User prompt
crea 4 caminos de tierra en direciion al jugador
User prompt
crea un barra de vida para el jugador de 100 puntos y cuando el enemigo lo toque le quite 20 puntos
User prompt
quiero que los enemigos se dirijan hacia el personaje principal y cuando lo logren tocar sea el fin del juego ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
quiero que los enemigos lleguen mas rapido ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
quiero que los enemigos lleguen de la parte superior de la pantalla ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'Uncaught TypeError: tween.to is not a function' in or related to this line: 'tween.to(sword, 200, {' Line Number: 128 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
quiero crear un juego ambientado en la edad media tipo tap y up
User prompt
borra todo
Code edit (1 edits merged)
Please save this source code
User prompt
Menu Master
User prompt
quiero crear un menu
Initial prompt
quiero una idea repetitiva y adictiva
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Coin = Container.expand(function () {
var self = Container.call(this);
var coinGraphics = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5
});
self.bobOffset = Math.random() * Math.PI * 2;
self.initialY = 0;
self.update = function () {
if (self.initialY === 0) {
self.initialY = self.y;
}
// Bobbing animation
self.y = self.initialY + Math.sin(LK.ticks * 0.1 + self.bobOffset) * 10;
// Check collection by knight
if (knight && self.intersects(knight)) {
self.collect();
}
};
self.collect = function () {
LK.getSound('coinCollect').play();
LK.setScore(LK.getScore() + 5);
scoreText.setText('Score: ' + LK.getScore());
// Remove from coins array
for (var i = coins.length - 1; i >= 0; i--) {
if (coins[i] === self) {
coins.splice(i, 1);
break;
}
}
self.destroy();
};
return self;
});
// Game arrays to track objects
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 1.0
});
self.health = 100;
self.maxHealth = 100;
self.speed = 1;
self.lastX = 0;
self.update = function () {
// Move towards knight
if (knight) {
var dx = knight.x - self.x;
if (Math.abs(dx) > 5) {
self.x += dx > 0 ? self.speed : -self.speed;
}
}
};
self.takeDamage = function (damage) {
self.health -= damage;
// Flash red when hit
LK.effects.flashObject(self, 0xFF0000, 200);
if (self.health <= 0) {
self.die();
}
};
self.die = function () {
// Drop coin
var coin = game.addChild(new Coin());
coin.x = self.x;
coin.y = self.y - 50;
// Add experience to knight
knight.gainExperience(25);
// Remove from enemies array
for (var i = enemies.length - 1; i >= 0; i--) {
if (enemies[i] === self) {
enemies.splice(i, 1);
break;
}
}
self.destroy();
LK.setScore(LK.getScore() + 10);
scoreText.setText('Score: ' + LK.getScore());
};
return self;
});
var Knight = Container.expand(function () {
var self = Container.call(this);
var knightGraphics = self.attachAsset('knight', {
anchorX: 0.5,
anchorY: 1.0
});
self.attackCooldown = 0;
self.level = 1;
self.experience = 0;
self.update = function () {
if (self.attackCooldown > 0) {
self.attackCooldown--;
}
};
self.attack = function () {
if (self.attackCooldown <= 0) {
// Create sword swing effect
var sword = game.addChild(LK.getAsset('sword', {
anchorX: 0.5,
anchorY: 1.0,
x: self.x + 50,
y: self.y - 60,
rotation: Math.PI / 4
}));
// Animate sword swing
tween.to(sword, 200, {
rotation: -Math.PI / 4
}).onComplete(function () {
sword.destroy();
});
self.attackCooldown = 30; // 0.5 seconds at 60fps
LK.getSound('swordHit').play();
return true;
}
return false;
};
self.gainExperience = function (amount) {
self.experience += amount;
var expNeeded = self.level * 100;
if (self.experience >= expNeeded) {
self.levelUp();
}
};
self.levelUp = function () {
self.level++;
self.experience = 0;
// Visual level up effect
LK.effects.flashObject(self, 0xFFD700, 500);
levelText.setText('Level: ' + self.level);
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x2F4F2F // Dark forest green for medieval atmosphere
});
/****
* Game Code
****/
// Game arrays to track objects
var enemies = [];
var coins = [];
// Create castle background
var castle = game.addChild(LK.getAsset('castle', {
anchorX: 0.5,
anchorY: 1.0,
x: 2048 / 2,
y: 2732 - 200
}));
// Create knight
var knight = game.addChild(new Knight());
knight.x = 2048 / 2;
knight.y = 2732 - 250;
// UI Elements
var scoreText = new Text2('Score: 0', {
size: 80,
fill: 0xFFD700
});
scoreText.anchor.set(0, 0);
LK.gui.topRight.addChild(scoreText);
scoreText.x = -20;
scoreText.y = 20;
var levelText = new Text2('Level: 1', {
size: 60,
fill: 0xFFFFFF
});
levelText.anchor.set(0, 0);
LK.gui.topRight.addChild(levelText);
levelText.x = -20;
levelText.y = 110;
var tapText = new Text2('TAP TO ATTACK!', {
size: 100,
fill: 0xFF6B6B
});
tapText.anchor.set(0.5, 0.5);
LK.gui.center.addChild(tapText);
tapText.y = -200;
// Enemy spawning variables
var enemySpawnTimer = 0;
var enemySpawnRate = 180; // 3 seconds at 60fps
// Game input handling
game.down = function (x, y, obj) {
// Knight attacks when player taps
knight.attack();
// Check if attack hits any enemies
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
var distance = Math.abs(enemy.x - knight.x);
if (distance < 100) {
// Attack range
enemy.takeDamage(50);
}
}
};
// Main game update loop
game.update = function () {
// Spawn enemies
enemySpawnTimer++;
if (enemySpawnTimer >= enemySpawnRate) {
enemySpawnTimer = 0;
var enemy = game.addChild(new Enemy());
enemy.x = Math.random() < 0.5 ? -50 : 2048 + 50; // Spawn from left or right
enemy.y = 2732 - 250;
enemy.lastX = enemy.x;
enemies.push(enemy);
// Increase difficulty over time
if (enemySpawnRate > 60) {
enemySpawnRate -= 2;
}
}
// Check enemy-knight collisions
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
if (enemy.intersects(knight)) {
// Game over when enemy reaches knight
LK.effects.flashScreen(0xFF0000, 1000);
LK.showGameOver();
break;
}
}
// Make tap text pulse
var pulse = 1 + Math.sin(LK.ticks * 0.1) * 0.2;
tapText.scale.set(pulse, pulse);
};
// Start medieval music
LK.playMusic('medievalTheme'); ===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,240 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+
+/****
+* Classes
+****/
+var Coin = Container.expand(function () {
+ var self = Container.call(this);
+ var coinGraphics = self.attachAsset('coin', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.bobOffset = Math.random() * Math.PI * 2;
+ self.initialY = 0;
+ self.update = function () {
+ if (self.initialY === 0) {
+ self.initialY = self.y;
+ }
+ // Bobbing animation
+ self.y = self.initialY + Math.sin(LK.ticks * 0.1 + self.bobOffset) * 10;
+ // Check collection by knight
+ if (knight && self.intersects(knight)) {
+ self.collect();
+ }
+ };
+ self.collect = function () {
+ LK.getSound('coinCollect').play();
+ LK.setScore(LK.getScore() + 5);
+ scoreText.setText('Score: ' + LK.getScore());
+ // Remove from coins array
+ for (var i = coins.length - 1; i >= 0; i--) {
+ if (coins[i] === self) {
+ coins.splice(i, 1);
+ break;
+ }
+ }
+ self.destroy();
+ };
+ return self;
+});
+// Game arrays to track objects
+var Enemy = Container.expand(function () {
+ var self = Container.call(this);
+ var enemyGraphics = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 1.0
+ });
+ self.health = 100;
+ self.maxHealth = 100;
+ self.speed = 1;
+ self.lastX = 0;
+ self.update = function () {
+ // Move towards knight
+ if (knight) {
+ var dx = knight.x - self.x;
+ if (Math.abs(dx) > 5) {
+ self.x += dx > 0 ? self.speed : -self.speed;
+ }
+ }
+ };
+ self.takeDamage = function (damage) {
+ self.health -= damage;
+ // Flash red when hit
+ LK.effects.flashObject(self, 0xFF0000, 200);
+ if (self.health <= 0) {
+ self.die();
+ }
+ };
+ self.die = function () {
+ // Drop coin
+ var coin = game.addChild(new Coin());
+ coin.x = self.x;
+ coin.y = self.y - 50;
+ // Add experience to knight
+ knight.gainExperience(25);
+ // Remove from enemies array
+ for (var i = enemies.length - 1; i >= 0; i--) {
+ if (enemies[i] === self) {
+ enemies.splice(i, 1);
+ break;
+ }
+ }
+ self.destroy();
+ LK.setScore(LK.getScore() + 10);
+ scoreText.setText('Score: ' + LK.getScore());
+ };
+ return self;
+});
+var Knight = Container.expand(function () {
+ var self = Container.call(this);
+ var knightGraphics = self.attachAsset('knight', {
+ anchorX: 0.5,
+ anchorY: 1.0
+ });
+ self.attackCooldown = 0;
+ self.level = 1;
+ self.experience = 0;
+ self.update = function () {
+ if (self.attackCooldown > 0) {
+ self.attackCooldown--;
+ }
+ };
+ self.attack = function () {
+ if (self.attackCooldown <= 0) {
+ // Create sword swing effect
+ var sword = game.addChild(LK.getAsset('sword', {
+ anchorX: 0.5,
+ anchorY: 1.0,
+ x: self.x + 50,
+ y: self.y - 60,
+ rotation: Math.PI / 4
+ }));
+ // Animate sword swing
+ tween.to(sword, 200, {
+ rotation: -Math.PI / 4
+ }).onComplete(function () {
+ sword.destroy();
+ });
+ self.attackCooldown = 30; // 0.5 seconds at 60fps
+ LK.getSound('swordHit').play();
+ return true;
+ }
+ return false;
+ };
+ self.gainExperience = function (amount) {
+ self.experience += amount;
+ var expNeeded = self.level * 100;
+ if (self.experience >= expNeeded) {
+ self.levelUp();
+ }
+ };
+ self.levelUp = function () {
+ self.level++;
+ self.experience = 0;
+ // Visual level up effect
+ LK.effects.flashObject(self, 0xFFD700, 500);
+ levelText.setText('Level: ' + self.level);
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x2F4F2F // Dark forest green for medieval atmosphere
+});
+
+/****
+* Game Code
+****/
+// Game arrays to track objects
+var enemies = [];
+var coins = [];
+// Create castle background
+var castle = game.addChild(LK.getAsset('castle', {
+ anchorX: 0.5,
+ anchorY: 1.0,
+ x: 2048 / 2,
+ y: 2732 - 200
+}));
+// Create knight
+var knight = game.addChild(new Knight());
+knight.x = 2048 / 2;
+knight.y = 2732 - 250;
+// UI Elements
+var scoreText = new Text2('Score: 0', {
+ size: 80,
+ fill: 0xFFD700
+});
+scoreText.anchor.set(0, 0);
+LK.gui.topRight.addChild(scoreText);
+scoreText.x = -20;
+scoreText.y = 20;
+var levelText = new Text2('Level: 1', {
+ size: 60,
+ fill: 0xFFFFFF
+});
+levelText.anchor.set(0, 0);
+LK.gui.topRight.addChild(levelText);
+levelText.x = -20;
+levelText.y = 110;
+var tapText = new Text2('TAP TO ATTACK!', {
+ size: 100,
+ fill: 0xFF6B6B
+});
+tapText.anchor.set(0.5, 0.5);
+LK.gui.center.addChild(tapText);
+tapText.y = -200;
+// Enemy spawning variables
+var enemySpawnTimer = 0;
+var enemySpawnRate = 180; // 3 seconds at 60fps
+// Game input handling
+game.down = function (x, y, obj) {
+ // Knight attacks when player taps
+ knight.attack();
+ // Check if attack hits any enemies
+ for (var i = enemies.length - 1; i >= 0; i--) {
+ var enemy = enemies[i];
+ var distance = Math.abs(enemy.x - knight.x);
+ if (distance < 100) {
+ // Attack range
+ enemy.takeDamage(50);
+ }
+ }
+};
+// Main game update loop
+game.update = function () {
+ // Spawn enemies
+ enemySpawnTimer++;
+ if (enemySpawnTimer >= enemySpawnRate) {
+ enemySpawnTimer = 0;
+ var enemy = game.addChild(new Enemy());
+ enemy.x = Math.random() < 0.5 ? -50 : 2048 + 50; // Spawn from left or right
+ enemy.y = 2732 - 250;
+ enemy.lastX = enemy.x;
+ enemies.push(enemy);
+ // Increase difficulty over time
+ if (enemySpawnRate > 60) {
+ enemySpawnRate -= 2;
+ }
+ }
+ // Check enemy-knight collisions
+ for (var i = enemies.length - 1; i >= 0; i--) {
+ var enemy = enemies[i];
+ if (enemy.intersects(knight)) {
+ // Game over when enemy reaches knight
+ LK.effects.flashScreen(0xFF0000, 1000);
+ LK.showGameOver();
+ break;
+ }
+ }
+ // Make tap text pulse
+ var pulse = 1 + Math.sin(LK.ticks * 0.1) * 0.2;
+ tapText.scale.set(pulse, pulse);
+};
+// Start medieval music
+LK.playMusic('medievalTheme');
\ No newline at end of file