User prompt
Molti che seguono a me impongono infiniti
User prompt
Ora fai i motti che seguono eroi!
User prompt
mettono un pò di motoni infiniti
User prompt
aggiungere i motri 2
User prompt
potete aggiungere i morti ridossi eh 3
User prompt
Aggiungi motri, 4 motri
User prompt
Rimuovi i motri che mi seguono.
User prompt
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
User prompt
Ti levarei i motri per favore di mo-
User prompt
...di rimuovere quelli che sono buggati i motri.
User prompt
I motri blu saranno pariti da eroi.
User prompt
potenti e inoltre quelli blu potenti, no no, dissutti però da eroi.
User prompt
levare enemy2
User prompt
con goddmotl del roie che attacca con motli saranno pariti, due motli e danno
User prompt
Eroi, attacca i motri, sono pariti due motri rosso e blu, grazie.
User prompt
Oltre ci saranno confitti, pariti, i due motri rosso e blu
User prompt
Tutti sono confitti dai eroi tanto spaditi
User prompt
I eroi, admetek i modi me te sonno parītīt i eroese tāk.
User prompt
Bonare in infinito ai motri, grazie.
User prompt
I motti saranno confetti, però saranno ponati.
User prompt
I motri putano fuoco con eroi.
User prompt
Aggiungi un eroe giocatore
User prompt
Potete cancellare tutto questo gioco, per favore.
User prompt
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.
User prompt
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(); } } }; }); /**** * 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 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);
===================================================================
--- 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