User prompt
then make it follow my mouse without clickink
User prompt
Please fix the bug: 'TypeError: LK.isGameOver is not a function' in or related to this line: 'if (!LK.isGameOver()) {' Line Number: 411
User prompt
Please fix the bug: 'TypeError: LK.isGameOver is not a function' in or related to this line: 'if (!LK.isGameOver()) {' Line Number: 411
Code edit (1 edits merged)
Please save this source code
User prompt
Pixel Horde Survivors
Initial prompt
Make me a pixel art game like "Vampire Survivors"
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var bulletSprite = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.radius = 18; self.speed = 38; self.dirX = 1; self.dirY = 0; self.update = function () { self.x += self.dirX * self.speed; self.y += self.dirY * self.speed; }; return self; }); // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemySprite = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.radius = 50; self.speed = 6 + Math.random() * 4; // randomize a bit self.update = function () { // Move toward hero var dx = hero.x - self.x; var dy = hero.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { self.x += dx / dist * self.speed; self.y += dy / dist * self.speed; } }; return self; }); // Experience Gem class var Gem = Container.expand(function () { var self = Container.call(this); var gemSprite = self.attachAsset('xp_gem', { anchorX: 0.5, anchorY: 0.5 }); self.radius = 20; self.update = function () {}; return self; }); // Hero class var Hero = Container.expand(function () { var self = Container.call(this); var heroSprite = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.radius = 60; // for collision self.speed = 18; // movement speed per tick self.targetX = 1024; self.targetY = 1366; self.update = function () { // Move towards targetX, targetY (set by touch/mouse) var dx = self.targetX - self.x; var dy = self.targetY - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 10) { var move = Math.min(self.speed, dist); self.x += dx / dist * move; self.y += dy / dist * move; } }; return self; }); // Powerup class var Powerup = Container.expand(function () { var self = Container.call(this); var powerupSprite = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5 }); self.radius = 30; self.update = function () {}; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181818 }); /**** * Game Code ****/ // Powerup // Experience Gem // Bullet // Enemy // Hero // Game state variables var hero; var enemies = []; var bullets = []; var gems = []; var powerups = []; var spawnTimer = 0; var spawnInterval = 90; // ticks between spawns, will decrease var wave = 1; var xp = 0; var xpToLevel = 10; var level = 1; var dragging = false; var lastGameOver = false; var scoreTxt, xpTxt, levelTxt; // Center positions var centerX = 2048 / 2; var centerY = 2732 / 2; // Create hero hero = new Hero(); hero.x = centerX; hero.y = centerY; game.addChild(hero); // GUI: Score (time survived) scoreTxt = new Text2('Score: 0', { size: 90, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // GUI: XP xpTxt = new Text2('XP: 0/10', { size: 60, fill: 0x7BE495 }); xpTxt.anchor.set(0.5, 0); LK.gui.top.addChild(xpTxt); xpTxt.y = 110; // GUI: Level levelTxt = new Text2('Level: 1', { size: 60, fill: 0xF7E967 }); levelTxt.anchor.set(0.5, 0); LK.gui.top.addChild(levelTxt); levelTxt.y = 180; // Helper: spawn enemy at random edge function spawnEnemy() { var enemy = new Enemy(); var edge = Math.floor(Math.random() * 4); var x, y; if (edge === 0) { // top x = Math.random() * 2048; y = -100; } else if (edge === 1) { // right x = 2048 + 100; y = Math.random() * 2732; } else if (edge === 2) { // bottom x = Math.random() * 2048; y = 2732 + 100; } else { // left x = -100; y = Math.random() * 2732; } enemy.x = x; enemy.y = y; enemies.push(enemy); game.addChild(enemy); } // Helper: spawn gem at (x, y) function spawnGem(x, y) { var gem = new Gem(); gem.x = x; gem.y = y; gems.push(gem); game.addChild(gem); } // Helper: spawn powerup at (x, y) function spawnPowerup(x, y) { var powerup = new Powerup(); powerup.x = x; powerup.y = y; powerups.push(powerup); game.addChild(powerup); } // Helper: fire bullet in direction (dx, dy) function fireBullet(dx, dy) { var bullet = new Bullet(); bullet.x = hero.x; bullet.y = hero.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist === 0) { bullet.dirX = 1; bullet.dirY = 0; } else { bullet.dirX = dx / dist; bullet.dirY = dy / dist; } bullet.rotation = Math.atan2(bullet.dirY, bullet.dirX); bullets.push(bullet); game.addChild(bullet); } // Helper: get random direction function randomDir() { var angle = Math.random() * Math.PI * 2; return { x: Math.cos(angle), y: Math.sin(angle) }; } // Helper: distance between two objects function dist2(a, b) { var dx = a.x - b.x; var dy = a.y - b.y; return Math.sqrt(dx * dx + dy * dy); } // Handle movement (touch/mouse) game.down = function (x, y, obj) { // Don't allow drag in top left 100x100 if (x < 100 && y < 100) return; hero.targetX = x; hero.targetY = y; dragging = true; }; game.move = function (x, y, obj) { // Always update hero's target position to follow the pointer hero.targetX = x; hero.targetY = y; }; game.up = function (x, y, obj) { dragging = false; }; // Main update loop var ticksSurvived = 0; var autoAttackTimer = 0; var autoAttackInterval = 24; // ticks between shots game.update = function () { // Update hero hero.update(); // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { var e = enemies[i]; e.update(); // Check collision with hero if (dist2(e, hero) < e.radius + hero.radius) { if (!lastGameOver) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); lastGameOver = true; } return; } } // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { var b = bullets[i]; b.update(); // Remove if out of bounds if (b.x < -100 || b.x > 2148 || b.y < -100 || b.y > 2832) { b.destroy(); bullets.splice(i, 1); continue; } // Check collision with enemies for (var j = enemies.length - 1; j >= 0; j--) { var e = enemies[j]; if (dist2(b, e) < b.radius + e.radius) { // Enemy dies, spawn gem spawnGem(e.x, e.y); // Chance to spawn powerup if (Math.random() < 0.08) { spawnPowerup(e.x, e.y); } e.destroy(); enemies.splice(j, 1); b.destroy(); bullets.splice(i, 1); break; } } } // Update gems for (var i = gems.length - 1; i >= 0; i--) { var g = gems[i]; // If close to hero, attract var d = dist2(g, hero); if (d < 300) { var dx = hero.x - g.x; var dy = hero.y - g.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { g.x += dx / dist * 18; g.y += dy / dist * 18; } } // Collect if (dist2(g, hero) < g.radius + hero.radius) { xp += 1; g.destroy(); gems.splice(i, 1); // Level up if (xp >= xpToLevel) { level += 1; xp = 0; xpToLevel = 10 + level * 4; // Show level up effect LK.effects.flashObject(hero, 0xf7e967, 600); // Powerup on level up spawnPowerup(hero.x + (Math.random() - 0.5) * 200, hero.y + (Math.random() - 0.5) * 200); } } } // Update powerups for (var i = powerups.length - 1; i >= 0; i--) { var p = powerups[i]; // Attract if close var d = dist2(p, hero); if (d < 300) { var dx = hero.x - p.x; var dy = hero.y - p.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { p.x += dx / dist * 12; p.y += dy / dist * 12; } } // Collect if (dist2(p, hero) < p.radius + hero.radius) { // Powerup: random effect (for MVP, just increase fire rate or speed) if (Math.random() < 0.5) { // Increase fire rate autoAttackInterval = Math.max(8, autoAttackInterval - 2); LK.effects.flashObject(hero, 0x8e44ad, 400); } else { // Increase move speed hero.speed += 2; LK.effects.flashObject(hero, 0x7be495, 400); } p.destroy(); powerups.splice(i, 1); } } // Auto-attack: fire bullet at nearest enemy autoAttackTimer++; if (autoAttackTimer >= autoAttackInterval) { autoAttackTimer = 0; // Find nearest enemy var nearest = null, minDist = 99999; for (var i = 0; i < enemies.length; i++) { var e = enemies[i]; var d = dist2(hero, e); if (d < minDist) { minDist = d; nearest = e; } } if (nearest) { var dx = nearest.x - hero.x; var dy = nearest.y - hero.y; fireBullet(dx, dy); } else { // No enemy, fire random var dir = randomDir(); fireBullet(dir.x, dir.y); } } // Enemy spawn logic spawnTimer++; if (spawnTimer >= spawnInterval) { spawnTimer = 0; // Spawn more enemies as time goes on var toSpawn = 1 + Math.floor(wave / 3); for (var i = 0; i < toSpawn; i++) { spawnEnemy(); } wave++; // Decrease interval to increase difficulty, min 24 spawnInterval = Math.max(24, 90 - Math.floor(wave / 2)); } // Update GUI ticksSurvived++; scoreTxt.setText('Score: ' + Math.floor(ticksSurvived / 60)); xpTxt.setText('XP: ' + xp + '/' + xpToLevel); levelTxt.setText('Level: ' + level); // Reset game over flag if game is running if (hero && hero.parent) lastGameOver = false; };
===================================================================
--- original.js
+++ change.js
@@ -100,14 +100,14 @@
/****
* Game Code
****/
-// Game state variables
-// Hero
-// Enemy
-// Bullet
-// Experience Gem
// Powerup
+// Experience Gem
+// Bullet
+// Enemy
+// Hero
+// Game state variables
var hero;
var enemies = [];
var bullets = [];
var gems = [];
@@ -234,12 +234,11 @@
hero.targetY = y;
dragging = true;
};
game.move = function (x, y, obj) {
- if (dragging) {
- hero.targetX = x;
- hero.targetY = y;
- }
+ // Always update hero's target position to follow the pointer
+ hero.targetX = x;
+ hero.targetY = y;
};
game.up = function (x, y, obj) {
dragging = false;
};
16x16 pixel wounded guy holding pistol. In-Game asset. 2d. High contrast. No shadows. pixel art. retro arcade game
3x3 pixel green coin. In-Game asset. 2d. High contrast. No shadows. retro arcade. Pixel art
3x3 pixel blue coin. In-Game asset. 2d. High contrast. No shadows. Pixel art. retro arcade
4x4 pixel art heart. In-Game asset. 2d. High contrast. No shadows. retro arcade. Pixel art. 8 bit
fill the circle with yellow colour
remove cars and buildings
Create an 8-bit style effect representing a magnetic power-up area. The effect should be a circular, glowing field with a soft, pulsing light. The colors should be green and blue, with a slight gradient effect to indicate the area where objects (such as coins or experience points) are attracted towards the character. The circle should have a subtle flicker to show the magnetic pull, and it should be designed to fit within the retro, pixel-art aesthetic of an 8-bit game. In-Game asset. 2d. High contrast. No shadows
Vertical windowed filled rectangle HUD for the 2d zombie theme game. Use green colours. Do not make it too much pixelated. In-Game asset. 2d. High contrast. No shadows. No text. No icon. No background Transparent.Retro arcade theme.
windowed filled rectangle HUD button for the 2d pixel art zombie theme game. Use dark green colours. In-Game asset. 2d. High contrast. No shadows. No text. No icon. No background Transparent.Retro arcade theme.
pixelart magnet In-Game asset. 2d. High contrast. No shadows. Pixel art
pixelart red circular enemy projectile to dodge In-Game asset. 2d. High contrast. No shadows. Pixel art
pixelart yellow circular bullet to shoot enemies In-Game asset. 2d. High contrast. No shadows. Pixel art
pixelart blue circular enemy projectile to dodge In-Game asset. 2d. High contrast. No shadows. Pixel art
4x4pixel bow and arrow. In-Game asset. 2d. High contrast. No shadows. Black outline
8x8 pixel movement speed powerup icon. boot with wings. In-Game asset. 2d. High contrast. No shadows. Black outline