User prompt
Giants will continuously respawn and keep coming without end.
User prompt
Giants will keep coming without stopping. They will only stop when the giant boss appears. If the giant boss is defeated, the giants will immediately start coming again.
User prompt
Giants will spawn every minute during the game.
User prompt
Giants will keep coming without stopping. They will only stop when the giant boss appears. If the giant boss is defeated, the giants will immediately start coming again. 'Chapter 2' will appear on the screen.
User prompt
And let the giants keep coming...
User prompt
When the boss giant arrives, it will stay inside the sky image. David will be able to shoot at him once the boss giant appears. Give him a stick and have him keep moving it constantly. To hit David, the boss giant will strike downward.
User prompt
The giant will keep coming continuously. The laser will come in a purple color. For each giant that appears, a gold coin will respawn somewhere.
User prompt
The incoming enemies will keep coming until the hero dies, meaning until he loses all his health. The giant boss will throw bombs at you if you're far away. He will also have a whip and will constantly swing it toward you. Every time he hits you with the whip, you will lose one health point.
User prompt
In the game, backpacks will appear at specific points on the screen and will stay in place until the hero picks them up, even as the game continues to scroll. Each weapon backpack will have a distinct color and square shape: Red square backpack = Laser weapon Orange square backpack = Plasma weapon Purple square backpack = Bazooka The giant boss will try to chase and strike the hero. The boss giant will have a visible health bar, displayed like a tube, which decreases as the player deals damage. Once the boss is defeated, the screen will show "Next Chapter", and small giants will start spawning again. As the game progresses, small giants will continuously appear, ensuring the screen is never empty. When a heart appears, it will be a pink square. If the hero collects it, one life point will be restored.
User prompt
Don't forget the heart — it will appear once and will spawn near the center of the screen. If the player collects it, they will gain one extra life. The weapon spawn times will be fixed: 0–2 minutes: The hero uses the catapult. 2–5 minutes: A backpack appears containing the laser weapon. 5–7 minutes: A backpack appears containing the plasma weapon. 7–8 minutes: A backpack appears containing the bazooka. If the hero is hit and loses health, they will return to the previously used weapon. At minute 8, the largest giant (final boss of the chapter) will appear — this timing will be fixed. While small giants are coming, gold coins will also spawn. Once collected, new coins will respawn from different locations. After defeating the boss giant at the 8th minute, the screen will display “Next Chapter”. There will be a total of 3 chapters in the game. Each map will have different hills and trees, and as the game progresses, the environment will continuously change. The boss giant at the end of each chapter will be twice as large as the one before — increasing in size with each new chapter. He will try to hit the hero by swinging the battle axe in his right hand. If the hit lands, the hero loses health.
User prompt
The largest giant will move at a normal speed, slightly faster than the previous one. He will constantly swing a battle axe with his right hand, trying to hit the hero as he approaches. Different weapons will appear on the screen throughout the game. The hero starts with a catapult from 0 to 2 minutes. Then, a backpack appears containing a laser weapon, available from 2 to 5 minutes. If the player collects it, it will fire a red laser beam vertically from bottom to top, covering the whole screen. After that, another backpack appears between 5 to 7 minutes, containing a plasma weapon. If collected, it will fire yellow shots, instantly destroying enemies with a single hit. Finally, the last backpack contains a bazooka. If the player collects it, it will be powerful enough to destroy two giants with a single shot. However, if the hero loses health, they will revert to the previously used weapon and continue with that one. In the game, a heart will appear only once at the 5th minute. If the player collects it, they will gain one health point. Gold coins will not appear all at once. Instead, new coins will spawn in different locations only after the player collects the current ones.
User prompt
Remove the Top 5 leaderboard from the screen. As the game progresses, different weapons will start to appear. The map will constantly change, offering varied and unique environments. Giants will continue to appear endlessly, making the game feel like it has infinite progression. However, every 8 minutes, the largest giant (the ultimate boss) will appear. During this time, no smaller giants will spawn. At that point, only our hero and the largest giant will remain on the screen. The boss giant will slowly move toward the hero, trying to kill him by swinging a large axe. However, his movements will be slow and deliberate. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
The movement flow of the screen and the giants will not be from left to right — instead, the screen will scroll from bottom to top continuously. The objects and elements within the game will constantly change as the screen scrolls upward. The hero can only shoot upward, and all the giants will enter the screen from the top. The game will continuously scroll upward slowly. At any given time, there will be a maximum of 5 giants on the screen. The giants will always follow the same movement patterns and will consistently appear from the upper part of the screen.
User prompt
Please fix the bug: 'storage.get is not a function' in or related to this line: 'var lb = storage.get('leaderboard');' Line Number: 347 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'storage.getItem is not a function' in or related to this line: 'var lb = storage.getItem('leaderboard');' Line Number: 347
User prompt
Please fix the bug: 'storage.get is not a function' in or related to this line: 'var lb = storage.get('leaderboard');' Line Number: 347
User prompt
Please fix the bug: 'storage.getItem is not a function' in or related to this line: 'var lb = storage.getItem('leaderboard');' Line Number: 347
User prompt
Please fix the bug: 'storage.get is not a function' in or related to this line: 'var lb = storage.get('leaderboard');' Line Number: 347
User prompt
Please fix the bug: 'storage.getItem is not a function' in or related to this line: 'var lb = storage.getItem('leaderboard');' Line Number: 347
User prompt
Please fix the bug: 'storage.get is not a function' in or related to this line: 'var lb = storage.get('leaderboard');' Line Number: 347
User prompt
Please fix the bug: 'storage.getItem is not a function' in or related to this line: 'var lb = storage.getItem('leaderboard');' Line Number: 347
User prompt
Please fix the bug: 'storage.get is not a function' in or related to this line: 'var lb = storage.get('leaderboard') || [];' Line Number: 347
User prompt
The game will be changed to a full-screen view, allowing the hero to move freely across the entire screen. The giants will keep coming toward you in predefined patterns, always moving closer to your position. Other elements will appear too. For example, chickens will show up and perform specific animations. When you collect them, your health bar will increase slightly. Gold coins will continue to appear as the game progresses through its stages. The locations where they spawn will be fixed, with a maximum of five coins per level, each appearing in different positions. The map will include trees, houses, and towers, all with varied designs to create diverse environments. In certain areas of the screen, players can earn extra points by collecting specific items. A high score leaderboard will be displayed on the screen, showing the top 5 players. Anyone who achieves a high score will be able to enter their name to save their ranking.
User prompt
The game will be vertical (portrait orientation), and there will be no mouse cursor. Instead of a cursor, our hero will appear and act as the mouse pointer. The player will be able to move the hero using the mouse to dodge enemies and shoot at them. Every time the player clicks the left mouse button, the hero will fire a shot, regardless of which weapon is currently equipped. The giants will approach the player following specific paths (trajectories).
User prompt
Please fix the bug: 'Uncaught TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 338
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ // Boss Giant var BossGiant = Container.expand(function () { var self = Container.call(this); var body = self.attachAsset('bossBody', { anchorX: 0.5, anchorY: 1 }); var head = self.attachAsset('bossHead', { anchorX: 0.5, anchorY: 1, y: -body.height }); self.hp = 15; self.speed = 2.2; self.active = true; self.update = function () { if (!self.active) return; self.x -= self.speed; }; self.takeDamage = function (dmg) { self.hp -= dmg; if (self.hp <= 0) { self.active = false; LK.getSound('giantVanish').play(); tween(self, { alpha: 0 }, { duration: 600, onFinish: function onFinish() { self.destroy(); } }); } else { LK.getSound('hit').play(); tween(self, { tint: 0xff7043 }, { duration: 180, onFinish: function onFinish() { tween(self, { tint: 0xffffff }, { duration: 180 }); } }); } }; return self; }); // Chicken class var Chicken = Container.expand(function () { var self = Container.call(this); var chicken = self.attachAsset('chicken', { anchorX: 0.5, anchorY: 0.5 }); self.collected = false; self.animTimer = 0; self.update = function () { // Simple idle animation (bobbing) self.animTimer++; self.y += Math.sin(self.animTimer / 10) * 1.2; }; self.collect = function () { if (self.collected) return; self.collected = true; tween(self, { alpha: 0, y: self.y - 60 }, { duration: 300, onFinish: function onFinish() { self.destroy(); } }); }; return self; }); // Coin class var Coin = Container.expand(function () { var self = Container.call(this); var coin = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); self.collected = false; self.animTimer = 0; self.update = function () { // Simple spin animation self.animTimer++; coin.rotation += 0.15; self.y += Math.sin(self.animTimer / 12) * 0.8; }; self.collect = function () { if (self.collected) return; self.collected = true; tween(self, { alpha: 0, y: self.y - 40 }, { duration: 200, onFinish: function onFinish() { self.destroy(); } }); }; return self; }); // Spawn chickens and coins for the current wave // David (player) var David = Container.expand(function () { var self = Container.call(this); var body = self.attachAsset('davidBody', { anchorX: 0.5, anchorY: 1 }); // Arm pivots at shoulder var arm = self.attachAsset('davidArm', { anchorX: 0.5, anchorY: 0.1, x: body.width / 2 - 10, y: -body.height + 40 }); self.arm = arm; self.armAngle = 0; self.armSpeed = 0.18; // radians per frame self.armRadius = 70; self.slingReady = true; self.stoneCooldown = 0; self.hp = 5; self.maxHp = 5; self.regenTimer = 0; self.update = function () { // Spin arm self.armAngle += self.armSpeed; if (self.armAngle > Math.PI * 2) self.armAngle -= Math.PI * 2; // Arm rotates in a circle self.arm.rotation = self.armAngle; // Stone cooldown if (self.stoneCooldown > 0) self.stoneCooldown--; // Health regen if (self.hp < self.maxHp) { self.regenTimer++; if (self.regenTimer > 180) { // 3 seconds self.hp++; self.regenTimer = 0; } } else { self.regenTimer = 0; } }; self.throwStone = function () { if (!self.slingReady || self.stoneCooldown > 0) return null; self.slingReady = false; self.stoneCooldown = 30; // half a second LK.getSound('throw').play(); // Calculate stone start position (end of arm) var angle = self.armAngle; var sx = self.x + Math.cos(angle) * (body.width / 2 + self.arm.height * 0.9); var sy = self.y - body.height + 40 + Math.sin(angle) * (self.arm.height * 0.9); var stone = new Stone(); stone.x = sx; stone.y = sy; // Velocity: forward and slightly up stone.vx = Math.cos(angle) * 32 + 10; stone.vy = Math.sin(angle) * 32 - 10; return stone; }; self.takeDamage = function (dmg) { self.hp -= dmg; if (self.hp < 0) self.hp = 0; LK.effects.flashObject(self, 0xff0000, 400); }; return self; }); // Giant enemy var Giant = Container.expand(function () { var self = Container.call(this); var body = self.attachAsset('giantBody', { anchorX: 0.5, anchorY: 1 }); var head = self.attachAsset('giantHead', { anchorX: 0.5, anchorY: 1, y: -body.height }); self.hp = 2; self.speed = 3 + Math.random() * 2; self.active = true; self.update = function () { if (!self.active) return; self.x -= self.speed; }; self.takeDamage = function (dmg) { self.hp -= dmg; if (self.hp <= 0) { self.active = false; LK.getSound('giantVanish').play(); tween(self, { alpha: 0 }, { duration: 300, onFinish: function onFinish() { self.destroy(); } }); } else { LK.getSound('hit').play(); tween(self, { tint: 0xffe082 }, { duration: 120, onFinish: function onFinish() { tween(self, { tint: 0xffffff }, { duration: 120 }); } }); } }; return self; }); // Stone projectile var Stone = Container.expand(function () { var self = Container.call(this); var stone = self.attachAsset('slingStone', { anchorX: 0.5, anchorY: 0.5 }); self.vx = 0; self.vy = 0; self.active = true; self.damage = 1; self.update = function () { if (!self.active) return; self.x += self.vx; self.y += self.vy; // Gravity self.vy += 0.7; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87ceeb }); /**** * Game Code ****/ // --- ENVIRONMENT --- // Character (David) var sky = LK.getAsset('sky', { x: 0, y: 0 }); game.addChild(sky); var ground = LK.getAsset('ground', { x: 0, y: 2532 }); ground.y = 2532; // bottom of screen game.addChild(ground); // --- PLAYER --- var david = new David(); david.x = 320; david.y = 2532; // standing on ground game.addChild(david); // --- UI --- var score = 0; var scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var hpTxt = new Text2('♥♥♥♥♥', { size: 90, fill: 0xE53935 }); hpTxt.anchor.set(0.5, 0); LK.gui.top.addChild(hpTxt); hpTxt.y = 120; // --- LEADERBOARD --- var leaderboardTxt = new Text2('', { size: 60, fill: 0xFFD700 }); leaderboardTxt.anchor.set(0.5, 0); leaderboardTxt.y = 220; LK.gui.top.addChild(leaderboardTxt); function getLeaderboard() { var lb = storage.getItem('leaderboard'); if (!lb) return []; return lb; } function setLeaderboard(lb) { storage.setItem('leaderboard', lb); } function updateLeaderboardDisplay() { var lb = getLeaderboard(); var txt = "Top 5:\n"; for (var i = 0; i < 5; i++) { if (lb[i]) { txt += i + 1 + ". " + lb[i].name + " - " + lb[i].score + "\n"; } else { txt += i + 1 + ". ---\n"; } } leaderboardTxt.setText(txt); } updateLeaderboardDisplay(); // --- GAME STATE --- var stones = []; var giants = []; var boss = null; var chickens = []; var coins = []; var wave = 1; var giantsToSpawn = 5; var giantsSpawned = 0; var spawnTimer = 0; var gameActive = true; var bossActive = false; var bossDefeated = false; // Chicken and coin spawn positions per level (max 5 coins per level) var chickenSpawns = [ // For each wave, array of {x, y} [{ x: 600, y: 1800 }, { x: 1500, y: 800 }], [{ x: 400, y: 1200 }, { x: 1700, y: 600 }, { x: 1200, y: 2000 }], [{ x: 900, y: 900 }, { x: 1800, y: 400 }, { x: 300, y: 2200 }]]; var coinSpawns = [[{ x: 400, y: 400 }, { x: 800, y: 600 }, { x: 1200, y: 800 }, { x: 1600, y: 1000 }, { x: 200, y: 2000 }], [{ x: 600, y: 500 }, { x: 1000, y: 700 }, { x: 1400, y: 900 }, { x: 1800, y: 1100 }, { x: 400, y: 2100 }], [{ x: 800, y: 300 }, { x: 1200, y: 500 }, { x: 1600, y: 700 }, { x: 200, y: 900 }, { x: 1800, y: 2300 }]]; // Spawn chickens and coins for the current wave function spawnCollectiblesForWave(waveIdx) { // Remove old for (var i = chickens.length - 1; i >= 0; i--) { chickens[i].destroy(); chickens.splice(i, 1); } for (var i = coins.length - 1; i >= 0; i--) { coins[i].destroy(); coins.splice(i, 1); } // Chickens var cSpawns = chickenSpawns[waveIdx % chickenSpawns.length]; for (var i = 0; i < cSpawns.length; i++) { var c = new Chicken(); c.x = cSpawns[i].x; c.y = cSpawns[i].y; chickens.push(c); game.addChild(c); } // Coins var coinSp = coinSpawns[waveIdx % coinSpawns.length]; for (var i = 0; i < coinSp.length; i++) { var coin = new Coin(); coin.x = coinSp[i].x; coin.y = coinSp[i].y; coins.push(coin); game.addChild(coin); } } // --- MUSIC --- LK.playMusic('mainTheme'); // --- MAPS/ENVIRONMENTS --- var environments = [{ sky: 0x87ceeb, ground: 0x7ec850 }, // blue sky, green grass { sky: 0xf7e9a0, ground: 0xe0c97f }, // desert { sky: 0x9ecae1, ground: 0x8c8c8c } // mountain/rocky ]; var currentEnv = 0; function setEnvironment(idx) { sky.tint = environments[idx].sky; ground.tint = environments[idx].ground; } setEnvironment(currentEnv); // --- LEADERBOARD NAME ENTRY --- function updateLeaderboardIfHighscore() { var lb = getLeaderboard(); // Check if score is high enough var insertIdx = -1; for (var i = 0; i < 5; i++) { if (!lb[i] || score > lb[i].score) { insertIdx = i; break; } } if (insertIdx !== -1) { // Prompt for name (LK.prompt is not available, so use a simple overlay) var nameEntry = new Text2("Enter Name:", { size: 80, fill: "#fff" }); nameEntry.anchor.set(0.5, 0.5); nameEntry.x = 2048 / 2; nameEntry.y = 2732 / 2 - 100; var nameInput = new Text2("_", { size: 100, fill: 0xFFD700 }); nameInput.anchor.set(0.5, 0.5); nameInput.x = 2048 / 2; nameInput.y = 2732 / 2 + 40; var entered = ""; var done = false; // Add to overlay LK.gui.center.addChild(nameEntry); LK.gui.center.addChild(nameInput); // Simulate name entry: for sandbox, just use "Player" + random number entered = "Player" + Math.floor(Math.random() * 1000); nameInput.setText(entered); // Save after short delay LK.setTimeout(function () { // Insert into leaderboard lb.splice(insertIdx, 0, { name: entered, score: score }); if (lb.length > 5) lb.length = 5; setLeaderboard(lb); updateLeaderboardDisplay(); // Remove overlay nameEntry.destroy(); nameInput.destroy(); }, 1200); } } // --- UI UPDATE --- function updateScore() { scoreTxt.setText(score); } function updateHp() { var s = ''; for (var i = 0; i < david.hp; i++) s += '♥'; for (var i = david.hp; i < david.maxHp; i++) s += '♡'; hpTxt.setText(s); } updateScore(); updateHp(); // --- INPUT --- var isTouching = false; var lastTouchTick = 0; game.down = function (x, y, obj) { isTouching = true; lastTouchTick = LK.ticks; // Move David to pointer/touch position (centered, free movement) if (gameActive && !bossDefeated) { var minX = david.arm.width / 2 + 60; var maxX = 2048 - david.arm.width / 2 - 60; var minY = 0 + david.arm.height / 2 + 60; var maxY = 2532; var newX = x; var newY = y; if (newX < minX) newX = minX; if (newX > maxX) newX = maxX; if (newY < minY) newY = minY; if (newY > maxY) newY = maxY; david.x = newX; david.y = newY; } }; game.up = function (x, y, obj) { isTouching = false; // Only allow throw if touch was short (tap) if (gameActive && !bossDefeated && LK.ticks - lastTouchTick < 30) { var stone = david.throwStone(); if (stone) { stones.push(stone); game.addChild(stone); // Arm can't throw again until next full rotation LK.setTimeout(function () { david.slingReady = true; }, 400); } } }; game.move = function (x, y, obj) { // Move David to pointer/touch position (centered, free movement) if (gameActive && !bossDefeated) { var minX = david.arm.width / 2 + 60; var maxX = 2048 - david.arm.width / 2 - 60; var minY = 0 + david.arm.height / 2 + 60; var maxY = 2532; // bottom of screen var newX = x; var newY = y; if (newX < minX) newX = minX; if (newX > maxX) newX = maxX; if (newY < minY) newY = minY; if (newY > maxY) newY = maxY; david.x = newX; david.y = newY; } }; // --- GAME LOOP --- game.update = function () { if (!gameActive) return; // Environment change per wave if (wave - 1 < environments.length) { setEnvironment(wave - 1); } // David update david.update(); // Stones update for (var i = stones.length - 1; i >= 0; i--) { var s = stones[i]; s.update(); // Remove if off screen if (s.x > 2048 || s.y > 2732 || s.x < -100 || s.y < -100) { s.destroy(); stones.splice(i, 1); continue; } } // Chickens update and collect for (var i = chickens.length - 1; i >= 0; i--) { var c = chickens[i]; c.update(); if (!c.collected && c.intersects(david)) { c.collect(); chickens.splice(i, 1); if (david.hp < david.maxHp) { david.hp++; updateHp(); } // Optional: play sound here if you have a chicken collect sound } } // Coins update and collect for (var i = coins.length - 1; i >= 0; i--) { var coin = coins[i]; coin.update(); if (!coin.collected && coin.intersects(david)) { coin.collect(); coins.splice(i, 1); score += 5; updateScore(); // Optional: play sound here if you have a coin collect sound } } // Giants update for (var j = giants.length - 1; j >= 0; j--) { var g = giants[j]; g.update(); // Remove if off screen if (g.x < -200) { g.destroy(); giants.splice(j, 1); continue; } // Collision with David if (g.active && g.intersects(david)) { g.active = false; g.destroy(); giants.splice(j, 1); david.takeDamage(1); updateHp(); if (david.hp <= 0) { LK.effects.flashScreen(0xff0000, 1000); updateLeaderboardIfHighscore(); LK.showGameOver(); gameActive = false; return; } continue; } // Stones hit giant for (var k = stones.length - 1; k >= 0; k--) { var s2 = stones[k]; if (g.active && s2.active && g.intersects(s2)) { g.takeDamage(s2.damage); s2.active = false; s2.destroy(); stones.splice(k, 1); if (!g.active) { score += 1; updateScore(); } break; } } } // Boss update if (bossActive && boss && boss.active) { boss.update(); // Boss hits David if (boss.intersects(david)) { boss.active = false; boss.destroy(); david.takeDamage(2); updateHp(); LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); gameActive = false; return; } // Stones hit boss for (var k = stones.length - 1; k >= 0; k--) { var s2 = stones[k]; if (boss.active && s2.active && boss.intersects(s2)) { boss.takeDamage(s2.damage); s2.active = false; s2.destroy(); stones.splice(k, 1); if (!boss.active) { score += 10; updateScore(); bossDefeated = true; updateLeaderboardIfHighscore(); LK.effects.flashScreen(0x00ff00, 1200); LK.showYouWin(); gameActive = false; return; } break; } } } // Spawn logic if (!bossActive) { if (giantsSpawned < giantsToSpawn) { spawnTimer--; if (spawnTimer <= 0) { var g = new Giant(); g.x = 2048 + 100; g.y = 2532; giants.push(g); game.addChild(g); giantsSpawned++; spawnTimer = 60 + Math.floor(Math.random() * 60); } } else if (giants.length === 0) { // Next wave or boss if (wave < 3) { wave++; giantsToSpawn += 3; giantsSpawned = 0; spawnTimer = 60; spawnCollectiblesForWave(wave - 1); // spawn chickens and coins for new wave } else { // Boss time bossActive = true; boss = new BossGiant(); boss.x = 2048 + 200; boss.y = 2532; game.addChild(boss); spawnCollectiblesForWave(wave - 1); // spawn for boss wave } } } };
===================================================================
--- original.js
+++ change.js
@@ -306,14 +306,14 @@
leaderboardTxt.anchor.set(0.5, 0);
leaderboardTxt.y = 220;
LK.gui.top.addChild(leaderboardTxt);
function getLeaderboard() {
- var lb = storage.get('leaderboard');
+ var lb = storage.getItem('leaderboard');
if (!lb) return [];
return lb;
}
function setLeaderboard(lb) {
- storage.set('leaderboard', lb);
+ storage.setItem('leaderboard', lb);
}
function updateLeaderboardDisplay() {
var lb = getLeaderboard();
var txt = "Top 5:\n";
Create a spaceship as the main hero. It will be in the center, with the front tip pointing upwards. There will be a firing mechanism on both sides.
Imagine a multi-legged space machine, its legs sprawling at varied, dynamic angles, giving it an organic yet mechanical feel. Encased within a transparent tube, a one-eyed green alien watches intently. Beneath the ship, vivid rocket flames burst forth, illuminating the dark void of space with fiery intensity.
The background will be a dynamic space scene, featuring only blue and dark navy colors. top to bottom, creating a lively and immersive environment."