User prompt
I touch the bullets and win instantly instead of losing!
User prompt
Again, it just wins at 1.
User prompt
It just instantly wins at 1!
User prompt
Make the user win if user has dodged 10 bullets of the boss
User prompt
Please check and fix 1. first.
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'detail')' in or related to this line: 'if (obj && obj.event && obj.event.detail === 2) {' Line Number: 77
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'detail')' in or related to this line: 'if (obj.event.detail === 2) {' Line Number: 77
User prompt
Make the player shoot bullets ayt the boss by double-tapping
User prompt
Make the bullets hurt me
User prompt
Make the boss shoot cola AT you, not just above
User prompt
Make the boss shoot cola
User prompt
Make an forest background
User prompt
I can't win when i collide with it!
User prompt
It doesn't attack!
User prompt
Make the boss attack at the player
User prompt
Change the boss sprite into the Colamon sprite
User prompt
Please fix the bug: 'ReferenceError: boss is not defined' in or related to this line: 'if (boss) {' Line Number: 140
User prompt
Make a ridiculously hard bossfight of the cola monster when you collect all ingredients and solve all puzzles
Initial prompt
Manifest A Cola Monster at Your Local Forest at 3 AM
/****
* Classes
****/
// Boss class for the final boss fight
var Boss = Container.expand(function () {
var self = Container.call(this);
var bossGraphics = self.attachAsset('Colamon', {
anchorX: 0.5,
anchorY: 0.5
});
self.defeated = false;
self.bullets = [];
self.update = function () {
// Make the boss move towards the player
var dx = hero.x - self.x;
var dy = hero.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
self.x += dx / distance;
self.y += dy / distance;
}
// Make the boss shoot a bullet towards the player every 60 ticks
if (LK.ticks % 60 == 0) {
var bullet = new ColaBullet();
bullet.x = self.x;
bullet.y = self.y;
// Calculate the direction vector from the boss to the player
var dx = hero.x - self.x;
var dy = hero.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Normalize the direction vector
bullet.directionX = dx / distance;
bullet.directionY = dy / distance;
self.bullets.push(bullet);
game.addChild(bullet);
}
};
});
// ColaBullet class for the bullets that the boss shoots
var ColaBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.directionX = 0;
self.directionY = 0;
self.update = function () {
// Move the bullet according to its direction vector
self.x += self.directionX * self.speed;
self.y += self.directionY * self.speed;
};
});
// Hero class for the main character
var Hero = Container.expand(function () {
var self = Container.call(this);
var heroGraphics = self.attachAsset('hero', {
anchorX: 0.5,
anchorY: 0.5
});
self.move = function (x, y, obj) {
self.x = x;
self.y = y;
// Detect double-tap to shoot a bullet
if (obj && obj.event && obj.event.detail === 2) {
// Assuming detail 2 indicates a double-tap
var bullet = new PlayerBullet();
bullet.x = self.x;
bullet.y = self.y;
// Calculate the direction vector from the player to the boss
var dx = boss.x - self.x;
var dy = boss.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Normalize the direction vector
bullet.directionX = dx / distance;
bullet.directionY = dy / distance;
game.addChild(bullet);
}
};
});
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Ingredient class for collecting items
var Ingredient = Container.expand(function () {
var self = Container.call(this);
var ingredientGraphics = self.attachAsset('ingredient', {
anchorX: 0.5,
anchorY: 0.5
});
self.collected = false;
self.update = function () {
if (!self.collected && self.intersects(hero)) {
self.collected = true;
self.visible = false;
collectedIngredients++;
updateScore();
}
};
});
// PlayerBullet class for the bullets that the player shoots
var PlayerBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 7;
self.directionX = 0;
self.directionY = 0;
self.update = function () {
// Move the bullet according to its direction vector
self.x += self.directionX * self.speed;
self.y += self.directionY * self.speed;
};
});
// Puzzle class for solving puzzles
var Puzzle = Container.expand(function () {
var self = Container.call(this);
var puzzleGraphics = self.attachAsset('puzzle', {
anchorX: 0.5,
anchorY: 0.5
});
self.solved = false;
self.update = function () {
if (!self.solved && self.intersects(hero)) {
self.solved = true;
self.visible = false;
solvedPuzzles++;
updateScore();
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
var forestBackground = game.addChild(LK.getAsset('forest', {
anchorX: 0,
anchorY: 0
}));
forestBackground.x = 0;
forestBackground.y = 0;
// Initialize variables
var collectedIngredients = 0;
var solvedPuzzles = 0;
var totalIngredients = 5;
var totalPuzzles = 3;
var boss = null;
// Create hero
var hero = game.addChild(new Hero());
hero.x = 1024;
hero.y = 1366;
// Create ingredients
var ingredients = [];
for (var i = 0; i < totalIngredients; i++) {
var ingredient = new Ingredient();
ingredient.x = Math.random() * 2048;
ingredient.y = Math.random() * 2732;
ingredients.push(ingredient);
game.addChild(ingredient);
}
// Create puzzles
var puzzles = [];
for (var i = 0; i < totalPuzzles; i++) {
var puzzle = new Puzzle();
puzzle.x = Math.random() * 2048;
puzzle.y = Math.random() * 2732;
puzzles.push(puzzle);
game.addChild(puzzle);
}
// Update score display
var scoreTxt = new Text2('Score: 0', {
size: 100,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
function updateScore() {
scoreTxt.setText('Score: ' + (collectedIngredients + solvedPuzzles));
if (collectedIngredients === totalIngredients && solvedPuzzles === totalPuzzles) {
// Create boss
boss = new Boss();
boss.x = 1024;
boss.y = 1366;
game.addChild(boss);
}
}
// Handle game updates
game.update = function () {
ingredients.forEach(function (ingredient) {
ingredient.update();
});
puzzles.forEach(function (puzzle) {
puzzle.update();
});
// Update boss
if (boss) {
boss.update();
if (boss.intersects(hero)) {
LK.showGameOver();
}
// Update the boss's bullets
boss.bullets.forEach(function (bullet) {
bullet.update();
// Check if bullet intersects with hero
if (bullet.intersects(hero)) {
LK.showGameOver();
}
});
}
// Update player bullets
game.children.forEach(function (child) {
if (child instanceof PlayerBullet) {
child.update();
// Check if bullet intersects with boss
if (boss && child.intersects(boss)) {
boss.defeated = true;
child.destroy();
LK.showYouWin();
}
}
});
};
// Handle hero movement
game.move = function (x, y, obj) {
hero.move(x, y, obj);
}; ===================================================================
--- original.js
+++ change.js
@@ -62,9 +62,9 @@
self.move = function (x, y, obj) {
self.x = x;
self.y = y;
// Detect double-tap to shoot a bullet
- if (obj.event.detail === 2) {
+ if (obj && obj.event && obj.event.detail === 2) {
// Assuming detail 2 indicates a double-tap
var bullet = new PlayerBullet();
bullet.x = self.x;
bullet.y = self.y;
goose, top-down view. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. simple pixel art
Cola monster, VERY BIG, coming out of a soda can. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
white powder. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
forest background at 3am. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Puzzle piece. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
flying soda can, NO WINGS!. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows