User prompt
make the player 3 times faster
User prompt
limit the players movement speed so that it is slightly faster than the minster
User prompt
make the hero fallow the cursor
User prompt
make the player move faster
User prompt
show the joystick
User prompt
show the joystick in the center of the screen
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'draggable')' in or related to this line: 'joystickKnob.draggable = true;' Line Number: 186
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'attachAsset')' in or related to this line: 'var joystickKnob = joystick.attachAsset('button', {' Line Number: 185
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'var joystickBase = joystick.attachAsset('button', {' Line Number: 183
User prompt
can we make the player the center of the joystick
User prompt
make the player move faster
User prompt
okay so now make the joystick move the hero
User prompt
aculty it would be best in the center
User prompt
move it to the right side of the screen
User prompt
can you make a joystick for hero movement
User prompt
remove unnecessary code that doesn't work anymore
User prompt
something is wrong it increeced the spawn rate before the button was activated
User prompt
Increase monster spawn rate to one every 4 seconds when the cooldown button is successfully activated
User prompt
Increase monster spawn rate to one every 5 seconds when the cool-down button is successfully activated
User prompt
cool can we increece the monster spawn rate one the player successfully activates to cooldown button so the game remains challenging
User prompt
make it so that the cool down button subtracts 0.5 seconds from the cool down
User prompt
make it so that the player cant get a negative score
User prompt
Please fix the bug: 'Uncaught ReferenceError: CooldownButton is not defined' in or related to this line: 'var cooldownButton = game.addChild(new CooldownButton());' Line Number: 179
Code edit (1 edits merged)
Please save this source code
User prompt
make it so that the the button dosent work if the players score is under 100
/**** * Classes ****/ var Hero = Container.expand(function () { var self = Container.call(this); self.update = function () { if (self.shootTimer > 0) { self.shootTimer--; } }; self.destroyMonsters = function () { monsters.forEach(function (monster) { monster.destroy(); }); monsters.length = 0; LK.setScore(LK.getScore() + monsters.length); }; var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.move = function (direction) { if (direction === 'left') { self.x -= self.speed; } if (direction === 'right') { self.x += self.speed; } if (direction === 'up') { self.y -= self.speed; } if (direction === 'down') { self.y += self.speed; } }; self.shootCooldown = 120; // 2 seconds at 60FPS self.shootTimer = 0; self.shoot = function () { if (self.shootTimer <= 0) { var bullet = new Bullet(); bullet.x = self.x; bullet.y = self.y; game.addChild(bullet); self.shootTimer = self.shootCooldown; return bullet; } return null; }; }); // Add CooldownButton to the game var Button = Container.expand(function () { var self = Container.call(this); self.attachAsset('button', { anchorX: 0.5, anchorY: 0.5 }); self.on('down', function () { if (LK.getScore() >= 100) { LK.setScore(LK.getScore() - 100); hero.shootCooldown = Math.max(0, hero.shootCooldown - 30); // 0.5 seconds at 60FPS } }); }); var StrongerMonster = Container.expand(function () { var self = Container.call(this); var monsterGraphics = self.attachAsset('strongMonster', { anchorX: 0.5, anchorY: 0.5 }); self.health = 5; self.speed = 2; self.hit = false; self.hitTimer = 0; self.update = function () { if (self.hit) { self.hitTimer--; if (self.hitTimer <= 0) { self.hit = false; } } }; self.moveTowards = function (targetX, targetY) { var dx = targetX - self.x; var dy = targetY - self.y; var angle = Math.atan2(dy, dx); var newX = self.x + Math.cos(angle) * self.speed; var newY = self.y + Math.sin(angle) * self.speed; if (!self.hit) { self.x = newX; self.y = newY; } }; }); 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.move = function () { self.y -= self.speed; }; }); var Door = Container.expand(function () { var self = Container.call(this); var doorGraphics = self.attachAsset('door', { anchorX: 0.5, anchorY: 0.5 }); self.x = 2048 / 2; self.y = 128; }); var WeakerMonster = Container.expand(function () { var self = Container.call(this); self.animationFrames = ['monster_walk1', 'monster_walk2', 'monster_walk3', 'monster_walk4']; self.currentFrameIndex = 0; self.frameCounter = 0; self.frameChangeRate = 15; // Change frame every 15 ticks (1/4 second at 60FPS) self.monsterGraphics = self.attachAsset(self.animationFrames[self.currentFrameIndex], { anchorX: 0.5, anchorY: 0.5 }); self.health = 2; self.speed = 2; self.hit = false; self.hitTimer = 0; self.update = function () { if (self.hit) { self.hitTimer--; if (self.hitTimer <= 0) { self.hit = false; } } // Handle walking animation self.frameCounter++; if (self.frameCounter >= self.frameChangeRate) { self.currentFrameIndex = (self.currentFrameIndex + 1) % self.animationFrames.length; self.monsterGraphics.texture = LK.getAsset(self.animationFrames[self.currentFrameIndex], {}).texture; self.frameCounter = 0; } }; self.moveTowards = function (targetX, targetY) { var dx = targetX - self.x; var dy = targetY - self.y; var angle = Math.atan2(dy, dx); var newX = self.x + Math.cos(angle) * self.speed; var newY = self.y + Math.sin(angle) * self.speed; if (!self.hit) { self.x = newX; self.y = newY; } }; }); /**** * Initialize Game ****/ var game = new LK.Game(); /**** * Game Code ****/ // Add CooldownButton to the game // Joystick for hero movement var joystick = new Container(); var joystickBase = joystick.attachAsset('button', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); var joystickKnob = joystick.attachAsset('button', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); joystickKnob.draggable = true; joystick.on('move', function (obj) { var pos = obj.event.getLocalPosition(game); var dx = pos.x - joystickBase.x; var dy = pos.y - joystickBase.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 100) { dx = dx / distance * 100; dy = dy / distance * 100; } joystickKnob.x = joystickBase.x + dx; joystickKnob.y = joystickBase.y + dy; var direction = ''; if (Math.abs(dx) > Math.abs(dy)) { direction = dx > 0 ? 'right' : 'left'; } else { direction = dy > 0 ? 'down' : 'up'; } hero.move(direction); }); joystick.on('up', function (obj) { joystickKnob.x = joystickBase.x; joystickKnob.y = joystickBase.y; }); game.addChild(joystick); var button = game.addChild(new Button()); button.x = 100; button.y = 2732 - 100; // Score bar at the top var scoreBar = new Text2('0', { size: 150, fill: "#ffffff", anchorX: 0.5, anchorY: 0 }); LK.gui.top.addChild(scoreBar); var background = game.attachAsset('stoneBrickFloor', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); var hero = game.addChild(new Hero()); hero.x = 2048 / 2; hero.y = 2732 / 2; // Add keyboard event listeners for arrow key movement and space for destroying monsters var door = game.addChild(new Door()); var monsters = []; var bullets = []; game.on('up', function (obj) { bullets.push(hero.shoot()); }); LK.on('tick', function () { // Increment score every second if (LK.ticks % 60 === 0) { LK.setScore(LK.getScore() + 1); scoreBar.setText(LK.getScore().toString()); } hero.update(); var spawnRate = LK.getScore() >= 80 ? 300 : LK.getScore() >= 50 ? 360 : 420; var spawnWeakCounter = 0; var spawnStrong = false; var strongMonsterExists = false; var spawnDelayTimer = 0; var spawnDelayDuration = 300; // 5 seconds at 60FPS if (strongMonsterExists) { var strongMonster = monsters.find(function (monster) { return monster instanceof StrongerMonster; }); if (!strongMonster) { strongMonsterExists = false; spawnDelayTimer = spawnDelayDuration; } } if (spawnDelayTimer > 0) { spawnDelayTimer--; } else if (spawnWeakCounter < 4 && LK.ticks % spawnRate === 0) { var monster = new WeakerMonster(); monster.x = door.x; monster.y = door.y; monsters.push(monster); game.addChild(monster); spawnWeakCounter++; } else if (spawnWeakCounter >= 4 && !strongMonsterExists && spawnDelayTimer === 0) { var strongMonster = new StrongerMonster(); strongMonster.x = door.x; strongMonster.y = door.y; monsters.push(strongMonster); game.addChild(strongMonster); strongMonsterExists = true; spawnWeakCounter = 0; } monsters.forEach(function (monster, index) { monster.update(); monster.moveTowards(hero.x, hero.y); if (monster.intersects(hero)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } if (monster instanceof StrongerMonster && monster.health <= 0) { strongMonsterExists = false; } }); bullets.forEach(function (bullet, index) { if (bullet) { bullet.move(); } if (bullet && bullet.y < 0) { bullet.destroy(); bullets.splice(index, 1); } else { monsters.forEach(function (monster, mIndex) { if (bullet && bullet.intersects(monster)) { monster.health -= 1; monster.hit = true; monster.hitTimer = 30; // 0.5 seconds at 60FPS if (monster.health <= 0) { monster.destroy(); monsters.splice(mIndex, 1); LK.setScore(LK.getScore() + 1); } bullet.destroy(); bullets.splice(index, 1); } }); } }); });
===================================================================
--- original.js
+++ change.js
@@ -18,9 +18,9 @@
var heroGraphics = self.attachAsset('hero', {
anchorX: 0.5,
anchorY: 0.5
});
- self.speed = 10;
+ self.speed = 5;
self.move = function (direction) {
if (direction === 'left') {
self.x -= self.speed;
}
@@ -161,27 +161,22 @@
/****
* Game Code
****/
-// Joystick for hero movement
// Add CooldownButton to the game
-var joystick;
-var joystickBase;
-var joystickKnob;
-// Joystick initialization has been moved to after hero creation and positioning.
// Joystick for hero movement
var joystick = new Container();
var joystickBase = joystick.attachAsset('button', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
- y: 2732 - 300
+ y: 2732 / 2
});
var joystickKnob = joystick.attachAsset('button', {
anchorX: 0.5,
anchorY: 0.5,
- x: joystickBase.x,
- y: joystickBase.y
+ x: 2048 / 2,
+ y: 2732 / 2
});
joystickKnob.draggable = true;
joystick.on('move', function (obj) {
var pos = obj.event.getLocalPosition(game);
wooden door thats round at the top 8 bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
wisard 8 bit from the top down. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
tentacle monster 8 bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8 bit tentacle monster. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8 bit stone brick dungeon floor with a tiny amount of moss with tinny little bricks and very low contrast make it darker to. Single Game Texture. In-Game asset. 2d. Blank background.. No shadows.
8 bit fireball with a flame trail that goes down. Single Game Texture. In-Game asset. 2d. Blank background.. No shadows.
just move the tentacles a tinny litle bit
make the monster move
green button 8 bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.