User prompt
A que cada 15 segundos aparezca el láser, el láser del boss.
User prompt
haz que láser dure 10 segundos y que vaya siguiendo al boss o sea que lo vaya acompañando de lado a lado ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
haz que el jefe de vez en cuando lance un rayo láser celeste que haga que el jugador pierda 50 de vida siempre y cuando se esté moviendo, si no se mueve no recibe daño ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Haz que la recarga del ataque final, también sea rojo.
User prompt
Es que cuando el jefe pierda 1000 de vida, cuando pierde 1000 de vida haga un ataque final que abarca todo el mapa. O sea, el ataque final abarca todo el mapa.
User prompt
Es que haz que el ataque final sea de color rojo.
User prompt
cuando el jefe pierda 1000 de vida a un ataque final donde abarca toda la zona y hace daño pero si el jugador le logra disparar aunque sea una vez en ese periodo el jefe no podrá usar ese ataque ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Es que cada 5 segundos el jefe se queda quieto por un segundo con un cuadradito amarillo y lance un ataque que quite 5 de vida si el jugador lo toca. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Vaya subiendo y bajando lentamente mientras se mueva. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Es que el jefe se mueve de lado a lado.
User prompt
frecuencia sea de 20 y que haga un poquito menos daño, la mitad.
User prompt
Que los ataques del jugador sean un poquito más frecuentes, o sea, que ataquen un poquito más rápido, o sea, tampoco para tanto.
User prompt
Haz que los ataques vayan en 0.5
User prompt
Haz que los ataques del jugador vayan más rápido.
User prompt
a que los ataques del jugador sean menos frecuentes y también que sean más chiquitos y largos. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
El ataque del jugador va a ser muy rápido.
User prompt
horas que el jugador ataque solo.
User prompt
Ah, elimina el botón de atacar.
User prompt
Los ataques del jugador pasan automático y elimina el botón de atacar.
User prompt
Please fix the bug: 'Uncaught TypeError: tween.to is not a function' in or related to this line: 'tween.to(attackButton, {' Line Number: 222 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'Uncaught TypeError: tween.create is not a function' in or related to this line: 'tween.create(attackButton).to({' Line Number: 222
User prompt
vuelve a intentar porque hubo un error en el código
User prompt
Boss Battle Arena
Initial prompt
haz un combate donde haya un jefe que tenga 10.000 de vida pero que también nos pueda atacar y el jugador que tenga un botón que haga que lance un ataque que haga 100 de daño
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Boss = Container.expand(function () { var self = Container.call(this); var bossGraphics = self.attachAsset('boss', { anchorX: 0.5, anchorY: 0.5 }); self.maxHealth = 10000; self.health = 10000; self.attackCooldown = 0; self.attackInterval = 180; // 3 seconds at 60fps self.takeDamage = function (damage) { self.health -= damage; if (self.health < 0) self.health = 0; // Flash red when taking damage tween(bossGraphics, { tint: 0xff8888 }, { duration: 100, onFinish: function onFinish() { tween(bossGraphics, { tint: 0xffffff }, { duration: 100 }); } }); }; self.attack = function () { return { x: self.x, y: self.y + 100, damage: 25 }; }; self.update = function () { self.attackCooldown++; if (self.attackCooldown >= self.attackInterval) { self.attackCooldown = 0; return true; // Signal to create attack } return false; }; return self; }); var BossAttack = Container.expand(function () { var self = Container.call(this); var attackGraphics = self.attachAsset('bossAttack', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 4; self.damage = 25; self.update = function () { self.y += self.speed; }; return self; }); // Game variables var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.maxHealth = 100; self.health = 100; self.attackDamage = 100; self.takeDamage = function (damage) { self.health -= damage; if (self.health < 0) self.health = 0; // Flash red when taking damage tween(playerGraphics, { tint: 0xff8888 }, { duration: 100, onFinish: function onFinish() { tween(playerGraphics, { tint: 0xffffff }, { duration: 100 }); } }); }; self.attack = function () { return { x: self.x, y: self.y - 50, damage: self.attackDamage }; }; return self; }); var PlayerAttack = Container.expand(function () { var self = Container.call(this); var attackGraphics = self.attachAsset('playerAttack', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -8; self.damage = 100; self.update = function () { self.y += self.speed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Sounds // Attack effects // Attack button // Player assets // Boss assets // Game variables var boss; var player; var playerAttacks = []; var bossAttacks = []; var dragNode = null; // Health bars var bossHealthBarBg, bossHealthBar; var playerHealthBarBg, playerHealthBar; // Health text var bossHealthText, playerHealthText; // Initialize boss boss = game.addChild(new Boss()); boss.x = 1024; boss.y = 400; // Initialize player player = game.addChild(new Player()); player.x = 1024; player.y = 2200; // Create boss health bar bossHealthBarBg = game.addChild(LK.getAsset('bossHealthBarBg', { anchorX: 0.5, anchorY: 0.5 })); bossHealthBarBg.x = 1024; bossHealthBarBg.y = 200; bossHealthBar = game.addChild(LK.getAsset('bossHealthBar', { anchorX: 0.5, anchorY: 0.5 })); bossHealthBar.x = 1024; bossHealthBar.y = 200; // Create player health bar playerHealthBarBg = game.addChild(LK.getAsset('playerHealthBarBg', { anchorX: 0.5, anchorY: 0.5 })); playerHealthBarBg.x = 1024; playerHealthBarBg.y = 2500; playerHealthBar = game.addChild(LK.getAsset('playerHealthBar', { anchorX: 0.5, anchorY: 0.5 })); playerHealthBar.x = 1024; playerHealthBar.y = 2500; // Create health text bossHealthText = new Text2('10000/10000', { size: 40, fill: 0xFFFFFF }); bossHealthText.anchor.set(0.5, 0.5); bossHealthText.x = 1024; bossHealthText.y = 160; game.addChild(bossHealthText); playerHealthText = new Text2('100/100', { size: 30, fill: 0xFFFFFF }); playerHealthText.anchor.set(0.5, 0.5); playerHealthText.x = 1024; playerHealthText.y = 2540; game.addChild(playerHealthText); // Player movement game.move = function (x, y, obj) { if (dragNode) { dragNode.x = x; dragNode.y = y; // Keep player within bounds if (dragNode.x < 50) dragNode.x = 50; if (dragNode.x > 1998) dragNode.x = 1998; if (dragNode.y < 800) dragNode.y = 800; if (dragNode.y > 2600) dragNode.y = 2600; } }; game.down = function (x, y, obj) { dragNode = player; game.move(x, y, obj); }; game.up = function (x, y, obj) { dragNode = null; }; // Main game update loop game.update = function () { // Update player attacks for (var i = playerAttacks.length - 1; i >= 0; i--) { var attack = playerAttacks[i]; // Check if attack hit boss if (attack.intersects(boss)) { boss.takeDamage(attack.damage); LK.getSound('hitSound').play(); attack.destroy(); playerAttacks.splice(i, 1); continue; } // Remove if off screen if (attack.y < -50) { attack.destroy(); playerAttacks.splice(i, 1); } } // Update boss attacks for (var j = bossAttacks.length - 1; j >= 0; j--) { var bossAttack = bossAttacks[j]; // Check if attack hit player if (bossAttack.intersects(player)) { player.takeDamage(bossAttack.damage); LK.getSound('hitSound').play(); bossAttack.destroy(); bossAttacks.splice(j, 1); continue; } // Remove if off screen if (bossAttack.y > 2780) { bossAttack.destroy(); bossAttacks.splice(j, 1); } } // Boss attack logic if (boss.update()) { var attackData = boss.attack(); var newBossAttack = new BossAttack(); newBossAttack.x = attackData.x; newBossAttack.y = attackData.y; bossAttacks.push(newBossAttack); game.addChild(newBossAttack); LK.getSound('bossAttackSound').play(); } // Update health bars var bossHealthPercent = boss.health / boss.maxHealth; bossHealthBar.scaleX = bossHealthPercent; var playerHealthPercent = player.health / player.maxHealth; playerHealthBar.scaleX = playerHealthPercent; // Update health text bossHealthText.setText(boss.health + '/' + boss.maxHealth); playerHealthText.setText(player.health + '/' + player.maxHealth); // Check win condition if (boss.health <= 0) { LK.showYouWin(); } // Check lose condition if (player.health <= 0) { LK.showGameOver(); } };
===================================================================
--- original.js
+++ change.js
@@ -122,19 +122,18 @@
/****
* Game Code
****/
-// Game variables
-// Boss assets
-// Player assets
-// Attack button
-// Attack effects
// Sounds
+// Attack effects
+// Attack button
+// Player assets
+// Boss assets
+// Game variables
var boss;
var player;
var playerAttacks = [];
var bossAttacks = [];
-var attackButton;
var dragNode = null;
// Health bars
var bossHealthBarBg, bossHealthBar;
var playerHealthBarBg, playerHealthBar;
@@ -190,45 +189,8 @@
playerHealthText.anchor.set(0.5, 0.5);
playerHealthText.x = 1024;
playerHealthText.y = 2540;
game.addChild(playerHealthText);
-// Create attack button
-attackButton = LK.gui.bottom.addChild(LK.getAsset('attackButton', {
- anchorX: 0.5,
- anchorY: 1.0
-}));
-var attackButtonText = new Text2('ATTACK', {
- size: 24,
- fill: 0xFFFFFF
-});
-attackButtonText.anchor.set(0.5, 0.5);
-attackButton.addChild(attackButtonText);
-// Attack button functionality
-attackButton.down = function (x, y, obj) {
- // Create player attack
- var newAttack = new PlayerAttack();
- newAttack.x = player.x;
- newAttack.y = player.y;
- playerAttacks.push(newAttack);
- game.addChild(newAttack);
- // Play attack sound
- LK.getSound('playerAttackSound').play();
- // Button press effect
- tween(attackButton, {
- scaleX: 0.9,
- scaleY: 0.9
- }, {
- duration: 100,
- onFinish: function onFinish() {
- tween(attackButton, {
- scaleX: 1.0,
- scaleY: 1.0
- }, {
- duration: 100
- });
- }
- });
-};
// Player movement
game.move = function (x, y, obj) {
if (dragNode) {
dragNode.x = x;
Una nave espacial futurista mirada desde arriba en pixel art. In-Game asset. 2d. High contrast. No shadows
Un mounstro gigante con alas mirado desde arriba en pixel art. In-Game asset. 2d. High contrast. No shadows
Fuego amarillo en pixel art. In-Game asset. 2d. High contrast. No shadows
Una barra de jefe final en juego pixel art. In-Game asset. 2d. High contrast. No shadows
Ráfaga de fuego roja en pixel art. In-Game asset. 2d. High contrast. No shadows
Estrella blanca en pixel art. In-Game asset. 2d. High contrast. No shadows