Code edit (4 edits merged)
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User prompt
remove the bar says 10/10
User prompt
remove health bar from top side and make it bigger the down side one. Do more attractive and good number text style
User prompt
Increase your health bar too
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Enlarge the monsters to fit the screen. Make it look nice on the eye
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use backgorund as a background
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change monster2,3,4,5 height to 600
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Change monster2,3,4,5, width to 400
Code edit (1 edits merged)
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User prompt
fix the problem
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it have to switch when a monster dies. Do not use any monster prefab just use monster1 monster2 monster3 monster4 monster5 in assets section.
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Use the monsters I call monsters in the Assets section and when each one dies, the other one takes its place.
User prompt
when i killed a monster it should be spawn different mosnter
Code edit (1 edits merged)
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User prompt
Monster Tap Frenzy
Initial prompt
make me a clicker game. make an area in the middle of the screen and have monsters spawn there. Every time a spawn occurs, a new one will spawn when killed. Add hit animation and add health to monsters.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Monster class
var Monster = Container.expand(function () {
var self = Container.call(this);
// Default monster uses 'monster' asset
var monsterBody = self.attachAsset('monster', {
anchorX: 0.5,
anchorY: 0.5
});
// Monster hit overlay (hidden by default)
var monsterHit = self.attachAsset('monsterHit', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0
});
// Health bar background
var healthBarBg = self.attachAsset('healthBarBg', {
anchorX: 0.5,
anchorY: 1,
y: 240 // 400/2 + 40
});
// Health bar foreground
var healthBarFg = self.attachAsset('healthBarFg', {
anchorX: 0.5,
anchorY: 1,
y: 240
});
// Health values
self.maxHealth = 10;
self.health = self.maxHealth;
// Update health bar width
self.updateHealthBar = function () {
// Clamp health
if (self.health < 0) self.health = 0;
if (self.health > self.maxHealth) self.health = self.maxHealth;
// Set width proportional to health
healthBarFg.width = 300 * (self.health / self.maxHealth);
};
// Hit animation
self.hitAnim = function () {
// Show hit overlay quickly, then fade out
monsterHit.alpha = 0.6;
tween(monsterHit, {
alpha: 0
}, {
duration: 180,
easing: tween.linear
});
// Slight scale pop
tween.stop(monsterBody, {
scaleX: true,
scaleY: true
});
monsterBody.scaleX = 1.1;
monsterBody.scaleY = 1.1;
tween(monsterBody, {
scaleX: 1,
scaleY: 1
}, {
duration: 120,
easing: tween.easeOut
});
};
// Take damage
self.takeDamage = function (amount) {
self.health -= amount;
if (self.health < 0) self.health = 0;
self.updateHealthBar();
self.hitAnim();
LK.getSound('hit').play();
};
// Reset monster health
self.resetHealth = function (newMax) {
self.maxHealth = newMax;
self.health = self.maxHealth;
self.updateHealthBar();
};
// On tap/click
self.down = function (x, y, obj) {
self.takeDamage(1);
};
// Initialize health bar
self.updateHealthBar();
return self;
});
// Monster2 class
var Monster2 = Container.expand(function () {
var self = Container.call(this);
var monsterBody = self.attachAsset('monster2', {
anchorX: 0.5,
anchorY: 0.5
});
var monsterHit = self.attachAsset('monster2', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.3
});
var healthBarBg = self.attachAsset('healthBarBg', {
anchorX: 0.5,
anchorY: 1,
y: 50
});
var healthBarFg = self.attachAsset('healthBarFg', {
anchorX: 0.5,
anchorY: 1,
y: 50
});
self.maxHealth = 12;
self.health = self.maxHealth;
self.updateHealthBar = function () {
if (self.health < 0) self.health = 0;
if (self.health > self.maxHealth) self.health = self.maxHealth;
healthBarFg.width = 300 * (self.health / self.maxHealth);
};
self.hitAnim = function () {
monsterHit.alpha = 0.7;
tween(monsterHit, {
alpha: 0.3
}, {
duration: 180,
easing: tween.linear
});
tween.stop(monsterBody, {
scaleX: true,
scaleY: true
});
monsterBody.scaleX = 1.15;
monsterBody.scaleY = 1.15;
tween(monsterBody, {
scaleX: 1,
scaleY: 1
}, {
duration: 120,
easing: tween.easeOut
});
};
self.takeDamage = function (amount) {
self.health -= amount;
if (self.health < 0) self.health = 0;
self.updateHealthBar();
self.hitAnim();
LK.getSound('hit').play();
};
self.resetHealth = function (newMax) {
self.maxHealth = newMax;
self.health = self.maxHealth;
self.updateHealthBar();
};
self.down = function (x, y, obj) {
self.takeDamage(1);
};
self.updateHealthBar();
return self;
});
// Monster3 class
var Monster3 = Container.expand(function () {
var self = Container.call(this);
var monsterBody = self.attachAsset('monster3', {
anchorX: 0.5,
anchorY: 0.5
});
var monsterHit = self.attachAsset('monster3', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.3
});
var healthBarBg = self.attachAsset('healthBarBg', {
anchorX: 0.5,
anchorY: 1,
y: 50
});
var healthBarFg = self.attachAsset('healthBarFg', {
anchorX: 0.5,
anchorY: 1,
y: 50
});
self.maxHealth = 15;
self.health = self.maxHealth;
self.updateHealthBar = function () {
if (self.health < 0) self.health = 0;
if (self.health > self.maxHealth) self.health = self.maxHealth;
healthBarFg.width = 300 * (self.health / self.maxHealth);
};
self.hitAnim = function () {
monsterHit.alpha = 0.7;
tween(monsterHit, {
alpha: 0.3
}, {
duration: 180,
easing: tween.linear
});
tween.stop(monsterBody, {
scaleX: true,
scaleY: true
});
monsterBody.scaleX = 1.2;
monsterBody.scaleY = 1.2;
tween(monsterBody, {
scaleX: 1,
scaleY: 1
}, {
duration: 120,
easing: tween.easeOut
});
};
self.takeDamage = function (amount) {
self.health -= amount;
if (self.health < 0) self.health = 0;
self.updateHealthBar();
self.hitAnim();
LK.getSound('hit').play();
};
self.resetHealth = function (newMax) {
self.maxHealth = newMax;
self.health = self.maxHealth;
self.updateHealthBar();
};
self.down = function (x, y, obj) {
self.takeDamage(1);
};
self.updateHealthBar();
return self;
});
// Monster4 class
var Monster4 = Container.expand(function () {
var self = Container.call(this);
var monsterBody = self.attachAsset('mosnter4', {
anchorX: 0.5,
anchorY: 0.5
});
var monsterHit = self.attachAsset('mosnter4', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.3
});
var healthBarBg = self.attachAsset('healthBarBg', {
anchorX: 0.5,
anchorY: 1,
y: 50
});
var healthBarFg = self.attachAsset('healthBarFg', {
anchorX: 0.5,
anchorY: 1,
y: 50
});
self.maxHealth = 18;
self.health = self.maxHealth;
self.updateHealthBar = function () {
if (self.health < 0) self.health = 0;
if (self.health > self.maxHealth) self.health = self.maxHealth;
healthBarFg.width = 300 * (self.health / self.maxHealth);
};
self.hitAnim = function () {
monsterHit.alpha = 0.7;
tween(monsterHit, {
alpha: 0.3
}, {
duration: 180,
easing: tween.linear
});
tween.stop(monsterBody, {
scaleX: true,
scaleY: true
});
monsterBody.scaleX = 1.25;
monsterBody.scaleY = 1.25;
tween(monsterBody, {
scaleX: 1,
scaleY: 1
}, {
duration: 120,
easing: tween.easeOut
});
};
self.takeDamage = function (amount) {
self.health -= amount;
if (self.health < 0) self.health = 0;
self.updateHealthBar();
self.hitAnim();
LK.getSound('hit').play();
};
self.resetHealth = function (newMax) {
self.maxHealth = newMax;
self.health = self.maxHealth;
self.updateHealthBar();
};
self.down = function (x, y, obj) {
self.takeDamage(1);
};
self.updateHealthBar();
return self;
});
// Monster5 class (using 'monster5' asset)
var Monster5 = Container.expand(function () {
var self = Container.call(this);
var monsterBody = self.attachAsset('monster5', {
anchorX: 0.5,
anchorY: 0.5
});
var monsterHit = self.attachAsset('monster5', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.3
});
var healthBarBg = self.attachAsset('healthBarBg', {
anchorX: 0.5,
anchorY: 1,
y: 50
});
var healthBarFg = self.attachAsset('healthBarFg', {
anchorX: 0.5,
anchorY: 1,
y: 50
});
self.maxHealth = 20;
self.health = self.maxHealth;
self.updateHealthBar = function () {
if (self.health < 0) self.health = 0;
if (self.health > self.maxHealth) self.health = self.maxHealth;
healthBarFg.width = 300 * (self.health / self.maxHealth);
};
self.hitAnim = function () {
monsterHit.alpha = 0.7;
tween(monsterHit, {
alpha: 0.3
}, {
duration: 180,
easing: tween.linear
});
tween.stop(monsterBody, {
scaleX: true,
scaleY: true
});
monsterBody.scaleX = 1.3;
monsterBody.scaleY = 1.3;
tween(monsterBody, {
scaleX: 1,
scaleY: 1
}, {
duration: 120,
easing: tween.easeOut
});
};
self.takeDamage = function (amount) {
self.health -= amount;
if (self.health < 0) self.health = 0;
self.updateHealthBar();
self.hitAnim();
LK.getSound('hit').play();
};
self.resetHealth = function (newMax) {
self.maxHealth = newMax;
self.health = self.maxHealth;
self.updateHealthBar();
};
self.down = function (x, y, obj) {
self.takeDamage(1);
};
self.updateHealthBar();
return self;
});
/****
* Initialize Game
****/
// MonsterFactory to spawn a random monster type
var game = new LK.Game({
backgroundColor: 0x181818
});
/****
* Game Code
****/
// MonsterFactory to spawn a random monster type
// Keep track of last monster type index
var lastMonsterIdx = -1;
function MonsterFactory() {
// List of monster constructors, one for each asset
// We'll define Monster5 inline below
var monsterTypes = [Monster, Monster2, Monster3, Monster4, Monster5];
var idx;
// Pick a random type different from last
if (monsterTypes.length > 1) {
do {
idx = Math.floor(Math.random() * monsterTypes.length);
} while (idx === lastMonsterIdx);
} else {
idx = 0;
}
lastMonsterIdx = idx;
return new monsterTypes[idx]();
}
var score = 0;
// Score text
var scoreTxt = new Text2('0', {
size: 120,
fill: "#fff"
});
scoreTxt.anchor.set(0.5, 0);
// Place at top center, but not in top 100px (avoid menu)
scoreTxt.y = 20;
LK.gui.top.addChild(scoreTxt);
// Center position for monster
var centerX = 2048 / 2;
var centerY = 2732 / 2;
// Current monster
var monster = null;
// Function to spawn a new monster
function spawnMonster() {
// Remove old monster if exists
if (monster) {
monster.destroy();
monster = null;
}
// Increase difficulty: every 10 monsters, +2 health
var baseHealth = 10 + Math.floor(score / 10) * 2;
// Use MonsterFactory to get a random monster type
monster = MonsterFactory();
monster.x = centerX;
monster.y = centerY;
// Set health scaling for all monsters
if (typeof monster.resetHealth === "function") {
monster.resetHealth(baseHealth);
}
game.addChild(monster);
}
// Game update loop
game.update = function () {
if (!monster) return;
// If monster is dead, increment score and spawn new
if (monster.health <= 0) {
score += 1;
scoreTxt.setText(score);
spawnMonster();
}
};
// Start first monster
spawnMonster(); ===================================================================
--- original.js
+++ change.js
@@ -296,8 +296,77 @@
};
self.updateHealthBar();
return self;
});
+// Monster5 class (using 'monster5' asset)
+var Monster5 = Container.expand(function () {
+ var self = Container.call(this);
+ var monsterBody = self.attachAsset('monster5', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ var monsterHit = self.attachAsset('monster5', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 0.3
+ });
+ var healthBarBg = self.attachAsset('healthBarBg', {
+ anchorX: 0.5,
+ anchorY: 1,
+ y: 50
+ });
+ var healthBarFg = self.attachAsset('healthBarFg', {
+ anchorX: 0.5,
+ anchorY: 1,
+ y: 50
+ });
+ self.maxHealth = 20;
+ self.health = self.maxHealth;
+ self.updateHealthBar = function () {
+ if (self.health < 0) self.health = 0;
+ if (self.health > self.maxHealth) self.health = self.maxHealth;
+ healthBarFg.width = 300 * (self.health / self.maxHealth);
+ };
+ self.hitAnim = function () {
+ monsterHit.alpha = 0.7;
+ tween(monsterHit, {
+ alpha: 0.3
+ }, {
+ duration: 180,
+ easing: tween.linear
+ });
+ tween.stop(monsterBody, {
+ scaleX: true,
+ scaleY: true
+ });
+ monsterBody.scaleX = 1.3;
+ monsterBody.scaleY = 1.3;
+ tween(monsterBody, {
+ scaleX: 1,
+ scaleY: 1
+ }, {
+ duration: 120,
+ easing: tween.easeOut
+ });
+ };
+ self.takeDamage = function (amount) {
+ self.health -= amount;
+ if (self.health < 0) self.health = 0;
+ self.updateHealthBar();
+ self.hitAnim();
+ LK.getSound('hit').play();
+ };
+ self.resetHealth = function (newMax) {
+ self.maxHealth = newMax;
+ self.health = self.maxHealth;
+ self.updateHealthBar();
+ };
+ self.down = function (x, y, obj) {
+ self.takeDamage(1);
+ };
+ self.updateHealthBar();
+ return self;
+});
/****
* Initialize Game
****/
@@ -309,19 +378,14 @@
/****
* Game Code
****/
// MonsterFactory to spawn a random monster type
-// Score
-// Monster asset: a big green ellipse
-// Monster hit overlay: red ellipse, same size, for hit flash
-// Health bar background: gray box
-// Health bar foreground: green box
-// Sound for hit
// Keep track of last monster type index
var lastMonsterIdx = -1;
function MonsterFactory() {
- // List of monster constructors
- var monsterTypes = [Monster, Monster2, Monster3, Monster4];
+ // List of monster constructors, one for each asset
+ // We'll define Monster5 inline below
+ var monsterTypes = [Monster, Monster2, Monster3, Monster4, Monster5];
var idx;
// Pick a random type different from last
if (monsterTypes.length > 1) {
do {