User prompt
musuh meledak saat kena tembak ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
buat musuh bisa menyerang melee ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
buat maze berukuran setengah layar
User prompt
buat pergerakkan player lembut tidak patah patah ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
musuh bergerak bolak balik ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
swipe for control
Code edit (1 edits merged)
Please save this source code
User prompt
Ore Hunter: Underground Maze
Initial prompt
random maze generate. hunting valuable ore. player manual shooting enemy. enemy melee attack
/****
* 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 = 8;
self.direction = {
x: 0,
y: 0
};
self.lifetime = 0;
self.maxLifetime = 120; // 2 seconds at 60fps
self.update = function () {
self.x += self.direction.x * self.speed;
self.y += self.direction.y * self.speed;
self.lifetime++;
};
return self;
});
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 1;
self.health = 2;
self.attackRange = 40;
self.moveTimer = 0;
self.direction = {
x: 0,
y: 0
};
self.lastPlayerDistance = Infinity;
self.update = function () {
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Simple AI: move towards player if close enough
if (distance < 300) {
var moveX = dx > 0 ? 1 : -1;
var moveY = dy > 0 ? 1 : -1;
var newX = self.x + moveX * self.speed;
var newY = self.y + moveY * self.speed;
// Check if movement is valid (no walls)
if (canMoveTo(newX, self.y)) {
self.x = newX;
}
if (canMoveTo(self.x, newY)) {
self.y = newY;
}
}
// Attack player if in range
if (distance < self.attackRange) {
if (!self.lastPlayerDistance || self.lastPlayerDistance >= self.attackRange) {
// Just entered attack range
playerHealth--;
LK.effects.flashObject(player, 0xFF0000, 500);
}
}
self.lastPlayerDistance = distance;
};
return self;
});
var Ore = Container.expand(function () {
var self = Container.call(this);
var oreGraphics = self.attachAsset('ore', {
anchorX: 0.5,
anchorY: 0.5
});
self.value = 1;
self.bobTimer = 0;
self.baseY = self.y;
self.update = function () {
self.bobTimer++;
self.y = self.baseY + Math.sin(self.bobTimer * 0.1) * 3;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x2C1810
});
/****
* Game Code
****/
// Game constants
var MAZE_WIDTH = 25;
var MAZE_HEIGHT = 33;
var CELL_SIZE = 80;
var MAZE_OFFSET_X = (2048 - MAZE_WIDTH * CELL_SIZE) / 2;
var MAZE_OFFSET_Y = 100;
// Game variables
var maze = [];
var player;
var enemies = [];
var ores = [];
var bullets = [];
var playerHealth = 3;
var oreCollected = 0;
var oreTarget = 10;
var level = 1;
var exit;
var gameContainer;
// UI elements
var healthText = new Text2('Health: 3', {
size: 60,
fill: 0xFF4444
});
healthText.anchor.set(0, 0);
LK.gui.topLeft.addChild(healthText);
var oreText = new Text2('Ore: 0/10', {
size: 60,
fill: 0xFFD700
});
oreText.anchor.set(0.5, 0);
LK.gui.top.addChild(oreText);
var levelText = new Text2('Level: 1', {
size: 60,
fill: 0xFFFFFF
});
levelText.anchor.set(1, 0);
LK.gui.topRight.addChild(levelText);
// Initialize maze array
function initializeMaze() {
maze = [];
for (var y = 0; y < MAZE_HEIGHT; y++) {
maze[y] = [];
for (var x = 0; x < MAZE_WIDTH; x++) {
maze[y][x] = 1; // 1 = wall, 0 = floor
}
}
}
// Simple maze generation using recursive backtracking
function generateMaze() {
initializeMaze();
var stack = [];
var startX = 1;
var startY = 1;
maze[startY][startX] = 0;
stack.push({
x: startX,
y: startY
});
while (stack.length > 0) {
var current = stack[stack.length - 1];
var neighbors = [];
// Check all four directions
var directions = [{
x: 0,
y: -2
}, {
x: 2,
y: 0
}, {
x: 0,
y: 2
}, {
x: -2,
y: 0
}];
for (var i = 0; i < directions.length; i++) {
var nx = current.x + directions[i].x;
var ny = current.y + directions[i].y;
if (nx > 0 && nx < MAZE_WIDTH - 1 && ny > 0 && ny < MAZE_HEIGHT - 1 && maze[ny][nx] === 1) {
neighbors.push({
x: nx,
y: ny,
dir: directions[i]
});
}
}
if (neighbors.length > 0) {
var chosen = neighbors[Math.floor(Math.random() * neighbors.length)];
// Remove wall between current and chosen
maze[current.y + chosen.dir.y / 2][current.x + chosen.dir.x / 2] = 0;
maze[chosen.y][chosen.x] = 0;
stack.push(chosen);
} else {
stack.pop();
}
}
}
// Create visual maze
function createMazeVisual() {
gameContainer = game.addChild(new Container());
for (var y = 0; y < MAZE_HEIGHT; y++) {
for (var x = 0; x < MAZE_WIDTH; x++) {
var cellX = MAZE_OFFSET_X + x * CELL_SIZE;
var cellY = MAZE_OFFSET_Y + y * CELL_SIZE;
if (maze[y][x] === 1) {
// Wall
var wall = LK.getAsset('wall', {
x: cellX,
y: cellY
});
gameContainer.addChild(wall);
} else {
// Floor
var floor = LK.getAsset('floor', {
x: cellX,
y: cellY
});
gameContainer.addChild(floor);
}
}
}
}
// Place ore in maze
function placeOre() {
var oreCount = oreTarget + Math.floor(level / 2);
var placed = 0;
while (placed < oreCount) {
var x = Math.floor(Math.random() * MAZE_WIDTH);
var y = Math.floor(Math.random() * MAZE_HEIGHT);
if (maze[y][x] === 0 && (x !== 1 || y !== 1)) {
var ore = gameContainer.addChild(new Ore());
ore.x = MAZE_OFFSET_X + x * CELL_SIZE + CELL_SIZE / 2;
ore.y = MAZE_OFFSET_Y + y * CELL_SIZE + CELL_SIZE / 2;
ore.baseY = ore.y;
ores.push(ore);
placed++;
}
}
}
// Place enemies in maze
function placeEnemies() {
var enemyCount = 3 + level;
var placed = 0;
while (placed < enemyCount) {
var x = Math.floor(Math.random() * MAZE_WIDTH);
var y = Math.floor(Math.random() * MAZE_HEIGHT);
if (maze[y][x] === 0 && (x !== 1 || y !== 1) && Math.sqrt((x - 1) * (x - 1) + (y - 1) * (y - 1)) > 5) {
var enemy = gameContainer.addChild(new Enemy());
enemy.x = MAZE_OFFSET_X + x * CELL_SIZE + CELL_SIZE / 2;
enemy.y = MAZE_OFFSET_Y + y * CELL_SIZE + CELL_SIZE / 2;
enemies.push(enemy);
placed++;
}
}
}
// Place exit
function placeExit() {
// Find a position far from start
var placed = false;
while (!placed) {
var x = Math.floor(Math.random() * MAZE_WIDTH);
var y = Math.floor(Math.random() * MAZE_HEIGHT);
if (maze[y][x] === 0 && Math.sqrt((x - 1) * (x - 1) + (y - 1) * (y - 1)) > 10) {
exit = gameContainer.addChild(LK.getAsset('exit', {
x: MAZE_OFFSET_X + x * CELL_SIZE,
y: MAZE_OFFSET_Y + y * CELL_SIZE
}));
placed = true;
}
}
}
// Check if position is valid for movement
function canMoveTo(x, y) {
var mazeX = Math.floor((x - MAZE_OFFSET_X) / CELL_SIZE);
var mazeY = Math.floor((y - MAZE_OFFSET_Y) / CELL_SIZE);
if (mazeX < 0 || mazeX >= MAZE_WIDTH || mazeY < 0 || mazeY >= MAZE_HEIGHT) {
return false;
}
return maze[mazeY][mazeX] === 0;
}
// Initialize level
function initializeLevel() {
// Clear existing game objects
if (gameContainer) {
gameContainer.destroy();
}
enemies = [];
ores = [];
bullets = [];
oreCollected = 0;
// Generate new maze
generateMaze();
createMazeVisual();
// Create player
player = gameContainer.addChild(LK.getAsset('player', {
anchorX: 0.5,
anchorY: 0.5,
x: MAZE_OFFSET_X + 1 * CELL_SIZE + CELL_SIZE / 2,
y: MAZE_OFFSET_Y + 1 * CELL_SIZE + CELL_SIZE / 2
}));
// Place game objects
placeOre();
placeEnemies();
placeExit();
// Update UI
updateUI();
}
// Update UI
function updateUI() {
healthText.setText('Health: ' + playerHealth);
oreText.setText('Ore: ' + oreCollected + '/' + oreTarget);
levelText.setText('Level: ' + level);
}
// Shooting system
var dragNode = null;
var shootCooldown = 0;
function shoot(targetX, targetY) {
if (shootCooldown > 0) return;
var dx = targetX - player.x;
var dy = targetY - player.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 50) return; // Don't shoot if too close
var bullet = gameContainer.addChild(new Bullet());
bullet.x = player.x;
bullet.y = player.y;
bullet.direction.x = dx / distance;
bullet.direction.y = dy / distance;
bullets.push(bullet);
shootCooldown = 15; // Quarter second cooldown
LK.getSound('shoot').play();
}
// Main game loop
game.update = function () {
if (shootCooldown > 0) shootCooldown--;
// Update bullets
for (var i = bullets.length - 1; i >= 0; i--) {
var bullet = bullets[i];
// Check bullet lifetime
if (bullet.lifetime >= bullet.maxLifetime) {
bullet.destroy();
bullets.splice(i, 1);
continue;
}
// Check wall collision
if (!canMoveTo(bullet.x, bullet.y)) {
bullet.destroy();
bullets.splice(i, 1);
continue;
}
// Check enemy collision
var hitEnemy = false;
for (var j = enemies.length - 1; j >= 0; j--) {
if (bullet.intersects(enemies[j])) {
enemies[j].health--;
LK.getSound('enemyHit').play();
if (enemies[j].health <= 0) {
enemies[j].destroy();
enemies.splice(j, 1);
}
bullet.destroy();
bullets.splice(i, 1);
hitEnemy = true;
break;
}
}
if (hitEnemy) continue;
}
// Check ore collection
for (var i = ores.length - 1; i >= 0; i--) {
if (player.intersects(ores[i])) {
oreCollected++;
LK.getSound('oreCollect').play();
ores[i].destroy();
ores.splice(i, 1);
updateUI();
}
}
// Check exit condition
if (exit && player.intersects(exit) && oreCollected >= oreTarget) {
level++;
oreTarget += 2;
initializeLevel();
return;
}
// Check game over
if (playerHealth <= 0) {
LK.showGameOver();
return;
}
// Check win condition (survive 10 levels)
if (level > 10) {
LK.showYouWin();
return;
}
};
// Swipe-based movement system
var swipeStart = {
x: 0,
y: 0
};
var swipeEnd = {
x: 0,
y: 0
};
var isTracking = false;
var playerSpeed = 80; // Full cell movement
var swipeThreshold = 50; // Minimum distance for swipe detection
var lastMoveTime = 0;
var moveDelay = 200; // Delay between moves in milliseconds
game.down = function (x, y, obj) {
swipeStart.x = x;
swipeStart.y = y;
isTracking = true;
};
game.move = function (x, y, obj) {
if (isTracking) {
swipeEnd.x = x;
swipeEnd.y = y;
}
};
game.up = function (x, y, obj) {
if (!isTracking) return;
isTracking = false;
var dx = swipeEnd.x - swipeStart.x;
var dy = swipeEnd.y - swipeStart.y;
var swipeDistance = Math.sqrt(dx * dx + dy * dy);
// Check if swipe is long enough
if (swipeDistance < swipeThreshold) {
// Short tap - shoot in that direction
shoot(x, y);
return;
}
// Prevent too frequent moves
var currentTime = Date.now();
if (currentTime - lastMoveTime < moveDelay) return;
// Determine swipe direction
var moveX = 0;
var moveY = 0;
if (Math.abs(dx) > Math.abs(dy)) {
// Horizontal swipe
moveX = dx > 0 ? playerSpeed : -playerSpeed;
} else {
// Vertical swipe
moveY = dy > 0 ? playerSpeed : -playerSpeed;
}
// Calculate new position
var newX = player.x + moveX;
var newY = player.y + moveY;
// Check if movement is valid
if (canMoveTo(newX, player.y) && Math.abs(moveX) > 0) {
player.x = newX;
lastMoveTime = currentTime;
} else if (canMoveTo(player.x, newY) && Math.abs(moveY) > 0) {
player.y = newY;
lastMoveTime = currentTime;
}
};
// Initialize the first level
initializeLevel(); ===================================================================
--- original.js
+++ change.js
@@ -327,18 +327,8 @@
bullets.push(bullet);
shootCooldown = 15; // Quarter second cooldown
LK.getSound('shoot').play();
}
-// Game input handlers
-game.down = function (x, y, obj) {
- shoot(x, y);
-};
-game.move = function (x, y, obj) {
- // Optional: Could add continuous shooting while holding
-};
-game.up = function (x, y, obj) {
- // Handle touch release if needed
-};
// Main game loop
game.update = function () {
if (shootCooldown > 0) shootCooldown--;
// Update bullets
@@ -401,34 +391,68 @@
LK.showYouWin();
return;
}
};
-// Simple movement with arrow key simulation via touch zones
-var lastTouchX = 0;
-var lastTouchY = 0;
-var playerSpeed = 3;
+// Swipe-based movement system
+var swipeStart = {
+ x: 0,
+ y: 0
+};
+var swipeEnd = {
+ x: 0,
+ y: 0
+};
+var isTracking = false;
+var playerSpeed = 80; // Full cell movement
+var swipeThreshold = 50; // Minimum distance for swipe detection
+var lastMoveTime = 0;
+var moveDelay = 200; // Delay between moves in milliseconds
game.down = function (x, y, obj) {
- lastTouchX = x;
- lastTouchY = y;
- // If touch is far from player, shoot
- var dx = x - player.x;
- var dy = y - player.y;
- var distance = Math.sqrt(dx * dx + dy * dy);
- if (distance > 100) {
+ swipeStart.x = x;
+ swipeStart.y = y;
+ isTracking = true;
+};
+game.move = function (x, y, obj) {
+ if (isTracking) {
+ swipeEnd.x = x;
+ swipeEnd.y = y;
+ }
+};
+game.up = function (x, y, obj) {
+ if (!isTracking) return;
+ isTracking = false;
+ var dx = swipeEnd.x - swipeStart.x;
+ var dy = swipeEnd.y - swipeStart.y;
+ var swipeDistance = Math.sqrt(dx * dx + dy * dy);
+ // Check if swipe is long enough
+ if (swipeDistance < swipeThreshold) {
+ // Short tap - shoot in that direction
shoot(x, y);
+ return;
+ }
+ // Prevent too frequent moves
+ var currentTime = Date.now();
+ if (currentTime - lastMoveTime < moveDelay) return;
+ // Determine swipe direction
+ var moveX = 0;
+ var moveY = 0;
+ if (Math.abs(dx) > Math.abs(dy)) {
+ // Horizontal swipe
+ moveX = dx > 0 ? playerSpeed : -playerSpeed;
} else {
- // Move player towards touch
- var moveX = dx > 0 ? playerSpeed : -playerSpeed;
- var moveY = dy > 0 ? playerSpeed : -playerSpeed;
- if (Math.abs(dx) > Math.abs(dy)) {
- if (canMoveTo(player.x + moveX, player.y)) {
- player.x += moveX;
- }
- } else {
- if (canMoveTo(player.x, player.y + moveY)) {
- player.y += moveY;
- }
- }
+ // Vertical swipe
+ moveY = dy > 0 ? playerSpeed : -playerSpeed;
}
+ // Calculate new position
+ var newX = player.x + moveX;
+ var newY = player.y + moveY;
+ // Check if movement is valid
+ if (canMoveTo(newX, player.y) && Math.abs(moveX) > 0) {
+ player.x = newX;
+ lastMoveTime = currentTime;
+ } else if (canMoveTo(player.x, newY) && Math.abs(moveY) > 0) {
+ player.y = newY;
+ lastMoveTime = currentTime;
+ }
};
// Initialize the first level
initializeLevel();
\ No newline at end of file
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