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cuando presione el punto se elinaran los enemigos de ese camino
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crea un punto blanco donde presionar para elegir un camino
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quita el ataque default al medio
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ahora necesito hacer lo mismo en todos los caminos
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ahora has que el personaje pueda atacar en direccion de cada camino
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incluyendo los caminos diagonales y laterales
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ahora cada vez que toque un camino se elimina al enemigo en ese camino
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ahora quiero que cada camino se pueda seleccionar y cuando sea presionado se elimine el enemigo de ese camino
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ahora cada vez que toques un camino se elimana el personaje mas cercano de ese camino
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quiero aparezcan mas lejos
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ahora quiero que los enemigos salgan de los caminos
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que sea un poco mas largo
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has el camino central mas largo
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quiero que los caminos lleguen hasta el final de la pantalla
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ahora que llegeun hasta el final de la pantalla
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pon un camino central, dos en diagonal y dos a los lados
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ahora haz que todos los caminos vengan desde arriba
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crea 6 caminos de tierra hacaia el jugador ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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crea 4 caminos de tierra en direciion al jugador
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crea un barra de vida para el jugador de 100 puntos y cuando el enemigo lo toque le quite 20 puntos
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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
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quiero que los enemigos lleguen mas rapido ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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quiero que los enemigos lleguen de la parte superior de la pantalla ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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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
/**** * 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 6 dirt paths coming from the top of the screen var paths = []; var knightX = 2048 / 2; var knightY = 2732 - 250; // Create 6 vertical paths spaced across the screen width var pathWidth = 2048 / 7; // Divide screen into 7 sections, use 6 for paths for (var p = 0; p < 6; p++) { // Position paths evenly across the screen width var pathX = pathWidth * (p + 1); // Start from first section var pathY = 400; // Position from top, extending downward // Create dirt path var path = game.addChild(LK.getAsset('dirtPath', { anchorX: 0.5, anchorY: 0.0, x: pathX, y: pathY, rotation: 0 // No rotation needed for vertical paths })); // Make paths slightly transparent so they don't overwhelm the game path.alpha = 0.7; paths.push(path); } // Create knight var knight = game.addChild(new Knight()); knight.x = knightX; knight.y = knightY; // 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()); // Spawn enemy at the top of a random path var randomPathIndex = Math.floor(Math.random() * 6); var selectedPath = paths[randomPathIndex]; // Spawn enemy at the top of the selected path enemy.x = selectedPath.x; enemy.y = -50; // Spawn slightly above the 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
@@ -185,27 +185,25 @@
anchorY: 1.0,
x: 2048 / 2,
y: 2732 - 200
}));
-// Create 6 dirt paths leading toward the knight position
+// Create 6 dirt paths coming from the top of the screen
var paths = [];
var knightX = 2048 / 2;
var knightY = 2732 - 250;
-// Create paths at different angles around the knight
-var pathAngles = [0, Math.PI / 3, 2 * Math.PI / 3, Math.PI, 4 * Math.PI / 3, 5 * Math.PI / 3]; // 6 paths at 60-degree intervals
+// Create 6 vertical paths spaced across the screen width
+var pathWidth = 2048 / 7; // Divide screen into 7 sections, use 6 for paths
for (var p = 0; p < 6; p++) {
- var angle = pathAngles[p];
- var pathDistance = 600; // Distance from knight to start of path
- // Calculate path start position
- var startX = knightX + Math.cos(angle) * pathDistance;
- var startY = knightY + Math.sin(angle) * pathDistance;
+ // Position paths evenly across the screen width
+ var pathX = pathWidth * (p + 1); // Start from first section
+ var pathY = 400; // Position from top, extending downward
// Create dirt path
var path = game.addChild(LK.getAsset('dirtPath', {
anchorX: 0.5,
- anchorY: 1.0,
- x: startX,
- y: startY,
- rotation: angle + Math.PI / 2 // Rotate path to point toward knight
+ anchorY: 0.0,
+ x: pathX,
+ y: pathY,
+ rotation: 0 // No rotation needed for vertical paths
}));
// Make paths slightly transparent so they don't overwhelm the game
path.alpha = 0.7;
paths.push(path);
@@ -297,19 +295,14 @@
enemySpawnTimer++;
if (enemySpawnTimer >= enemySpawnRate) {
enemySpawnTimer = 0;
var enemy = game.addChild(new Enemy());
- // Spawn enemy at a random path entrance
+ // Spawn enemy at the top of a random path
var randomPathIndex = Math.floor(Math.random() * 6);
var selectedPath = paths[randomPathIndex];
- // Spawn enemy at the far end of the selected path
- var pathAngle = pathAngles[randomPathIndex];
- var spawnDistance = 400; // Distance beyond the path
- enemy.x = selectedPath.x + Math.cos(pathAngle) * spawnDistance;
- enemy.y = selectedPath.y + Math.sin(pathAngle) * spawnDistance;
- // Make sure enemies spawn within screen bounds
- enemy.x = Math.max(50, Math.min(1998, enemy.x));
- enemy.y = Math.max(-100, Math.min(100, enemy.y));
+ // Spawn enemy at the top of the selected path
+ enemy.x = selectedPath.x;
+ enemy.y = -50; // Spawn slightly above the screen
enemy.lastX = enemy.x;
enemies.push(enemy);
// Increase difficulty over time
if (enemySpawnRate > 30) {