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 = 3;
self.lastX = 0;
self.update = function () {
// Move directly toward the knight
if (knight) {
var dx = knight.x - self.x;
var dy = knight.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
// Normalize direction and apply speed
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
}
} else {
// Fallback: move down if knight doesn't exist
self.y += 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.health = 100;
self.maxHealth = 100;
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(sword, {
rotation: -Math.PI / 4
}, {
duration: 200,
onFinish: function onFinish() {
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);
};
self.takeDamage = function (damage) {
self.health -= damage;
if (self.health <= 0) {
self.health = 0;
// Game over when health reaches 0
LK.effects.flashScreen(0xFF0000, 1000);
LK.showGameOver();
}
// Update health bar
updateHealthBar();
// Flash red when hit
LK.effects.flashObject(self, 0xFF0000, 200);
};
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;
// Health bar UI
var healthBarBg = LK.getAsset('healthBarBg', {
anchorX: 0,
anchorY: 0
});
LK.gui.topLeft.addChild(healthBarBg);
healthBarBg.x = 120;
healthBarBg.y = 20;
var healthBar = LK.getAsset('healthBar', {
anchorX: 0,
anchorY: 0
});
LK.gui.topLeft.addChild(healthBar);
healthBar.x = 120;
healthBar.y = 20;
var healthText = new Text2('Health: 100/100', {
size: 50,
fill: 0xFFFFFF
});
healthText.anchor.set(0, 0);
LK.gui.topLeft.addChild(healthText);
healthText.x = 120;
healthText.y = 50;
function updateHealthBar() {
var healthPercent = knight.health / knight.maxHealth;
healthBar.scaleX = healthPercent;
healthText.setText('Health: ' + knight.health + '/' + knight.maxHealth);
// Change color based on health
if (healthPercent > 0.6) {
healthBar.tint = 0x00ff00; // Green
} else if (healthPercent > 0.3) {
healthBar.tint = 0xffff00; // Yellow
} else {
healthBar.tint = 0xff0000; // Red
}
}
// Enemy spawning variables
var enemySpawnTimer = 0;
var enemySpawnRate = 60; // 1 second 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() * 2048; // Random x position across screen width
enemy.y = -100; // Spawn from top of screen
enemy.lastX = enemy.x;
enemies.push(enemy);
// Increase difficulty over time
if (enemySpawnRate > 30) {
enemySpawnRate -= 2;
}
}
// Check enemy-knight collisions and cleanup off-screen enemies
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
// Remove enemies that went off-screen at bottom
if (enemy.y > 2732 + 100) {
enemies.splice(i, 1);
enemy.destroy();
continue;
}
// Initialize lastIntersecting if not set
if (enemy.lastIntersecting === undefined) {
enemy.lastIntersecting = false;
}
// Check for collision transition
var currentIntersecting = enemy.intersects(knight);
if (!enemy.lastIntersecting && currentIntersecting) {
// Damage knight when enemy touches for the first time
knight.takeDamage(20);
// Remove enemy after dealing damage
enemies.splice(i, 1);
enemy.destroy();
continue;
}
// Update last intersecting state
enemy.lastIntersecting = currentIntersecting;
}
// 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
@@ -103,8 +103,10 @@
});
self.attackCooldown = 0;
self.level = 1;
self.experience = 0;
+ self.health = 100;
+ self.maxHealth = 100;
self.update = function () {
if (self.attackCooldown > 0) {
self.attackCooldown--;
}
@@ -147,8 +149,21 @@
// Visual level up effect
LK.effects.flashObject(self, 0xFFD700, 500);
levelText.setText('Level: ' + self.level);
};
+ self.takeDamage = function (damage) {
+ self.health -= damage;
+ if (self.health <= 0) {
+ self.health = 0;
+ // Game over when health reaches 0
+ LK.effects.flashScreen(0xFF0000, 1000);
+ LK.showGameOver();
+ }
+ // Update health bar
+ updateHealthBar();
+ // Flash red when hit
+ LK.effects.flashObject(self, 0xFF0000, 200);
+ };
return self;
});
/****
@@ -198,8 +213,44 @@
});
tapText.anchor.set(0.5, 0.5);
LK.gui.center.addChild(tapText);
tapText.y = -200;
+// Health bar UI
+var healthBarBg = LK.getAsset('healthBarBg', {
+ anchorX: 0,
+ anchorY: 0
+});
+LK.gui.topLeft.addChild(healthBarBg);
+healthBarBg.x = 120;
+healthBarBg.y = 20;
+var healthBar = LK.getAsset('healthBar', {
+ anchorX: 0,
+ anchorY: 0
+});
+LK.gui.topLeft.addChild(healthBar);
+healthBar.x = 120;
+healthBar.y = 20;
+var healthText = new Text2('Health: 100/100', {
+ size: 50,
+ fill: 0xFFFFFF
+});
+healthText.anchor.set(0, 0);
+LK.gui.topLeft.addChild(healthText);
+healthText.x = 120;
+healthText.y = 50;
+function updateHealthBar() {
+ var healthPercent = knight.health / knight.maxHealth;
+ healthBar.scaleX = healthPercent;
+ healthText.setText('Health: ' + knight.health + '/' + knight.maxHealth);
+ // Change color based on health
+ if (healthPercent > 0.6) {
+ healthBar.tint = 0x00ff00; // Green
+ } else if (healthPercent > 0.3) {
+ healthBar.tint = 0xffff00; // Yellow
+ } else {
+ healthBar.tint = 0xff0000; // Red
+ }
+}
// Enemy spawning variables
var enemySpawnTimer = 0;
var enemySpawnRate = 60; // 1 second at 60fps
// Game input handling
@@ -247,12 +298,14 @@
}
// Check for collision transition
var currentIntersecting = enemy.intersects(knight);
if (!enemy.lastIntersecting && currentIntersecting) {
- // Game over when enemy touches knight for the first time
- LK.effects.flashScreen(0xFF0000, 1000);
- LK.showGameOver();
- break;
+ // Damage knight when enemy touches for the first time
+ knight.takeDamage(20);
+ // Remove enemy after dealing damage
+ enemies.splice(i, 1);
+ enemy.destroy();
+ continue;
}
// Update last intersecting state
enemy.lastIntersecting = currentIntersecting;
}