User prompt
al principio apareceran 2 enemigos y poco a poco comenzaran a parecer mas.
User prompt
los enemigos aparecen de poco a poco. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Mayor separación entre las flechas de movimiento. El ataque fuerte se llamara patada. El ataque rápido se llamara golpe. Cuando el jugador realice un ataque rápido, el personaje realizará una animación de tirar un golpe. Cuando el jugador realice un ataque fuerte, el personaje realizará una animación de tirar una patada. Cuando el jugador realice el ataque especial, el personaje realizará una animación de atacar con la espada. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
los botenes de las flechas deben ser el doble de grandes.
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añadir movimiento tactil al juego, cuando el jugador toque el personaje se podra mover en cualquier direccion.
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Corrige el error obj.parent indefinido en el método Player down
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'toGlobal')' in or related to this line: 'var localPos = self.parent.toLocal(obj.parent.toGlobal({' Line Number: 267
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eliminar las flechas para mover al personaje. el personaje se movera cuando el jugador lo toque hacia cualquier direccion.
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eliminar obstaculos del juego.
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la pantalla solo tendra un fondo, el fondo inferior.
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el fondo de la pantalla de divide entre un tercio de la pantalla hacia arriba y el resto hacia abajo.
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la imagen de la espada se vera dependiendo del lado del que salga el ataque especial.
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los enemigos rodean los obstáculos. cuando el jugador este cerca de perder aparecerán objetos de color verde que le pueden rellenar la barra de vida a la mitad o completa, dependiendo de si el objeto verde es pequeño o grande, el pequeño le dará la mitad de la barra y el grande la llena completamente. si el jugador o los enemigos se topan con un obstáculo tendrán que rodearlo. si el enemigo esta a la izquierda del jugador el personaje atacara a la izquierda, si esta a la derecha atacara a la derecha respectivamente. basta con presionar cualquier flecha una vez para que el jugador se mueva.
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los obstaculos son estaticos. el puntaje solo se obtiene al derrotar enemigos. aleatoriamente pueden aparecer pocos enemigos del lado izquierdo de la pantalla.
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solo se necesita mantener presionada cualquier flecha para que el jugador empiece a moverse. el jugador perdera cuando la barra de salud de la esquina superior izquierda llegue a vaciarse. el puntaje estara en la esquina superior derecha.
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el jugador solo se movera con las flechas hacia arriba, abajo, izquierda y derecha que estaran en la esquina inferior izquierda. los 3 ataques estaran en la esquina inferior derecha.
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el personaje que controla el jugador y los enemigos apareceran de igual forma pero en el centro de la pantalla. los ataques rapido, fuerte y el especial estaran en la esquina inferior izquierda de la pantalla. y el ataque especial se llamara espada.
Code edit (1 edits merged)
Please save this source code
User prompt
Blade Runner Quest
Initial prompt
un videojuego en 2d del tipo hack and slash donde el personaje comienza en el lado izquierdo de la pantalla y se tiene que mover hacia la derecha avanzando y evitando obstaculos y enemigos. al presionar 2 botones de ataque rapido y fuerte se defendera de los enemigos, y con un tercer boton usara una espada que funcionaria como ataque especial.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 1.0 }); self.health = 50; self.damage = 20; self.moveSpeed = -2; self.lastDamageTime = 0; self.takeDamage = function (damage) { self.health -= damage; LK.effects.flashObject(self, 0xFFFFFF, 100); if (self.health <= 0) { self.destroy(); for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } LK.setScore(LK.getScore() + 10); scoreTxt.setText(LK.getScore()); } }; self.update = function () { if (player) { // Simple movement towards player var moveX = player.x - self.x; var moveY = player.y - self.y; // Normalize movement speed var distance = Math.sqrt(moveX * moveX + moveY * moveY); if (distance > 0) { moveX = moveX / distance * Math.abs(self.moveSpeed); moveY = moveY / distance * Math.abs(self.moveSpeed); } self.x += moveX; self.y += moveY; } else { self.x += self.moveSpeed; } if (self.x < -100 || self.x > 2148 || self.y < -100 || self.y > 2832) { self.destroy(); for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } } }; return self; }); var HealthPickup = Container.expand(function () { var self = Container.call(this); self.isLarge = false; self.healAmount = 0; self.init = function (isLarge) { self.isLarge = isLarge; if (isLarge) { var graphics = self.attachAsset('largeHealthPickup', { anchorX: 0.5, anchorY: 0.5 }); self.healAmount = 100; // Full heal } else { var graphics = self.attachAsset('smallHealthPickup', { anchorX: 0.5, anchorY: 0.5 }); self.healAmount = 50; // Half heal } }; self.update = function () { // Simple floating animation self.y += Math.sin(LK.ticks * 0.1) * 0.5; }; return self; }); var HeavyAttack = Container.expand(function () { var self = Container.call(this); var attackGraphics = self.attachAsset('heavyAttack', { anchorX: 0.5, anchorY: 0.5 }); self.damage = 50; self.lifetime = 25; // Slightly longer than quick attack self.hasHit = false; self.update = function () { self.lifetime--; if (self.lifetime <= 0) { self.destroy(); for (var i = attacks.length - 1; i >= 0; i--) { if (attacks[i] === self) { attacks.splice(i, 1); break; } } } }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 1.0 }); self.health = 100; self.maxHealth = 100; self.moveSpeed = 3; self.isAttacking = false; self.attackCooldown = 0; self.specialCooldown = 0; self.maxSpecialCooldown = 180; // 3 seconds at 60fps self.takeDamage = function (damage) { self.health -= damage; if (self.health <= 0) { self.health = 0; LK.effects.flashScreen(0xFF0000, 1000); LK.showGameOver(); } else { LK.effects.flashObject(self, 0xFF0000, 300); } }; self.quickAttack = function () { if (self.attackCooldown > 0 || self.isAttacking) return; self.isAttacking = true; self.attackCooldown = 20; // 1/3 second cooldown // Punch animation - quick forward movement tween(playerGraphics, { x: 15 }, { duration: 100, easing: tween.easeOut }); tween(playerGraphics, { x: 0 }, { duration: 100, easing: tween.easeIn }); var attack = new QuickAttack(); // Find closest enemy to determine attack direction var closestEnemy = null; var closestDistance = Infinity; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var distance = Math.sqrt(Math.pow(enemy.x - self.x, 2) + Math.pow(enemy.y - self.y, 2)); if (distance < closestDistance) { closestDistance = distance; closestEnemy = enemy; } } if (closestEnemy) { if (closestEnemy.x < self.x) { // Enemy is to the left, attack left attack.x = self.x - 60; } else { // Enemy is to the right, attack right attack.x = self.x + 60; } } else { attack.x = self.x + 60; } attack.y = self.y - 40; attacks.push(attack); game.addChild(attack); LK.getSound('slash').play(); LK.setTimeout(function () { self.isAttacking = false; }, 200); }; self.heavyAttack = function () { if (self.attackCooldown > 0 || self.isAttacking) return; self.isAttacking = true; self.attackCooldown = 45; // 3/4 second cooldown // Kick animation - leg extension with rotation tween(playerGraphics, { rotation: 0.2 }, { duration: 150, easing: tween.easeOut }); tween(playerGraphics, { rotation: 0 }, { duration: 250, easing: tween.easeIn }); var attack = new HeavyAttack(); // Find closest enemy to determine attack direction var closestEnemy = null; var closestDistance = Infinity; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var distance = Math.sqrt(Math.pow(enemy.x - self.x, 2) + Math.pow(enemy.y - self.y, 2)); if (distance < closestDistance) { closestDistance = distance; closestEnemy = enemy; } } if (closestEnemy) { if (closestEnemy.x < self.x) { // Enemy is to the left, attack left attack.x = self.x - 75; } else { // Enemy is to the right, attack right attack.x = self.x + 75; } } else { attack.x = self.x + 75; } attack.y = self.y - 50; attacks.push(attack); game.addChild(attack); LK.getSound('hit').play(); LK.setTimeout(function () { self.isAttacking = false; }, 400); }; self.specialAttack = function () { if (self.specialCooldown > 0 || self.isAttacking) return; self.isAttacking = true; self.specialCooldown = self.maxSpecialCooldown; // Sword swing animation - dramatic sweep tween(playerGraphics, { rotation: -0.5, scaleX: 1.2, scaleY: 1.2 }, { duration: 200, easing: tween.easeOut }); tween(playerGraphics, { rotation: 0.5 }, { duration: 200, easing: tween.easeInOut }); tween(playerGraphics, { rotation: 0, scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeIn }); var attack = new SpecialAttack(); // Find closest enemy to determine attack direction var closestEnemy = null; var closestDistance = Infinity; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var distance = Math.sqrt(Math.pow(enemy.x - self.x, 2) + Math.pow(enemy.y - self.y, 2)); if (distance < closestDistance) { closestDistance = distance; closestEnemy = enemy; } } if (closestEnemy) { if (closestEnemy.x < self.x) { // Enemy is to the left, attack left attack.x = self.x - 100; attack.flipLeft = true; } else { // Enemy is to the right, attack right attack.x = self.x + 100; attack.flipLeft = false; } } else { attack.x = self.x + 100; attack.flipLeft = false; } attack.y = self.y - 60; attacks.push(attack); game.addChild(attack); LK.getSound('special').play(); LK.setTimeout(function () { self.isAttacking = false; }, 600); }; self.moveUp = function () { self.y -= self.moveSpeed * 3; if (self.y < 120) self.y = 120; }; self.moveDown = function () { self.y += self.moveSpeed * 3; if (self.y > 2612) self.y = 2612; }; self.moveLeft = function () { self.x -= self.moveSpeed * 3; if (self.x < 40) self.x = 40; }; self.moveRight = function () { self.x += self.moveSpeed * 3; if (self.x > 2008) self.x = 2008; }; self.update = function () { if (self.attackCooldown > 0) { self.attackCooldown--; } if (self.specialCooldown > 0) { self.specialCooldown--; } // Simple movement without obstacle checking if (isUpPressed) { self.y -= self.moveSpeed * 3; if (self.y < 120) self.y = 120; } if (isDownPressed) { self.y += self.moveSpeed * 3; if (self.y > 2612) self.y = 2612; } if (isLeftPressed) { self.x -= self.moveSpeed * 3; if (self.x < 40) self.x = 40; } if (isRightPressed) { self.x += self.moveSpeed * 3; if (self.x > 2008) self.x = 2008; } }; return self; }); var QuickAttack = Container.expand(function () { var self = Container.call(this); var attackGraphics = self.attachAsset('quickAttack', { anchorX: 0.5, anchorY: 0.5 }); self.damage = 25; self.lifetime = 15; // Quarter second at 60fps self.hasHit = false; self.update = function () { self.lifetime--; if (self.lifetime <= 0) { self.destroy(); for (var i = attacks.length - 1; i >= 0; i--) { if (attacks[i] === self) { attacks.splice(i, 1); break; } } } }; return self; }); var SpecialAttack = Container.expand(function () { var self = Container.call(this); self.attackGraphics = null; self.flipLeft = false; self.damage = 100; self.lifetime = 35; // Longest lasting attack self.hasHit = false; self.setDirection = function (flipLeft) { if (self.attackGraphics) { self.removeChild(self.attackGraphics); } if (flipLeft) { self.attackGraphics = self.attachAsset('specialAttack', { anchorX: 0.5, anchorY: 0.5, flipX: 0 }); } else { self.attackGraphics = self.attachAsset('specialAttack', { anchorX: 0.5, anchorY: 0.5, flipX: 1 }); } }; // Initialize with default direction (right) self.setDirection(false); self.update = function () { // Update direction if flipLeft property changes if (self.flipLeft !== undefined && self.attackGraphics) { self.setDirection(self.flipLeft); self.flipLeft = undefined; // Reset to avoid repeated updates } self.lifetime--; if (self.lifetime <= 0) { self.destroy(); for (var i = attacks.length - 1; i >= 0; i--) { if (attacks[i] === self) { attacks.splice(i, 1); break; } } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2F4F4F }); /**** * Game Code ****/ // Create background - only bottom background covering full screen var bottomBackground = LK.getAsset('backgroundBottom', { width: 2048, height: 2732, // Full screen height color: 0x228B22, shape: 'box', x: 0, y: 0 }); game.addChild(bottomBackground); var player; var enemies = []; var attacks = []; var spawnTimer = 0; var gameSpeed = 1; var isUpPressed = false; var isDownPressed = false; var isLeftPressed = false; var isRightPressed = false; var healthPickups = []; // UI Elements var scoreTxt = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(1, 0); LK.gui.topRight.addChild(scoreTxt); scoreTxt.x = -50; scoreTxt.y = 50; var healthBarBg = LK.getAsset('healthBarBg', { width: 300, height: 30, color: 0xFF0000, shape: 'box', x: 150, y: 80 }); LK.gui.topLeft.addChild(healthBarBg); var healthBar = LK.getAsset('healthBar', { width: 300, height: 30, color: 0x00FF00, shape: 'box', x: 150, y: 80 }); LK.gui.topLeft.addChild(healthBar); var healthTxt = new Text2('Health', { size: 40, fill: 0xFFFFFF }); healthTxt.anchor.set(0, 0); healthTxt.x = 150; healthTxt.y = 50; LK.gui.topLeft.addChild(healthTxt); var specialCooldownTxt = new Text2('Special Ready', { size: 40, fill: 0x9932CC }); specialCooldownTxt.anchor.set(0, 0); specialCooldownTxt.x = 50; specialCooldownTxt.y = 170; LK.gui.topLeft.addChild(specialCooldownTxt); // Movement arrow buttons (bottom left) var upBtn = new Text2('↑', { size: 200, fill: 0xFFFFFF }); upBtn.anchor.set(0.5, 1); LK.gui.bottomLeft.addChild(upBtn); upBtn.x = 120; upBtn.y = -180; var downBtn = new Text2('↓', { size: 200, fill: 0xFFFFFF }); downBtn.anchor.set(0.5, 1); LK.gui.bottomLeft.addChild(downBtn); downBtn.x = 120; downBtn.y = -50; var leftBtn = new Text2('←', { size: 200, fill: 0xFFFFFF }); leftBtn.anchor.set(0.5, 1); LK.gui.bottomLeft.addChild(leftBtn); leftBtn.x = 50; leftBtn.y = -115; var rightBtn = new Text2('→', { size: 200, fill: 0xFFFFFF }); rightBtn.anchor.set(0.5, 1); LK.gui.bottomLeft.addChild(rightBtn); rightBtn.x = 190; rightBtn.y = -115; // Attack buttons (bottom right) var quickBtn = new Text2('Golpe', { size: 80, fill: 0xFFD700 }); quickBtn.anchor.set(1, 1); LK.gui.bottomRight.addChild(quickBtn); quickBtn.x = -50; quickBtn.y = -50; var heavyBtn = new Text2('Patada', { size: 80, fill: 0xFF6347 }); heavyBtn.anchor.set(1, 1); LK.gui.bottomRight.addChild(heavyBtn); heavyBtn.x = -50; heavyBtn.y = -150; var specialBtn = new Text2('Espada', { size: 80, fill: 0x9932CC }); specialBtn.anchor.set(1, 1); LK.gui.bottomRight.addChild(specialBtn); specialBtn.x = -50; specialBtn.y = -250; // Initialize player player = game.addChild(new Player()); player.x = 1024; // Center horizontally (2048/2) player.y = 1366; // Center vertically (2732/2) // Button event handlers quickBtn.down = function (x, y, obj) { if (player) { player.quickAttack(); } }; heavyBtn.down = function (x, y, obj) { if (player) { player.heavyAttack(); } }; specialBtn.down = function (x, y, obj) { if (player) { player.specialAttack(); } }; // Movement button event handlers - single press movement upBtn.down = function (x, y, obj) { if (player) { var newY = player.y - player.moveSpeed * 10; if (newY < 120) newY = 120; player.y = newY; } }; downBtn.down = function (x, y, obj) { if (player) { var newY = player.y + player.moveSpeed * 10; if (newY > 2612) newY = 2612; player.y = newY; } }; leftBtn.down = function (x, y, obj) { if (player) { var newX = player.x - player.moveSpeed * 10; if (newX < 40) newX = 40; player.x = newX; } }; rightBtn.down = function (x, y, obj) { if (player) { var newX = player.x + player.moveSpeed * 10; if (newX > 2008) newX = 2008; player.x = newX; } }; // Spawn enemies only function spawnEnemy() { // Spawn enemy from right side if (Math.random() < 0.8) { var enemy = new Enemy(); enemy.x = 2048 + 100; enemy.y = 1366 - Math.random() * 600 + 300; // Center area spawn // Start enemy invisible and fade in gradually enemy.alpha = 0; tween(enemy, { alpha: 1 }, { duration: 1000, easing: tween.easeIn }); enemies.push(enemy); game.addChild(enemy); } else { // Spawn enemy from left side var enemy = new Enemy(); enemy.x = -100; enemy.y = 1366 - Math.random() * 600 + 300; // Center area spawn enemy.moveSpeed = 2; // Move right instead of left // Start enemy invisible and fade in gradually enemy.alpha = 0; tween(enemy, { alpha: 1 }, { duration: 1000, easing: tween.easeIn }); enemies.push(enemy); game.addChild(enemy); } } // Spawn initial enemies at game start function spawnInitialEnemies() { for (var i = 0; i < 2; i++) { spawnEnemy(); } } // Call initial enemy spawn spawnInitialEnemies(); game.update = function () { // Update game speed over time gameSpeed += 0.001; // Spawn timer spawnTimer++; // Calculate spawn rate based on time - starts at 180 (3 seconds) and gradually decreases to 30 (0.5 seconds) var timeElapsed = LK.ticks / 60; // Convert ticks to seconds var spawnRate = Math.max(180 - Math.floor(timeElapsed / 10) * 15, 30); // Decrease spawn rate every 10 seconds if (spawnTimer >= spawnRate) { spawnEnemy(); spawnTimer = 0; } // Update UI if (player) { // Update health bar var healthPercent = player.health / player.maxHealth; healthBar.width = 300 * healthPercent; healthBar.tint = healthPercent > 0.5 ? 0x00FF00 : healthPercent > 0.25 ? 0xFFFF00 : 0xFF0000; if (player.specialCooldown > 0) { specialCooldownTxt.setText('Special: ' + Math.ceil(player.specialCooldown / 60) + 's'); } else { specialCooldownTxt.setText('Special Ready'); } // Check if health is zero for game over if (player.health <= 0) { LK.effects.flashScreen(0xFF0000, 1000); LK.showGameOver(); } } // Check collisions between player and enemies for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; if (player && player.intersects(enemy)) { if (LK.ticks - enemy.lastDamageTime > 60) { // Damage once per second player.takeDamage(enemy.damage); enemy.lastDamageTime = LK.ticks; } } } // Spawn health pickups when player health is low if (player && player.health < 30 && Math.random() < 0.002) { var isLarge = Math.random() < 0.3; // 30% chance for large pickup var pickup = new HealthPickup(); pickup.init(isLarge); pickup.x = 200 + Math.random() * 1600; pickup.y = 200 + Math.random() * 2200; healthPickups.push(pickup); game.addChild(pickup); } // Check collisions between player and health pickups for (var i = healthPickups.length - 1; i >= 0; i--) { var pickup = healthPickups[i]; if (player && player.intersects(pickup)) { if (pickup.isLarge) { player.health = player.maxHealth; // Full heal } else { player.health = Math.min(player.maxHealth, player.health + 50); // Half heal } pickup.destroy(); healthPickups.splice(i, 1); } } // Check collisions between attacks and enemies for (var i = attacks.length - 1; i >= 0; i--) { var attack = attacks[i]; if (attack.hasHit) continue; for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; if (attack.intersects(enemy)) { enemy.takeDamage(attack.damage); attack.hasHit = true; break; } } } // Score is only updated when enemies are defeated };
===================================================================
--- original.js
+++ change.js
@@ -616,14 +616,24 @@
enemies.push(enemy);
game.addChild(enemy);
}
}
+// Spawn initial enemies at game start
+function spawnInitialEnemies() {
+ for (var i = 0; i < 2; i++) {
+ spawnEnemy();
+ }
+}
+// Call initial enemy spawn
+spawnInitialEnemies();
game.update = function () {
// Update game speed over time
gameSpeed += 0.001;
// Spawn timer
spawnTimer++;
- var spawnRate = Math.max(60 - Math.floor(LK.ticks / 600), 30); // Faster spawning over time
+ // Calculate spawn rate based on time - starts at 180 (3 seconds) and gradually decreases to 30 (0.5 seconds)
+ var timeElapsed = LK.ticks / 60; // Convert ticks to seconds
+ var spawnRate = Math.max(180 - Math.floor(timeElapsed / 10) * 15, 30); // Decrease spawn rate every 10 seconds
if (spawnTimer >= spawnRate) {
spawnEnemy();
spawnTimer = 0;
}
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