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Create a property for shadow offset and use it
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Drone shadow should be updated Also during tween rotation in selectTarget() βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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Drone shadow should be updated without conditions in update function
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Update Drone shadow position depending on drone rotation
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Update Drone shadow position depending on drone rotation so it appear always in the same direction
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Update Drone shadow position to compensate drone rotation to appear always in the same direction
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Drone shadow rotation should compensate drone rotation to appear always in the same direction
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Add a shadow to the drone in the same way itβs done for the player
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In select target do the move only when rotation animation ends βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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make drone rotation smooth too βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 470
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Please fix the bug: 'setTimeout is not a function' in or related to this line: 'LK.setTimeout(function () {' Line Number: 470
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Please fix the bug: 'setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 470
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initialize duration properly
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adapt tween duration to have a constant speed βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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call tween only once when setting target instead of every frame βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'ReferenceError: tween is not defined' in or related to this line: 'if (distance > targetThreshold) {' Line Number: 243 βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Drone = Container.expand(function () { var self = Container.call(this); var droneGraphics = LK.getAsset('drone', { anchorX: 0.5, anchorY: 0.5 }); var shadowDrone = LK.getAsset('drone', { anchorX: 0.5, anchorY: 0.5 }); shadowDrone.alpha = 0.5; shadowDrone.tint = 0x000000; //shadowDrone.rotation = Math.PI / 12; //shadowDrone.scale.y = 0.5; shadowDrone.x = -10; shadowDrone.y = 40; self.addChild(shadowDrone); self.addChild(droneGraphics); self.speed = 5; self.state = 'scanning'; // Possible states: scanning, tracking, attacking self.fireRange = 300; // Example fire range value self.currentTargetIndex = 0; self.target = { x: 0, y: 0 }; self.selectTarget = function () { var newTargetIndex; do { newTargetIndex = Math.floor(Math.random() * corners.length); } while (newTargetIndex === self.currentTargetIndex); self.currentTargetIndex = newTargetIndex; self.target = corners[newTargetIndex]; var distance = Math.sqrt(Math.pow(self.target.x - self.x, 2) + Math.pow(self.target.y - self.y, 2)); var moveSpeed = 0.2; // Adjust this value to control drone speed var duration = distance / moveSpeed; // Calculate duration based on distance and speed // Calculate rotation angle before starting movement var dx = self.target.x - self.x; var dy = self.target.y - self.y; tween(self, { rotation: Math.atan2(dy, dx) }, { duration: 1000, easing: tween.easeInOut, onUpdate: function onUpdate() { shadowDrone.x = -20 * Math.cos(self.rotation); shadowDrone.y = 20 * Math.sin(self.rotation); }, onFinish: function onFinish() { tween(self, { x: self.target.x, y: self.target.y }, { duration: duration, easing: tween.easeInOut, onFinish: function onFinish() { self.selectTarget(); } }); } }); }; self.update = function () { if (self.state === 'scanning') { // We don't need the distance calculation and threshold check anymore // since the tween handles movement and calls selectTarget when done // We still want to update rotation during movement for a more natural look if (self.target) { var dx = self.target.x - self.x; var dy = self.target.y - self.y; // Only update rotation if we're still moving (distance > small threshold) var distance = Math.sqrt(dx * dx + dy * dy); shadowDrone.x = -20 * Math.cos(self.rotation); shadowDrone.y = 20 * Math.sin(self.rotation); } } }; }); var Knight = Container.expand(function () { var self = Container.call(this); var directionMapping = { 'down-left': 'dir1', 'left': 'dir2', 'up-left': 'dir3', 'up': 'dir4', 'up-right': 'dir5', 'right': 'dir6', 'down-right': 'dir7', 'down': 'dir8' }; // Pre-create a list of assets for each direction var knightAssets = {}; var shadowAssets = {}; // Shadow assets for the knight var knightIdleAssets = {}; // Idle assets for the knight var shadowIdleAssets = {}; // Shadow idle assets for the knight var color = 0xFFFFFF; // Original blue / 0xff4d4d; // Red / 0x9aff9a; // Green // Initialize run animation assets for (var dir in directionMapping) { knightAssets[dir] = []; shadowAssets[dir] = []; // Initialize shadow assets array for each direction for (var i = 1; i <= 8; i++) { var frameNumber = i.toString().padStart(3, '0'); // Create knight sprite knightAssets[dir].push(LK.getAsset('knight-run-' + directionMapping[dir] + '-' + frameNumber, { anchorX: 0.5, anchorY: 0.5, tint: color })); // Create shadow sprite using the same assets but with modifications var shadowSprite = LK.getAsset('knight-run-' + directionMapping[dir] + '-' + frameNumber, { anchorX: 0.5, anchorY: 0.5 }); // Apply shadow properties shadowSprite.alpha = 0.5; shadowSprite.tint = 0x000000; shadowSprite.rotation = Math.PI / 12; // Rotate by 15 degrees (Ο/12 radians) shadowSprite.scale.y = 0.5; // Flatten the shadow vertically shadowAssets[dir].push(shadowSprite); } // Initialize idle animation assets (one frame per direction) knightIdleAssets[dir] = LK.getAsset('knight-idle-' + directionMapping[dir] + '-001', { anchorX: 0.5, anchorY: 0.5, tint: color }); // Create shadow for idle animation var shadowIdleSprite = LK.getAsset('knight-idle-' + directionMapping[dir] + '-001', { anchorX: 0.5, anchorY: 0.5 }); // Apply shadow properties shadowIdleSprite.alpha = 0.5; shadowIdleSprite.tint = 0x000000; shadowIdleSprite.rotation = Math.PI / 12; shadowIdleSprite.scale.y = 0.5; shadowIdleAssets[dir] = shadowIdleSprite; } var currentFrame = 0; var animationSpeed = 0.2; // Controls how fast the animation plays var frameCounter = 0; var knightGraphics = knightIdleAssets['down']; // Initialize with the 'down' direction idle asset var shadowGraphics = shadowIdleAssets['down']; // Initialize shadow with the 'down' direction idle asset // Add shadow first (so it appears behind the knight) self.addChild(shadowGraphics); // Then add the knight self.addChild(knightGraphics); knightGraphics.anchor.set(0.5, 0.5); knightGraphics.visible = true; shadowGraphics.visible = true; // Position the shadow slightly offset from the knight var shadowOffsetX = -5; var shadowOffsetY = 20; shadowGraphics.x = shadowOffsetX; shadowGraphics.y = shadowOffsetY; self.lastDirection = 'down'; // Initialize lastDirection to track previous direction self.isMoving = false; // Track if the knight is currently moving self.speed = 9; self.switchAsset = function (direction) { if (!knightGraphics) { return; } // Detach current assets // Hide current assets knightGraphics.visible = false; shadowGraphics.visible = false; // Switch to new assets based on direction and movement state if (self.isMoving) { // Use running animation knightGraphics = knightAssets[direction][currentFrame]; shadowGraphics = shadowAssets[direction][currentFrame]; } else { // Use idle animation knightGraphics = knightIdleAssets[direction]; shadowGraphics = shadowIdleAssets[direction]; } self.addChild(shadowGraphics); self.addChild(knightGraphics); // Show new assets knightGraphics.visible = true; shadowGraphics.visible = true; // Position the shadow slightly offset from the knight shadowGraphics.x = shadowOffsetX; shadowGraphics.y = shadowOffsetY; // Update last direction self.lastDirection = direction; }; self.updateAnimation = function () { if (self.isMoving) { // Only update animation if moving frameCounter += animationSpeed; if (frameCounter >= 1) { frameCounter = 0; currentFrame = (currentFrame + 1) % 8; // Cycle through 8 frames if (self.lastDirection) { self.switchAsset(self.lastDirection); } } } else if (self.lastDirection) { // Make sure we're showing the idle animation when not moving self.switchAsset(self.lastDirection); } }; self.moveToDirection = function (direction) { if (self.lastDirection !== direction) { self.switchAsset(direction); self.lastDirection = direction; } switch (direction) { case 'up': self.y -= self.speed; break; case 'down': self.y += self.speed; break; case 'left': self.x -= self.speed; break; case 'right': self.x += self.speed; break; case 'up-left': self.x -= self.speed / Math.sqrt(2); self.y -= self.speed / Math.sqrt(2); break; case 'up-right': self.x += self.speed / Math.sqrt(2); self.y -= self.speed / Math.sqrt(2); break; case 'down-left': self.x -= self.speed / Math.sqrt(2); self.y += self.speed / Math.sqrt(2); break; case 'down-right': self.x += self.speed / Math.sqrt(2); self.y += self.speed / Math.sqrt(2); break; } }; }); var Target = Container.expand(function () { var self = Container.call(this); self.x = 0; self.y = 0; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ var droneManager; //<Write entity 'classes' with empty functions for important behavior here> //<Write imports for supported plugins here> //<Assets used in the game will automatically appear here> //<Write game logic code here, including initializing arrays and variables> var DroneManager = function DroneManager() { var self = this; self.drones = []; self.start = function () { // Spawn a drone in a random corner var currentTargetIndex = Math.floor(Math.random() * corners.length); var cornerPosition = corners[currentTargetIndex]; // Create the drone var drone = new Drone(); // Explicitly set position before adding to the scene drone.x = cornerPosition.x; drone.y = cornerPosition.y; // Store the current target index drone.currentTargetIndex = currentTargetIndex; // Set the initial target to the current corner position drone.target = { x: cornerPosition.x, y: cornerPosition.y }; // Add to container and array middlegroundContainer.addChild(drone); self.drones.push(drone); // Call selectTarget after adding to scene to start movement // This ensures all properties are set before tweening begins LK.setTimeout(function () { drone.selectTarget(); }, 100); }; }; var backgroundContainer; var middlegroundContainer; var foregroundContainer; var knight; var target; var runSoundInterval; var borderOffset = 380; var corners = [{ x: borderOffset, y: borderOffset }, { x: 2048 - borderOffset, y: borderOffset }, { x: borderOffset, y: 2732 - borderOffset }, { x: 2048 - borderOffset, y: 2732 - borderOffset }]; function initializeGame() { // Create containers backgroundContainer = new Container(); middlegroundContainer = new Container(); foregroundContainer = new Container(); // Add containers to game game.addChild(backgroundContainer); game.addChild(middlegroundContainer); game.addChild(foregroundContainer); // Initialize background var background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5 }); background.x = 2048 / 2; background.y = 2732 / 2; backgroundContainer.addChild(background); // Initialize knight knight = new Knight(); knight.x = 2048 / 2; knight.y = 2732 / 2; middlegroundContainer.addChild(knight); // Initialize target target = new Target(); target.x = knight.x; target.y = knight.y; foregroundContainer.addChild(target); // Initialize sound runSoundInterval = LK.setInterval(playRunSound, 350); droneManager = new DroneManager(); droneManager.start(); } function playRunSound() { if (knight.isMoving) { LK.getSound('knight-run').play(); } } game.down = function (x, y, obj) { var game_position = game.toLocal(obj.global); target.x = game_position.x; target.y = game_position.y; }; game.update = function () { var dx = target.x - knight.x; var dy = target.y - knight.y; var distance = Math.sqrt(dx * dx + dy * dy); var distanceThreshold = 8; // Define a threshold to avoid small movements var directionThreshold = 5; // Define a threshold for direction changes to avoid shaking if (distance > distanceThreshold) { // Set knight to moving state if not already moving if (!knight.isMoving) { knight.isMoving = true; knight.switchAsset(knight.lastDirection || 'down'); // Update asset to running animation } // Determine the primary direction based on the larger component (dx or dy) if (Math.abs(dx) > Math.abs(dy) + directionThreshold) { // Horizontal movement dominates if (dx > 0) { if (dy > directionThreshold) { knight.moveToDirection('down-right'); } else if (dy < -directionThreshold) { knight.moveToDirection('up-right'); } else { knight.moveToDirection('right'); } } else { if (dy > directionThreshold) { knight.moveToDirection('down-left'); } else if (dy < -directionThreshold) { knight.moveToDirection('up-left'); } else { knight.moveToDirection('left'); } } } else if (Math.abs(dy) > Math.abs(dx) + directionThreshold) { // Vertical movement dominates if (dy > 0) { if (dx > directionThreshold) { knight.moveToDirection('down-right'); } else if (dx < -directionThreshold) { knight.moveToDirection('down-left'); } else { knight.moveToDirection('down'); } } else { if (dx > directionThreshold) { knight.moveToDirection('up-right'); } else if (dx < -directionThreshold) { knight.moveToDirection('up-left'); } else { knight.moveToDirection('up'); } } } else { // The difference between dx and dy is small, use diagonal movement if (dx > 0 && dy > 0) { knight.moveToDirection('down-right'); } else if (dx > 0 && dy < 0) { knight.moveToDirection('up-right'); } else if (dx < 0 && dy > 0) { knight.moveToDirection('down-left'); } else if (dx < 0 && dy < 0) { knight.moveToDirection('up-left'); } } } else { // Set knight to idle state if currently moving if (knight.isMoving) { knight.isMoving = false; knight.switchAsset(knight.lastDirection || 'down'); // Update asset to idle animation } } // Update knight animation knight.updateAnimation(); }; initializeGame();
===================================================================
--- original.js
+++ change.js
@@ -50,10 +50,10 @@
}, {
duration: 1000,
easing: tween.easeInOut,
onUpdate: function onUpdate() {
- shadowDrone.x = -10 * Math.cos(self.rotation);
- shadowDrone.y = 40 * Math.sin(self.rotation);
+ shadowDrone.x = -20 * Math.cos(self.rotation);
+ shadowDrone.y = 20 * Math.sin(self.rotation);
},
onFinish: function onFinish() {
tween(self, {
x: self.target.x,
@@ -77,10 +77,10 @@
var dx = self.target.x - self.x;
var dy = self.target.y - self.y;
// Only update rotation if we're still moving (distance > small threshold)
var distance = Math.sqrt(dx * dx + dy * dy);
- shadowDrone.x = -10 * Math.cos(self.rotation);
- shadowDrone.y = 40 * Math.sin(self.rotation);
+ shadowDrone.x = -20 * Math.cos(self.rotation);
+ shadowDrone.y = 20 * Math.sin(self.rotation);
}
}
};
});
knight-run
Sound effect
knight-attack
Sound effect
drone-hit
Sound effect
knight-hit
Sound effect
drone-beam
Sound effect
drone-scan
Sound effect
drone-explode
Sound effect
knight-killed
Sound effect
knight-die
Sound effect
knight-win
Sound effect
knight-bonus
Sound effect