User prompt
no se cambio el fondo
User prompt
ahora el menu es celste
User prompt
que no se vea el juego desde el menu
User prompt
has que el fondo del menu sea celste
User prompt
cambia el color negro del menu por celeste
User prompt
ahora cambia el fondo del menu por un color celeste
User prompt
ahora el fondo del menu va a ser de color azul
User prompt
que no se vea el juego desde el menu
User prompt
Please fix the bug: 'Uncaught ReferenceError: levelText is not defined' in or related to this line: 'levelText.setText('Level: ' + self.level);' Line Number: 296
User prompt
Please fix the bug: 'Uncaught ReferenceError: scoreText is not defined' in or related to this line: 'scoreText.setText('Score: ' + LK.getScore());' Line Number: 156
User prompt
crea un menu para el juego
User prompt
quita la s y l que salen arriba a la derecha en la pantalla
User prompt
los siguientes 20 alternan entre el medio y las diagonales
User prompt
ahora los primeros 10 enemigos salen del medio
User prompt
cada vez que se mata un enemigo las monedas se mueven hacia coins ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
cambia el nombre de enemies a puntuacion
User prompt
crea un indicador de la puntuacion que sube 1 con cada enemigo]
User prompt
cada vez que matas un enemigo se suma monedas a monedas
User prompt
muestra las monedas abajo de la vida
User prompt
despues de 5 segundos elimina el tap to attack ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
crea un contador de monedas
User prompt
cuando toques un enemigo muere
User prompt
cuando el jugador presione el punto se elimina al enemigo
User prompt
crea un punto blanco en cada camino
User prompt
cuando el punto blanco sea presionado se elimina el enemigo mas cercano de ese camino
/**** * 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; } // Only do bobbing animation and collection if not animating to coin counter if (!self.isAnimating) { // 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()); coinCounter++; coinText.setText('Coins: ' + coinCounter); // 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 along the assigned path toward the knight if (knight && self.pathAngle !== undefined) { // Move along the path direction toward the knight var moveX = -Math.cos(self.pathAngle) * self.speed; var moveY = -Math.sin(self.pathAngle) * self.speed; self.x += moveX; self.y += moveY; } else if (knight) { // Fallback: move directly toward the knight if no path assigned 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.down = function (x, y, obj) { // Enemy dies when tapped self.die(); }; self.die = function () { // Drop coin var coin = game.addChild(new Coin()); coin.x = self.x; coin.y = self.y - 50; coin.isAnimating = true; coins.push(coin); // Animate coin moving toward coin counter var coinTargetX = 120 + coinText.width / 2; var coinTargetY = 90 + coinText.height / 2; tween(coin, { x: coinTargetX, y: coinTargetY, scaleX: 0.5, scaleY: 0.5 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { // Increment coin counter after animation coinCounter++; coinText.setText('Coins: ' + coinCounter); // Remove coin from array and destroy for (var i = coins.length - 1; i >= 0; i--) { if (coins[i] === coin) { coins.splice(i, 1); break; } } coin.destroy(); } }); // Increment enemy kill counter enemyKillCounter++; killCountText.setText('Puntuacion: ' + enemyKillCounter); // 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 (direction) { if (self.attackCooldown <= 0) { // Default direction if none specified if (direction === undefined) { direction = 0; // Default to center path } // Get attack angle based on path direction var attackAngle = pathAngles[direction]; var attackDistance = 80; // Calculate sword position based on attack direction var swordX = self.x + Math.cos(attackAngle) * attackDistance; var swordY = self.y + Math.sin(attackAngle) * attackDistance; // Create sword swing effect var sword = game.addChild(LK.getAsset('sword', { anchorX: 0.5, anchorY: 1.0, x: swordX, y: swordY, rotation: attackAngle + Math.PI / 2 })); // Animate sword swing tween(sword, { rotation: attackAngle + Math.PI / 2 + Math.PI / 4 }, { duration: 200, onFinish: function onFinish() { sword.destroy(); } }); self.attackCooldown = 30; // 0.5 seconds at 60fps LK.getSound('swordHit').play(); // Attack enemies in the specified direction/path for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; if (enemy.pathIndex === direction) { // Check if enemy is within attack range along this path var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 150) { // Attack range enemy.takeDamage(50); } } } 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 5 dirt paths leading toward the knight position var paths = []; var knightX = 2048 / 2; var knightY = 2732 - 250; // Create paths: center, two diagonal, and two side paths var pathAngles = [-Math.PI / 2, // Center (straight down) -Math.PI / 4, // Diagonal right -3 * Math.PI / 4, // Diagonal left 0, // Right side (horizontal) Math.PI // Left side (horizontal) ]; // 5 paths: center, two diagonal, two sides for (var p = 0; p < 5; p++) { var angle = pathAngles[p]; // Calculate path length - make center path longer var pathLength = p === 0 ? 3000 : 1800; // Center path is longer // Calculate path center position to extend from screen edge to knight var centerX = knightX + Math.cos(angle) * (pathLength / 2); var centerY = knightY + Math.sin(angle) * (pathLength / 2); // Create dirt path with extended length var path = game.addChild(LK.getAsset('dirtPath', { anchorX: 0.5, anchorY: 0.5, x: centerX, y: centerY, scaleY: pathLength / 800, // Scale to desired length rotation: angle + Math.PI / 2 // Rotate path to point toward knight })); // Make paths slightly transparent so they don't overwhelm the game path.alpha = 0.7; // Store path index for identification path.pathIndex = p; // Add touch handler for directional attacks (enemy elimination is now handled by attacks) path.down = function (x, y, obj) { // Attack in this path's direction knight.attack(obj.pathIndex); // Visual feedback - flash the path briefly LK.effects.flashObject(obj, 0xFFFFFF, 300); }; 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 coinCounter = 0; var enemyKillCounter = 0; var coinText = new Text2('Coins: 0', { size: 60, fill: 0xFFD700 }); coinText.anchor.set(0, 0); LK.gui.topLeft.addChild(coinText); coinText.x = 120; coinText.y = 90; var killCountText = new Text2('Puntuacion: 0', { size: 60, fill: 0xFF6B6B }); killCountText.anchor.set(0, 0); LK.gui.topLeft.addChild(killCountText); killCountText.x = 120; killCountText.y = 150; 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) { // Check if a path was tapped for directional attack var pathTapped = false; for (var p = 0; p < paths.length; p++) { var path = paths[p]; // Convert tap position to path's local coordinates var localPos = path.toLocal({ x: x, y: y }); // Check if tap is within path bounds if (Math.abs(localPos.x) < path.width / 2 && Math.abs(localPos.y) < path.height / 2) { // Attack in this path's direction knight.attack(path.pathIndex); pathTapped = true; break; } } // No default attack - player must tap a path to attack }; // Main game update loop game.update = function () { // Spawn enemies enemySpawnTimer++; if (enemySpawnTimer >= enemySpawnRate) { enemySpawnTimer = 0; var enemy = game.addChild(new Enemy()); // Spawn enemy at a random path entrance var randomPathIndex = Math.floor(Math.random() * 5); var pathAngle = pathAngles[randomPathIndex]; // Store the path information on the enemy enemy.pathIndex = randomPathIndex; enemy.pathAngle = pathAngle; // Calculate spawn position at the far end of the path (screen edge) var pathLength = randomPathIndex === 0 ? 3000 : 1800; // Match path lengths var spawnDistance = pathLength * 0.8; // Spawn farther away - 80% of path length enemy.x = knightX + Math.cos(pathAngle) * spawnDistance; enemy.y = knightY + 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(-200, Math.min(2732 + 100, enemy.y)); 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'); // Remove tap text after 5 seconds tween({}, {}, { duration: 5000, onFinish: function onFinish() { if (tapText && tapText.parent) { tapText.destroy(); } } });
===================================================================
--- original.js
+++ change.js
@@ -17,13 +17,16 @@
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();
+ // Only do bobbing animation and collection if not animating to coin counter
+ if (!self.isAnimating) {
+ // 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();
@@ -92,12 +95,35 @@
// Drop coin
var coin = game.addChild(new Coin());
coin.x = self.x;
coin.y = self.y - 50;
+ coin.isAnimating = true;
coins.push(coin);
- // Increment coin counter immediately when enemy dies
- coinCounter++;
- coinText.setText('Coins: ' + coinCounter);
+ // Animate coin moving toward coin counter
+ var coinTargetX = 120 + coinText.width / 2;
+ var coinTargetY = 90 + coinText.height / 2;
+ tween(coin, {
+ x: coinTargetX,
+ y: coinTargetY,
+ scaleX: 0.5,
+ scaleY: 0.5
+ }, {
+ duration: 1000,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ // Increment coin counter after animation
+ coinCounter++;
+ coinText.setText('Coins: ' + coinCounter);
+ // Remove coin from array and destroy
+ for (var i = coins.length - 1; i >= 0; i--) {
+ if (coins[i] === coin) {
+ coins.splice(i, 1);
+ break;
+ }
+ }
+ coin.destroy();
+ }
+ });
// Increment enemy kill counter
enemyKillCounter++;
killCountText.setText('Puntuacion: ' + enemyKillCounter);
// Add experience to knight