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boss should stay on the top 30 % of the screen and have lateral movement
Code edit (2 edits merged)
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User prompt
make sure coins or powerups only spawn in the positon of the destroyed block
User prompt
coin or powerup should only spawn in the position of the enemy that has last been destroyed
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coins and powerups can only spawn when an enemy is destroyed from the enemy position
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'newPowerup.x = enemies[l].x;' Line Number: 279
User prompt
boss should have its own asset
User prompt
boss should stay on the top 30% of the screen and have random movement
User prompt
create a level structure. each level will have 5 waves and a boss
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move coins counter to the top right of the screen
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do not use coins: text just he icon
Code edit (2 edits merged)
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adjust anchor of coin icon to be in the aligned with the middle of the coin count
User prompt
invert positions of coin icon and coin count
User prompt
move coin icon and count to the top right of the screen
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'var coinIcon = game.addChild(LK.getAsset('coin', {' Line Number: 168
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move coins icon also
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move coins counter on the same y position as score but to the right
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use coin icon istead of coins: text
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align score counter and coins counter
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remove coin counter and score from gui
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move coin coutner below score
Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
User prompt
make sure coin counter is displayed on the top right of the screen. adjust anchor so that it set correctly
/**** * Classes ****/ // Boss class var Boss = Container.expand(function () { var self = Container.call(this); var bossGraphics = self.attachAsset('boss', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.hitpoints = 20; // Boss hitpoints self.update = function () { self.y += self.speed; // Create and update hitpoints display if (!self.hitpointsDisplay) { self.hitpointsDisplay = new Text2(self.hitpoints.toString(), { size: 100, fill: "#ffffff" }); self.hitpointsDisplay.anchor.set(0.5, 0); self.hitpointsDisplay.y = 120; self.addChild(self.hitpointsDisplay); } else { self.hitpointsDisplay.setText(self.hitpoints.toString()); } }; }); // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -10; self.update = function () { self.y += self.speed; }; }); // Coin class var Coin = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; }); // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('block', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; self.hitpoints = 3; // Add hitpoints to enemies self.update = function () { self.y += self.speed; // Create and update hitpoints display if (!self.hitpointsDisplay) { self.hitpointsDisplay = new Text2(self.hitpoints.toString(), { size: 50, fill: "#ffffff" }); self.hitpointsDisplay.anchor.set(0.5, 0); self.hitpointsDisplay.y = 60; self.addChild(self.hitpointsDisplay); } else { self.hitpointsDisplay.setText(self.hitpoints.toString()); } }; }); //<Assets used in the game will automatically appear here> // Fairy class var Fairy = Container.expand(function () { var self = Container.call(this); var fairyGraphics = self.attachAsset('fairy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { // Fairy movement logic }; }); // Powerup class var Powerup = Container.expand(function () { var self = Container.call(this); var powerupGraphics = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; }); // Star class var Star = Container.expand(function () { var self = Container.call(this); var starGraphics = self.attachAsset('star', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.y = -5; self.x = Math.random() * 2048; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize variables var fairy; var bullets = []; var enemies = []; var scoreTxt; var score = 0; var dragNode = null; var coinCount = 0; // Initialize coin counter var coinCounterTxt; // Declare coinCounterTxt variable var isFairyHeld = false; // Track if the fairy is being held var waveCount = 0; // Track the wave count var waveConfig = [{ enemies: 6, hitpoints: [1] }, { enemies: 12, hitpoints: [2, 1] }, { enemies: 18, hitpoints: [3, 2, 1] } // Add more wave configurations as needed ]; // Initialize game elements function initGame() { // Create and position the fairy fairy = game.addChild(new Fairy()); fairy.x = 2048 / 2; fairy.y = 2732 - 200; // Create score text scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); // Anchor to the top center scoreTxt.x = 2048 / 2; // Position at the top center of the screen scoreTxt.y = 20; // Position with a margin from the top for (var i = 0; i < 100; i++) { var star = game.addChild(new Star()); star.x = Math.random() * 2048; star.y = Math.random() * 2732; } scoreTxt.anchor.set(0.5, 0); // Create coin counter text game.addChild(scoreTxt); // Create coin counter text coinCounterTxt = new Text2('Coins: 0', { size: 100, fill: "#ffffff" }); coinCounterTxt.anchor.set(1, 0); // Anchor to the top right coinCounterTxt.x = 2048 - 20; // Position at the top right of the screen with a margin coinCounterTxt.y = 20; // Position with a margin from the top game.addChild(coinCounterTxt); // Set up game event listeners game.down = function (x, y, obj) { dragNode = fairy; isFairyHeld = true; // Set isFairyHeld to true when the fairy is held handleMove(x, y, obj); }; game.up = function (x, y, obj) { dragNode = null; isFairyHeld = false; // Set isFairyHeld to false when the fairy is released }; game.move = handleMove; // Update game every tick game.update = updateGame; } // Handle move events function handleMove(x, y, obj) { if (dragNode) { dragNode.x = x; if (y > 2732 * 0.6) { dragNode.y = y; } else { dragNode.y = 2732 * 0.6; } } } // Update game logic function updateGame() { // Update starfield for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i] instanceof Star) { game.children[i].update(); } } // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { bullets[i].update(); if (bullets[i].y < -50) { bullets[i].destroy(); bullets.splice(i, 1); } } // Update enemies for (var j = enemies.length - 1; j >= 0; j--) { enemies[j].update(); if (enemies[j].y > 2732 + 50) { enemies[j].destroy(); enemies.splice(j, 1); } } // Check for collisions // Check for coin collection for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i] instanceof Coin && game.children[i].intersects(fairy)) { game.children[i].destroy(); coinCount++; coinCounterTxt.setText('Coins: ' + coinCount); } } for (var k = bullets.length - 1; k >= 0; k--) { for (var l = enemies.length - 1; l >= 0; l--) { if (bullets[k].intersects(enemies[l])) { bullets[k].destroy(); bullets.splice(k, 1); enemies[l].hitpoints--; if (enemies[l].hitpoints <= 0) { enemies[l].destroy(); enemies.splice(l, 1); score++; scoreTxt.setText(score); // Randomly drop coins or powerups var dropChance = Math.random(); if (dropChance < 0.5) { var newCoin = new Coin(); newCoin.x = enemies[l].x; newCoin.y = enemies[l].y; game.addChild(newCoin); } else if (dropChance < 0.8) { var newPowerup = new Powerup(); newPowerup.x = enemies[l].x; newPowerup.y = enemies[l].y; game.addChild(newPowerup); } } break; } } } // Spawn new bullets if (LK.ticks % 20 == 0 && isFairyHeld) { // Only spawn new bullets if the fairy is being held var newBullet = new Bullet(); newBullet.x = fairy.x; newBullet.y = fairy.y; bullets.push(newBullet); game.addChild(newBullet); } // Spawn new enemies in a line if (LK.ticks % 600 == 0) { waveCount++; if (waveCount <= waveConfig.length) { var currentWave = waveConfig[waveCount - 1]; var maxEnemiesPerLine = 6; var enemySpacing = 2048 / (maxEnemiesPerLine + 1); // Adjust spacing to center enemies var totalRows = Math.ceil(currentWave.enemies / maxEnemiesPerLine); for (var i = 0; i < currentWave.enemies; i++) { var newBlock = new Enemy(); var row = Math.floor(i / maxEnemiesPerLine); newBlock.hitpoints = currentWave.hitpoints[row] || currentWave.hitpoints[currentWave.hitpoints.length - 1]; newBlock.x = i % maxEnemiesPerLine * enemySpacing + enemySpacing / 2; newBlock.y = row * 200 - 50; enemies.push(newBlock); game.addChild(newBlock); } // Center the rows of enemies var totalWidth = (Math.min(currentWave.enemies, maxEnemiesPerLine) - 1) * enemySpacing; var offsetX = (2048 - totalWidth) / 2; for (var j = 0; j < enemies.length; j++) { enemies[j].x += offsetX; } } else if (waveCount == waveConfig.length + 1) { // Spawn boss enemy var boss = new Boss(); boss.hitpoints = 20; // Set boss hitpoints boss.x = 2048 / 2; boss.y = -50; enemies.push(boss); game.addChild(boss); } } } // Initialize the game initGame();
===================================================================
--- original.js
+++ change.js
@@ -3,28 +3,24 @@
****/
// Boss class
var Boss = Container.expand(function () {
var self = Container.call(this);
- var bossGraphics = self.attachAsset('block', {
+ var bossGraphics = self.attachAsset('boss', {
anchorX: 0.5,
anchorY: 0.5
});
- self.speed = 3;
+ self.speed = 2;
self.hitpoints = 20; // Boss hitpoints
self.update = function () {
- // Random movement in the top 30% of the screen
- self.x += (Math.random() - 0.5) * self.speed;
- self.y += (Math.random() - 0.5) * self.speed;
- self.x = Math.max(Math.min(self.x, 2048), 0);
- self.y = Math.max(Math.min(self.y, 2732 * 0.3), 0);
+ self.y += self.speed;
// Create and update hitpoints display
if (!self.hitpointsDisplay) {
self.hitpointsDisplay = new Text2(self.hitpoints.toString(), {
- size: 50,
+ size: 100,
fill: "#ffffff"
});
self.hitpointsDisplay.anchor.set(0.5, 0);
- self.hitpointsDisplay.y = 60;
+ self.hitpointsDisplay.y = 120;
self.addChild(self.hitpointsDisplay);
} else {
self.hitpointsDisplay.setText(self.hitpoints.toString());
}
@@ -56,8 +52,33 @@
self.destroy();
}
};
});
+// Enemy class
+var Enemy = Container.expand(function () {
+ var self = Container.call(this);
+ var enemyGraphics = self.attachAsset('block', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 3;
+ self.hitpoints = 3; // Add hitpoints to enemies
+ self.update = function () {
+ self.y += self.speed;
+ // Create and update hitpoints display
+ if (!self.hitpointsDisplay) {
+ self.hitpointsDisplay = new Text2(self.hitpoints.toString(), {
+ size: 50,
+ fill: "#ffffff"
+ });
+ self.hitpointsDisplay.anchor.set(0.5, 0);
+ self.hitpointsDisplay.y = 60;
+ self.addChild(self.hitpointsDisplay);
+ } else {
+ self.hitpointsDisplay.setText(self.hitpoints.toString());
+ }
+ };
+});
//<Assets used in the game will automatically appear here>
// Fairy class
var Fairy = Container.expand(function () {
var self = Container.call(this);
@@ -287,8 +308,9 @@
}
} else if (waveCount == waveConfig.length + 1) {
// Spawn boss enemy
var boss = new Boss();
+ boss.hitpoints = 20; // Set boss hitpoints
boss.x = 2048 / 2;
boss.y = -50;
enemies.push(boss);
game.addChild(boss);
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