User prompt
Molti che seguono a me impongono infiniti
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Ora fai i motti che seguono eroi!
User prompt
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
===================================================================
--- original.js
+++ change.js
@@ -180,61 +180,8 @@
}
}
};
});
-// 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
****/
@@ -244,9 +191,189 @@
/****
* 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
+// 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 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 enemy2
+ for (var j = heroAttacks.length - 1; j >= 0; j--) {
+ var attack = heroAttacks[j];
+ attack.update();
+ // 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;
+ }
+ }
+ // 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);
+ }
+ }
+ // Fire attack from NeneMaie
+ if (LK.ticks % 90 == 0) {
+ var fireAttack = new FireAttack();
+ fireAttack.x = neneMaie.x;
+ fireAttack.y = neneMaie.y + neneMaie.height / 2;
+ game.addChild(fireAttack);
+ }
+ }
+ // Update hero's DmgAttack
+ 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 DmgAttack on click
+ var newDmgAttack = new DmgAttack();
+ newDmgAttack.x = hero.x;
+ newDmgAttack.y = hero.y - hero.height / 2;
+ heroAttacks.push(newDmgAttack);
+ game.addChild(newDmgAttack);
+};
+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);
\ 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