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.
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I motti saranno confetti, però saranno ponati.
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I motri putano fuoco con eroi.
User prompt
Aggiungi un eroe giocatore
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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
===================================================================
--- original.js
+++ change.js
@@ -24,24 +24,8 @@
self.update = function () {
self.y -= self.speed;
};
});
-// Confetti class representing confetti objects
-var Confetti = Container.expand(function () {
- var self = Container.call(this);
- var confettiGraphics = self.attachAsset('goodMonster', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.speed = 2;
- self.update = function () {
- self.y += self.speed;
- // Check if confetti is off-screen
- if (self.y > 2732) {
- self.destroy();
- }
- };
-});
// DmgAttack class representing the hero's attack with monsters
var DmgAttack = Container.expand(function () {
var self = Container.call(this);
var dmgGraphics = self.attachAsset('goodMonster', {
@@ -93,84 +77,8 @@
}
}
};
});
-// 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();
- }
- }
- };
-});
-// 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 () {
@@ -243,9 +151,9 @@
});
background.x = 2048 / 2;
background.y = 2732 / 2;
game.addChild(background);
-// Initialize hero, enemies, enemy2, and goodMonsters
+// Initialize hero, enemies, and enemy2
var hero = game.addChild(new Hero());
hero.x = 2048 / 2;
hero.y = 2732 - 200;
var enemies = [];
@@ -255,41 +163,8 @@
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;
- newEnemy.y = 0;
- enemies.push(newEnemy);
- game.addChild(newEnemy);
-}
-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);
-}
-// Infinite spawning of enemy2
-if (enemies2.length < 3) {
- var newEnemy2 = new Enemy2();
- newEnemy2.x = Math.random() * 2048;
- newEnemy2.y = 0;
- enemies2.push(newEnemy2);
- game.addChild(newEnemy2);
-}
// Initialize NeneMaie instances
var neneMaies = [];
for (var k = 0; k < 4; k++) {
var neneMaie = new NeneMaie();
@@ -297,74 +172,22 @@
neneMaie.y = 250;
neneMaies.push(neneMaie);
game.addChild(neneMaie);
}
-// Infinite spawning of NeneMaie
-if (neneMaies.length < 4) {
- var newNeneMaie = new NeneMaie();
- newNeneMaie.x = Math.random() * 2048;
- newNeneMaie.y = 0;
- neneMaies.push(newNeneMaie);
- game.addChild(newNeneMaie);
-}
// Initialize hero's attack array
var heroAttacks = [];
// 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];
- if (hero.intersects(enemy)) {
- enemy.health -= hero.attack;
- if (enemy.health <= 0) {
- enemy.destroy();
- enemies.splice(i, 1);
- }
- }
- }
- for (var j = enemies2.length - 1; j >= 0; j--) {
- var enemy2 = enemies2[j];
- if (hero.intersects(enemy2)) {
- enemy2.health -= hero.attack;
- if (enemy2.health <= 0) {
- enemy2.destroy();
- enemies2.splice(j, 1);
- }
- }
- }
- 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 = 0; // Automatically defeat enemy
+ enemy.health -= hero.attack;
if (hero.health <= 0) {
LK.showGameOver();
}
if (enemy.health <= 0) {
@@ -372,93 +195,24 @@
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 = 0; // Automatically defeat enemy2
- 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 = 0; // Automatically defeat NeneMaie
+ neneMaie.health -= hero.attack;
if (hero.health <= 0) {
LK.showGameOver();
}
if (neneMaie.health <= 0) {
neneMaie.destroy();
neneMaies.splice(k, 1);
- // Spawn confetti when NeneMaie is destroyed
- for (var c = 0; c < 5; c++) {
- var confetti = new Confetti();
- confetti.x = neneMaie.x + (Math.random() - 0.5) * 100;
- confetti.y = neneMaie.y + (Math.random() - 0.5) * 100;
- game.addChild(confetti);
- }
- // Spawn confetti when both red and blue monsters are destroyed
- for (var c = 0; c < 5; c++) {
- var confetti = new Confetti();
- confetti.x = neneMaie.x + (Math.random() - 0.5) * 100;
- confetti.y = neneMaie.y + (Math.random() - 0.5) * 100;
- game.addChild(confetti);
- }
}
}
- // 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];
@@ -476,16 +230,8 @@
newAttack.y = hero.y - hero.height / 2;
heroAttacks.push(newAttack);
game.addChild(newAttack);
}
- // Automatically fire hero's DmgAttack
- if (LK.ticks % 60 == 0) {
- var newDmgAttack = new DmgAttack();
- newDmgAttack.x = hero.x;
- newDmgAttack.y = hero.y - hero.height / 2;
- heroAttacks.push(newDmgAttack);
- game.addChild(newDmgAttack);
- }
};
// Handle touch events for hero movement
game.down = function (x, y, obj) {
hero.x = x;
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