User prompt
Cambió el color del fondo
User prompt
El capibara no puede atravesar paredes
User prompt
Las paredes y puertas no hacen daño
User prompt
Pon paredes y puerta de tipo castillo
User prompt
El capibara muere a 3 golpes
User prompt
Eliminar la healthbar
User prompt
El capibara tendrá un barra de vida su vida máxima es 100
User prompt
Crea diferente enemigos en la dungeon
User prompt
Crea un mapa que sea una mazmorra
Initial prompt
Capybara Dungeons
/****
* 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
};
});
// 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
****/
var game = new LK.Game({
backgroundColor: 0x1a1a1a // Change background color to a dark gray
});
/****
* Game Code
****/
// 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 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);
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 walls
walls.forEach(function (wall) {
wall.update();
});
// 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;
// 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
}; ===================================================================
--- original.js
+++ change.js
@@ -82,9 +82,9 @@
/****
* Initialize Game
****/
var game = new LK.Game({
- backgroundColor: 0x000000 //Init game with black background
+ backgroundColor: 0x1a1a1a // Change background color to a dark gray
});
/****
* Game Code
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