Math.random() * 2048;
enemy.y = -30;
break;
case 1:
// Right
enemy.x = 2078;
enemy.y = Math.random() * 2732;
break;
case 2:
// Bottom
enemy.x = Math.random() * 2048;
enemy.y = 2762;
break;
case 3:
// Left
enemy.x = -30;
enemy.y = Math.random() * 2732;
break;
}
enemies.push(enemy);
game.addChild(enemy);
}
// Initialize game elements
generatePlatforms();
ninja.x = 1024;
ninja.y = 2500;
game.addChild(ninja);
// Touch controls
game.down = function (x, y, obj) {
// If touching near ninja, jump
var dx = x - ninja.x;
var dy = y - ninja.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 150) {
ninja.jump();
} else {
// Attack in direction of touch
ninja.attack(x, y);
}
};
game.update = function () {
// Spawn enemies
enemySpawnTimer++;
difficultyTimer++;
var spawnRate = Math.max(180 - Math.floor(difficultyTimer / 300), 60);
if (enemySpawnTimer >= spawnRate) {
spawnEnemy();
enemySpawnTimer = 0;
}
// Check projectile vs enemy collisions
for (var p = projectiles.length - 1; p >= 0; p--) {
var projectile = projectiles[p];
// Remove old projectiles
if (projectile.lifetime > 180 || projectile.x < -50 || projectile.x > 2098 || projectile.y < -50 || projectile.y > 2782) {
projectile.destroy();
projectiles.splice(p, 1);
continue;
}
// Check enemy hits
for (var e = enemies.length - 1; e >= 0; e--) {
var enemy = enemies[e];
if (projectile.intersects(enemy)) {
// Hit enemy
LK.setScore(LK.getScore() + 10);
scoreTxt.setText(LK.getScore());
LK.getSound('enemyHit').play();
LK.effects.flashObject(enemy, 0xffffff, 200);
enemy.destroy();
enemies.splice(e, 1);
projectile.destroy();
projectiles.splice(p, 1);
break;
}
// Check jar hits
for (var j = jars.length - 1; j >= 0; j--) {
var jar = jars[j];
if (!jar.broken && projectile.intersects(jar)) {
jar.breakJar();
jars.splice(j, 1);
projectile.destroy();
projectiles.splice(p, 1);
break;
}
}
}
}
// Check ninja vs enemy collisions
for (var e = enemies.length - 1; e >= 0; e--) {
var enemy = enemies[e];
if (ninja.intersects(enemy)) {
ninja.health--;
LK.effects.flashObject(ninja, 0xff0000, 500);
enemy.destroy();
enemies.splice(e, 1);
if (ninja.health <= 0) {
LK.showGameOver();
}
}
}
// Keep ninja on screen horizontally
if (ninja.x < 40) ninja.x = 40;
if (ninja.x > 2008) ninja.x = 2008;
}; ===================================================================
--- original.js
+++ change.js
@@ -27,8 +27,37 @@
}
};
return self;
});
+var Jar = Container.expand(function () {
+ var self = Container.call(this);
+ var jarGraphics = self.attachAsset('jar', {
+ anchorX: 0.5,
+ anchorY: 1.0
+ });
+ self.broken = false;
+ self.breakJar = function () {
+ if (!self.broken) {
+ self.broken = true;
+ LK.getSound('jarBreak').play();
+ LK.setScore(LK.getScore() + 5);
+ scoreTxt.setText(LK.getScore());
+ // Break animation - scale down and fade out
+ tween(jarGraphics, {
+ scaleX: 0.1,
+ scaleY: 0.1,
+ alpha: 0
+ }, {
+ duration: 300,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ self.destroy();
+ }
+ });
+ }
+ };
+ return self;
+});
var Ninja = Container.expand(function () {
var self = Container.call(this);
var ninjaGraphics = self.attachAsset('ninja', {
anchorX: 0.5,
@@ -134,8 +163,9 @@
var ninja = new Ninja();
var platforms = [];
var enemies = [];
var projectiles = [];
+var jars = [];
var enemySpawnTimer = 0;
var difficultyTimer = 0;
// Create score display
var scoreTxt = new Text2('0', {
@@ -161,8 +191,16 @@
platform.y = 2400 - i * 250 - Math.random() * 100;
platform.width = 150 + Math.random() * 100;
platforms.push(platform);
game.addChild(platform);
+ // Add jar on some platforms (60% chance)
+ if (Math.random() < 0.6) {
+ var jar = new Jar();
+ jar.x = platform.x;
+ jar.y = platform.y - platform.height / 2;
+ jars.push(jar);
+ game.addChild(jar);
+ }
}
}
function spawnEnemy() {
var enemy = new Enemy();
@@ -243,8 +281,19 @@
projectile.destroy();
projectiles.splice(p, 1);
break;
}
+ // Check jar hits
+ for (var j = jars.length - 1; j >= 0; j--) {
+ var jar = jars[j];
+ if (!jar.broken && projectile.intersects(jar)) {
+ jar.breakJar();
+ jars.splice(j, 1);
+ projectile.destroy();
+ projectiles.splice(p, 1);
+ break;
+ }
+ }
}
}
// Check ninja vs enemy collisions
for (var e = enemies.length - 1; e >= 0; e--) {
2d anime chibi style ninja hitam jepang. In-Game asset. 2d. High contrast. No shadows
2d anime image pemandangan gunung fuji jepang zaman kuno di kejauhan. wilayah hutan dan bukit bebatuan dari dekat. langit biru cerah. In-Game asset. 2d. High contrast. No shadows
2d anime chibi evil hitam jepang. In-Game asset. 2d. High contrast. No shadows
2d anime image tanah dan bebatuan. In-Game asset. 2d. High contrast. No shadows