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.moveDirection = 1; // 1 for right, -1 for left self.moveSpeed = 2; self.leftBound = 200; self.rightBound = 1848; self.verticalDirection = 1; // 1 for down, -1 for up self.verticalSpeed = 1; self.topBound = 300; self.bottomBound = 500; self.specialAttackTimer = 0; self.specialAttackInterval = 300; // 5 seconds at 60fps self.isCharging = false; self.chargeTime = 0; self.maxChargeTime = 60; // 1 second at 60fps self.indicator = null; self.finalAttackTriggered = false; self.isFinalAttacking = false; self.finalAttackTime = 0; self.maxFinalAttackTime = 180; // 3 seconds at 60fps self.finalAttackCanceled = false; 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.specialAttack = function () { return { x: self.x, y: self.y + 100, damage: 5 }; }; self.startFinalAttack = function () { self.isFinalAttacking = true; self.finalAttackTime = 0; self.finalAttackCanceled = false; // Boss stops moving during final attack }; self.cancelFinalAttack = function () { self.finalAttackCanceled = true; self.isFinalAttacking = false; self.finalAttackTime = 0; }; self.finalAttack = function () { return { x: 1024, // Center of screen horizontally y: 1366, // Center of screen vertically to cover entire map damage: 50 }; }; self.update = function () { // Check for final attack trigger (when health drops to 1000 or below) if (self.health <= 1000 && !self.finalAttackTriggered && !self.isFinalAttacking) { self.finalAttackTriggered = true; self.startFinalAttack(); return "finalAttack"; } // Handle final attack if (self.isFinalAttacking && !self.finalAttackCanceled) { self.finalAttackTime++; if (self.finalAttackTime >= self.maxFinalAttackTime) { // Final attack completes - deal damage to entire screen self.isFinalAttacking = false; return "finalAttackComplete"; } return false; // Boss doesn't move during final attack } // Handle special attack timing if (!self.isFinalAttacking) { self.specialAttackTimer++; // Check if it's time for special attack if (self.specialAttackTimer >= self.specialAttackInterval && !self.isCharging) { self.isCharging = true; self.chargeTime = 0; // Create indicator if (!self.indicator) { self.indicator = self.addChild(LK.getAsset('bossSpecialIndicator', { anchorX: 0.5, anchorY: 0.5 })); self.indicator.y = 80; // Position above boss } } } // Handle charging phase (boss stops moving) if (self.isCharging) { self.chargeTime++; // Make indicator blink if (self.indicator) { self.indicator.alpha = Math.sin(self.chargeTime * 0.3) * 0.5 + 0.5; } if (self.chargeTime >= self.maxChargeTime) { // End charging, launch special attack self.isCharging = false; self.specialAttackTimer = 0; // Remove indicator if (self.indicator) { self.indicator.destroy(); self.indicator = null; } return "special"; // Signal to create special attack } } else if (!self.isFinalAttacking) { // Normal movement only when not charging and not doing final attack // Handle horizontal movement self.x += self.moveSpeed * self.moveDirection; // Change direction when hitting bounds if (self.x <= self.leftBound) { self.moveDirection = 1; // Move right self.x = self.leftBound; } else if (self.x >= self.rightBound) { self.moveDirection = -1; // Move left self.x = self.rightBound; } // Handle vertical movement self.y += self.verticalSpeed * self.verticalDirection; // Change direction when hitting vertical bounds if (self.y <= self.topBound) { self.verticalDirection = 1; // Move down self.y = self.topBound; } else if (self.y >= self.bottomBound) { self.verticalDirection = -1; // Move up self.y = self.bottomBound; } } // Normal attacks (only when not charging and not doing final attack) if (!self.isCharging && !self.isFinalAttacking) { 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; }); var BossFinalAttack = Container.expand(function () { var self = Container.call(this); var attackGraphics = self.attachAsset('bossFinalAttack', { anchorX: 0.5, anchorY: 0.5 }); attackGraphics.alpha = 0.4; // Semi-transparent red overlay covering entire screen self.damage = 50; self.lifeTime = 0; self.maxLifeTime = 60; // 1 second visible self.update = function () { self.lifeTime++; // Pulsing effect for entire screen coverage attackGraphics.alpha = 0.4 + Math.sin(self.lifeTime * 0.3) * 0.3; }; return self; }); var BossSpecialAttack = Container.expand(function () { var self = Container.call(this); var attackGraphics = self.attachAsset('bossSpecialAttack', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 6; self.damage = 5; 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 = 50; 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 = -24; self.damage = 50; self.update = function () { self.y += self.speed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Game variables // Boss assets // Player assets // Attack button // Attack effects // Sounds var boss; var player; var playerAttacks = []; var bossAttacks = []; var bossSpecialAttacks = []; var bossFinalAttacks = []; 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); // Cancel final attack if boss is doing it if (boss.isFinalAttacking && !boss.finalAttackCanceled) { boss.cancelFinalAttack(); } 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); } } // Update boss special attacks for (var k = bossSpecialAttacks.length - 1; k >= 0; k--) { var specialAttack = bossSpecialAttacks[k]; // Check if special attack hit player if (specialAttack.intersects(player)) { player.takeDamage(specialAttack.damage); LK.getSound('hitSound').play(); specialAttack.destroy(); bossSpecialAttacks.splice(k, 1); continue; } // Remove if off screen if (specialAttack.y > 2780) { specialAttack.destroy(); bossSpecialAttacks.splice(k, 1); } } // Player automatic attack every 20 frames if (LK.ticks % 20 == 0) { var attackData = player.attack(); var newPlayerAttack = new PlayerAttack(); newPlayerAttack.x = attackData.x; newPlayerAttack.y = attackData.y; playerAttacks.push(newPlayerAttack); game.addChild(newPlayerAttack); } // Update boss final attacks for (var l = bossFinalAttacks.length - 1; l >= 0; l--) { var finalAttack = bossFinalAttacks[l]; // Check if final attack hit player (covers entire screen) if (finalAttack.intersects(player)) { player.takeDamage(finalAttack.damage); LK.getSound('hitSound').play(); } // Remove after lifetime expires if (finalAttack.lifeTime >= finalAttack.maxLifeTime) { finalAttack.destroy(); bossFinalAttacks.splice(l, 1); } } // Boss attack logic var bossUpdateResult = boss.update(); if (bossUpdateResult === true) { 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(); } else if (bossUpdateResult === "special") { var specialAttackData = boss.specialAttack(); var newSpecialAttack = new BossSpecialAttack(); newSpecialAttack.x = specialAttackData.x; newSpecialAttack.y = specialAttackData.y; bossSpecialAttacks.push(newSpecialAttack); game.addChild(newSpecialAttack); LK.getSound('bossAttackSound').play(); } else if (bossUpdateResult === "finalAttack") { // Flash screen red to indicate final attack starting LK.effects.flashScreen(0xff0000, 500); } else if (bossUpdateResult === "finalAttackComplete") { // Create final attack that covers entire map/screen var finalAttackData = boss.finalAttack(); var newFinalAttack = new BossFinalAttack(); newFinalAttack.x = 1024; // Center horizontally to cover entire map width newFinalAttack.y = 1366; // Center vertically to cover entire map height bossFinalAttacks.push(newFinalAttack); game.addChild(newFinalAttack); 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
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