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So whenever the ninja interacts with sheild it should destroy the spawned sheild, and then do the sheild logic, the issue with sheild interaction detection may due to because the ninja have multiple sprites, you may need to check for the collision on all the sprites.
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Fix the bug, i can't collect sheild and lives.
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still ninja can't collect the sheild and lives, fix the bug.
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Now whenever ninja intersects with sheild : - Make tint of Currently spawned ninja sprites to blue( logic for ninja sprite animation should not be affected) - Make Ninja Invincible for 10 sec - After 10 sec reset the ninja sprites tint to default and remove invincibilty. - Add A circular progress bar on the left bottom of the lower path, and progress down for the 10s.
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still the sprites are not destorying for ninja after collecting sheild.
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Still not collecting the sheild and Lives ( sheild and lives should get destroyed when collected ), but ninja is collecting the coin.
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Fix this issue.
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Now whenever ninja intersects with sheild : - Make tint of all ninja sprites to blue - Make Ninja Invincible for 10 sec - After 10 sec reset the ninja sprites tint to default and remove invincibilty.
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Now make lives 1%, sheild 4% and Nothing 35%, coin 60%
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'attachAsset')' in or related to this line: 'self.sprite = self.attachAsset('enemy', {' Line Number: 186
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background should be on the lowest visbility order.
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Enemies should be always on top, in terms of visibility order.
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enemies should move along with the path, same as the obstacles are moving from Right to left.
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Enemy Behavior: For each subclass (Shooter, Destructor, Attacker), refine the update() method to include: Shooter: -Implement projectile creation and movement logic. -Handle projectile collisions with ninja and paths. Destructor: -Detect collisions with path segments. -Trigger path destruction animation on collision. -Destroy the Destructor instance after the animation completes. Attacker: -Detect proximity to the ninja (or use a timer). -Trigger attack animation. -Deal damage to the ninja if the attack hits.
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Enemy Spawning:- Spawning Function: -Create a function to handle enemy spawning. -Use random number generation with weighted probabilities (5%[Shooters], 5%[Destructors], 20%[Attackers], 70%[None of Them]) to determine the type of enemy to spawn. Spawn Locations: -Shooters and Destructors: Spawn above/below the paths, using the same logic as obstacle spawning. -Attackers: Spawn on the paths themselves, avoiding overlap with obstacles or other attackers. Spawn Timing: Use a timer or frame counter to control the frequency of enemy spawning.
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Enemy Sprites and Animation: Sprite Creation: -Create two sprites for the Shooter. -Create three sprites for the Destructor. -Create two sprites for the Attacker. Animation Logic (in update() method): -Shooter: Continuously cycle through its two sprites. -Destructor: Play animation once on spawn, then use the final frame. -Attacker: Play animation once when triggered by proximity or timer.
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Base Enemy Class: Properties: x, y: Position on screen. speed: Horizontal movement speed. sprite: Current animation frame (or sprite for static enemies). type: String indicating the enemy type ("shooter", "destructor", "attacker"). Methods: -update(): Handles movement, animation, and any type-specific behavior. -onCollision(other): (Optional) Handles collisions with other objects. Subclass Creation: Create three subclasses of Enemy: Shooter Destructor Attacker
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Please fix the bug: 'Uncaught TypeError: Enemy.extend is not a function' in or related to this line: 'var Attacker = Enemy.extend(function () {' Line Number: 389
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Base Enemy Class: Properties: x, y: Position on screen. speed: Horizontal movement speed. sprite: Current animation frame (or sprite for static enemies). type: String indicating the enemy type ("shooter", "destructor", "attacker"). Methods: update(): Handles movement, animation, and any type-specific behavior. onCollision(other): (Optional) Handles collisions with other objects. Subclass Creation: Create three subclasses of Enemy: Shooter Destructor Attacker Prompt (Part 2: Enemy Sprites and Animation): Sprite Loading: Load two sprites for the Shooter class. Load three sprites for the Destructor class. Load two sprites for the Attacker class. Animation Logic (in update() method): Shooter: Continuously cycle through its two sprites. Destructor: Play animation once on spawn, then use the final frame. Attacker: Play animation once when triggered by proximity or timer. Prompt (Part 3: Enemy Spawning): Spawning Function: Create a function to handle enemy spawning. Use random number generation with weighted probabilities (5%, 5%, 20%, 70%) to determine the type of enemy to spawn. Spawn Locations: Shooters and Destructors: Spawn above/below the paths, using the same logic as obstacle spawning. Attackers: Spawn on the paths themselves, avoiding overlap with obstacles or other attackers. Use the lastSpawnedPath variable to alternate between paths for enemy spawns. Spawn Timing: Use a timer or frame counter to control the frequency of enemy spawning. Consider increasing the spawn rate over time to increase difficulty. Prompt (Part 4: Enemy Behavior): For each subclass (Shooter, Destructor, Attacker), refine the update() method to include: Shooter: Implement projectile creation and movement logic. Handle projectile collisions with ninja and paths. Destructor: Detect collisions with path segments. Trigger path destruction animation on collision. Destroy the Destructor instance after the animation completes. Attacker: Detect proximity to the ninja (or use a timer). Trigger attack animation. Deal damage to the ninja if the attack hits. Prompt (Part 5: Additional Features): Difficulty Progression: Increase enemy spawn rates, enemy speed, or introduce new enemy types as the game progresses. Sound Effects: Add sound effects for spawning, attacking, getting hit, and projectile sounds for each enemy type. Visual Effects: Use particle effects, flashes, or other visual cues to enhance the impact of attacks and destruction. Implementation Notes: Remove existing enemy code as instructed. Consider object pooling for enemies and projectiles if performance becomes an issue.
Code edit (1 edits merged)
Please save this source code
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instead of playing the background music in loop or infinitily, play the background music after each 10000 ms.
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play background music infinitly.
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add game over when lifes finished.
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instead of playing only one sound for footsteps play 3 sounds randomly.
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only play when 2nd sprite of ninja is spawned
===================================================================
--- original.js
+++ change.js
@@ -20,22 +20,8 @@
this.scale.x += 0.000025 * zoomDirection;
this.scale.y += 0.000025 * zoomDirection;
};
});
-var Bullet = Container.expand(function () {
- var self = Container.call(this);
- var bulletGraphics = self.attachAsset('ninjaStar', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.speed = 10;
- self.update = function () {
- self.x -= self.speed;
- if (self.x < -self.width) {
- self.destroy();
- }
- };
-});
var Coin = Container.expand(function () {
var self = Container.call(this);
var coinGraphics = self.attachAsset('coin', {
anchorX: 0.5,
@@ -77,132 +63,19 @@
anchorX: 0.5,
anchorY: 0.5
});
});
-var Enemy = Container.expand(function (type) {
+var Enemy = Container.expand(function () {
var self = Container.call(this);
- self.type = type;
- self.speed = 5;
- self.sprite = null;
- self.update = function () {
- self.x -= 30; // Move enemies at the same speed as the path
- game.setChildIndex(self, game.children.length - 1); // Ensure enemies are always on top
- if (self.x < -self.width) {
- self.destroy();
- }
- // Type-specific behavior
- if (self.type === "shooter") {
- // Shooter-specific behavior
- } else if (self.type === "destructor") {
- // Destructor-specific behavior
- } else if (self.type === "attacker") {
- // Attacker-specific behavior
- }
- };
- self.onCollision = function (other) {
- // Handle collision with other objects
- };
-});
-var Shooter = Enemy.expand(function () {
- var self = Enemy.call(this, "shooter");
- self.sprite = self.attachAsset('shooter1', {
+ var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
+ self.speed = 5;
self.update = function () {
- Enemy.prototype.update.call(this);
- game.setChildIndex(self, game.children.length - 1); // Ensure enemies are always on top
- game.setChildIndex(self, game.children.length - 1); // Ensure enemies are always on top
- game.setChildIndex(self, game.children.length - 1); // Ensure enemies are always on top
- self.ticks = (self.ticks || 0) + 1;
- if (self.ticks % 30 === 0) {
- self.removeChild(self.sprite);
- self.sprite = self.attachAsset(self.sprite.id === 'shooter1' ? 'shooter2' : 'shooter1', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- }
- // Projectile creation and movement logic
- if (self.ticks % 60 === 0) {
- var projectile = new Bullet();
- projectile.x = self.x;
- projectile.y = self.y;
- game.addChild(projectile);
- }
- // Handle projectile collisions with ninja and paths
- for (var i = game.children.length - 1; i >= 0; i--) {
- if (game.children[i] instanceof Bullet && game.children[i].intersects(ninja)) {
- ninja.lives--;
- updateDisplayLives();
- game.children[i].destroy();
- if (ninja.lives === 0) {
- LK.effects.flashScreen(0xff0000, 1000);
- LK.showGameOver();
- }
- }
- }
- };
-});
-var Destructor = Enemy.expand(function () {
- var self = Enemy.call(this, "destructor");
- self.sprite = self.attachAsset('destructor1', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.update = function () {
- Enemy.prototype.update.call(this);
- if (!self.animationPlayed) {
- self.removeChild(self.sprite);
- self.sprite = self.attachAsset('destructor2', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- LK.setTimeout(function () {
- self.removeChild(self.sprite);
- self.sprite = self.attachAsset('destructor3', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.animationPlayed = true;
- }, 500);
- }
- // Detect collisions with path segments
- for (var i = game.children.length - 1; i >= 0; i--) {
- if (game.children[i] instanceof Path && self.intersects(game.children[i])) {
- game.children[i].destroy();
- self.destroy();
- }
- }
- };
-});
-var Attacker = Enemy.expand(function () {
- var self = Enemy.call(this, "attacker");
- self.sprite = self.attachAsset('attacker2', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.update = function () {
- Enemy.prototype.update.call(this);
- if (!self.animationPlayed && (self.proximityTriggered || self.timerTriggered)) {
- self.removeChild(self.sprite);
- self.sprite = self.attachAsset('attacker2', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.animationPlayed = true;
- }
- // Detect proximity to the ninja
- if (Math.abs(self.x - ninja.x) < 100 && Math.abs(self.y - ninja.y) < 100) {
- self.proximityTriggered = true;
- }
- // Deal damage to the ninja if the attack hits
- if (self.proximityTriggered) {
- ninja.lives--;
- updateDisplayLives();
- if (ninja.lives === 0) {
- LK.effects.flashScreen(0xff0000, 1000);
- LK.showGameOver();
- }
+ self.x -= self.speed;
+ self.x += Math.sin(LK.ticks / 10) * 2.5;
+ if (self.x < -self.width) {
self.destroy();
}
};
});
@@ -478,34 +351,8 @@
/****
* Game Code
****/
-function spawnEnemy() {
- var randomValue = Math.random() * 100;
- var enemyType = null;
- if (randomValue < 5) {
- enemyType = 'shooter';
- } else if (randomValue < 10) {
- enemyType = 'destructor';
- } else if (randomValue < 30) {
- enemyType = 'attacker';
- }
- if (enemyType) {
- var newEnemy;
- if (enemyType === 'shooter' || enemyType === 'destructor') {
- var spawnAbove = Math.random() > 0.5;
- newEnemy = new (enemyType === 'shooter' ? Shooter : Destructor)();
- newEnemy.x = 2048;
- newEnemy.y = spawnAbove ? 0 : 2732;
- } else if (enemyType === 'attacker') {
- newEnemy = new Attacker();
- newEnemy.x = 2048;
- newEnemy.y = Math.random() > 0.5 ? path1.y : path2.y;
- }
- game.addChild(newEnemy);
- game.setChildIndex(newEnemy, game.children.length - 1); // Ensure enemies are always on top
- }
-}
var coinCounter = 0; // Initialize coin counter
var backgroundMusic = LK.getSound('backgroundMusic');
backgroundMusic.volume = 1;
function playBackgroundMusic() {
@@ -610,12 +457,12 @@
var popupShown = false; // Track if the popup is already shown
var scoreMultiplier = 1;
var invincible = false;
var lastSpawnedPath = 1; // Track the last path an obstacle was spawned on
-var background = game.addChildAt(new Background(), 0);
-var path1 = game.addChildAt(new Path(), 1);
+var background = game.addChild(new Background());
+var path1 = game.addChild(new Path());
path1.y = 2732 / 3;
-var path2 = game.addChildAt(new Path(), 2);
+var path2 = game.addChild(new Path());
path2.y = 2732 * 2 / 3;
var ninja = game.addChild(new Ninja());
ninja.x = 1024;
ninja.y = path2.y - ninja.height;
@@ -683,10 +530,10 @@
var collectibleType;
var randomValue = Math.random() * 100;
if (randomValue < 60) {
collectibleType = 'coin';
- } else if (randomValue < 80) {
- collectibleType = null; // 20% chance to not spawn anything
+ } else if (randomValue < 95) {
+ collectibleType = null; // 35% chance to not spawn anything
} else if (randomValue < 99) {
collectibleType = 'shield';
} else {
collectibleType = 'life';
@@ -734,16 +581,15 @@
}
lastPath = randomPath;
}
if (LK.ticks % 20 == 0) {
- spawnEnemy();
var newPath1 = new Path();
newPath1.x = 2048 + 100; // Increase the x-coordinate by 100 to create a gap
newPath1.y = 2732 / 3;
- game.addChildAt(newPath1, 1);
+ game.addChild(newPath1);
var newPath2 = new Path();
newPath2.x = 2048 + 100; // Increase the x-coordinate by 100 to create a gap
newPath2.y = 2732 * 2 / 3;
- game.addChildAt(newPath2, 2);
+ game.addChild(newPath2);
ninja.distanceTraveled += 100; // Increase distance traveled by 100 meters for each new path
}
};
\ No newline at end of file
Ninja Star. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A minimalist icon depicting a ninja head silhouette in black. The silhouette should be simple and recognizable, with a headband or mask detail. The background should be transparent or a contrasting color (e.g., red or white).. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Coin. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Shield. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Transparent sheild bubble. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a series of curved, tapered lines that originate from the ninja's body and extend outward in the direction of movement. The lines should vary in length and thickness, with a sense of energy and dynamism.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
backgroundMusic
Sound effect
coinCollect
Sound effect
jumpSound
Sound effect
footstepSound1
Sound effect
footstepSound2
Sound effect
footstepSound3
Sound effect
shooterSpawn
Sound effect
destructorSpawn
Sound effect
attackerSpawn
Sound effect
shooterAttack
Sound effect
destructorAttack
Sound effect
attackerAttack
Sound effect
enemyHit
Sound effect
shieldCollect
Sound effect
shieldCollectSound
Sound effect
ninjaGrunt
Sound effect
destructorAttackSound
Sound effect