User prompt
noo you messed up , i want background there was before , take out the start button
User prompt
seems like the game messed up now , take out the new backgronnd and keep the original game
User prompt
make the sreens be separated, show a start screen with dungeon cry, game start button animated nicely, and a new background, when the user clicks game start the game begins
User prompt
can you now create me a beginning screen of the game with a game start option and when the user clicks game start the game begins
User prompt
make it so the game keeps on going after killing the boss, seems like the game ends
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'health')' in or related to this line: 'if (enemies[l].health <= 0) {' Line Number: 371
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take out the coins as the logic does not work ,they not being collected
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can you make it so when a coin drops it just gets added to the score and dissapears
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the coins are not being collected
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do the coin logic you stated
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do this please
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Can you change the name from Tower of End to Dungeon Cry and animate it, make the score more appealing , add some animations to it
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add mix waves , skeletons and goblins from floor 15
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there is an issue with the game, it restarts after the boss has been killed , find the issue and fix
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'health')' in or related to this line: 'if (enemies[l].health <= 0) {' Line Number: 343
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after the boss has been killed just proceed normally with the next level
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'health')' in or related to this line: 'if (enemies[l].health <= 0) {' Line Number: 343
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Please fix the bug: 'Bomb is not defined' in or related to this line: 'if (child instanceof Bomb) {' Line Number: 377
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take out the bombs projectiles , increase the speed the monsters approach the hero by each level to increase difficulity
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fix the logic and apply the best one
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'health')' in or related to this line: 'if (enemies[l].health <= 0) {' Line Number: 351
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'health')' in or related to this line: 'if (enemies[l].health <= 0) {' Line Number: 351
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at level 11 the boss has been killed but it still stays there, fix the issue so it proceeds with the next stagte
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make it so the game ends when a goblin touches the hero
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // BigBoss class var BigBoss = Container.expand(function () { var self = Container.call(this); var bossGraphics = self.attachAsset('bigBoss', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.health = 500; // Big boss has 500 health self.update = function () { // Move boss 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 * self.speed * 0.5; self.y += dy / distance * self.speed * 0.5; } // Boss can shoot bullets at the hero if (LK.ticks % 150 == 0) { var bullet = new Bullet(); bullet.x = self.x; bullet.y = self.y; game.addChild(bullet); } }; self.healthBar = self.addChild(LK.getAsset('lifebar', { anchorX: 0.5, anchorY: 1.0, y: -bossGraphics.height / 2 - 10 })); self.damage = function (amount) { self.health -= amount; self.healthBar.scaleX = self.health / 2500; // Update health bar scale if (self.health <= 0) { self.destroy(); // Destroy the boss if health is 0 or less var index = enemies.indexOf(self); if (index > -1) { enemies.splice(index, 1); } } }; }); // Bomb class var Bomb = Container.expand(function () { var self = Container.call(this); var bombGraphics = self.attachAsset('bomb', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { self.y += self.speed; }; }); // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 15; self.update = function () { self.y -= self.speed; }; }); // Enemy class 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.health = 100; // Initialize health for the enemy self.update = function () { // Move goblins 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 * self.speed * 0.5; // Move at half speed towards hero self.y += dy / distance * self.speed * 0.5; } }; self.damage = function (amount) { // Function to apply damage to the enemy self.health -= amount; if (self.health <= 0) { self.destroy(); // Destroy the enemy if health is 0 or less } }; }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Hero class var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { // Hero update logic }; self.damage = function () { LK.showGameOver(); }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> var background = game.attachAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); function initializeGame() { var background = game.attachAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); // Initialize hero var hero = game.addChild(new Hero()); hero.x = 2048 / 2; hero.y = 2732 - 200; // Initialize enemies var enemies = []; for (var i = 0; i < 5; i++) { var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = Math.random() * 1000; enemies.push(enemy); game.addChild(enemy); LK.effects.flashObject(enemy, 0xFFFFFF, 500); } // Initialize bullets var bullets = []; // Initialize golden coins var goldenCoins = []; // Initialize enemies killed count var enemiesKilled = 0; // Create score display var scoreDisplay = new Text2('Score: ' + LK.getScore(), { size: 50, fill: 0xFFFFFF }); scoreDisplay.anchor.set(1, 0); LK.gui.topRight.addChild(scoreDisplay); // Function to update and animate the score display function updateScoreDisplay() { scoreDisplay.setText('Score: ' + LK.getScore()); tween(scoreDisplay, { scaleX: 1.5, scaleY: 1.5, fill: 0xFFD700 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(scoreDisplay, { scaleX: 1, scaleY: 1, fill: 0xFFFFFF }, { duration: 200, easing: tween.easeIn }); } }); } // Initialize current wave var currentWave = 0; // Initialize level var level = 1; // Create game title var gameTitle = new Text2('Dungeon Cry', { size: 50, fill: 0xFFFFFF }); gameTitle.anchor.set(0, 0); LK.gui.topLeft.addChild(gameTitle); // Animate the game title tween(gameTitle, { scaleX: 1.2, scaleY: 1.2 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { tween(gameTitle, { scaleX: 1, scaleY: 1 }, { duration: 500, easing: tween.easeIn }); } }); // Create level display var levelDisplay = new Text2('Level: ' + level, { size: 50, fill: 0xFFFFFF }); levelDisplay.anchor.set(0.5, 0); LK.gui.top.addChild(levelDisplay); } // Initialize hero var hero = game.addChild(new Hero()); hero.x = 2048 / 2; hero.y = 2732 - 200; // Initialize enemies var enemies = []; for (var i = 0; i < 5; i++) { var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = Math.random() * 1000; enemies.push(enemy); game.addChild(enemy); // Add spawn effect to the enemy LK.effects.flashObject(enemy, 0xFFFFFF, 500); } // Initialize bullets var bullets = []; // Initialize golden coins var goldenCoins = []; // Initialize enemies killed count var enemiesKilled = 0; // Create score display var scoreDisplay = new Text2('Score: ' + LK.getScore(), { size: 50, fill: 0xFFFFFF }); scoreDisplay.anchor.set(1, 0); // Anchor to the top-right corner LK.gui.topRight.addChild(scoreDisplay); // Function to update and animate the score display function updateScoreDisplay() { scoreDisplay.setText('Score: ' + LK.getScore()); tween(scoreDisplay, { scaleX: 1.5, scaleY: 1.5, fill: 0xFFD700 // Change color to gold during animation }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(scoreDisplay, { scaleX: 1, scaleY: 1, fill: 0xFFFFFF // Revert color back to white }, { duration: 200, easing: tween.easeIn }); } }); } // Initialize current wave var currentWave = 0; // Initialize level var level = 1; // Create game title var gameTitle = new Text2('Dungeon Cry', { size: 50, fill: 0xFFFFFF }); gameTitle.anchor.set(0, 0); LK.gui.topLeft.addChild(gameTitle); // Animate the game title tween(gameTitle, { scaleX: 1.2, scaleY: 1.2 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { tween(gameTitle, { scaleX: 1, scaleY: 1 }, { duration: 500, easing: tween.easeIn }); } }); // Create level display var levelDisplay = new Text2('Level: ' + level, { size: 50, fill: 0xFFFFFF }); levelDisplay.anchor.set(0.5, 0); LK.gui.top.addChild(levelDisplay); // Game update logic game.update = function () { // Update hero hero.update(); // Define waves var waves = [{ count: 5, type: 'enemy', speed: 5 }, { count: 10, type: 'enemy', speed: 7 }, { count: 15, type: 'enemy', speed: 10 }, { count: 10, type: 'mixed', // Mix of skeletons and goblins speed: 12 }]; var currentWave = 0; var enemiesToSpawn = waves[currentWave].count; // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].update(); if (enemies[i].y > 2732) { enemies[i].destroy(); enemies.splice(i, 1); } // Check for collision between enemy and hero if (enemies[i].intersects(hero)) { LK.showGameOver(); // End game when a goblin touches the hero } } // Spawn new enemies if (enemies.length == 0) { if (level === 10) { // Spawn BigBoss at level 10 var bigBoss = new BigBoss(); bigBoss.x = 2048 / 2; bigBoss.y = 100; enemies.push(bigBoss); game.addChild(bigBoss); LK.effects.flashObject(bigBoss, 0xFFFFFF, 500); } else if (level === 11) { // Change background and spawn new type of monsters enemiesToSpawn = 10; for (var i = 0; i < enemiesToSpawn; i++) { var newMonster = new NewMonster(); newMonster.x = Math.random() * 2048; newMonster.y = Math.random() * 1000; enemies.push(newMonster); game.addChild(newMonster); LK.effects.flashObject(newMonster, 0xFFFFFF, 500); } } else if (level >= 15 && waves[currentWave].type === 'mixed') { enemiesToSpawn = 10; for (var i = 0; i < enemiesToSpawn; i++) { var enemy; if (i % 2 === 0) { enemy = new Enemy(); // Goblin } else { enemy = new NewMonster(); // Skeleton } enemy.speed = waves[currentWave].speed + level; enemy.x = Math.random() * 2048; enemy.y = Math.random() * 1000; enemies.push(enemy); game.addChild(enemy); LK.effects.flashObject(enemy, 0xFFFFFF, 500); } } else { enemiesToSpawn = 10; for (var i = 0; i < enemiesToSpawn; i++) { var enemy = new Enemy(); enemy.speed = waves[currentWave].speed + level; enemy.x = Math.random() * 2048; enemy.y = Math.random() * 1000; enemies.push(enemy); game.addChild(enemy); LK.effects.flashObject(enemy, 0xFFFFFF, 500); } } currentWave++; level++; // Increase the level levelDisplay.setText('Level: ' + level); // Update the level display } // Update bullets for (var j = bullets.length - 1; j >= 0; j--) { bullets[j].update(); if (bullets[j].y < 0) { bullets[j].destroy(); bullets.splice(j, 1); } } // Collision detection for (var k = bullets.length - 1; k >= 0; k--) { for (var l = enemies.length - 1; l >= 0; l--) { if (bullets[k].intersects(enemies[l])) { bullets[k].destroy(); bullets.splice(k, 1); if (enemies[l] && enemies[l] instanceof BigBoss) { enemies[l].damage(10); // Deal 10 damage to BigBoss if (enemies[l] && enemies[l].health <= 0) { enemies.splice(l, 1); // Remove BigBoss from enemies array level++; // Increase the level after BigBoss is defeated levelDisplay.setText('Level: ' + level); // Update the level display // Continue the game without triggering game over } } else if (enemies[l] && enemies[l].health !== undefined) { // Check if enemy exists before accessing its properties var enemyX = enemies[l].x; var enemyY = enemies[l].y; enemies[l].destroy(); enemies.splice(l, 1); enemiesKilled++; // Increase the score by 10 LK.setScore(LK.getScore() + 10); updateScoreDisplay(); } break; } } } }; // Handle game input game.down = function (x, y, obj) { var bullet = new Bullet(); bullet.x = hero.x; bullet.y = hero.y; bullets.push(bullet); game.addChild(bullet); // Add flash effect to hero when shooting LK.effects.flashObject(hero, 0xFFFFFF, 100); }; game.move = function (x, y, obj) { hero.x = x; hero.y = y; }; // Collision detection for bombs and hero for (var i = game.children.length - 1; i >= 0; i--) { var child = game.children[i]; if (child instanceof Bomb) { if (child.lastWasIntersecting === undefined) { child.lastWasIntersecting = false; } if (!child.lastWasIntersecting && child.intersects(hero)) { child.destroy(); hero.damage(); // Call the damage method of the hero which will trigger game over LK.showGameOver(); // Ensure game over is shown when hero is hit by a bomb } child.lastWasIntersecting = child.intersects(hero); } } // Collision detection for (var k = bullets.length - 1; k >= 0; k--) { for (var l = enemies.length - 1; l >= 0; l--) { if (bullets[k].intersects(enemies[l])) { bullets[k].destroy(); bullets.splice(k, 1); enemies[l].destroy(); enemies.splice(l, 1); enemiesKilled++; // Increase the score by 10 LK.setScore(LK.getScore() + 10); updateScoreDisplay(); break; } } }
===================================================================
--- original.js
+++ change.js
@@ -129,46 +129,14 @@
* Game Code
****/
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
-var startScreen = new Container();
-var startText = new Text2('Dungeon Cry', {
- size: 100,
- fill: 0xFFFFFF
+var background = game.attachAsset('background', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 2048 / 2,
+ y: 2732 / 2
});
-startText.anchor.set(0.5, 0.5);
-startText.x = 2048 / 2;
-startText.y = 2732 / 2 - 200;
-startScreen.addChild(startText);
-var startButton = new Text2('Start Game', {
- size: 80,
- fill: 0x00FF00
-});
-startButton.anchor.set(0.5, 0.5);
-startButton.x = 2048 / 2;
-startButton.y = 2732 / 2 + 200;
-startScreen.addChild(startButton);
-tween(startButton, {
- scaleX: 1.2,
- scaleY: 1.2
-}, {
- duration: 500,
- easing: tween.easeOut,
- onFinish: function onFinish() {
- tween(startButton, {
- scaleX: 1,
- scaleY: 1
- }, {
- duration: 500,
- easing: tween.easeIn
- });
- }
-});
-startButton.down = function (x, y, obj) {
- game.removeChild(startScreen);
- initializeGame();
-};
-game.addChild(startScreen);
function initializeGame() {
var background = game.attachAsset('background', {
anchorX: 0.5,
anchorY: 0.5,
2d pixel goblin. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
create me a dark 2d pixel arrow. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
create me a 2d pixel dark archer. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
create me a 2d pixel bomb. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
create me a 2d pixel dark dungeon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
gold coin 2d pixel. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
create me a big furious goblin with armor 2d and pixel. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
create a 2d pixel healthbar. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.