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display a game over screen after the hero is hit by a bomb
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make sure the game ends after the hero is hit by a bomb
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make it so the boss has 500 health instead
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great i just added the new background for after the 10th level , and the new monster
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after the boss has been cleared, a new stage will enter with a new background and different type of monsters
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its still not apearing, i want the level 10 of the floor to be a boss stage where only the boss appears with a health bar, each arrow deals around 10 damage, the total health of the boss is 2500
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i dont see the big boss
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i have added the image for the big boss , now add it to the 10th level
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make an asset for the level 10 boss
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can you add a big boss when the hero reaches level 10
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make the goblins move and shoot
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add a probablity to drop the coin , like 20%
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make it so the gold coins get attracted to the hero automaticly
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'coin.x = enemies[l].x;' Line Number: 255
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'coin.x = enemies[l].x;' Line Number: 253
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ok now make it so gold coins drop when i kill the goblins
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its not working
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make the game end and display a game over when the hero is hit by a bomb
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great , now make it so whenver i kill a goblin the score goes up
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display the score at the top right corner with an animation โช๐ก Consider importing and using the following plugins: @upit/tween.v1
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make it so whenever you kill a goblin the score goes up by 10
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the game its still not ending, the hero seems to go through the bombs
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make it so the goblins shoot a bomb between 5-7 seconds
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make the goblins shoot the bombs slower and only go faster as levels advance
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make the goblins drop golden coins when being killed , and add score that multiplies with the kills and golden coins aquired
/**** * 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 } }; }); // 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; } // Throw bomb at hero if (LK.ticks % (300 + Math.floor(Math.random() * 120)) == 0) { // Throw a bomb every 5-7 seconds var bomb = new Bomb(); bomb.x = self.x; bomb.y = self.y; game.addChild(bomb); } }; 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 } }; }); // Golden Coin class var GoldenCoin = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { self.y += self.speed; }; }); //<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(); }; }); // NewMonster class var NewMonster = Container.expand(function () { var self = Container.call(this); var monsterGraphics = self.attachAsset('newMonster', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 7; self.health = 150; self.update = function () { // Move new monsters 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; } }; self.damage = function (amount) { self.health -= amount; if (self.health <= 0) { self.destroy(); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ //<Write imports for supported plugins here> //<Assets used in the game will automatically appear here> 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); // 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 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(scoreDisplay, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeIn }); } }); } // Initialize current wave var currentWave = 0; // Initialize level var level = 1; // Create game title var gameTitle = new Text2('Tower Of End', { size: 50, fill: 0xFFFFFF }); gameTitle.anchor.set(0, 0); LK.gui.topLeft.addChild(gameTitle); // 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 }]; 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); } } // 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 background.texture = LK.getAsset('newBackground', {}).texture; 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 { enemiesToSpawn = 10; for (var i = 0; i < enemiesToSpawn; i++) { var enemy = new Enemy(); enemy.speed = waves[currentWave].speed; 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] instanceof BigBoss) { enemies[l].damage(10); // Deal 10 damage to BigBoss } else if (enemies[l]) { // 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(); // Spawn a golden coin with 20% probability if (Math.random() < 0.2) { var coin = new GoldenCoin(); coin.x = enemyX; coin.y = enemyY; goldenCoins.push(coin); game.addChild(coin); } } 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); } } // Update golden coins and check for collision with the hero for (var i = goldenCoins.length - 1; i >= 0; i--) { var coin = goldenCoins[i]; coin.update(); // Attraction logic var dx = hero.x - coin.x; var dy = hero.y - coin.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 200) { // Attraction range var attractionSpeed = 2; coin.x += dx / distance * attractionSpeed; coin.y += dy / distance * attractionSpeed; } if (coin.intersects(hero)) { coin.destroy(); goldenCoins.splice(i, 1); // Increase the score LK.setScore(LK.getScore() + 1); updateScoreDisplay(); } } // 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(); // Spawn a golden coin var coin = new GoldenCoin(); coin.x = enemies[l].x; coin.y = enemies[l].y; goldenCoins.push(coin); game.addChild(coin); break; } } }
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--- original.js
+++ change.js
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.