User prompt
I don't see the health bar. Make it bigger and make it like at the top of the screen.
User prompt
Make him killable! Also, add, like, a health bar when he comes up and it goes down every time you shoot him and when it gets to the lowest, then he dies.
User prompt
When you kill the bat, you will earn 1000 coins, also make him very hard to kill.
User prompt
Make the enemy bat a lot bigger than all the rest of the enemies so it really stands out.
User prompt
Move it into the middle of the screen, the text.
User prompt
Move it to the middle.
User prompt
But make it so it's visible so the player can actually see it and not on the side.
User prompt
When the bat appears, please put text on the screen and creepy music and the text will say that is not you.
User prompt
Make bat monster only spawn sometimes
User prompt
take a maze background
User prompt
Make the enemies slower and bigger so that you can actually shoot them.
User prompt
I go back to the vertical shooter.
User prompt
Make a maze
User prompt
Make it like a maze, instead of it just shooting upwards, and like, all the monsters can just run at you at a random time, and you can't see them, until they come up, like, pretty close to you.
Code edit (1 edits merged)
Please save this source code
User prompt
Minecart Mayhem: Armed Run
Initial prompt
It's like my other game Minecart Escape, but basically you have guns and knives, and there's more than just the skeleton mob.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Bullet
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bullet = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = bullet.width;
self.height = bullet.height;
self.speed = -36; // Upwards
self.update = function () {
self.y += self.speed;
};
return self;
});
// Enemy base class
var Enemy = Container.expand(function () {
var self = Container.call(this);
self.type = 'enemy';
self.hp = 1;
self.speed = 8;
self.scoreValue = 1;
self.update = function () {};
return self;
});
// Skeleton enemy
var Skeleton = Enemy.expand(function () {
var self = Enemy.call(this);
var skeleton = self.attachAsset('enemy_skeleton', {
anchorX: 0.5,
anchorY: 0.5
});
// Make skeleton bigger
skeleton.scaleX = 1.7;
skeleton.scaleY = 1.7;
self.width = skeleton.width * 1.7;
self.height = skeleton.height * 1.7;
self.hp = 1;
// Make skeleton slower
self.speed = 6 + Math.random() * 2.5;
self.scoreValue = 2;
self.update = function () {
self.y += self.speed;
};
return self;
});
// Goblin enemy
var Goblin = Enemy.expand(function () {
var self = Enemy.call(this);
var goblin = self.attachAsset('enemy_goblin', {
anchorX: 0.5,
anchorY: 0.5
});
// Make goblin bigger
goblin.scaleX = 1.7;
goblin.scaleY = 1.7;
self.width = goblin.width * 1.7;
self.height = goblin.height * 1.7;
self.hp = 2;
// Make goblin slower
self.speed = 5 + Math.random() * 2;
self.scoreValue = 3;
self.update = function () {
self.y += self.speed;
};
return self;
});
// Bat enemy
var Bat = Enemy.expand(function () {
var self = Enemy.call(this);
var bat = self.attachAsset('enemy_bat', {
anchorX: 0.5,
anchorY: 0.5
});
// Make bat much bigger so it stands out
bat.scaleX = 3.5;
bat.scaleY = 3.5;
self.width = bat.width * 3.5;
self.height = bat.height * 3.5;
// Make bat very hard to kill
self.hp = 30;
// Make bat slower
self.speed = 7 + Math.random() * 2.5;
// Bat is worth 1000 coins
self.scoreValue = 1000;
self.update = function () {
self.y += self.speed;
self.x += Math.sin(LK.ticks / 12 + self._batWobble) * 8;
};
self._batWobble = Math.random() * Math.PI * 2;
return self;
});
// Player Minecart
var Minecart = Container.expand(function () {
var self = Container.call(this);
var cart = self.attachAsset('minecart', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = cart.width;
self.height = cart.height;
self.weapon = 'gun'; // 'gun' or 'knife'
self.weaponLevel = 1; // Upgrades increase this
self.invincible = false;
self.invincibleTimer = 0;
self.attackCooldown = 0;
self.knifeSwinging = false;
self.knife = null;
// Flash minecart when hit
self.flash = function () {
self.invincible = true;
self.invincibleTimer = 60; // 1 second at 60fps
tween(self, {
alpha: 0.5
}, {
duration: 100,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
alpha: 1
}, {
duration: 100
});
}
});
};
// Switch weapon
self.setWeapon = function (type) {
self.weapon = type;
};
// Upgrade weapon
self.upgradeWeapon = function () {
self.weaponLevel += 1;
if (self.weaponLevel > 3) self.weaponLevel = 3;
};
// Knife attack animation
self.swingKnife = function () {
if (self.knifeSwinging) return;
self.knifeSwinging = true;
if (!self.knife) {
self.knife = self.attachAsset('knife', {
anchorX: 0.1,
anchorY: 0.5,
x: self.width / 2 + 20,
y: 0,
rotation: 0
});
}
self.knife.visible = true;
self.knife.rotation = -0.7;
tween(self.knife, {
rotation: 0.7
}, {
duration: 180,
easing: tween.cubicOut,
onFinish: function onFinish() {
self.knife.visible = false;
self.knifeSwinging = false;
self.knife.rotation = -0.7;
}
});
};
return self;
});
// Obstacle (rock)
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var rock = self.attachAsset('obstacle_rock', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = rock.width;
self.height = rock.height;
self.speed = 14 + Math.random() * 6;
self.update = function () {
self.y += self.speed;
};
return self;
});
// Upgrade (gun or knife)
var Upgrade = Container.expand(function () {
var self = Container.call(this);
self.kind = Math.random() < 0.5 ? 'gun' : 'knife';
var assetId = self.kind === 'gun' ? 'upgrade_gun' : 'upgrade_knife';
var upg = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
self.width = upg.width;
self.height = upg.height;
self.speed = 10 + Math.random() * 4;
self.update = function () {
self.y += self.speed;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x181818
});
/****
* Game Code
****/
// Maze background image (replace with your maze image asset id)
// Upgrade: Knife
// Upgrade: Gun
// Obstacle: Rock
// Enemy: Skeleton
// Enemy: Goblin
// Enemy: Bat
// Player's bullet
// Player's knife
// Minecart (player)
// Game constants
var GAME_W = 2048;
var GAME_H = 2732;
var TRACK_LEFT = 300;
var TRACK_RIGHT = GAME_W - 300;
var PLAYER_Y = GAME_H - 350;
// Game state
var minecart = null;
var bullets = [];
var enemies = [];
var obstacles = [];
var upgrades = [];
var dragNode = null;
var lastTouchX = 0;
var lastTouchY = 0;
var scoreTxt = null;
var lastScore = 0;
var gameOver = false;
var spawnTimer = 0;
var obstacleTimer = 0;
var upgradeTimer = 0;
var difficulty = 1;
var knifeHitEnemies = [];
var lastKnifeSwingTick = -100;
// Add maze background image
var mazeBg = LK.getAsset('maze_bg', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0,
width: GAME_W,
height: GAME_H
});
game.addChild(mazeBg);
// Score display
scoreTxt = new Text2('0', {
size: 120,
fill: "#fff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Create player
minecart = new Minecart();
game.addChild(minecart);
minecart.x = GAME_W / 2;
minecart.y = PLAYER_Y;
// Vertical shooter: drag minecart only in X, fixed Y
game.down = function (x, y, obj) {
if (gameOver) return;
dragNode = minecart;
lastTouchX = x;
lastTouchY = y;
};
game.up = function (x, y, obj) {
dragNode = null;
};
game.move = function (x, y, obj) {
if (gameOver) return;
if (dragNode === minecart) {
// Only allow movement in X, clamp to track
var nx = x;
if (nx < TRACK_LEFT) nx = TRACK_LEFT;
if (nx > TRACK_RIGHT) nx = TRACK_RIGHT;
minecart.x = nx;
minecart.y = PLAYER_Y;
}
};
// Tap to attack (shoot or knife)
game.tap = function (x, y, obj) {
if (gameOver) return;
if (minecart.weapon === 'gun') {
if (minecart.attackCooldown <= 0) {
fireBullet();
minecart.attackCooldown = 12 - minecart.weaponLevel * 2; // Faster with upgrades
if (minecart.attackCooldown < 4) minecart.attackCooldown = 4;
}
} else if (minecart.weapon === 'knife') {
if (LK.ticks - lastKnifeSwingTick > 18) {
minecart.swingKnife();
lastKnifeSwingTick = LK.ticks;
}
}
};
// Fire bullet(s)
function fireBullet() {
var spread = minecart.weaponLevel;
for (var i = 0; i < spread; ++i) {
var b = new Bullet();
b.x = minecart.x + (i - (spread - 1) / 2) * 40;
b.y = minecart.y - minecart.height / 2 - 10;
bullets.push(b);
game.addChild(b);
}
}
// Main update loop
game.update = function () {
if (gameOver) return;
// Difficulty scaling
if (LK.ticks % 300 === 0 && difficulty < 10) {
difficulty += 1;
}
// Attack cooldown
if (minecart.attackCooldown > 0) minecart.attackCooldown -= 1;
// Invincibility timer
if (minecart.invincible) {
minecart.invincibleTimer -= 1;
if (minecart.invincibleTimer <= 0) {
minecart.invincible = false;
}
}
// Bullets update
for (var i = bullets.length - 1; i >= 0; --i) {
var b = bullets[i];
b.update();
if (b.y < -50) {
b.destroy();
bullets.splice(i, 1);
continue;
}
// Bullet hits enemy
for (var j = enemies.length - 1; j >= 0; --j) {
var e = enemies[j];
if (b.intersects(e)) {
e.hp -= 1;
// If this is the Bat, update health bar
if (game._batEnemy && e === game._batEnemy && game._batHealthBar) {
var percent = Math.max(0, e.hp) / game._batMaxHp;
// Clamp width to minimum 0
game._batHealthBar.width = 1680 * percent;
// Optionally, you can tint the bar as it gets low (not required)
}
b.destroy();
bullets.splice(i, 1);
if (e.hp <= 0) {
addScore(e.scoreValue);
e.destroy();
enemies.splice(j, 1);
// If Bat is dead, remove health bar UI
if (game._batEnemy && e === game._batEnemy) {
if (game._batHealthBarBg) {
LK.gui.top.removeChild(game._batHealthBarBg);
game._batHealthBarBg = null;
}
if (game._batHealthBar) {
LK.gui.top.removeChild(game._batHealthBar);
game._batHealthBar = null;
}
game._batEnemy = null;
}
}
break;
}
}
}
// Enemies update (vertical shooter: always visible, move down)
for (var i = enemies.length - 1; i >= 0; --i) {
var e = enemies[i];
e.update();
// Remove if out of bounds
if (e.y > GAME_H + 200) {
e.destroy();
enemies.splice(i, 1);
continue;
}
// Enemy hits minecart
if (!minecart.invincible && e.intersects(minecart)) {
minecart.flash();
LK.effects.flashScreen(0xff0000, 600);
// End game
LK.showGameOver();
gameOver = true;
return;
}
// Enemy hit by knife
if (minecart.weapon === 'knife' && minecart.knife && minecart.knife.visible && !knifeHitEnemies.includes(e)) {
// Knife is in swing, check collision
var knifeGlobal = minecart.toGlobal(minecart.knife.position);
var knifeRect = new Rectangle(knifeGlobal.x - 30, knifeGlobal.y - 12, 60, 24);
var enemyRect = new Rectangle(e.x - e.width / 2, e.y - e.height / 2, e.width, e.height);
if (rectsIntersect(knifeRect, enemyRect)) {
e.hp -= 1;
// If this is the Bat, update health bar
if (game._batEnemy && e === game._batEnemy && game._batHealthBar) {
var percent = Math.max(0, e.hp) / game._batMaxHp;
game._batHealthBar.width = 1680 * percent;
}
knifeHitEnemies.push(e);
if (e.hp <= 0) {
addScore(e.scoreValue);
e.destroy();
enemies.splice(i, 1);
// If Bat is dead, remove health bar UI
if (game._batEnemy && e === game._batEnemy) {
if (game._batHealthBarBg) {
LK.gui.top.removeChild(game._batHealthBarBg);
game._batHealthBarBg = null;
}
if (game._batHealthBar) {
LK.gui.top.removeChild(game._batHealthBar);
game._batHealthBar = null;
}
game._batEnemy = null;
}
}
}
}
}
// Reset knife hit list if knife not swinging
if (!(minecart.knife && minecart.knife.visible)) {
knifeHitEnemies = [];
}
// Obstacles update
for (var i = obstacles.length - 1; i >= 0; --i) {
var o = obstacles[i];
o.update();
if (o.y > GAME_H + 100) {
o.destroy();
obstacles.splice(i, 1);
continue;
}
// Obstacle hits minecart
if (!minecart.invincible && o.intersects(minecart)) {
minecart.flash();
LK.effects.flashScreen(0xff0000, 600);
LK.showGameOver();
gameOver = true;
return;
}
}
// Upgrades update
for (var i = upgrades.length - 1; i >= 0; --i) {
var u = upgrades[i];
u.update();
if (u.y > GAME_H + 100) {
u.destroy();
upgrades.splice(i, 1);
continue;
}
// Pickup
if (u.intersects(minecart)) {
if (u.kind === 'gun') {
minecart.setWeapon('gun');
minecart.upgradeWeapon();
} else {
minecart.setWeapon('knife');
minecart.upgradeWeapon();
}
u.destroy();
upgrades.splice(i, 1);
}
}
// Spawning enemies
spawnTimer -= 1;
if (spawnTimer <= 0) {
spawnEnemy();
spawnTimer = Math.max(24, 60 - difficulty * 4 - Math.floor(Math.random() * 10));
}
// Spawning obstacles
obstacleTimer -= 1;
if (obstacleTimer <= 0) {
if (Math.random() < 0.5 + difficulty * 0.04) {
spawnObstacle();
}
obstacleTimer = 90 + Math.floor(Math.random() * 60) - difficulty * 4;
if (obstacleTimer < 30) obstacleTimer = 30;
}
// Spawning upgrades
upgradeTimer -= 1;
if (upgradeTimer <= 0) {
if (Math.random() < 0.18) {
spawnUpgrade();
}
upgradeTimer = 600 + Math.floor(Math.random() * 300);
}
// Update score display
if (LK.getScore() !== lastScore) {
scoreTxt.setText(LK.getScore());
lastScore = LK.getScore();
}
};
// Spawn enemy at random X at the top (vertical shooter style)
function spawnEnemy() {
var enemyType = Math.random();
var e = null;
// Only spawn Bat 30% of the time, otherwise pick Goblin or Skeleton
if (enemyType < 0.3) {
e = new Bat();
// Show warning text and play creepy music when Bat spawns
if (!game._batWarningText) {
// Create warning text if not already present
var batWarning = new Text2("That is not you.", {
size: 120,
fill: 0xFF2222,
font: "Impact, Arial Black, Tahoma"
});
batWarning.anchor.set(0.5, 0.5);
batWarning.alpha = 0.0;
game._batWarningText = batWarning;
// Add to LK.gui.center for true center of screen
LK.gui.center.addChild(batWarning);
}
// Fade in text
var warningText = game._batWarningText;
warningText.alpha = 0.0;
tween(warningText, {
alpha: 1
}, {
duration: 400,
onFinish: function onFinish() {
// Fade out after 1.2s
tween(warningText, {
alpha: 0
}, {
duration: 800,
delay: 1200
});
}
});
// Play creepy music (music asset id: 'creepy_bat')
LK.playMusic('creepy_bat', {
fade: {
start: 0,
end: 1,
duration: 800
}
});
// --- Bat Health Bar UI ---
// Remove any previous bat health bar
if (game._batHealthBarBg) {
LK.gui.top.removeChild(game._batHealthBarBg);
game._batHealthBarBg = null;
}
if (game._batHealthBar) {
LK.gui.top.removeChild(game._batHealthBar);
game._batHealthBar = null;
}
// Create background bar (much bigger, at the very top)
var barWidth = 1700;
var barHeight = 90;
var barBg = LK.getAsset('enemy_goblin', {
width: barWidth,
height: barHeight,
color: 0x222222,
anchorX: 0.5,
anchorY: 0
});
barBg.x = GAME_W / 2;
barBg.y = 10; // Very top of the screen
// Create health bar (red, much bigger)
var bar = LK.getAsset('enemy_goblin', {
width: barWidth - 20,
height: barHeight - 18,
color: 0xff2222,
anchorX: 0.5,
anchorY: 0
});
bar.x = GAME_W / 2;
bar.y = 19; // Just below the background bar
// Add to GUI
LK.gui.top.addChild(barBg);
LK.gui.top.addChild(bar);
game._batHealthBarBg = barBg;
game._batHealthBar = bar;
// Store reference to the Bat instance for health bar updates
game._batEnemy = e;
game._batMaxHp = e.hp;
} else if (enemyType < 0.65) {
e = new Goblin();
} else {
e = new Skeleton();
}
// Spawn at random X at the top of the screen
e.x = TRACK_LEFT + 80 + Math.random() * (TRACK_RIGHT - TRACK_LEFT - 160);
e.y = -80;
enemies.push(e);
game.addChild(e);
}
// Spawn obstacle
function spawnObstacle() {
var o = new Obstacle();
o.x = TRACK_LEFT + 80 + Math.random() * (TRACK_RIGHT - TRACK_LEFT - 160);
o.y = -60;
obstacles.push(o);
game.addChild(o);
}
// Spawn upgrade
function spawnUpgrade() {
var u = new Upgrade();
u.x = TRACK_LEFT + 80 + Math.random() * (TRACK_RIGHT - TRACK_LEFT - 160);
u.y = -60;
upgrades.push(u);
game.addChild(u);
}
// Add score
function addScore(val) {
LK.setScore(LK.getScore() + val);
}
// Rectangle intersection helper
function rectsIntersect(r1, r2) {
return !(r2.x > r1.x + r1.width || r2.x + r2.width < r1.x || r2.y > r1.y + r1.height || r2.y + r2.height < r1.y);
}
// Touch to attack (simulate tap on mobile)
game.down = function (origDown) {
return function (x, y, obj) {
if (origDown) origDown(x, y, obj);
game.tap(x, y, obj);
};
}(game.down);
// Reset game state on game over
LK.on('gameover', function () {
gameOver = true;
});
// Reset game state on new game
LK.on('newgame', function () {
gameOver = false;
LK.setScore(0);
scoreTxt.setText('0');
// Remove all objects
for (var i = 0; i < bullets.length; ++i) bullets[i].destroy();
for (var i = 0; i < enemies.length; ++i) enemies[i].destroy();
for (var i = 0; i < obstacles.length; ++i) obstacles[i].destroy();
for (var i = 0; i < upgrades.length; ++i) upgrades[i].destroy();
bullets = [];
enemies = [];
obstacles = [];
upgrades = [];
minecart.x = GAME_W / 2;
minecart.y = PLAYER_Y;
minecart.weapon = 'gun';
minecart.weaponLevel = 1;
minecart.invincible = false;
minecart.invincibleTimer = 0;
minecart.attackCooldown = 0;
minecart.knifeSwinging = false;
minecart.setWeapon('gun');
difficulty = 1;
spawnTimer = 0;
obstacleTimer = 0;
upgradeTimer = 0;
knifeHitEnemies = [];
lastKnifeSwingTick = -100;
// Remove Bat health bar UI if present
if (game._batHealthBarBg) {
LK.gui.top.removeChild(game._batHealthBarBg);
game._batHealthBarBg = null;
}
if (game._batHealthBar) {
LK.gui.top.removeChild(game._batHealthBar);
game._batHealthBar = null;
}
game._batEnemy = null;
game._batMaxHp = null;
});
// Initial state
spawnTimer = 0;
obstacleTimer = 60;
upgradeTimer = 600;
difficulty = 1;
gameOver = false;
LK.setScore(0);
scoreTxt.setText('0'); ===================================================================
--- original.js
+++ change.js
@@ -350,9 +350,9 @@
// If this is the Bat, update health bar
if (game._batEnemy && e === game._batEnemy && game._batHealthBar) {
var percent = Math.max(0, e.hp) / game._batMaxHp;
// Clamp width to minimum 0
- game._batHealthBar.width = 890 * percent;
+ game._batHealthBar.width = 1680 * percent;
// Optionally, you can tint the bar as it gets low (not required)
}
b.destroy();
bullets.splice(i, 1);
@@ -406,9 +406,9 @@
e.hp -= 1;
// If this is the Bat, update health bar
if (game._batEnemy && e === game._batEnemy && game._batHealthBar) {
var percent = Math.max(0, e.hp) / game._batMaxHp;
- game._batHealthBar.width = 890 * percent;
+ game._batHealthBar.width = 1680 * percent;
}
knifeHitEnemies.push(e);
if (e.hp <= 0) {
addScore(e.scoreValue);
@@ -558,30 +558,30 @@
if (game._batHealthBar) {
LK.gui.top.removeChild(game._batHealthBar);
game._batHealthBar = null;
}
- // Create background bar
- var barWidth = 900;
- var barHeight = 48;
+ // Create background bar (much bigger, at the very top)
+ var barWidth = 1700;
+ var barHeight = 90;
var barBg = LK.getAsset('enemy_goblin', {
width: barWidth,
height: barHeight,
color: 0x222222,
anchorX: 0.5,
anchorY: 0
});
barBg.x = GAME_W / 2;
- barBg.y = 120;
- // Create health bar (red)
+ barBg.y = 10; // Very top of the screen
+ // Create health bar (red, much bigger)
var bar = LK.getAsset('enemy_goblin', {
- width: barWidth - 10,
- height: barHeight - 10,
+ width: barWidth - 20,
+ height: barHeight - 18,
color: 0xff2222,
anchorX: 0.5,
anchorY: 0
});
bar.x = GAME_W / 2;
- bar.y = 125;
+ bar.y = 19; // Just below the background bar
// Add to GUI
LK.gui.top.addChild(barBg);
LK.gui.top.addChild(bar);
game._batHealthBarBg = barBg;
Fullscreen modern App Store landscape banner, 16:9, high definition, for a game titled "Minecart Mayhem: Armed Run" and with the description "Survive a wild minecart ride by battling multiple enemy types with guns and knives, dodging obstacles, and collecting upgrades for a high-score chase.". No text on banner!
A skeleton with 3 legs and a creepy face and red eyes. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
A silver bullet. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
a maze . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Man with bag on head and red eyes. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
A man with a bag over his head and red eyes. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Knife. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Rock. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Zombie. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
A knife with purple and golden around it. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Man with bag on head with cross on it. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Skeleton player model. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
A black monster with a creepy white grin. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Blocky zombie riding blocky chicken. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat