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
User prompt
Elimina a Mini boss
User prompt
Elimina a goblins y dragón
User prompt
Cuando un enemigo sea derrotado has que reaparezca 15 segundos después
User prompt
Crea un nuevo enemigo
User prompt
Please fix the bug: 'TypeError: Cannot read properties of null (reading 'update')' in or related to this line: 'dragon.update();' Line Number: 271
User prompt
Haz que el dragón aparezca cuando el capibara tenga una puntuación de 500
User prompt
El dragón no pude desaparecer si el capibara tiene recoge la espada
User prompt
Crea un mini boss que sea un dragón
User prompt
Si el capibara recoge el ítem Espada los enemigos no lo puden matar pero los enemigos desaparecen cuando el capibara los toca
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'addChild')' in or related to this line: 'dungeon.addChild(sword);' Line Number: 115
User prompt
Modifica para que solo puedan parecer 2 espadas
User prompt
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
User prompt
La puntuación máxima es de 1000
User prompt
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
User prompt
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
User prompt
Crea una sala donde esté un crofe que te de 100 puntos pero también crea un mini boss en la sala protegiendo el cofre
User prompt
Elimina paredes y murros
User prompt
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 }; }); // 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 }; }); // MiniBoss class representing a mini boss in the dungeon var MiniBoss = Container.expand(function () { var self = Container.call(this); var miniBossGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.health = 5; // MiniBoss health self.update = function () { // MiniBoss 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 = []; var scoreCounter = new Text2('Score: 0', { size: 50, fill: 0xFFFFFF }); scoreCounter.anchor.set(1, 0); // Anchor to the top-right corner LK.gui.topRight.addChild(scoreCounter); var miniBosses = []; // Array to hold mini bosses // Create traps, treasures, enemies, walls and doors var enemies = []; var walls = []; for (var i = 0; i < 30; 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 miniBoss = new MiniBoss(); miniBoss.x = treasure.x + 50; // Position mini boss near the treasure miniBoss.y = treasure.y + 50; miniBosses.push(miniBoss); dungeon.addChild(miniBoss); var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = Math.random() * 2732; enemies.push(enemy); dungeon.addChild(enemy); } // 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() + 50); scoreCounter.setText('Score: ' + LK.getScore()); treasure.destroy(); treasures.splice(index, 1); // Set a timeout to respawn the treasure after 10 seconds LK.setTimeout(function () { var newTreasure = new Treasure(); newTreasure.x = Math.random() * 2048; newTreasure.y = Math.random() * 2732; treasures.push(newTreasure); dungeon.addChild(newTreasure); }, 10000); } }); // 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(); } } }); // Update mini bosses miniBosses.forEach(function (miniBoss, index) { miniBoss.update(); if (capybara.intersects(miniBoss)) { // Handle capybara hitting a mini boss capybara.health -= 1; // Decrease health by 1 miniBoss.health -= 1; // Decrease mini boss health by 1 if (capybara.health <= 0) { // If health is 0 or less, show game over LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } if (miniBoss.health <= 0) { // If mini boss health is 0 or less, remove mini boss miniBoss.destroy(); miniBosses.splice(index, 1); } } }); // Check win condition if (LK.getScore() >= 1000) { 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
@@ -148,16 +148,16 @@
LK.setScore(LK.getScore() + 50);
scoreCounter.setText('Score: ' + LK.getScore());
treasure.destroy();
treasures.splice(index, 1);
- // Set a timeout to respawn the treasure after 30 seconds
+ // Set a timeout to respawn the treasure after 10 seconds
LK.setTimeout(function () {
var newTreasure = new Treasure();
newTreasure.x = Math.random() * 2048;
newTreasure.y = Math.random() * 2732;
treasures.push(newTreasure);
dungeon.addChild(newTreasure);
- }, 30000);
+ }, 10000);
}
});
// Update enemies
enemies.forEach(function (enemy) {
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