User prompt
NOW THE CHARACTER OPTION WILL TAKE YOU TO ANOTHER MENU WHERE THERE WILL BE MORE ROBOTS APART FROM THE ONE WE HAVE
User prompt
NOW PUT AN OPTION TO CHANGE CHARACTERS IN THE MAIN MENU
User prompt
HAVE A START MENU
User prompt
LET THE BOSS BE AN ENEMY APART FROM THE NORMAL ONES
User prompt
NOW SPAWNS A BOSS EVERY 5 WAVES
User prompt
The light blue cube will be a robot and the yellow balls will recharge a super ability and leave a score bar.
User prompt
that the blue cube is a robot and that you earn points by killing viruses
User prompt
Please fix the bug: 'TypeError: LK.effects.shakeScreen is not a function' in or related to this line: 'LK.effects.shakeScreen(5, 100);' Line Number: 413
User prompt
that the blue cube is a robot and that you earn points by killing viruses
User prompt
Please fix the bug: 'ReferenceError: playerMech is not defined' in or related to this line: 'if (playerMech) {' Line Number: 36
User prompt
You can make characters that are robots and enemies that are viruses.
User prompt
Generate the first version of the source code of my game: Mech Arena Battle. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Mech Arena Battle
Initial prompt
robot fight
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var EnemyRobot = Container.expand(function () { var self = Container.call(this); var robotGraphics = self.attachAsset('enemyRobot', { anchorX: 0.5, anchorY: 0.5 }); self.health = 30; self.speed = 2; self.damage = 10; self.lastX = 0; self.lastY = 0; self.update = function () { self.lastX = self.x; self.lastY = self.y; // Move towards player if (playerMech) { var dx = playerMech.x - self.x; var dy = playerMech.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } // Attack player if close enough if (distance < 100) { playerMech.takeDamage(self.damage * 0.1); // Damage per frame when close } } }; self.takeDamage = function (damage) { self.health -= damage; tween(robotGraphics, { tint: 0xff0000 }, { duration: 100, onFinish: function onFinish() { tween(robotGraphics, { tint: 0xffffff }, { duration: 100 }); } }); if (self.health <= 0) { self.destroy(); return true; // Enemy destroyed } return false; }; return self; }); var Laser = Container.expand(function () { var self = Container.call(this); var laserGraphics = self.attachAsset('laser', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 15; self.damage = 25; self.targetX = 0; self.targetY = 0; self.directionX = 0; self.directionY = 0; self.setTarget = function (targetX, targetY) { var dx = targetX - self.x; var dy = targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { self.directionX = dx / distance; self.directionY = dy / distance; } // Rotate laser to face target laserGraphics.rotation = Math.atan2(dy, dx); }; self.update = function () { self.x += self.directionX * self.speed; self.y += self.directionY * self.speed; // Remove laser if it goes off screen if (self.x < -50 || self.x > 2098 || self.y < -50 || self.y > 2782) { self.destroy(); } }; return self; }); var PlayerMech = Container.expand(function () { var self = Container.call(this); var mechGraphics = self.attachAsset('playerMech', { anchorX: 0.5, anchorY: 0.5 }); self.health = 100; self.maxHealth = 100; self.fireRate = 20; // Fire every 20 ticks self.fireCooldown = 0; self.update = function () { if (self.fireCooldown > 0) { self.fireCooldown--; } }; self.takeDamage = function (damage) { self.health -= damage; // Flash red when taking damage tween(mechGraphics, { tint: 0xff0000 }, { duration: 200, onFinish: function onFinish() { tween(mechGraphics, { tint: 0xffffff }, { duration: 200 }); } }); if (self.health <= 0) { LK.showGameOver(); } }; self.canFire = function () { return self.fireCooldown <= 0; }; self.fire = function () { if (self.canFire()) { self.fireCooldown = self.fireRate; return true; } return false; }; return self; }); var PowerUp = Container.expand(function () { var self = Container.call(this); var powerGraphics = self.attachAsset('powerUp', { anchorX: 0.5, anchorY: 0.5 }); self.type = 'health'; // 'health', 'weapon', 'shield' self.collected = false; // Floating animation tween(powerGraphics, { y: powerGraphics.y - 20 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(powerGraphics, { y: powerGraphics.y + 20 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { if (!self.collected) { // Restart floating animation tween(powerGraphics, { y: powerGraphics.y - 20 }, { duration: 1000, easing: tween.easeInOut }); } } }); } }); self.collect = function () { if (!self.collected) { self.collected = true; LK.getSound('power_up').play(); if (self.type === 'health') { playerMech.health = Math.min(playerMech.health + 30, playerMech.maxHealth); } // Scale up and fade out effect tween(powerGraphics, { scaleX: 2, scaleY: 2, alpha: 0 }, { duration: 300, onFinish: function onFinish() { self.destroy(); } }); } }; return self; }); /**** * Initialize Game ****/ // Game variables var game = new LK.Game({ backgroundColor: 0x111111 }); /**** * Game Code ****/ // Game variables // Initialize assets for the mech arena battle game var playerMech; var enemies = []; var lasers = []; var powerUps = []; var dragNode = null; var wave = 1; var enemySpawnTimer = 0; var powerUpSpawnTimer = 0; // Create arena background var arena = game.addChild(LK.getAsset('arena', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 })); // Create player mech playerMech = game.addChild(new PlayerMech()); playerMech.x = 1024; playerMech.y = 1366; // Create UI elements var scoreText = new Text2('Score: 0', { size: 60, fill: 0x00FF00 }); scoreText.anchor.set(0, 0); LK.gui.topRight.addChild(scoreText); var healthText = new Text2('Health: 100', { size: 60, fill: 0xFF0000 }); healthText.anchor.set(0, 0); healthText.y = 70; LK.gui.topRight.addChild(healthText); var waveText = new Text2('Wave: 1', { size: 60, fill: 0xFFFFFF }); waveText.anchor.set(0.5, 0); LK.gui.top.addChild(waveText); // Touch/mouse controls function handleMove(x, y, obj) { if (dragNode && playerMech) { // Keep player within arena bounds var newX = Math.max(200, Math.min(1848, x)); var newY = Math.max(200, Math.min(2532, y)); playerMech.x = newX; playerMech.y = newY; } } game.move = handleMove; game.down = function (x, y, obj) { dragNode = playerMech; handleMove(x, y, obj); }; game.up = function (x, y, obj) { dragNode = null; }; // Helper function to find closest enemy function findClosestEnemy() { var closestEnemy = null; var closestDistance = Infinity; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - playerMech.x; var dy = enemy.y - playerMech.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < closestDistance) { closestDistance = distance; closestEnemy = enemy; } } return closestEnemy; } // Spawn enemy function function spawnEnemy() { var enemy = new EnemyRobot(); // Spawn at random edge of arena var side = Math.floor(Math.random() * 4); switch (side) { case 0: // Top enemy.x = 200 + Math.random() * 1648; enemy.y = 100; break; case 1: // Right enemy.x = 1948; enemy.y = 200 + Math.random() * 2332; break; case 2: // Bottom enemy.x = 200 + Math.random() * 1648; enemy.y = 2632; break; case 3: // Left enemy.x = 100; enemy.y = 200 + Math.random() * 2332; break; } enemies.push(enemy); game.addChild(enemy); } // Spawn power-up function function spawnPowerUp() { var powerUp = new PowerUp(); powerUp.x = 300 + Math.random() * 1448; powerUp.y = 300 + Math.random() * 2132; powerUps.push(powerUp); game.addChild(powerUp); } // Main game update loop game.update = function () { // Update UI scoreText.setText('Score: ' + LK.getScore()); healthText.setText('Health: ' + Math.max(0, playerMech.health)); waveText.setText('Wave: ' + wave); // Player auto-fire at closest enemy if (playerMech.canFire()) { var target = findClosestEnemy(); if (target) { if (playerMech.fire()) { var laser = new Laser(); laser.x = playerMech.x; laser.y = playerMech.y; laser.setTarget(target.x, target.y); lasers.push(laser); game.addChild(laser); LK.getSound('laser_fire').play(); } } } // Update and check laser collisions for (var i = lasers.length - 1; i >= 0; i--) { var laser = lasers[i]; if (laser.destroyed) { lasers.splice(i, 1); continue; } // Check laser vs enemy collisions for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; if (laser.intersects(enemy)) { if (enemy.takeDamage(laser.damage)) { // Enemy destroyed LK.setScore(LK.getScore() + 10); LK.getSound('enemy_destroy').play(); enemies.splice(j, 1); } laser.destroy(); lasers.splice(i, 1); break; } } } // Check power-up collection for (var i = powerUps.length - 1; i >= 0; i--) { var powerUp = powerUps[i]; if (powerUp.intersects(playerMech)) { powerUp.collect(); powerUps.splice(i, 1); } else if (powerUp.destroyed) { powerUps.splice(i, 1); } } // Remove destroyed enemies for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i].destroyed) { enemies.splice(i, 1); } } // Spawn enemies based on wave enemySpawnTimer++; var spawnRate = Math.max(60 - wave * 5, 20); // Faster spawning each wave if (enemySpawnTimer >= spawnRate) { spawnEnemy(); enemySpawnTimer = 0; } // Spawn power-ups occasionally powerUpSpawnTimer++; if (powerUpSpawnTimer >= 600) { // Every 10 seconds spawnPowerUp(); powerUpSpawnTimer = 0; } // Check wave progression if (LK.ticks % 1800 === 0) { // Every 30 seconds wave++; } // Screen shake when player is low on health if (playerMech.health < 30 && LK.ticks % 10 === 0) { LK.effects.shakeScreen(5, 100); } };
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,403 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+
+/****
+* Classes
+****/
+var EnemyRobot = Container.expand(function () {
+ var self = Container.call(this);
+ var robotGraphics = self.attachAsset('enemyRobot', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.health = 30;
+ self.speed = 2;
+ self.damage = 10;
+ self.lastX = 0;
+ self.lastY = 0;
+ self.update = function () {
+ self.lastX = self.x;
+ self.lastY = self.y;
+ // Move towards player
+ if (playerMech) {
+ var dx = playerMech.x - self.x;
+ var dy = playerMech.y - self.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance > 0) {
+ self.x += dx / distance * self.speed;
+ self.y += dy / distance * self.speed;
+ }
+ // Attack player if close enough
+ if (distance < 100) {
+ playerMech.takeDamage(self.damage * 0.1); // Damage per frame when close
+ }
+ }
+ };
+ self.takeDamage = function (damage) {
+ self.health -= damage;
+ tween(robotGraphics, {
+ tint: 0xff0000
+ }, {
+ duration: 100,
+ onFinish: function onFinish() {
+ tween(robotGraphics, {
+ tint: 0xffffff
+ }, {
+ duration: 100
+ });
+ }
+ });
+ if (self.health <= 0) {
+ self.destroy();
+ return true; // Enemy destroyed
+ }
+ return false;
+ };
+ return self;
+});
+var Laser = Container.expand(function () {
+ var self = Container.call(this);
+ var laserGraphics = self.attachAsset('laser', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 15;
+ self.damage = 25;
+ self.targetX = 0;
+ self.targetY = 0;
+ self.directionX = 0;
+ self.directionY = 0;
+ self.setTarget = function (targetX, targetY) {
+ var dx = targetX - self.x;
+ var dy = targetY - self.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance > 0) {
+ self.directionX = dx / distance;
+ self.directionY = dy / distance;
+ }
+ // Rotate laser to face target
+ laserGraphics.rotation = Math.atan2(dy, dx);
+ };
+ self.update = function () {
+ self.x += self.directionX * self.speed;
+ self.y += self.directionY * self.speed;
+ // Remove laser if it goes off screen
+ if (self.x < -50 || self.x > 2098 || self.y < -50 || self.y > 2782) {
+ self.destroy();
+ }
+ };
+ return self;
+});
+var PlayerMech = Container.expand(function () {
+ var self = Container.call(this);
+ var mechGraphics = self.attachAsset('playerMech', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.health = 100;
+ self.maxHealth = 100;
+ self.fireRate = 20; // Fire every 20 ticks
+ self.fireCooldown = 0;
+ self.update = function () {
+ if (self.fireCooldown > 0) {
+ self.fireCooldown--;
+ }
+ };
+ self.takeDamage = function (damage) {
+ self.health -= damage;
+ // Flash red when taking damage
+ tween(mechGraphics, {
+ tint: 0xff0000
+ }, {
+ duration: 200,
+ onFinish: function onFinish() {
+ tween(mechGraphics, {
+ tint: 0xffffff
+ }, {
+ duration: 200
+ });
+ }
+ });
+ if (self.health <= 0) {
+ LK.showGameOver();
+ }
+ };
+ self.canFire = function () {
+ return self.fireCooldown <= 0;
+ };
+ self.fire = function () {
+ if (self.canFire()) {
+ self.fireCooldown = self.fireRate;
+ return true;
+ }
+ return false;
+ };
+ return self;
+});
+var PowerUp = Container.expand(function () {
+ var self = Container.call(this);
+ var powerGraphics = self.attachAsset('powerUp', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.type = 'health'; // 'health', 'weapon', 'shield'
+ self.collected = false;
+ // Floating animation
+ tween(powerGraphics, {
+ y: powerGraphics.y - 20
+ }, {
+ duration: 1000,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ tween(powerGraphics, {
+ y: powerGraphics.y + 20
+ }, {
+ duration: 1000,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ if (!self.collected) {
+ // Restart floating animation
+ tween(powerGraphics, {
+ y: powerGraphics.y - 20
+ }, {
+ duration: 1000,
+ easing: tween.easeInOut
+ });
+ }
+ }
+ });
+ }
+ });
+ self.collect = function () {
+ if (!self.collected) {
+ self.collected = true;
+ LK.getSound('power_up').play();
+ if (self.type === 'health') {
+ playerMech.health = Math.min(playerMech.health + 30, playerMech.maxHealth);
+ }
+ // Scale up and fade out effect
+ tween(powerGraphics, {
+ scaleX: 2,
+ scaleY: 2,
+ alpha: 0
+ }, {
+ duration: 300,
+ onFinish: function onFinish() {
+ self.destroy();
+ }
+ });
+ }
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
+// Game variables
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x111111
+});
+
+/****
+* Game Code
+****/
+// Game variables
+// Initialize assets for the mech arena battle game
+var playerMech;
+var enemies = [];
+var lasers = [];
+var powerUps = [];
+var dragNode = null;
+var wave = 1;
+var enemySpawnTimer = 0;
+var powerUpSpawnTimer = 0;
+// Create arena background
+var arena = game.addChild(LK.getAsset('arena', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 1024,
+ y: 1366
+}));
+// Create player mech
+playerMech = game.addChild(new PlayerMech());
+playerMech.x = 1024;
+playerMech.y = 1366;
+// Create UI elements
+var scoreText = new Text2('Score: 0', {
+ size: 60,
+ fill: 0x00FF00
+});
+scoreText.anchor.set(0, 0);
+LK.gui.topRight.addChild(scoreText);
+var healthText = new Text2('Health: 100', {
+ size: 60,
+ fill: 0xFF0000
+});
+healthText.anchor.set(0, 0);
+healthText.y = 70;
+LK.gui.topRight.addChild(healthText);
+var waveText = new Text2('Wave: 1', {
+ size: 60,
+ fill: 0xFFFFFF
+});
+waveText.anchor.set(0.5, 0);
+LK.gui.top.addChild(waveText);
+// Touch/mouse controls
+function handleMove(x, y, obj) {
+ if (dragNode && playerMech) {
+ // Keep player within arena bounds
+ var newX = Math.max(200, Math.min(1848, x));
+ var newY = Math.max(200, Math.min(2532, y));
+ playerMech.x = newX;
+ playerMech.y = newY;
+ }
+}
+game.move = handleMove;
+game.down = function (x, y, obj) {
+ dragNode = playerMech;
+ handleMove(x, y, obj);
+};
+game.up = function (x, y, obj) {
+ dragNode = null;
+};
+// Helper function to find closest enemy
+function findClosestEnemy() {
+ var closestEnemy = null;
+ var closestDistance = Infinity;
+ for (var i = 0; i < enemies.length; i++) {
+ var enemy = enemies[i];
+ var dx = enemy.x - playerMech.x;
+ var dy = enemy.y - playerMech.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance < closestDistance) {
+ closestDistance = distance;
+ closestEnemy = enemy;
+ }
+ }
+ return closestEnemy;
+}
+// Spawn enemy function
+function spawnEnemy() {
+ var enemy = new EnemyRobot();
+ // Spawn at random edge of arena
+ var side = Math.floor(Math.random() * 4);
+ switch (side) {
+ case 0:
+ // Top
+ enemy.x = 200 + Math.random() * 1648;
+ enemy.y = 100;
+ break;
+ case 1:
+ // Right
+ enemy.x = 1948;
+ enemy.y = 200 + Math.random() * 2332;
+ break;
+ case 2:
+ // Bottom
+ enemy.x = 200 + Math.random() * 1648;
+ enemy.y = 2632;
+ break;
+ case 3:
+ // Left
+ enemy.x = 100;
+ enemy.y = 200 + Math.random() * 2332;
+ break;
+ }
+ enemies.push(enemy);
+ game.addChild(enemy);
+}
+// Spawn power-up function
+function spawnPowerUp() {
+ var powerUp = new PowerUp();
+ powerUp.x = 300 + Math.random() * 1448;
+ powerUp.y = 300 + Math.random() * 2132;
+ powerUps.push(powerUp);
+ game.addChild(powerUp);
+}
+// Main game update loop
+game.update = function () {
+ // Update UI
+ scoreText.setText('Score: ' + LK.getScore());
+ healthText.setText('Health: ' + Math.max(0, playerMech.health));
+ waveText.setText('Wave: ' + wave);
+ // Player auto-fire at closest enemy
+ if (playerMech.canFire()) {
+ var target = findClosestEnemy();
+ if (target) {
+ if (playerMech.fire()) {
+ var laser = new Laser();
+ laser.x = playerMech.x;
+ laser.y = playerMech.y;
+ laser.setTarget(target.x, target.y);
+ lasers.push(laser);
+ game.addChild(laser);
+ LK.getSound('laser_fire').play();
+ }
+ }
+ }
+ // Update and check laser collisions
+ for (var i = lasers.length - 1; i >= 0; i--) {
+ var laser = lasers[i];
+ if (laser.destroyed) {
+ lasers.splice(i, 1);
+ continue;
+ }
+ // Check laser vs enemy collisions
+ for (var j = enemies.length - 1; j >= 0; j--) {
+ var enemy = enemies[j];
+ if (laser.intersects(enemy)) {
+ if (enemy.takeDamage(laser.damage)) {
+ // Enemy destroyed
+ LK.setScore(LK.getScore() + 10);
+ LK.getSound('enemy_destroy').play();
+ enemies.splice(j, 1);
+ }
+ laser.destroy();
+ lasers.splice(i, 1);
+ break;
+ }
+ }
+ }
+ // Check power-up collection
+ for (var i = powerUps.length - 1; i >= 0; i--) {
+ var powerUp = powerUps[i];
+ if (powerUp.intersects(playerMech)) {
+ powerUp.collect();
+ powerUps.splice(i, 1);
+ } else if (powerUp.destroyed) {
+ powerUps.splice(i, 1);
+ }
+ }
+ // Remove destroyed enemies
+ for (var i = enemies.length - 1; i >= 0; i--) {
+ if (enemies[i].destroyed) {
+ enemies.splice(i, 1);
+ }
+ }
+ // Spawn enemies based on wave
+ enemySpawnTimer++;
+ var spawnRate = Math.max(60 - wave * 5, 20); // Faster spawning each wave
+ if (enemySpawnTimer >= spawnRate) {
+ spawnEnemy();
+ enemySpawnTimer = 0;
+ }
+ // Spawn power-ups occasionally
+ powerUpSpawnTimer++;
+ if (powerUpSpawnTimer >= 600) {
+ // Every 10 seconds
+ spawnPowerUp();
+ powerUpSpawnTimer = 0;
+ }
+ // Check wave progression
+ if (LK.ticks % 1800 === 0) {
+ // Every 30 seconds
+ wave++;
+ }
+ // Screen shake when player is low on health
+ if (playerMech.health < 30 && LK.ticks % 10 === 0) {
+ LK.effects.shakeScreen(5, 100);
+ }
+};
\ No newline at end of file
robot. In-Game asset. 2d. High contrast. No shadows
VIRUS TECNOLOGICO. In-Game asset. 2d. High contrast. No shadows
chispa de energia. In-Game asset. 2d. High contrast. No shadows
BALA LASER. In-Game asset. 2d. High contrast. No shadows
piso tecnologico neon. In-Game asset. 2d. High contrast. No shadows