User prompt
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
===================================================================
--- original.js
+++ change.js
@@ -141,8 +141,36 @@
}
}
};
});
+// GoodMonster class representing a new type of monster
+var GoodMonster = Container.expand(function () {
+ var self = Container.call(this);
+ var goodMonsterGraphics = self.attachAsset('goodMonster', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.health = 100;
+ self.attack = 15;
+ self.update = function () {
+ // Update logic for GoodMonster
+ // 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();
+ }
+ }
+ };
+});
//<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 () {
@@ -215,9 +243,9 @@
});
background.x = 2048 / 2;
background.y = 2732 / 2;
game.addChild(background);
-// Initialize hero, enemies, and enemy2
+// Initialize hero, enemies, enemy2, and goodMonsters
var hero = game.addChild(new Hero());
hero.x = 2048 / 2;
hero.y = 2732 - 200;
var enemies = [];
@@ -227,8 +255,17 @@
enemy.y = 200;
enemies.push(enemy);
game.addChild(enemy);
}
+// Initialize GoodMonster instances
+var goodMonsters = [];
+for (var g = 0; g < 2; g++) {
+ var goodMonster = new GoodMonster();
+ goodMonster.x = 600 + g * 500;
+ goodMonster.y = 150;
+ goodMonsters.push(goodMonster);
+ game.addChild(goodMonster);
+}
// Infinite spawning of enemies
if (enemies.length < 5) {
var newEnemy = new Enemy();
newEnemy.x = Math.random() * 2048;
@@ -274,8 +311,31 @@
// Handle game updates
game.update = function () {
// Update enemies
hero.update();
+ // Update goodMonsters
+ for (var g = goodMonsters.length - 1; g >= 0; g--) {
+ var goodMonster = goodMonsters[g];
+ goodMonster.update();
+ // Check for collision with hero
+ if (hero.intersects(goodMonster)) {
+ hero.health -= goodMonster.attack;
+ if (hero.health <= 0) {
+ LK.showGameOver();
+ }
+ }
+ // Spawn motli when GoodMonster is destroyed
+ if (goodMonster.health <= 0) {
+ goodMonster.destroy();
+ goodMonsters.splice(g, 1);
+ for (var m = 0; m < 2; m++) {
+ var motli = new DmgAttack();
+ motli.x = goodMonster.x + (Math.random() - 0.5) * 100;
+ motli.y = goodMonster.y + (Math.random() - 0.5) * 100;
+ game.addChild(motli);
+ }
+ }
+ }
// Update enemies
// Automatically attack red and blue monsters
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
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