User prompt
enemy death after 250 hits
User prompt
add background
User prompt
peluru bos menyebar 3 saat tembakkan
User prompt
peluru musuh menyebar dua setiap tembak
User prompt
jangkauan peluru musub tambah jauh
User prompt
peluru musuh bergerak cepat
User prompt
tap layar berulang di mana saja agar karakter yang dimainkan bisa lompat
User prompt
pergerakkan boss buat cekup pelan
User prompt
pergerakkan boss sampai ke layar bawah
User prompt
pergerakkan boss lebih jauh ke atas dan kebawah
User prompt
buat pakai level. tambah naik level tambah susah dikalahkan
User prompt
hilangkan asset platform
User prompt
player bisa lompat tak terbatas
User prompt
player bisa 7 x jump. player auto shooter. musuh bisa menembak ke arah musuh
User prompt
buat game side scrolling action platform. random generate platform. jumping and shooting boss enemy
Code edit (1 edits merged)
Please save this source code
User prompt
Jet Fighter vs Godzilla
Initial prompt
buat game pesawat canggih bertempur dengan godzilla. godzilla menyerang dengan semburan api
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Boss = Container.expand(function () { var self = Container.call(this); var bossGraphics = self.attachAsset('boss', { anchorX: 0.5, anchorY: 0.5 }); self.health = 20; self.maxHealth = 20; self.shootTimer = 0; self.shootInterval = 90; // 1.5 seconds at 60fps self.moveTimer = 0; self.moveDirection = 1; self.baseY = self.y; self.update = function () { // Boss movement pattern self.moveTimer++; self.y = self.baseY + Math.sin(self.moveTimer * 0.05) * 50; // Shooting pattern self.shootTimer++; if (self.shootTimer >= self.shootInterval) { self.shoot(); self.shootTimer = 0; } // Flash when hit if (self.hitFlash > 0) { self.hitFlash--; bossGraphics.tint = self.hitFlash % 10 < 5 ? 0xff0000 : 0xffffff; } else { bossGraphics.tint = 0xffffff; } }; self.hitFlash = 0; self.shoot = function () { LK.getSound('bossShoot').play(); // Create boss bullet var bullet = new BossBullet(); bullet.x = self.x - 150; bullet.y = self.y; bullet.speedY = Math.random() * 4 - 2; // Random vertical spread bossBullets.push(bullet); game.addChild(bullet); // Flash effect tween(bossGraphics, { scaleX: 1.2, scaleY: 1.2 }, { duration: 100, onFinish: function onFinish() { tween(bossGraphics, { scaleX: 1, scaleY: 1 }, { duration: 100 }); } }); }; self.takeDamage = function () { self.health--; self.hitFlash = 30; LK.getSound('hit').play(); if (self.health <= 0) { self.destroy(); LK.showYouWin(); } }; return self; }); var BossBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bossBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = -8; self.speedY = 0; self.lifetime = 0; self.maxLifetime = 300; self.update = function () { self.x += self.speedX; self.y += self.speedY; self.lifetime++; if (self.lifetime >= self.maxLifetime || self.x < -50) { self.shouldDestroy = true; } }; return self; }); var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 12; self.lifetime = 0; self.maxLifetime = 300; // 5 seconds at 60fps self.update = function () { self.x += self.speed; self.lifetime++; if (self.lifetime >= self.maxLifetime || self.x > 2200) { self.shouldDestroy = true; } }; return self; }); var Platform = Container.expand(function () { var self = Container.call(this); var platformGraphics = self.attachAsset('platform', { anchorX: 0.5, anchorY: 0.5 }); self.scrollSpeed = 2; self.update = function () { self.x -= self.scrollSpeed; if (self.x < -100) { self.shouldDestroy = true; } }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.velocityY = 0; self.gravity = 0.8; self.jumpPower = -15; self.isGrounded = false; self.isDead = false; self.moveSpeed = 6; self.shootCooldown = 0; self.lastGrounded = false; self.update = function () { // Apply gravity if (!self.isGrounded) { self.velocityY += self.gravity; } // Apply vertical movement self.y += self.velocityY; // Ground collision detection self.isGrounded = false; for (var i = 0; i < platforms.length; i++) { var platform = platforms[i]; if (self.intersects(platform) && self.velocityY >= 0) { // Check if player is falling onto platform from above if (self.y - 40 < platform.y - 20) { self.y = platform.y - 40; self.velocityY = 0; self.isGrounded = true; break; } } } // Ground floor collision if (self.y > 2600) { self.y = 2600; self.velocityY = 0; self.isGrounded = true; } // Landing sound effect if (!self.lastGrounded && self.isGrounded && self.velocityY >= 0) { LK.getSound('jump').play(); } self.lastGrounded = self.isGrounded; // Boundary checking if (self.x < 30) self.x = 30; if (self.x > 800) self.x = 800; // Keep player on left side of screen if (self.y < 30) self.y = 30; // Reduce shoot cooldown if (self.shootCooldown > 0) { self.shootCooldown--; } }; self.jump = function () { if (self.isGrounded) { self.velocityY = self.jumpPower; self.isGrounded = false; LK.getSound('jump').play(); } }; self.shoot = function () { if (self.shootCooldown <= 0) { var bullet = new Bullet(); bullet.x = self.x + 30; bullet.y = self.y; bullets.push(bullet); game.addChild(bullet); self.shootCooldown = 15; // Quarter second cooldown LK.getSound('shoot').play(); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87ceeb }); /**** * Game Code ****/ var player; var boss; var platforms = []; var bullets = []; var bossBullets = []; var score = 0; var platformTimer = 0; var scrollSpeed = 2; var gameStarted = false; // UI elements var scoreTxt = new Text2('Score: 0', { size: 80, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var healthTxt = new Text2('Boss Health: 20', { size: 60, fill: 0xFF0000 }); healthTxt.anchor.set(0, 0); healthTxt.x = 120; healthTxt.y = 20; LK.gui.topLeft.addChild(healthTxt); // Initialize game objects function initializeGame() { // Create player player = game.addChild(new Player()); player.x = 200; player.y = 2500; // Create boss boss = game.addChild(new Boss()); boss.x = 1700; boss.y = 1000; boss.baseY = boss.y; // Create initial platforms for (var i = 0; i < 5; i++) { createRandomPlatform(i * 400 + 500); } // Start background music LK.playMusic('gameMusic'); gameStarted = true; } // Create random platform at specified x position function createRandomPlatform(x) { var platform = new Platform(); platform.x = x; platform.y = 1500 + Math.random() * 800; // Random height between 1500-2300 platform.width = 150 + Math.random() * 100; // Random width 150-250 platforms.push(platform); game.addChild(platform); } // Touch controls for jumping and shooting var jumpPressed = false; var shootPressed = false; game.down = function (x, y, obj) { if (!gameStarted || player.isDead) return; if (y > 2200) { // Bottom half of screen for jumping if (!jumpPressed) { player.jump(); jumpPressed = true; } } else { // Top half of screen for shooting if (!shootPressed) { player.shoot(); shootPressed = true; } } }; game.up = function (x, y, obj) { jumpPressed = false; shootPressed = false; }; // Main game update game.update = function () { if (!gameStarted || player.isDead) return; // Generate new platforms platformTimer++; if (platformTimer >= 120) { // Every 2 seconds createRandomPlatform(2200); platformTimer = 0; } // Update platforms for (var i = platforms.length - 1; i >= 0; i--) { var platform = platforms[i]; if (platform.shouldDestroy) { platform.destroy(); platforms.splice(i, 1); } } // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; if (bullet.shouldDestroy) { bullet.destroy(); bullets.splice(i, 1); continue; } // Check bullet vs boss collision if (bullet.intersects(boss)) { boss.takeDamage(); bullet.destroy(); bullets.splice(i, 1); score += 10; LK.setScore(score); } } // Update boss bullets for (var i = bossBullets.length - 1; i >= 0; i--) { var bossBullet = bossBullets[i]; if (bossBullet.shouldDestroy) { bossBullet.destroy(); bossBullets.splice(i, 1); continue; } // Check boss bullet vs player collision if (bossBullet.intersects(player) && !player.isDead) { player.isDead = true; // Player death effect LK.effects.flashScreen(0xff0000, 1000); tween(player, { scaleX: 2, scaleY: 2, alpha: 0 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { LK.showGameOver(); } }); } } // Update UI scoreTxt.setText('Score: ' + score); if (boss && boss.health !== undefined) { healthTxt.setText('Boss Health: ' + boss.health); } // Check if player falls off screen if (player.y > 2800) { player.isDead = true; LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } }; // Initialize the game initializeGame();
===================================================================
--- original.js
+++ change.js
@@ -5,101 +5,202 @@
/****
* Classes
****/
-var FireBreath = Container.expand(function () {
+var Boss = Container.expand(function () {
var self = Container.call(this);
- var fireGraphics = self.attachAsset('fireBreath', {
+ var bossGraphics = self.attachAsset('boss', {
anchorX: 0.5,
anchorY: 0.5
});
+ self.health = 20;
+ self.maxHealth = 20;
+ self.shootTimer = 0;
+ self.shootInterval = 90; // 1.5 seconds at 60fps
+ self.moveTimer = 0;
+ self.moveDirection = 1;
+ self.baseY = self.y;
+ self.update = function () {
+ // Boss movement pattern
+ self.moveTimer++;
+ self.y = self.baseY + Math.sin(self.moveTimer * 0.05) * 50;
+ // Shooting pattern
+ self.shootTimer++;
+ if (self.shootTimer >= self.shootInterval) {
+ self.shoot();
+ self.shootTimer = 0;
+ }
+ // Flash when hit
+ if (self.hitFlash > 0) {
+ self.hitFlash--;
+ bossGraphics.tint = self.hitFlash % 10 < 5 ? 0xff0000 : 0xffffff;
+ } else {
+ bossGraphics.tint = 0xffffff;
+ }
+ };
+ self.hitFlash = 0;
+ self.shoot = function () {
+ LK.getSound('bossShoot').play();
+ // Create boss bullet
+ var bullet = new BossBullet();
+ bullet.x = self.x - 150;
+ bullet.y = self.y;
+ bullet.speedY = Math.random() * 4 - 2; // Random vertical spread
+ bossBullets.push(bullet);
+ game.addChild(bullet);
+ // Flash effect
+ tween(bossGraphics, {
+ scaleX: 1.2,
+ scaleY: 1.2
+ }, {
+ duration: 100,
+ onFinish: function onFinish() {
+ tween(bossGraphics, {
+ scaleX: 1,
+ scaleY: 1
+ }, {
+ duration: 100
+ });
+ }
+ });
+ };
+ self.takeDamage = function () {
+ self.health--;
+ self.hitFlash = 30;
+ LK.getSound('hit').play();
+ if (self.health <= 0) {
+ self.destroy();
+ LK.showYouWin();
+ }
+ };
+ return self;
+});
+var BossBullet = Container.expand(function () {
+ var self = Container.call(this);
+ var bulletGraphics = self.attachAsset('bossBullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speedX = -8;
+ self.speedY = 0;
self.lifetime = 0;
- self.maxLifetime = 120; // 2 seconds
- self.moveSpeed = 4;
- self.attackPattern = 'horizontal';
+ self.maxLifetime = 300;
self.update = function () {
+ self.x += self.speedX;
+ self.y += self.speedY;
self.lifetime++;
- // Move fire breath based on pattern
- if (self.attackPattern === 'horizontal') {
- self.y -= self.moveSpeed;
- } else if (self.attackPattern === 'diagonal') {
- self.y -= self.moveSpeed;
- self.x += self.moveSpeed * 0.5;
- } else if (self.attackPattern === 'sweep') {
- self.y -= self.moveSpeed * 0.3;
- self.x += Math.sin(self.lifetime * 0.1) * 3;
+ if (self.lifetime >= self.maxLifetime || self.x < -50) {
+ self.shouldDestroy = true;
}
- // Fade out over time
- if (self.lifetime > self.maxLifetime * 0.5) {
- var fadeAmount = 1 - (self.lifetime - self.maxLifetime * 0.5) / (self.maxLifetime * 0.5);
- fireGraphics.alpha = fadeAmount;
- }
- // Remove when lifetime expires
- if (self.lifetime >= self.maxLifetime) {
+ };
+ return self;
+});
+var Bullet = Container.expand(function () {
+ var self = Container.call(this);
+ var bulletGraphics = self.attachAsset('bullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 12;
+ self.lifetime = 0;
+ self.maxLifetime = 300; // 5 seconds at 60fps
+ self.update = function () {
+ self.x += self.speed;
+ self.lifetime++;
+ if (self.lifetime >= self.maxLifetime || self.x > 2200) {
self.shouldDestroy = true;
}
};
return self;
});
-var Godzilla = Container.expand(function () {
+var Platform = Container.expand(function () {
var self = Container.call(this);
- var godzillaGraphics = self.attachAsset('godzilla', {
+ var platformGraphics = self.attachAsset('platform', {
anchorX: 0.5,
- anchorY: 1.0
+ anchorY: 0.5
});
- self.fireTimer = 0;
- self.fireInterval = 180; // 3 seconds at 60fps
- self.isAttacking = false;
+ self.scrollSpeed = 2;
self.update = function () {
- self.fireTimer++;
- if (self.fireTimer >= self.fireInterval && !self.isAttacking) {
- self.startFireAttack();
+ self.x -= self.scrollSpeed;
+ if (self.x < -100) {
+ self.shouldDestroy = true;
}
};
- self.startFireAttack = function () {
- self.isAttacking = true;
- self.fireTimer = 0;
- // Flash effect when attacking
- tween(godzillaGraphics, {
- tint: 0xff0000
- }, {
- duration: 200,
- onFinish: function onFinish() {
- tween(godzillaGraphics, {
- tint: 0xffffff
- }, {
- duration: 200,
- onFinish: function onFinish() {
- self.isAttacking = false;
- // Reduce interval for increasing difficulty
- if (self.fireInterval > 60) {
- self.fireInterval -= 2;
- }
- }
- });
- }
- });
- LK.getSound('fireAttack').play();
- // Create fire breath attack
- createFireAttack();
- };
return self;
});
-var Jet = Container.expand(function () {
+var Player = Container.expand(function () {
var self = Container.call(this);
- var jetGraphics = self.attachAsset('jet', {
+ var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
- self.speed = 8;
+ self.velocityY = 0;
+ self.gravity = 0.8;
+ self.jumpPower = -15;
+ self.isGrounded = false;
self.isDead = false;
+ self.moveSpeed = 6;
+ self.shootCooldown = 0;
+ self.lastGrounded = false;
self.update = function () {
+ // Apply gravity
+ if (!self.isGrounded) {
+ self.velocityY += self.gravity;
+ }
+ // Apply vertical movement
+ self.y += self.velocityY;
+ // Ground collision detection
+ self.isGrounded = false;
+ for (var i = 0; i < platforms.length; i++) {
+ var platform = platforms[i];
+ if (self.intersects(platform) && self.velocityY >= 0) {
+ // Check if player is falling onto platform from above
+ if (self.y - 40 < platform.y - 20) {
+ self.y = platform.y - 40;
+ self.velocityY = 0;
+ self.isGrounded = true;
+ break;
+ }
+ }
+ }
+ // Ground floor collision
+ if (self.y > 2600) {
+ self.y = 2600;
+ self.velocityY = 0;
+ self.isGrounded = true;
+ }
+ // Landing sound effect
+ if (!self.lastGrounded && self.isGrounded && self.velocityY >= 0) {
+ LK.getSound('jump').play();
+ }
+ self.lastGrounded = self.isGrounded;
// Boundary checking
- if (self.x < 60) self.x = 60;
- if (self.x > 2048 - 60) self.x = 2048 - 60;
- if (self.y < 60) self.y = 60;
- if (self.y > 2732 - 60) self.y = 2732 - 60;
+ if (self.x < 30) self.x = 30;
+ if (self.x > 800) self.x = 800; // Keep player on left side of screen
+ if (self.y < 30) self.y = 30;
+ // Reduce shoot cooldown
+ if (self.shootCooldown > 0) {
+ self.shootCooldown--;
+ }
};
+ self.jump = function () {
+ if (self.isGrounded) {
+ self.velocityY = self.jumpPower;
+ self.isGrounded = false;
+ LK.getSound('jump').play();
+ }
+ };
+ self.shoot = function () {
+ if (self.shootCooldown <= 0) {
+ var bullet = new Bullet();
+ bullet.x = self.x + 30;
+ bullet.y = self.y;
+ bullets.push(bullet);
+ game.addChild(bullet);
+ self.shootCooldown = 15; // Quarter second cooldown
+ LK.getSound('shoot').play();
+ }
+ };
return self;
});
/****
@@ -111,135 +212,154 @@
/****
* Game Code
****/
-var jet;
-var godzilla;
-var fireBreaths = [];
-var dragTarget = null;
-var survivalTime = 0;
-var lastColliding = false;
+var player;
+var boss;
+var platforms = [];
+var bullets = [];
+var bossBullets = [];
+var score = 0;
+var platformTimer = 0;
+var scrollSpeed = 2;
+var gameStarted = false;
// UI elements
var scoreTxt = new Text2('Score: 0', {
size: 80,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
-var timeTxt = new Text2('Time: 0s', {
+var healthTxt = new Text2('Boss Health: 20', {
size: 60,
- fill: 0xFFFFFF
+ fill: 0xFF0000
});
-timeTxt.anchor.set(1, 0);
-LK.gui.topRight.addChild(timeTxt);
+healthTxt.anchor.set(0, 0);
+healthTxt.x = 120;
+healthTxt.y = 20;
+LK.gui.topLeft.addChild(healthTxt);
// Initialize game objects
function initializeGame() {
- // Create jet
- jet = game.addChild(new Jet());
- jet.x = 1024;
- jet.y = 2000;
- // Create Godzilla
- godzilla = game.addChild(new Godzilla());
- godzilla.x = 1024;
- godzilla.y = 2732;
+ // Create player
+ player = game.addChild(new Player());
+ player.x = 200;
+ player.y = 2500;
+ // Create boss
+ boss = game.addChild(new Boss());
+ boss.x = 1700;
+ boss.y = 1000;
+ boss.baseY = boss.y;
+ // Create initial platforms
+ for (var i = 0; i < 5; i++) {
+ createRandomPlatform(i * 400 + 500);
+ }
// Start background music
- LK.playMusic('battleMusic');
+ LK.playMusic('gameMusic');
+ gameStarted = true;
}
-// Create fire attack with random pattern
-function createFireAttack() {
- var patterns = ['horizontal', 'diagonal', 'sweep'];
- var pattern = patterns[Math.floor(Math.random() * patterns.length)];
- var numFires = 3 + Math.floor(survivalTime / 1000); // More fires over time
- if (numFires > 8) numFires = 8;
- for (var i = 0; i < numFires; i++) {
- var fire = new FireBreath();
- fire.attackPattern = pattern;
- if (pattern === 'horizontal') {
- fire.x = 200 + i * 300;
- fire.y = 2500;
- } else if (pattern === 'diagonal') {
- fire.x = 100 + i * 250;
- fire.y = 2600;
- } else if (pattern === 'sweep') {
- fire.x = 300 + i * 200;
- fire.y = 2400;
- }
- fireBreaths.push(fire);
- game.addChild(fire);
- // Add some visual flair
- tween(fire, {
- scaleX: 1.5,
- scaleY: 1.5
- }, {
- duration: 300,
- easing: tween.easeOut
- });
- }
+// Create random platform at specified x position
+function createRandomPlatform(x) {
+ var platform = new Platform();
+ platform.x = x;
+ platform.y = 1500 + Math.random() * 800; // Random height between 1500-2300
+ platform.width = 150 + Math.random() * 100; // Random width 150-250
+ platforms.push(platform);
+ game.addChild(platform);
}
-// Touch controls
+// Touch controls for jumping and shooting
+var jumpPressed = false;
+var shootPressed = false;
game.down = function (x, y, obj) {
- dragTarget = jet;
- if (dragTarget) {
- dragTarget.x = x;
- dragTarget.y = y;
+ if (!gameStarted || player.isDead) return;
+ if (y > 2200) {
+ // Bottom half of screen for jumping
+ if (!jumpPressed) {
+ player.jump();
+ jumpPressed = true;
+ }
+ } else {
+ // Top half of screen for shooting
+ if (!shootPressed) {
+ player.shoot();
+ shootPressed = true;
+ }
}
};
-game.move = function (x, y, obj) {
- if (dragTarget && !jet.isDead) {
- dragTarget.x = x;
- dragTarget.y = y;
- }
-};
game.up = function (x, y, obj) {
- dragTarget = null;
+ jumpPressed = false;
+ shootPressed = false;
};
// Main game update
game.update = function () {
- if (jet.isDead) return;
- survivalTime += 16.67; // Approximate ms per frame at 60fps
- // Update score and time display
- var score = Math.floor(survivalTime / 100);
- LK.setScore(score);
- scoreTxt.setText('Score: ' + score);
- timeTxt.setText('Time: ' + Math.floor(survivalTime / 1000) + 's');
- // Check collisions with fire breath
- var currentlyColliding = false;
- for (var i = fireBreaths.length - 1; i >= 0; i--) {
- var fire = fireBreaths[i];
- if (fire.shouldDestroy) {
- fire.destroy();
- fireBreaths.splice(i, 1);
+ if (!gameStarted || player.isDead) return;
+ // Generate new platforms
+ platformTimer++;
+ if (platformTimer >= 120) {
+ // Every 2 seconds
+ createRandomPlatform(2200);
+ platformTimer = 0;
+ }
+ // Update platforms
+ for (var i = platforms.length - 1; i >= 0; i--) {
+ var platform = platforms[i];
+ if (platform.shouldDestroy) {
+ platform.destroy();
+ platforms.splice(i, 1);
+ }
+ }
+ // Update bullets
+ for (var i = bullets.length - 1; i >= 0; i--) {
+ var bullet = bullets[i];
+ if (bullet.shouldDestroy) {
+ bullet.destroy();
+ bullets.splice(i, 1);
continue;
}
- // Check collision with jet
- if (jet.intersects(fire) && !currentlyColliding) {
- currentlyColliding = true;
- if (!lastColliding) {
- // Collision just started
- jet.isDead = true;
- // Explosion effect
- LK.effects.flashScreen(0xff4500, 1000);
- LK.getSound('explosion').play();
- // Jet explosion animation
- tween(jet, {
- scaleX: 2,
- scaleY: 2,
- alpha: 0
- }, {
- duration: 1000,
- easing: tween.easeOut,
- onFinish: function onFinish() {
- LK.showGameOver();
- }
- });
- break;
- }
+ // Check bullet vs boss collision
+ if (bullet.intersects(boss)) {
+ boss.takeDamage();
+ bullet.destroy();
+ bullets.splice(i, 1);
+ score += 10;
+ LK.setScore(score);
}
}
- lastColliding = currentlyColliding;
- // Near miss effect
- if (!currentlyColliding && lastColliding) {
- LK.effects.flashObject(jet, 0xffff00, 300);
+ // Update boss bullets
+ for (var i = bossBullets.length - 1; i >= 0; i--) {
+ var bossBullet = bossBullets[i];
+ if (bossBullet.shouldDestroy) {
+ bossBullet.destroy();
+ bossBullets.splice(i, 1);
+ continue;
+ }
+ // Check boss bullet vs player collision
+ if (bossBullet.intersects(player) && !player.isDead) {
+ player.isDead = true;
+ // Player death effect
+ LK.effects.flashScreen(0xff0000, 1000);
+ tween(player, {
+ scaleX: 2,
+ scaleY: 2,
+ alpha: 0
+ }, {
+ duration: 1000,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ LK.showGameOver();
+ }
+ });
+ }
}
+ // Update UI
+ scoreTxt.setText('Score: ' + score);
+ if (boss && boss.health !== undefined) {
+ healthTxt.setText('Boss Health: ' + boss.health);
+ }
+ // Check if player falls off screen
+ if (player.y > 2800) {
+ player.isDead = true;
+ LK.effects.flashScreen(0xff0000, 1000);
+ LK.showGameOver();
+ }
};
// Initialize the game
initializeGame();
\ No newline at end of file
monglkey king raja kera di atas awan kinton menyerang dengan tongkat sakti. side scroller image. In-Game asset. 2d. High contrast. No shadows
erlang shen. the sun wukong enemy. side scroller image. atack with fire In-Game asset. 2d. High contrast. No shadows
dari jauh terlihat istana langit di atas awan luas versi fantasy china. In-Game asset. 2d. High contrast. No shadows