User prompt
Please fix the bug: 'Uncaught ReferenceError: goodMonsters is not defined' in or related to this line: 'for (var p = goodMonsters.length - 1; p >= 0; p--) {' Line Number: 500
User prompt
Međi arojt ataka koni klika koni godemot.
User prompt
hero clicker attacare usa goodmosters i moltri sono pariti K.init.image('enemy', {width:100, height:100, id:'67d32abcbceb52b53b893988'}) LK.init.image('enemy2', {width:100, height:100, id:'67d3292dbceb52b53b893977'})
User prompt
Punzante l'eroe attacca con il punzante l'eroe e con i motivi sono ippaliti e battono
User prompt
L'eroe attacca i montri e sono pariti, tutti.
User prompt
tra i rossi buttano fuoco. Faole!
User prompt
enemy2 putta fire attack hero player
User prompt
Aggiungi uno fondo, anche.
User prompt
hero attaca enemy2 parito
User prompt
L'eroe attacca i nene maie che parecono.
User prompt
add enemy2
User prompt
Remove goodmonsters
User prompt
Ora, hai l'auto e rimuovila.
User prompt
Il supereroe attacca il god mot che sono pariti
User prompt
un eroe dmg attacca con i motri che sono pariti
User prompt
Un eroe giocatore attacca con l'azza e con i motri fa danno.
User prompt
Io lo riattacco ai motodi Con... Laser
User prompt
I motri seguono gli eroi del giocatore e si attacca agli eroi.
User prompt
Mentre Roi attacca con i motri, si separa con il laser
User prompt
Il suo eroe attacca con il fuoco con solo un click
User prompt
Mentre che i monti che attaccano ai supereroi, mentre il giocatore attacca i monti che attaccano...
User prompt
metti un motri di tipi buoni, motri, mob, che si attaccano agli eroi
User prompt
Metti che rimette il personaggio che attacca
Initial prompt
MG RPG
/**** * Classes ****/ // AxeAttack class representing the hero's axe attack var AxeAttack = Container.expand(function () { var self = Container.call(this); var axeGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { self.y -= self.speed; }; }); // Bullet class for projectiles 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; }; }); // DmgAttack class representing the hero's attack with monsters var DmgAttack = Container.expand(function () { var self = Container.call(this); var dmgGraphics = self.attachAsset('goodMonster', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { self.y -= self.speed; // Check for collision with enemies for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; if (self.intersects(enemy)) { enemy.health -= hero.attack; self.destroy(); if (enemy.health <= 0) { enemy.destroy(); enemies.splice(i, 1); } break; } } }; }); // Enemy class representing foes in the game 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.attack = 5; self.update = function () { // Update logic for enemy // Move towards the hero var dx = hero.x - self.x; var dy = hero.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { self.x += dx / distance * 1.5; // Move towards hero at speed 1.5 self.y += dy / distance * 1.5; } // Check for collision with hero if (self.intersects(hero)) { hero.health -= self.attack; if (hero.health <= 0) { LK.showGameOver(); } } }; }); // Enemy2 class representing a new type of enemy var Enemy2 = Container.expand(function () { var self = Container.call(this); var enemy2Graphics = self.attachAsset('enemy2', { anchorX: 0.5, anchorY: 0.5 }); self.health = 75; self.attack = 10; self.update = function () { // Update logic for enemy2 // Move towards the hero var dx = hero.x - self.x; var dy = hero.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { self.x += dx / distance * 1.0; // Move towards hero at speed 1.0 self.y += dy / distance * 1.0; } // Check for collision with hero if (self.intersects(hero)) { hero.health -= self.attack; if (hero.health <= 0) { LK.showGameOver(); } } }; }); // FireAttack class representing enemy2's fire attack var FireAttack = Container.expand(function () { var self = Container.call(this); var fireGraphics = self.attachAsset('fire', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { self.y += self.speed; // Check for collision with hero if (self.intersects(hero)) { hero.health -= 5; // Damage hero self.destroy(); if (hero.health <= 0) { LK.showGameOver(); } } }; }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Hero class representing the player's character 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.attack = 10; self.update = function () { // Update logic for hero }; }); // HeroAttack class representing the hero's attack var HeroAttack = Container.expand(function () { var self = Container.call(this); var attackGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { self.y -= self.speed; }; }); // NeneMaie class representing a new type of enemy var NeneMaie = Container.expand(function () { var self = Container.call(this); var neneMaieGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.health = 60; self.attack = 8; self.update = function () { // Update logic for NeneMaie // Move towards the hero var dx = hero.x - self.x; var dy = hero.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { self.x += dx / distance * 1.2; // Move towards hero at speed 1.2 self.y += dy / distance * 1.2; } // Check for collision with hero if (self.intersects(hero)) { hero.health -= self.attack; if (hero.health <= 0) { LK.showGameOver(); } } }; }); // PunzanteAttack class representing the hero's special attack var PunzanteAttack = Container.expand(function () { var self = Container.call(this); var punzanteGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 15; self.update = function () { self.y -= self.speed; // Check for collision with enemies for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; if (self.intersects(enemy)) { enemy.health -= hero.attack * 2; // Double damage self.destroy(); if (enemy.health <= 0) { enemy.destroy(); enemies.splice(i, 1); } break; } } }; }); // TraiRossi class representing a new type of enemy var TraiRossi = Container.expand(function () { var self = Container.call(this); var traiRossiGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.health = 70; self.attack = 7; self.update = function () { // Update logic for TraiRossi // Move towards the hero var dx = hero.x - self.x; var dy = hero.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { self.x += dx / distance * 1.3; // Move towards hero at speed 1.3 self.y += dy / distance * 1.3; } // Check for collision with hero if (self.intersects(hero)) { hero.health -= self.attack; if (hero.health <= 0) { LK.showGameOver(); } } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Add background image to the game var background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5 }); background.x = 2048 / 2; background.y = 2732 / 2; game.addChild(background); // Initialize hero, enemies, and enemy2 var hero = game.addChild(new Hero()); hero.x = 2048 / 2; hero.y = 2732 - 200; var enemies = []; for (var i = 0; i < 5; i++) { var enemy = new Enemy(); enemy.x = 400 + i * 300; enemy.y = 200; enemies.push(enemy); game.addChild(enemy); } var enemies2 = []; for (var j = 0; j < 3; j++) { var enemy2 = new Enemy2(); enemy2.x = 500 + j * 400; enemy2.y = 300; enemies2.push(enemy2); game.addChild(enemy2); } // Initialize NeneMaie instances var neneMaies = []; for (var k = 0; k < 4; k++) { var neneMaie = new NeneMaie(); neneMaie.x = 600 + k * 350; neneMaie.y = 250; neneMaies.push(neneMaie); game.addChild(neneMaie); } // Initialize TraiRossi instances var traiRossi = []; for (var l = 0; l < 3; l++) { var traiRosso = new TraiRossi(); traiRosso.x = 700 + l * 300; traiRosso.y = 350; traiRossi.push(traiRosso); game.addChild(traiRosso); } // Initialize hero's attack array var heroAttacks = []; // Handle game updates game.update = function () { // Update enemies hero.update(); // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; enemy.update(); // Check for collision with hero if (hero.intersects(enemy)) { hero.health -= enemy.attack; enemy.health -= hero.attack; if (hero.health <= 0) { LK.showGameOver(); } if (enemy.health <= 0) { enemy.destroy(); enemies.splice(i, 1); } } } // Update enemies2 for (var j = enemies2.length - 1; j >= 0; j--) { var enemy2 = enemies2[j]; enemy2.update(); // Check for collision with hero if (hero.intersects(enemy2)) { hero.health -= enemy2.attack; enemy2.health -= hero.attack; if (hero.health <= 0) { LK.showGameOver(); } if (enemy2.health <= 0) { enemy2.destroy(); enemies2.splice(j, 1); } } // Fire attack from enemy2 if (LK.ticks % 60 == 0) { var fireAttack = new FireAttack(); fireAttack.x = enemy2.x; fireAttack.y = enemy2.y + enemy2.height / 2; game.addChild(fireAttack); } } // Update hero's attack on all monsters for (var j = heroAttacks.length - 1; j >= 0; j--) { var attack = heroAttacks[j]; attack.update(); // Check for collision with enemies for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; if (attack.intersects(enemy)) { enemy.health -= hero.attack; attack.destroy(); heroAttacks.splice(j, 1); if (enemy.health <= 0) { enemy.destroy(); enemies.splice(i, 1); } break; } } // Check for collision with enemy2 for (var k = enemies2.length - 1; k >= 0; k--) { var enemy2 = enemies2[k]; if (attack.intersects(enemy2)) { enemy2.health -= hero.attack; attack.destroy(); heroAttacks.splice(j, 1); if (enemy2.health <= 0) { enemy2.destroy(); enemies2.splice(k, 1); } break; } } // Check for collision with NeneMaies for (var m = neneMaies.length - 1; m >= 0; m--) { var neneMaie = neneMaies[m]; if (attack.intersects(neneMaie)) { neneMaie.health -= hero.attack; attack.destroy(); heroAttacks.splice(j, 1); if (neneMaie.health <= 0) { neneMaie.destroy(); neneMaies.splice(m, 1); } break; } } // Check for collision with TraiRossi for (var n = traiRossi.length - 1; n >= 0; n--) { var traiRosso = traiRossi[n]; if (attack.intersects(traiRosso)) { traiRosso.health -= hero.attack; attack.destroy(); heroAttacks.splice(j, 1); if (traiRosso.health <= 0) { traiRosso.destroy(); traiRossi.splice(n, 1); } break; } } // Check for collision with good monsters for (var p = goodMonsters.length - 1; p >= 0; p--) { var goodMonster = goodMonsters[p]; if (attack.intersects(goodMonster)) { goodMonster.destroy(); goodMonsters.splice(p, 1); attack.destroy(); heroAttacks.splice(j, 1); break; } } // Remove off-screen attacks if (attack.y < -50) { attack.destroy(); heroAttacks.splice(j, 1); } } // Update NeneMaies for (var k = neneMaies.length - 1; k >= 0; k--) { var neneMaie = neneMaies[k]; neneMaie.update(); // Check for collision with hero if (hero.intersects(neneMaie)) { hero.health -= neneMaie.attack; neneMaie.health -= hero.attack; if (hero.health <= 0) { LK.showGameOver(); } if (neneMaie.health <= 0) { neneMaie.destroy(); neneMaies.splice(k, 1); } } } // Update TraiRossi for (var l = traiRossi.length - 1; l >= 0; l--) { var traiRosso = traiRossi[l]; traiRosso.update(); // Check for collision with hero if (hero.intersects(traiRosso)) { hero.health -= traiRosso.attack; traiRosso.health -= hero.attack; if (hero.health <= 0) { LK.showGameOver(); } if (traiRosso.health <= 0) { traiRosso.destroy(); traiRossi.splice(l, 1); } } // Fire attack from TraiRossi if (LK.ticks % 90 == 0) { var fireAttack = new FireAttack(); fireAttack.x = traiRosso.x; fireAttack.y = traiRosso.y + traiRosso.height / 2; game.addChild(fireAttack); } } // Update hero's PunzanteAttack for (var j = heroAttacks.length - 1; j >= 0; j--) { var attack = heroAttacks[j]; attack.update(); // Remove off-screen attacks if (attack.y < -50) { attack.destroy(); heroAttacks.splice(j, 1); } } // Fire hero's attack if (LK.ticks % 30 == 0) { var newAttack = new HeroAttack(); newAttack.x = hero.x; newAttack.y = hero.y - hero.height / 2; heroAttacks.push(newAttack); game.addChild(newAttack); } }; // Handle touch events for hero movement game.down = function (x, y, obj) { hero.x = x; hero.y = y; // Fire hero's PunzanteAttack on click var newPunzanteAttack = new PunzanteAttack(); newPunzanteAttack.x = hero.x; newPunzanteAttack.y = hero.y - hero.height / 2; heroAttacks.push(newPunzanteAttack); game.addChild(newPunzanteAttack); }; game.move = function (x, y, obj) { hero.x = x; hero.y = y; }; game.up = function (x, y, obj) { // Handle touch release if needed }; // Display hero health var healthTxt = new Text2('Health: ' + hero.health, { size: 100, fill: 0xFFFFFF }); healthTxt.anchor.set(0.5, 0); LK.gui.top.addChild(healthTxt); // Update health display game.update = function () { healthTxt.setText('Health: ' + hero.health); if (hero.health <= 0) { LK.showGameOver(); } }; // Add the health text to the GUI overlay LK.gui.top.addChild(healthTxt);
===================================================================
--- original.js
+++ change.js
@@ -397,8 +397,19 @@
}
break;
}
}
+ // Check for collision with good monsters
+ for (var p = goodMonsters.length - 1; p >= 0; p--) {
+ var goodMonster = goodMonsters[p];
+ if (attack.intersects(goodMonster)) {
+ goodMonster.destroy();
+ goodMonsters.splice(p, 1);
+ attack.destroy();
+ heroAttacks.splice(j, 1);
+ break;
+ }
+ }
// Remove off-screen attacks
if (attack.y < -50) {
attack.destroy();
heroAttacks.splice(j, 1);
MG hero red and blu. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
monster dark red. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
monster blu. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
bullet red and blu. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
background red and blu. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
fire red. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows