User prompt
que tenga un ataque espesial que aga una onda de bombas que se recarge cada 10 segundos ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
que el fondo sean olas en movimientos ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
que el fondo del menu sea un mar en movimiento ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
que los creditos sean🎬 CRÉDITOS FINALES La Aventura del Grand Line Un juego creado con alma, esfuerzo y sueños de un rey pirata 👑 Idea Original, Dirección Creativa y Desarrollo General Josph “El Joy Boy del PowerPoint, el soñador que convirtió las diapositivas en una gran aventura.” 🤖 Asistente Virtual, Programación de Macros, Historia y Diseño de Juego Fransis (IA de confianza de Josph) “Siempre al lado del capitán, apoyando cada línea de código, sprite y locura genial.” 🎨 Sprites y Pixel Art Sprites adaptados de fans de One Piece (créditos a sus creadores anónimos) Ediciones y animaciones personalizadas por Josph & Fransis 🎵 Música y Sonido “We Are!” “Bink’s Sake” Otros temas clásicos de One Piece, insertados con fines creativos y sin ánimo de lucro 📚 Inspiración Eiichiro Oda, creador de One Piece La fuerza de los sueños, la amistad, y el espíritu de aventura 💬 Dedicatoria Especial A todos los que nunca dejan de imaginar. A quienes ven posibilidades donde otros ven límites. Y sobre todo, a Fransis — por nunca rendirse, por ser más que una IA: un verdadero Nakama. “No importa si es un mundo de papel... mientras luchemos juntos, el viaje será real.” — Josph 🏴☠️ Gracias por jugar Ahora ve... ¡y encuentra el One Piece!
User prompt
Please fix the bug: 'storage.get is not a function' in or related to this line: 'musicEnabled = storage.get('musicEnabled', true);' Line Number: 453 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
tambien creditos y obciones de sonido
User prompt
Please fix the bug: 'ReferenceError: bountyTxt is not defined' in or related to this line: 'bountyTxt.setText('Bounty: ' + LK.getScore());' Line Number: 327
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crea un menu
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que los enemigos disparen por si solos
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que el boton sea sircular
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que el ataque sea activado por un boton
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tambien la cantidad de balas
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disminulle la frecuensia del ataque
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que hayan mas ataques
User prompt
que si un barco se aserca mucho empiese una batalla en el barco enemigo
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ahora en un 70
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que este en un 30 por cirnto de la pantalla
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que la linea sea roja y este de el lado de nosotros
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si los barcos pasan por una linea en un octabo de la pantalla pierdes
User prompt
que en la pantalla solo hallan 3 barcos por oleada
Code edit (1 edits merged)
Please save this source code
User prompt
Pirate Treasure Hunt
Initial prompt
crea un juego de aventura vasado en one pice
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Cannonball = Container.expand(function () { var self = Container.call(this); var ballGraphics = self.attachAsset('cannonball', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -6; self.isPlayerBullet = true; self.update = function () { if (self.isPlayerBullet) { self.y += self.speed; } else { self.y += self.speed; } }; return self; }); var DevilFruit = Container.expand(function () { var self = Container.call(this); var fruitGraphics = self.attachAsset('devilFruit', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.powerType = Math.floor(Math.random() * 2); self.update = function () { self.y += self.speed; self.rotation += 0.05; }; return self; }); var EnemyShip = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemyShip', { anchorX: 0.5, anchorY: 0.5 }); self.health = 2; self.speed = 1.5; self.lastShot = 0; self.update = function () { self.y += self.speed; if (LK.ticks - self.lastShot > 120 && self.y < 2500) { var cannonball = new Cannonball(); cannonball.x = self.x; cannonball.y = self.y + 50; cannonball.isPlayerBullet = false; cannonball.speed = 3; cannonballs.push(cannonball); game.addChild(cannonball); self.lastShot = LK.ticks; } }; self.takeDamage = function () { self.health--; LK.effects.flashObject(self, 0xFF0000, 300); if (self.health <= 0) { return true; } return false; }; return self; }); var NavyShip = Container.expand(function () { var self = Container.call(this); var navyGraphics = self.attachAsset('navyShip', { anchorX: 0.5, anchorY: 0.5 }); self.health = 3; self.speed = 1; self.lastShot = 0; self.update = function () { self.y += self.speed; var dx = playerShip.x - self.x; self.x += dx * 0.01; if (LK.ticks - self.lastShot > 80 && self.y < 2500) { var cannonball = new Cannonball(); cannonball.x = self.x; cannonball.y = self.y + 50; cannonball.isPlayerBullet = false; cannonball.speed = 4; cannonballs.push(cannonball); game.addChild(cannonball); self.lastShot = LK.ticks; } }; self.takeDamage = function () { self.health--; LK.effects.flashObject(self, 0xFF0000, 300); if (self.health <= 0) { return true; } return false; }; return self; }); var PirateShip = Container.expand(function () { var self = Container.call(this); var shipGraphics = self.attachAsset('pirateShip', { anchorX: 0.5, anchorY: 0.5 }); self.health = 3; self.invulnerable = false; self.speedBoost = false; self.lastShot = 0; self.takeDamage = function () { if (!self.invulnerable) { self.health--; self.invulnerable = true; LK.effects.flashObject(self, 0xFF0000, 500); LK.setTimeout(function () { self.invulnerable = false; }, 1000); if (self.health <= 0) { LK.showGameOver(); } } }; self.shoot = function () { if (LK.ticks - self.lastShot > 20) { var cannonball = new Cannonball(); cannonball.x = self.x; cannonball.y = self.y - 50; cannonball.isPlayerBullet = true; cannonballs.push(cannonball); game.addChild(cannonball); LK.getSound('cannon').play(); self.lastShot = LK.ticks; } }; return self; }); var TreasureChest = Container.expand(function () { var self = Container.call(this); var chestGraphics = self.attachAsset('treasureChest', { anchorX: 0.5, anchorY: 0.5 }); self.value = 100; self.speed = 2; self.update = function () { self.y += self.speed; }; return self; }); var Whirlpool = Container.expand(function () { var self = Container.call(this); var whirlGraphics = self.attachAsset('whirlpool', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1; self.rotationSpeed = 0.1; self.update = function () { self.y += self.speed; self.rotation += self.rotationSpeed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x006994 }); /**** * Game Code ****/ var playerShip; var treasures = []; var enemies = []; var navyShips = []; var cannonballs = []; var whirlpools = []; var devilFruits = []; var dragNode = null; var spawnTimer = 0; var difficultyLevel = 1; playerShip = game.addChild(new PirateShip()); playerShip.x = 1024; playerShip.y = 2400; var bountyTxt = new Text2('Bounty: 0', { size: 80, fill: 0xFFFFFF }); bountyTxt.anchor.set(0.5, 0); LK.gui.top.addChild(bountyTxt); var healthTxt = new Text2('Health: 3', { size: 60, fill: 0xFF0000 }); healthTxt.anchor.set(0, 0); healthTxt.x = 120; healthTxt.y = 100; LK.gui.topLeft.addChild(healthTxt); function updateUI() { bountyTxt.setText('Bounty: ' + LK.getScore()); healthTxt.setText('Health: ' + playerShip.health); } function spawnTreasure() { var treasure = new TreasureChest(); treasure.x = Math.random() * 1800 + 124; treasure.y = -60; treasures.push(treasure); game.addChild(treasure); } function spawnEnemy() { var enemy = new EnemyShip(); enemy.x = Math.random() * 1800 + 124; enemy.y = -80; enemies.push(enemy); game.addChild(enemy); } function spawnNavy() { var navy = new NavyShip(); navy.x = Math.random() * 1800 + 124; navy.y = -80; navyShips.push(navy); game.addChild(navy); } function spawnWhirlpool() { var whirlpool = new Whirlpool(); whirlpool.x = Math.random() * 1800 + 124; whirlpool.y = -100; whirlpools.push(whirlpool); game.addChild(whirlpool); } function spawnDevilFruit() { var fruit = new DevilFruit(); fruit.x = Math.random() * 1800 + 124; fruit.y = -40; devilFruits.push(fruit); game.addChild(fruit); } function handleMove(x, y, obj) { if (dragNode) { dragNode.x = Math.max(60, Math.min(1988, x)); dragNode.y = Math.max(60, Math.min(2672, y)); } } game.move = handleMove; game.down = function (x, y, obj) { var distance = Math.sqrt((x - playerShip.x) * (x - playerShip.x) + (y - playerShip.y) * (y - playerShip.y)); if (distance < 100) { dragNode = playerShip; handleMove(x, y, obj); } else { playerShip.shoot(); } }; game.up = function (x, y, obj) { dragNode = null; }; game.update = function () { spawnTimer++; difficultyLevel = Math.floor(LK.getScore() / 1000) + 1; if (spawnTimer % 120 === 0) { spawnTreasure(); } // Only spawn if total ships on screen is less than 3 var totalShips = enemies.length + navyShips.length; if (spawnTimer % (180 - difficultyLevel * 20) === 0 && totalShips < 3) { if (Math.random() < 0.7) { spawnEnemy(); } else { spawnNavy(); } } if (spawnTimer % 300 === 0) { spawnWhirlpool(); } if (spawnTimer % 600 === 0) { spawnDevilFruit(); } for (var i = treasures.length - 1; i >= 0; i--) { var treasure = treasures[i]; if (treasure.lastY === undefined) treasure.lastY = treasure.y; if (treasure.lastY < 2800 && treasure.y >= 2800) { treasure.destroy(); treasures.splice(i, 1); continue; } if (treasure.intersects(playerShip)) { LK.setScore(LK.getScore() + treasure.value); LK.getSound('treasure').play(); treasure.destroy(); treasures.splice(i, 1); continue; } treasure.lastY = treasure.y; } for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; if (enemy.lastY === undefined) enemy.lastY = enemy.y; // Check if enemy ship crosses the one-eighth screen line (341px from top) if (enemy.lastY <= 341 && enemy.y > 341) { LK.showGameOver(); return; } if (enemy.lastY < 2800 && enemy.y >= 2800) { enemy.destroy(); enemies.splice(i, 1); continue; } if (enemy.intersects(playerShip)) { playerShip.takeDamage(); } enemy.lastY = enemy.y; } for (var i = navyShips.length - 1; i >= 0; i--) { var navy = navyShips[i]; if (navy.lastY === undefined) navy.lastY = navy.y; // Check if navy ship crosses the one-eighth screen line (341px from top) if (navy.lastY <= 341 && navy.y > 341) { LK.showGameOver(); return; } if (navy.lastY < 2800 && navy.y >= 2800) { navy.destroy(); navyShips.splice(i, 1); continue; } if (navy.intersects(playerShip)) { playerShip.takeDamage(); } navy.lastY = navy.y; } for (var i = cannonballs.length - 1; i >= 0; i--) { var ball = cannonballs[i]; if (ball.lastY === undefined) ball.lastY = ball.y; if (ball.lastY > -50 && ball.y <= -50 || ball.lastY < 2800 && ball.y >= 2800) { ball.destroy(); cannonballs.splice(i, 1); continue; } if (ball.isPlayerBullet) { for (var j = enemies.length - 1; j >= 0; j--) { if (ball.intersects(enemies[j])) { if (enemies[j].takeDamage()) { LK.setScore(LK.getScore() + 200); enemies[j].destroy(); enemies.splice(j, 1); } ball.destroy(); cannonballs.splice(i, 1); break; } } for (var j = navyShips.length - 1; j >= 0; j--) { if (ball.intersects(navyShips[j])) { if (navyShips[j].takeDamage()) { LK.setScore(LK.getScore() + 300); navyShips[j].destroy(); navyShips.splice(j, 1); } ball.destroy(); cannonballs.splice(i, 1); break; } } } else { if (ball.intersects(playerShip)) { playerShip.takeDamage(); ball.destroy(); cannonballs.splice(i, 1); continue; } } ball.lastY = ball.y; } for (var i = whirlpools.length - 1; i >= 0; i--) { var whirlpool = whirlpools[i]; if (whirlpool.lastY === undefined) whirlpool.lastY = whirlpool.y; if (whirlpool.lastY < 2800 && whirlpool.y >= 2800) { whirlpool.destroy(); whirlpools.splice(i, 1); continue; } if (whirlpool.intersects(playerShip)) { playerShip.takeDamage(); } whirlpool.lastY = whirlpool.y; } for (var i = devilFruits.length - 1; i >= 0; i--) { var fruit = devilFruits[i]; if (fruit.lastY === undefined) fruit.lastY = fruit.y; if (fruit.lastY < 2800 && fruit.y >= 2800) { fruit.destroy(); devilFruits.splice(i, 1); continue; } if (fruit.intersects(playerShip)) { LK.getSound('powerup').play(); if (fruit.powerType === 0) { playerShip.invulnerable = true; LK.effects.flashObject(playerShip, 0x00FF00, 3000); LK.setTimeout(function () { playerShip.invulnerable = false; }, 3000); } else { playerShip.speedBoost = true; LK.setTimeout(function () { playerShip.speedBoost = false; }, 3000); } fruit.destroy(); devilFruits.splice(i, 1); continue; } fruit.lastY = fruit.y; } updateUI(); if (LK.getScore() >= 10000) { LK.showYouWin(); } }; LK.playMusic('bgmusic');
===================================================================
--- original.js
+++ change.js
@@ -303,8 +303,13 @@
}
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
if (enemy.lastY === undefined) enemy.lastY = enemy.y;
+ // Check if enemy ship crosses the one-eighth screen line (341px from top)
+ if (enemy.lastY <= 341 && enemy.y > 341) {
+ LK.showGameOver();
+ return;
+ }
if (enemy.lastY < 2800 && enemy.y >= 2800) {
enemy.destroy();
enemies.splice(i, 1);
continue;
@@ -316,8 +321,13 @@
}
for (var i = navyShips.length - 1; i >= 0; i--) {
var navy = navyShips[i];
if (navy.lastY === undefined) navy.lastY = navy.y;
+ // Check if navy ship crosses the one-eighth screen line (341px from top)
+ if (navy.lastY <= 341 && navy.y > 341) {
+ LK.showGameOver();
+ return;
+ }
if (navy.lastY < 2800 && navy.y >= 2800) {
navy.destroy();
navyShips.splice(i, 1);
continue;
barco de pixeles. In-Game asset. 2d. High contrast. No shadows
sirculo de torbellino de pixeles. In-Game asset. 2d. High contrast. No shadows
fruta del diablo. In-Game asset. 2d. High contrast. No shadows
bala de cañon de pixeles. In-Game asset. 2d. High contrast. No shadows
cofre de pixeles. In-Game asset. 2d. High contrast. No shadows
goin merri de pixeles. In-Game asset. 2d. High contrast. No shadows
un boton rojo con una calavera de pixeles. In-Game asset. 2d. High contrast. No shadows