User prompt
muestra las monedas abajo de la vida
User prompt
despues de 5 segundos elimina el tap to attack โช๐ก 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
User prompt
cuando presione el punto se elinaran los enemigos de ese camino
User prompt
crea un punto blanco donde presionar para elegir un camino
User prompt
quita el ataque default al medio
User prompt
ahora necesito hacer lo mismo en todos los caminos
User prompt
ahora has que el personaje pueda atacar en direccion de cada camino
User prompt
incluyendo los caminos diagonales y laterales
User prompt
ahora cada vez que toque un camino se elimina al enemigo en ese camino
User prompt
ahora quiero que cada camino se pueda seleccionar y cuando sea presionado se elimine el enemigo de ese camino
User prompt
ahora cada vez que toques un camino se elimana el personaje mas cercano de ese camino
User prompt
quiero aparezcan mas lejos
User prompt
ahora quiero que los enemigos salgan de los caminos
User prompt
que sea un poco mas largo
User prompt
has el camino central mas largo
User prompt
quiero que los caminos lleguen hasta el final de la pantalla
User prompt
ahora que llegeun hasta el final de la pantalla
User prompt
pon un camino central, dos en diagonal y dos a los lados
User prompt
ahora haz que todos los caminos vengan desde arriba
User prompt
crea 6 caminos de tierra hacaia el jugador โช๐ก Consider importing and using the following plugins: @upit/tween.v1
/****
* 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());
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;
coins.push(coin);
// 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 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 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
@@ -295,11 +295,11 @@
size: 60,
fill: 0xFFD700
});
coinText.anchor.set(0, 0);
-LK.gui.topRight.addChild(coinText);
-coinText.x = -20;
-coinText.y = 180;
+LK.gui.topLeft.addChild(coinText);
+coinText.x = 120;
+coinText.y = 90;
var tapText = new Text2('TAP TO ATTACK!', {
size: 100,
fill: 0xFF6B6B
});