Code edit (1 edits merged)
Please save this source code
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Please fix the bug: 'Uncaught TypeError: LK.Button is not a constructor' in or related to this line: 'var pauseButton = new LK.Button({' Line Number: 130
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add pause button with menu
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Movement with the keyboard still doesnt work
Code edit (1 edits merged)
Please save this source code
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i want movement bound to the wasd not the mouse
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the hero movement still does not work
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'addEventListener')' in or related to this line: 'document.addEventListener('keydown', function (event) {' Line Number: 133
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map hero movement to w for forward a for left s for back d for right
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Make enemies move towards hero
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Make hero able to move
Initial prompt
Soulslike
/**** * Classes ****/ // Bullet class 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.update = function () { self.y -= self.speed; if (self.y < 0) { self.destroy(); } }; }); // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.health = 50; self.speed = 3; self.update = function () { // Update logic for enemy }; self.takeDamage = function (amount) { self.health -= amount; if (self.health <= 0) { self.die(); } }; self.die = function () { // Handle enemy death self.destroy(); }; }); //<Assets used in the game will automatically appear here> // Hero class var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.health = 100; self.speed = 5; self.update = function () { // Update logic for hero }; self.takeDamage = function (amount) { self.health -= amount; if (self.health <= 0) { self.die(); } }; self.die = function () { // Handle hero death LK.showGameOver(); }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize hero var hero = game.addChild(new Hero()); hero.x = 2048 / 2; hero.y = 2732 - 200; // Initialize enemies array var enemies = []; // Initialize bullets array var bullets = []; // Function to spawn enemies function spawnEnemy() { var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = 0; enemies.push(enemy); game.addChild(enemy); } // Function to shoot bullets function shootBullet() { var bullet = new Bullet(); bullet.x = hero.x; bullet.y = hero.y; bullets.push(bullet); game.addChild(bullet); } // Handle touch events for shooting game.down = function (x, y, obj) { shootBullet(); }; // Update game logic game.update = function () { // Update hero hero.update(); // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].update(); if (enemies[i].intersects(hero)) { hero.takeDamage(10); enemies[i].destroy(); enemies.splice(i, 1); } } // Update bullets for (var j = bullets.length - 1; j >= 0; j--) { bullets[j].update(); for (var k = enemies.length - 1; k >= 0; k--) { if (bullets[j].intersects(enemies[k])) { enemies[k].takeDamage(20); bullets[j].destroy(); bullets.splice(j, 1); break; } } } // Spawn enemies periodically if (LK.ticks % 60 == 0) { spawnEnemy(); } };
/****
* Classes
****/
// Bullet class
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.update = function () {
self.y -= self.speed;
if (self.y < 0) {
self.destroy();
}
};
});
// Enemy class
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 50;
self.speed = 3;
self.update = function () {
// Update logic for enemy
};
self.takeDamage = function (amount) {
self.health -= amount;
if (self.health <= 0) {
self.die();
}
};
self.die = function () {
// Handle enemy death
self.destroy();
};
});
//<Assets used in the game will automatically appear here>
// Hero class
var Hero = Container.expand(function () {
var self = Container.call(this);
var heroGraphics = self.attachAsset('hero', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 100;
self.speed = 5;
self.update = function () {
// Update logic for hero
};
self.takeDamage = function (amount) {
self.health -= amount;
if (self.health <= 0) {
self.die();
}
};
self.die = function () {
// Handle hero death
LK.showGameOver();
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize hero
var hero = game.addChild(new Hero());
hero.x = 2048 / 2;
hero.y = 2732 - 200;
// Initialize enemies array
var enemies = [];
// Initialize bullets array
var bullets = [];
// Function to spawn enemies
function spawnEnemy() {
var enemy = new Enemy();
enemy.x = Math.random() * 2048;
enemy.y = 0;
enemies.push(enemy);
game.addChild(enemy);
}
// Function to shoot bullets
function shootBullet() {
var bullet = new Bullet();
bullet.x = hero.x;
bullet.y = hero.y;
bullets.push(bullet);
game.addChild(bullet);
}
// Handle touch events for shooting
game.down = function (x, y, obj) {
shootBullet();
};
// Update game logic
game.update = function () {
// Update hero
hero.update();
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
enemies[i].update();
if (enemies[i].intersects(hero)) {
hero.takeDamage(10);
enemies[i].destroy();
enemies.splice(i, 1);
}
}
// Update bullets
for (var j = bullets.length - 1; j >= 0; j--) {
bullets[j].update();
for (var k = enemies.length - 1; k >= 0; k--) {
if (bullets[j].intersects(enemies[k])) {
enemies[k].takeDamage(20);
bullets[j].destroy();
bullets.splice(j, 1);
break;
}
}
}
// Spawn enemies periodically
if (LK.ticks % 60 == 0) {
spawnEnemy();
}
};