User prompt
сделай так что бы когда топор падает мимо, счётчик с наличии топоров прибавился на 1% и можно было использовать
User prompt
сделай так чтобы на десятом уровне голубой фон медленно менялся на оранжевый ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
добавь на заднем плане фон голубого цвета
User prompt
сделай подвижный фон ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
а теперь будут редко появляться специальные цели ярко-зеленого цвета, и они будут давать 150 очков
User prompt
измени поевление 5 на 1
User prompt
Поставь сейчас уровень 5 в начале.
User prompt
на уровне-5 будут редко появляться цели ярко зеленым, и они будут давать 150 очков ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
После одного промаха топоры больше не работают, исправь это.
User prompt
исправь ошибку в коде от которого не работают топоры
User prompt
а теперь сделай так чтобы цели летали так же как враги ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
изменить уровень 10 на 2
User prompt
Сделай так, чтобы на 10 уровне некоторые враги направлялись на топор. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Сохранить исходный код. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'destroy')' in or related to this line: 'axes[i].destroy();' Line Number: 447
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'destroy')' in or related to this line: 'axes[i].destroy();' Line Number: 446
User prompt
сделай геймплей, спецэффекты и код игры более свежими и новыми ↪💡 Рассмотрите возможность импорта и использования следующих плагинов: @upit/tween.v1 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
поставить на фон музыку чтобы она всегда играла
User prompt
Сделай так чтобы цена "кнопка-2" уменьшалась и убавлялась так же как у "кнопка-1"
User prompt
Исправьте ошибку в коде от которого ломает игру
User prompt
Нажатии любой кнопки не будет активировать бросок топора
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'toString')' in or related to this line: 'var button2PriceTxt = new Text2(button2Cost.toString(), {' Line Number: 160
User prompt
"кнопка-2" будет работать так что при нажатии, счётчик с наличии топоров будет прибавляться на 5 наличий топоров, одна нажачие кнопки "кнопка-2" будет стоить 50 очков, Но с каждой нажатии кнопка будет прибавлятся на 50%
User prompt
А теперь переместите оба кнопки вниз
User prompt
Добавь новую кнопку "кнопка-2" и перемести его сверху рядом с кнопкой "кнопка-1"
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Axe = Container.expand(function () { var self = Container.call(this); var axeGraphics = self.attachAsset('axe', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 40; self.gravity = 0.3; // Adjusted gravity effect self.velocityY = -self.speed; // Initial upward velocity self._move_migrated = function () { self.velocityY += self.gravity; // Apply gravity to velocity self.y += self.velocityY; // Update position with velocity self.rotation += 0.1; }; // Add entrance animation when axe is created self.scale.set(0.1, 0.1); tween(self, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.bounceOut }); tween(axeGraphics, { tint: 0xFFFFFF }, { duration: 300 }); }); var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.direction = 1; self.scaleFactor = 0.1; // Initial small scale self.growthRate = 0.01; // Rate at which the enemy grows self._move_migrated = function () { // On level 10+, some enemies target axes if (level >= 10 && self.tracksAxes && axes.length > 0) { // Find closest axe var closestAxe = null; var closestDistance = Infinity; for (var k = 0; k < axes.length; k++) { var axeDistance = Math.sqrt(Math.pow(self.x - axes[k].x, 2) + Math.pow(self.y - axes[k].y, 2)); if (axeDistance < closestDistance) { closestDistance = axeDistance; closestAxe = axes[k]; } } // Move towards closest axe if (closestAxe) { var angleToAxe = Math.atan2(closestAxe.y - self.y, closestAxe.x - self.x); self.direction = angleToAxe; // Increase speed when tracking self.x += self.speed * 1.5 * Math.cos(self.direction); self.y += self.speed * 1.5 * Math.sin(self.direction); } else { // Normal movement if no axes if (Math.random() < 0.05) { self.direction = Math.random() * 2 * Math.PI; } self.x += self.speed * Math.cos(self.direction); self.y += self.speed * Math.sin(self.direction); } } else { // Normal movement for non-tracking enemies or level < 10 if (Math.random() < 0.05) { self.direction = Math.random() * 2 * Math.PI; // Random angle } // Update position based on direction self.x += self.speed * Math.cos(self.direction); self.y += self.speed * Math.sin(self.direction); } // Keep enemy within bounds if (self.x <= 0 || self.x >= 2048) { self.direction = Math.PI - self.direction; // Reflect horizontally } if (self.y <= 0 || self.y >= 2732) { self.direction = -self.direction; // Reflect vertically } // Increase size until normal size is reached if (self.scaleFactor < 1) { self.scaleFactor += self.growthRate; self.scale.set(self.scaleFactor, self.scaleFactor); } // Add pulsing effect when fully grown if (self.scaleFactor >= 1 && !self.pulseStarted) { self.pulseStarted = true; var _pulse = function pulse() { tween(self, { scaleX: 1.1, scaleY: 1.1 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 1000, easing: tween.easeInOut, onFinish: _pulse }); } }); }; _pulse(); } }; }); var Target = Container.expand(function () { var self = Container.call(this); var targetGraphics = self.attachAsset('target', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.direction = 1; self._move_migrated = function () { self.x += self.speed * self.direction; if (self.x <= 0 || self.x >= 2048) { self.direction *= -1; } }; // Add entrance animation self.alpha = 0; self.scale.set(0.1, 0.1); tween(self, { alpha: 1 }, { duration: 500, easing: tween.easeOut }); tween(self, { scaleX: 1, scaleY: 1 }, { duration: 800, easing: tween.elasticOut }); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Start background music LK.playMusic('backgroundmusic'); var background = game.attachAsset('green_grass_field', {}); background.width = 2048; background.height = 2732; var targets = []; var axes = []; var score = 0; var kills = 0; var level = 1; var levelTxt = new Text2('Level: 1', { size: 100, fill: 0xFFFFFF, font: "Impact", dropShadow: true, dropShadowColor: 0x000000 }); levelTxt.anchor.set(1, 0); LK.gui.topRight.addChild(levelTxt); var targetSpeed = 5; var enemies = []; var scoreTxt = new Text2('0', { size: 150, fill: 0xFFFFFF, font: "Impact", dropShadow: true, dropShadowColor: 0x000000 }); scoreTxt.anchor.set(.5, 0); LK.gui.top.addChild(scoreTxt); // Add axe counter display at bottom left var axeCount = 5; var axeCountTxt = new Text2('Axes: ' + axeCount, { size: 100, fill: 0xFFFFFF, font: "Impact", dropShadow: true, dropShadowColor: 0x000000 }); axeCountTxt.anchor.set(0, 1); LK.gui.bottomLeft.addChild(axeCountTxt); // Add button-1 to the bottom area var button1 = game.attachAsset('button-1', { anchorX: 1.0, anchorY: 1.0, x: 2048, y: 2732 }); game.addChild(button1); // Add button-2 next to button-1 at the bottom var button2 = game.attachAsset('button-2', { anchorX: 1.0, anchorY: 1.0, x: 2048 - 310, y: 2732 }); game.addChild(button2); // Initialize button cost var buttonCost = 100; // Display the price next to button-1 var buttonPriceTxt = new Text2(buttonCost.toString(), { size: 100, fill: 0xFF0000, font: "Impact", dropShadow: true, dropShadowColor: 0x000000 }); buttonPriceTxt.anchor.set(1, 0); buttonPriceTxt.x = button1.x - button1.width / 2; buttonPriceTxt.y = button1.y - button1.height / 2; game.addChild(buttonPriceTxt); // Initialize button-2 cost var button2Cost = 50; // Display the price for button-2 var button2PriceTxt = new Text2(button2Cost.toString(), { size: 100, fill: 0xFF0000, font: "Impact", dropShadow: true, dropShadowColor: 0x000000 }); button2PriceTxt.anchor.set(1, 0); button2PriceTxt.x = button2.x - button2.width / 2; button2PriceTxt.y = button2.y - button2.height / 2; game.addChild(button2PriceTxt); // Add event listener for button-1 button1.down = function (x, y, obj) { if (score >= buttonCost) { // Play button sound LK.getSound('button-1').play(); // Smooth button press animation tween(button1, { scaleX: 0.85, scaleY: 0.85 }, { duration: 100, easing: tween.easeIn, onFinish: function onFinish() { tween(button1, { scaleX: 1.1, scaleY: 1.1 }, { duration: 150, easing: tween.bounceOut, onFinish: function onFinish() { tween(button1, { scaleX: 1.0, scaleY: 1.0 }, { duration: 100 }); } }); } }); score -= buttonCost; scoreTxt.setText(score); buttonCost += 50; buttonPriceTxt.setText(buttonCost.toString()); // Vaporize enemies with spinning and falling effect for (var i = 0; i < enemies.length; i++) { (function (enemy) { var _spinAndFall = function spinAndFall() { enemy.rotation += 0.1; enemy.speed = (enemy.speed || 10) * 1.05; // Increase speed by 5% each frame enemy.y += enemy.speed; if (enemy.y > 2732) { enemy.destroy(); } else { LK.setTimeout(_spinAndFall, 16); } }; _spinAndFall(); })(enemies[i]); } enemies = []; } }; // Add event listener for button-2 button2.down = function (x, y, obj) { if (score >= button2Cost) { // Play button sound LK.getSound('button-1').play(); // Smooth button press animation tween(button2, { scaleX: 0.85, scaleY: 0.85 }, { duration: 100, easing: tween.easeIn, onFinish: function onFinish() { tween(button2, { scaleX: 1.1, scaleY: 1.1 }, { duration: 150, easing: tween.bounceOut, onFinish: function onFinish() { tween(button2, { scaleX: 1.0, scaleY: 1.0 }, { duration: 100 }); } }); } }); score -= button2Cost; scoreTxt.setText(score); // Add 5 axes axeCount += 5; axeCountTxt.setText('Axes: ' + axeCount); // Increase button-2 cost by 50 like button-1 button2Cost += 50; button2PriceTxt.setText(button2Cost.toString()); } }; var spawnTargets = function spawnTargets() { for (var i = 0; i < 3; i++) { var target = game.addChild(new Target()); target.speed = targetSpeed; target.x = Math.random() * 2048; target.y = Math.random() * (2732 - target.height * 2); targets.push(target); } for (var i = 0; i < 1; i++) { var enemy = game.addChild(new Enemy()); enemy.speed = targetSpeed; enemy.x = Math.random() * 2048; enemy.y = Math.random() * (2732 - enemy.height * 2); // On level 10+, 50% chance enemy tracks axes if (level >= 10 && Math.random() < 0.5) { enemy.tracksAxes = true; // Visual indicator for tracking enemies tween(enemy, { tint: 0xFF4444 }, { duration: 500, easing: tween.easeOut }); } else { enemy.tracksAxes = false; } enemies.push(enemy); } }; LK.on('tick', function () { if (targets.length == 0) { spawnTargets(); } }); var axe; var axeActive = false; var axeCooldown = false; game.down = function (x, y, obj) { if (axeActive || axeCooldown || axeCount <= 0) return; // Check if click is on button-1 or button-2 to prevent axe throwing var button1Bounds = { left: button1.x - button1.width, right: button1.x, top: button1.y - button1.height, bottom: button1.y }; var button2Bounds = { left: button2.x - button2.width, right: button2.x, top: button2.y - button2.height, bottom: button2.y }; // If click is within button bounds, don't throw axe if (x >= button1Bounds.left && x <= button1Bounds.right && y >= button1Bounds.top && y <= button1Bounds.bottom || x >= button2Bounds.left && x <= button2Bounds.right && y >= button2Bounds.top && y <= button2Bounds.bottom) { return; } axe = game.addChild(new Axe()); LK.getSound('axe').play(); axe.x = x; axe.y = 2732 - axe.height + 295; axes.push(axe); axeActive = true; axeCooldown = true; axeCount--; axeCountTxt.setText('Axes: ' + axeCount); LK.setTimeout(function () { axeCooldown = false; }, 1000); }; LK.on('tick', function () { for (var i = 0; i < targets.length; i++) { targets[i]._move_migrated(); } for (var i = axes.length - 1; i >= 0; i--) { axes[i]._move_migrated(); if (axes[i].y < -50) { axes[i].destroy(); axes.splice(i, 1); axeActive = false; // Reset cooldown if axe is gone before 1s axeCooldown = false; continue; } if (axes[i] && axes[i].y <= 0) { LK.showGameOver(); axeActive = false; axeCooldown = false; } } for (var i = 0; i < enemies.length; i++) { enemies[i]._move_migrated(); for (var j = 0; j < axes.length; j++) { if (axes[j].intersects(enemies[i])) { axeActive = false; axeCooldown = false; LK.showGameOver(); return; } } } for (var i = axes.length - 1; i >= 0; i--) { if (!axes[i]) continue; // Skip if axe doesn't exist for (var j = targets.length - 1; j >= 0; j--) { if (!targets[j]) continue; // Skip if target doesn't exist if (axes[i].intersects(targets[j])) { var distance = Math.sqrt(Math.pow(axes[i].x - targets[j].x, 2) + Math.pow(axes[i].y - targets[j].y, 2)); score += Math.max(0, 100 - distance) + 50; scoreTxt.setText(score); // Store references before destruction var currentAxe = axes[i]; var currentTarget = targets[j]; // Animate target destruction tween(currentTarget, { scaleX: 0, scaleY: 0, rotation: Math.PI * 2, alpha: 0 }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { currentTarget.destroy(); } }); // Animate axe hit effect tween(currentAxe, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { currentAxe.destroy(); } }); axes.splice(i, 1); axeActive = false; axeCooldown = false; targets.splice(j, 1); kills++; if (kills % 3 == 0) { targetSpeed += 1; level++; levelTxt.setText('Level: ' + level); // Add level up flash effect LK.effects.flashScreen(0x00FF00, 500); // Animate level text tween(levelTxt, { scaleX: 1.5, scaleY: 1.5 }, { duration: 300, easing: tween.bounceOut, onFinish: function onFinish() { tween(levelTxt, { scaleX: 1.0, scaleY: 1.0 }, { duration: 200 }); } }); } break; } } } });
===================================================================
--- original.js
+++ change.js
@@ -1,9 +1,8 @@
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
-var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
@@ -46,15 +45,44 @@
self.direction = 1;
self.scaleFactor = 0.1; // Initial small scale
self.growthRate = 0.01; // Rate at which the enemy grows
self._move_migrated = function () {
- // Randomize direction change
- if (Math.random() < 0.05) {
- self.direction = Math.random() * 2 * Math.PI; // Random angle
+ // On level 10+, some enemies target axes
+ if (level >= 10 && self.tracksAxes && axes.length > 0) {
+ // Find closest axe
+ var closestAxe = null;
+ var closestDistance = Infinity;
+ for (var k = 0; k < axes.length; k++) {
+ var axeDistance = Math.sqrt(Math.pow(self.x - axes[k].x, 2) + Math.pow(self.y - axes[k].y, 2));
+ if (axeDistance < closestDistance) {
+ closestDistance = axeDistance;
+ closestAxe = axes[k];
+ }
+ }
+ // Move towards closest axe
+ if (closestAxe) {
+ var angleToAxe = Math.atan2(closestAxe.y - self.y, closestAxe.x - self.x);
+ self.direction = angleToAxe;
+ // Increase speed when tracking
+ self.x += self.speed * 1.5 * Math.cos(self.direction);
+ self.y += self.speed * 1.5 * Math.sin(self.direction);
+ } else {
+ // Normal movement if no axes
+ if (Math.random() < 0.05) {
+ self.direction = Math.random() * 2 * Math.PI;
+ }
+ self.x += self.speed * Math.cos(self.direction);
+ self.y += self.speed * Math.sin(self.direction);
+ }
+ } else {
+ // Normal movement for non-tracking enemies or level < 10
+ if (Math.random() < 0.05) {
+ self.direction = Math.random() * 2 * Math.PI; // Random angle
+ }
+ // Update position based on direction
+ self.x += self.speed * Math.cos(self.direction);
+ self.y += self.speed * Math.sin(self.direction);
}
- // Update position based on direction
- self.x += self.speed * Math.cos(self.direction);
- self.y += self.speed * Math.sin(self.direction);
// Keep enemy within bounds
if (self.x <= 0 || self.x >= 2048) {
self.direction = Math.PI - self.direction; // Reflect horizontally
}
@@ -141,11 +169,11 @@
background.width = 2048;
background.height = 2732;
var targets = [];
var axes = [];
-var score = storage.score || 0;
-var kills = storage.kills || 0;
-var level = storage.level || 1;
+var score = 0;
+var kills = 0;
+var level = 1;
var levelTxt = new Text2('Level: 1', {
size: 100,
fill: 0xFFFFFF,
font: "Impact",
@@ -153,9 +181,9 @@
dropShadowColor: 0x000000
});
levelTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(levelTxt);
-var targetSpeed = storage.targetSpeed || 5;
+var targetSpeed = 5;
var enemies = [];
var scoreTxt = new Text2('0', {
size: 150,
fill: 0xFFFFFF,
@@ -165,9 +193,9 @@
});
scoreTxt.anchor.set(.5, 0);
LK.gui.top.addChild(scoreTxt);
// Add axe counter display at bottom left
-var axeCount = storage.axeCount || 5;
+var axeCount = 5;
var axeCountTxt = new Text2('Axes: ' + axeCount, {
size: 100,
fill: 0xFFFFFF,
font: "Impact",
@@ -192,9 +220,9 @@
y: 2732
});
game.addChild(button2);
// Initialize button cost
-var buttonCost = storage.buttonCost || 100;
+var buttonCost = 100;
// Display the price next to button-1
var buttonPriceTxt = new Text2(buttonCost.toString(), {
size: 100,
fill: 0xFF0000,
@@ -206,9 +234,9 @@
buttonPriceTxt.x = button1.x - button1.width / 2;
buttonPriceTxt.y = button1.y - button1.height / 2;
game.addChild(buttonPriceTxt);
// Initialize button-2 cost
-var button2Cost = storage.button2Cost || 50;
+var button2Cost = 50;
// Display the price for button-2
var button2PriceTxt = new Text2(button2Cost.toString(), {
size: 100,
fill: 0xFF0000,
@@ -253,11 +281,8 @@
score -= buttonCost;
scoreTxt.setText(score);
buttonCost += 50;
buttonPriceTxt.setText(buttonCost.toString());
- // Save updated values to storage
- storage.score = score;
- storage.buttonCost = buttonCost;
// Vaporize enemies with spinning and falling effect
for (var i = 0; i < enemies.length; i++) {
(function (enemy) {
var _spinAndFall = function spinAndFall() {
@@ -313,12 +338,8 @@
axeCountTxt.setText('Axes: ' + axeCount);
// Increase button-2 cost by 50 like button-1
button2Cost += 50;
button2PriceTxt.setText(button2Cost.toString());
- // Save updated values to storage
- storage.score = score;
- storage.axeCount = axeCount;
- storage.button2Cost = button2Cost;
}
};
var spawnTargets = function spawnTargets() {
for (var i = 0; i < 3; i++) {
@@ -332,8 +353,21 @@
var enemy = game.addChild(new Enemy());
enemy.speed = targetSpeed;
enemy.x = Math.random() * 2048;
enemy.y = Math.random() * (2732 - enemy.height * 2);
+ // On level 10+, 50% chance enemy tracks axes
+ if (level >= 10 && Math.random() < 0.5) {
+ enemy.tracksAxes = true;
+ // Visual indicator for tracking enemies
+ tween(enemy, {
+ tint: 0xFF4444
+ }, {
+ duration: 500,
+ easing: tween.easeOut
+ });
+ } else {
+ enemy.tracksAxes = false;
+ }
enemies.push(enemy);
}
};
LK.on('tick', function () {
@@ -371,10 +405,8 @@
axeActive = true;
axeCooldown = true;
axeCount--;
axeCountTxt.setText('Axes: ' + axeCount);
- // Save updated axe count to storage
- storage.axeCount = axeCount;
LK.setTimeout(function () {
axeCooldown = false;
}, 1000);
};
@@ -416,10 +448,8 @@
if (axes[i].intersects(targets[j])) {
var distance = Math.sqrt(Math.pow(axes[i].x - targets[j].x, 2) + Math.pow(axes[i].y - targets[j].y, 2));
score += Math.max(0, 100 - distance) + 50;
scoreTxt.setText(score);
- // Save updated score to storage
- storage.score = score;
// Store references before destruction
var currentAxe = axes[i];
var currentTarget = targets[j];
// Animate target destruction
@@ -455,12 +485,8 @@
if (kills % 3 == 0) {
targetSpeed += 1;
level++;
levelTxt.setText('Level: ' + level);
- // Save level progression to storage
- storage.kills = kills;
- storage.level = level;
- storage.targetSpeed = targetSpeed;
// Add level up flash effect
LK.effects.flashScreen(0x00FF00, 500);
// Animate level text
tween(levelTxt, {