User prompt
Elimina la nueva sala y la teletransportacion al alcanzar 500 puntos
User prompt
Crea una sala nueva que el capibara sea teletransportado hay cuando alcanza una puntuación de 500
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Elimina a Mini boss
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Elimina a goblins y dragón
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Cuando un enemigo sea derrotado has que reaparezca 15 segundos después
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Crea un nuevo enemigo
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'update')' in or related to this line: 'dragon.update();' Line Number: 271
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Haz que el dragón aparezca cuando el capibara tenga una puntuación de 500
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El dragón no pude desaparecer si el capibara tiene recoge la espada
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Crea un mini boss que sea un dragón
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Si el capibara recoge el ítem Espada los enemigos no lo puden matar pero los enemigos desaparecen cuando el capibara los toca
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Please fix the bug: 'Cannot read properties of undefined (reading 'addChild')' in or related to this line: 'dungeon.addChild(sword);' Line Number: 115
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Modifica para que solo puedan parecer 2 espadas
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Crea un ítem que sea una espada que el capibara pueda agarrar para derrotar a los enemigos
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Que el tesoro pueda reaparecer cada 10 segundos en una ubicación aleatoria
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La puntuación máxima es de 1000
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En la esquina superior derecha pon un contador que valla aumentando conforme el capibara agarre tesoros
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Aumenta la cantidad de tesoros a 30 y modifica los puntos del tesoro a 50
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Pon más enemigos
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Modifica el tesoro para que solo de 10 puntos y que reaparezca cada 30 segundos
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Sube el nivel de la puntuación a 200
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Elimina muro y puerta
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Crea una sala donde esté un crofe que te de 100 puntos pero también crea un mini boss en la sala protegiendo el cofre
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Elimina paredes y murros
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Cambia el fondo por una imagen de tipo dungeon
/**** * Classes ****/ //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Capybara class representing the player character var Capybara = Container.expand(function () { var self = Container.call(this); var capybaraGraphics = self.attachAsset('capybara', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.health = 3; // Add health property self.update = function () { // Capybara update logic }; }); // Door class representing doors in the dungeon var Door = Container.expand(function () { var self = Container.call(this); var doorGraphics = self.attachAsset('door', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Door update logic }; }); // Dungeon class representing the game map var Dungeon = Container.expand(function () { var self = Container.call(this); self.update = function () { // Dungeon update logic }; }); // Enemy class representing enemies in the dungeon var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Enemy update logic }; }); // Trap class representing traps in the dungeon var Trap = Container.expand(function () { var self = Container.call(this); var trapGraphics = self.attachAsset('trap', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Trap update logic }; }); // Treasure class representing treasures to collect var Treasure = Container.expand(function () { var self = Container.call(this); var treasureGraphics = self.attachAsset('treasure', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Treasure update logic }; }); /**** * Initialize Game ****/ var game = new LK.Game({ // No title, no description // Always backgroundColor is black backgroundColor: 0x000000 }); /**** * Game Code ****/ var dungeonBackground = LK.getAsset('dungeonBackground', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 }); game.addChild(dungeonBackground); // Initialize game elements var dungeon = game.addChild(new Dungeon()); var capybara = dungeon.addChild(new Capybara()); capybara.x = 1024; // Center horizontally capybara.y = 1366; // Center vertically var traps = []; var treasures = []; // Create traps, treasures, enemies, walls and doors var enemies = []; var walls = []; var doors = []; for (var i = 0; i < 5; i++) { var trap = new Trap(); trap.x = Math.random() * 2048; trap.y = Math.random() * 2732; traps.push(trap); dungeon.addChild(trap); var treasure = new Treasure(); treasure.x = Math.random() * 2048; treasure.y = Math.random() * 2732; treasures.push(treasure); dungeon.addChild(treasure); var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = Math.random() * 2732; enemies.push(enemy); dungeon.addChild(enemy); var door = new Door(); door.x = Math.random() * 2048; door.y = Math.random() * 2732; doors.push(door); dungeon.addChild(door); } // Handle game updates game.update = function () { // Update capybara capybara.update(); // Update traps traps.forEach(function (trap) { trap.update(); if (capybara.intersects(trap)) { // Handle capybara hitting a trap LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } }); // Update treasures treasures.forEach(function (treasure, index) { treasure.update(); if (capybara.intersects(treasure)) { // Handle capybara collecting a treasure LK.setScore(LK.getScore() + 10); treasure.destroy(); treasures.splice(index, 1); } }); // Update doors doors.forEach(function (door) { door.update(); }); // Update enemies enemies.forEach(function (enemy) { enemy.update(); if (capybara.intersects(enemy)) { // Handle capybara hitting an enemy capybara.health -= 1; // Decrease health by 1 if (capybara.health <= 0) { // If health is 0 or less, show game over LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } }); // Check win condition if (LK.getScore() >= 50) { LK.showYouWin(); } }; // Handle touch events for moving the capybara game.down = function (x, y, obj) { capybara.x = x; capybara.y = y; }; game.move = function (x, y, obj) { // Store the current position var oldX = capybara.x; var oldY = capybara.y; // Move the capybara capybara.x = x; capybara.y = y; }; game.up = function (x, y, obj) { // Stop moving capybara };
===================================================================
--- original.js
+++ change.js
@@ -66,19 +66,8 @@
self.update = function () {
// Treasure update logic
};
});
-// Wall class representing walls in the dungeon
-var Wall = Container.expand(function () {
- var self = Container.call(this);
- var wallGraphics = self.attachAsset('wall', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.update = function () {
- // Wall update logic
- };
-});
/****
* Initialize Game
****/
@@ -124,13 +113,8 @@
enemy.x = Math.random() * 2048;
enemy.y = Math.random() * 2732;
enemies.push(enemy);
dungeon.addChild(enemy);
- var wall = new Wall();
- wall.x = Math.random() * 2048;
- wall.y = Math.random() * 2732;
- walls.push(wall);
- dungeon.addChild(wall);
var door = new Door();
door.x = Math.random() * 2048;
door.y = Math.random() * 2732;
doors.push(door);
@@ -158,12 +142,8 @@
treasure.destroy();
treasures.splice(index, 1);
}
});
- // Update walls
- walls.forEach(function (wall) {
- wall.update();
- });
// Update doors
doors.forEach(function (door) {
door.update();
});
@@ -196,17 +176,8 @@
var oldY = capybara.y;
// Move the capybara
capybara.x = x;
capybara.y = y;
- // Check for collisions with walls
- for (var i = 0; i < walls.length; i++) {
- if (capybara.intersects(walls[i])) {
- // If there's a collision, move the capybara back to the old position
- capybara.x = oldX;
- capybara.y = oldY;
- break;
- }
- }
};
game.up = function (x, y, obj) {
// Stop moving capybara
};
\ No newline at end of file
Trampa de osos pixelado. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Un cofre del tesoro pixelado. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Dungeon pixelado. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Espada pixelado. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows