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Molti che seguono a me impongono infiniti
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Ora fai i motti che seguono eroi!
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mettono un pò di motoni infiniti
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aggiungere i motri 2
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potete aggiungere i morti ridossi eh 3
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Aggiungi motri, 4 motri
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Rimuovi i motri che mi seguono.
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Please fix the bug: 'ReferenceError: enemies is not defined' in or related to this line: 'for (var i = enemies.length - 1; i >= 0; i--) {' Line Number: 51
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Ti levarei i motri per favore di mo-
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...di rimuovere quelli che sono buggati i motri.
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I motri blu saranno pariti da eroi.
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potenti e inoltre quelli blu potenti, no no, dissutti però da eroi.
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levare enemy2
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con goddmotl del roie che attacca con motli saranno pariti, due motli e danno
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Eroi, attacca i motri, sono pariti due motri rosso e blu, grazie.
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Oltre ci saranno confitti, pariti, i due motri rosso e blu
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Tutti sono confitti dai eroi tanto spaditi
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I eroi, admetek i modi me te sonno parītīt i eroese tāk.
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Bonare in infinito ai motri, grazie.
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I motti saranno confetti, però saranno ponati.
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I motri putano fuoco con eroi.
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Aggiungi un eroe giocatore
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Potete cancellare tutto questo gioco, per favore.
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I motricoli ne ho due, ne ho uno... cioè, i motri sono pariti con l'errore che c'è sul pulsante che dice motri ripariti.
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clicca con un pulsante che usa God Motors
/**** * 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 ****/ // Initialize hero instance and add to game var hero = new Hero(); game.addChild(hero); hero.x = 1024; // Center horizontally hero.y = 2400; // Position near the bottom
===================================================================
--- original.js
+++ change.js
@@ -239,5 +239,14 @@
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
-});
\ No newline at end of file
+});
+
+/****
+* Game Code
+****/
+// Initialize hero instance and add to game
+var hero = new Hero();
+game.addChild(hero);
+hero.x = 1024; // Center horizontally
+hero.y = 2400; // Position near the bottom
\ No newline at end of file
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