User prompt
make blocks hitpoints font color white
User prompt
move blocks 100 pixels left
User prompt
make increase an decrese of blocks size even less
User prompt
make blocks increase and decrease size less
Code edit (1 edits merged)
Please save this source code
User prompt
change block make blocks increase and decrease their sizes
User prompt
enemy boss should fire bullets at fairy
User prompt
Make backgound black
User prompt
Fix issue boss not shooting
User prompt
Boss should shoot bullets
User prompt
Make lifebar green less shiny
User prompt
Update lifbar to yellow and red whne it is smaller
User prompt
Make lifa r green softer
User prompt
Please fix the bug: 'TypeError: self.hitpointsDisplay.setText is not a function' in or related to this line: 'self.hitpointsDisplay.setText(self.hitpoints.toString());' Line Number: 163
User prompt
Goblins should also have htopint lifbear insted of text
User prompt
Please fix the bug: 'TypeError: self.hitpointsDisplay.setText is not a function' in or related to this line: 'self.hitpointsDisplay.setText(self.hitpoints.toString());' Line Number: 62
User prompt
Use lifebar for hitpointa intead of numbers for boss
User prompt
Make background color lighetr
User prompt
Goblin and boss should have lifebars for hitpointa
User prompt
Golbin sjould spawn after a enemy waves is destoryed or disapears on the bottm of the screen
User prompt
Goblin should have jumpy movement in the dircetion of teh player
User prompt
Goblin should spawn btween wsves and shoot at player
User prompt
Create goblin
User prompt
Create a new enemy that spawns between waves and move towards player shooting
User prompt
Asd bigger particle effect qhen boss is destroyed
/**** * 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 () { // Create and update hitpoints display if (!self.hitpointsDisplay) { self.hitpointsDisplay = LK.getAsset('powerup', { width: self.width, height: 20, color: 0xff0000, anchorX: 0.5, anchorY: 0.5 }); self.hitpointsDisplay.y = -self.height / 2 - 20; // Position above the boss self.addChild(self.hitpointsDisplay); } else { self.hitpointsDisplay.width = self.hitpoints / 20 * self.width; } // Ensure the boss stays within the top 30% of the screen if (self.y < 0.3 * 2732) { self.y += self.speed; } else { self.y = 0.3 * 2732; } // Add lateral movement self.x += self.speed; if (self.x < 0 || self.x > 2048) { self.speed = -self.speed; // Reverse direction when hitting screen edges } }; }); // 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 = 6; 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: 100, fill: "#000000" }); self.hitpointsDisplay.anchor.set(0.5, 0.5); self.hitpointsDisplay.y = 0; 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 }; }); // Goblin class var Goblin = Container.expand(function () { var self = Container.call(this); var goblinGraphics = self.attachAsset('goblin', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 4; self.hitpoints = 5; // Goblin hitpoints self.update = function () { // Create and update hitpoints display if (!self.hitpointsDisplay) { self.hitpointsDisplay = LK.getAsset('powerup', { width: self.width, height: 20, color: 0xff0000, anchorX: 0.5, anchorY: 0.5 }); self.hitpointsDisplay.y = -self.height / 2 - 20; // Position above the goblin self.addChild(self.hitpointsDisplay); } else { self.hitpointsDisplay.width = self.hitpoints / 5 * self.width; } // Calculate direction towards the player var directionX = fairy.x - self.x; var directionY = fairy.y - self.y; var distance = Math.sqrt(directionX * directionX + directionY * directionY); // Normalize direction directionX /= distance; directionY /= distance; // Apply jumpy movement self.x += directionX * self.speed * (Math.random() * 2); self.y += directionY * self.speed * (Math.random() * 2); // Create and update hitpoints display if (!self.hitpointsDisplay) { self.hitpointsDisplay = new Text2(self.hitpoints.toString(), { size: 100, fill: "#000000" }); self.hitpointsDisplay.anchor.set(0.5, 0.5); self.hitpointsDisplay.y = 0; self.addChild(self.hitpointsDisplay); } else { self.hitpointsDisplay.setText(self.hitpoints.toString()); } }; // Goblin shooting logic self.shoot = function () { var newBullet = new Bullet(); newBullet.x = self.x; newBullet.y = self.y; newBullet.speed = 5; // Goblin bullet speed bullets.push(newBullet); game.addChild(newBullet); }; }); // 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; } }; }); // UpgradeMenu class var UpgradeMenu = Container.expand(function () { var self = Container.call(this); var menuGraphics = self.attachAsset('menu', { anchorX: 0.5, anchorY: 0.5 }); self.visible = false; // Initially hidden self.update = function () { // Update menu items }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB //Init game with light blue background }); /**** * Game Code ****/ // Function to start a new level or replay the previous level function startNewLevel() { waveCount = 0; // Reset wave count score = 0; // Reset score scoreTxt.setText(score); // Update score text coinCount = 0; // Reset coin count coinCounterTxt.setText('Coins: ' + coinCount); // Update coin counter text // Clear existing enemies and bullets for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].destroy(); enemies.splice(i, 1); } for (var j = bullets.length - 1; j >= 0; j--) { bullets[j].destroy(); bullets.splice(j, 1); } // Reinitialize game elements initGame(); LK.resumeGame(); // Resume the game upgradeMenu.visible = false; // Hide the upgrade menu } // 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: 4, hitpoints: [1] }, { enemies: 8, hitpoints: [2, 1] }, { enemies: 12, 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 < 50; 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 }; 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) { // Check if the fairy is moving to the right if (x > dragNode.x) { // Mirror the fairy image dragNode.scale.x = -1; } else { // Reset the fairy image dragNode.scale.x = 1; } // Create a ghost image of the fairy when it moves every other frame if (LK.ticks % 4 === 0) { var ghostFairy = LK.getAsset('fairy', { anchorX: 0.5, anchorY: 0.5, alpha: 0.3 }); ghostFairy.x = dragNode.x; ghostFairy.y = dragNode.y; game.addChildAt(ghostFairy, game.getChildIndex(dragNode)); // Remove the ghost image after 0.5 seconds LK.setTimeout(function () { ghostFairy.destroy(); }, 250); } dragNode.x += (x - dragNode.x) * 0.1; if (y > 2732 * 0.6) { dragNode.y += (y - dragNode.y) * 0.1; } else { dragNode.y += (2732 * 0.6 - dragNode.y) * 0.1; } } } // 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(); } if (game.children[i] instanceof Coin && game.children[i].intersects(fairy)) { game.children[i].destroy(); coinCount++; coinCounterTxt.setText('Coins: ' + coinCount); } } // 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); } } 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); } if (fairy.intersects(enemies[j])) { var fairyX = fairy.x; var fairyY = fairy.y; // Create particle effect for fairy for (var p = 0; p < 20; p++) { var particle = LK.getAsset('star', { anchorX: 0.5, anchorY: 0.5, alpha: 1 }); particle.x = fairyX; particle.y = fairyY; particle.speedX = (Math.random() - 0.5) * 10; particle.speedY = (Math.random() - 0.5) * 10; particle.update = function () { this.x += this.speedX; this.y += this.speedY; this.alpha -= 0.02; if (this.alpha <= 0) { this.destroy(); } }; game.addChild(particle); } LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } for (var k = bullets.length - 1; k >= 0; k--) { if (bullets[k].intersects(enemies[j])) { bullets[k].destroy(); bullets.splice(k, 1); enemies[j].hitpoints--; if (enemies[j].hitpoints <= 0) { var enemyX = enemies[j].x; var enemyY = enemies[j].y; // Create particle effect for (var p = 0; p < 20; p++) { var particle = LK.getAsset('star', { anchorX: 0.5, anchorY: 0.5, alpha: 1 }); particle.x = enemyX; particle.y = enemyY; particle.speedX = (Math.random() - 0.5) * 10; particle.speedY = (Math.random() - 0.5) * 10; particle.update = function () { this.x += this.speedX; this.y += this.speedY; this.alpha -= 0.02; if (this.alpha <= 0) { this.destroy(); } }; game.addChild(particle); } enemies[j].destroy(); enemies.splice(j, 1); score++; scoreTxt.setText(score); var dropChance = Math.random(); if (dropChance < 0.2) { var newCoin = new Coin(); newCoin.x = enemyX; newCoin.y = enemyY; game.addChild(newCoin); } else if (dropChance < 0.2) { var newPowerup = new Powerup(); newPowerup.x = enemyX; newPowerup.y = enemyY; game.addChild(newPowerup); } if (enemies[j] instanceof Boss) { // Create bigger particle effect for boss for (var p = 0; p < 50; p++) { var particle = LK.getAsset('star', { anchorX: 0.5, anchorY: 0.5, alpha: 1 }); particle.x = enemyX; particle.y = enemyY; particle.speedX = (Math.random() - 0.5) * 20; particle.speedY = (Math.random() - 0.5) * 20; particle.update = function () { this.x += this.speedX; this.y += this.speedY; this.alpha -= 0.02; if (this.alpha <= 0) { this.destroy(); } }; game.addChild(particle); } LK.pauseGame(); upgradeMenu.visible = true; } } break; } } } // 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) { var enemyX = enemies[l].x; var enemyY = enemies[l].y; enemies[l].destroy(); enemies.splice(l, 1); score++; scoreTxt.setText(score); // Randomly drop coins or powerups var dropChance = Math.random(); if (dropChance < 0.2) { var newCoin = new Coin(); newCoin.x = enemyX; newCoin.y = enemyY; game.addChild(newCoin); } else if (dropChance < 0.2) { var newPowerup = new Powerup(); newPowerup.x = enemyX; newPowerup.y = enemyY; game.addChild(newPowerup); } // Check if the destroyed enemy is the boss if (enemies[l] instanceof Boss) { LK.pauseGame(); // Pause the game upgradeMenu.visible = true; // Show the upgrade menu } } 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 = 4; 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 = 0; boss.speed = 5; // Set initial speed for lateral movement enemies.push(boss); game.addChild(boss); } // Spawn goblin between waves if (waveCount % 2 == 0) { var goblin = new Goblin(); goblin.x = Math.random() * 2048; goblin.y = -50; enemies.push(goblin); game.addChild(goblin); } } // Goblin shooting logic for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i] instanceof Goblin && LK.ticks % 100 == 0) { enemies[i].shoot(); } } } // Initialize the game initGame(); // Create and position the upgrade menu var upgradeMenu = game.addChild(new UpgradeMenu()); upgradeMenu.x = 2048 / 2; upgradeMenu.y = 2732 / 2;
===================================================================
--- original.js
+++ change.js
@@ -114,17 +114,19 @@
self.hitpoints = 5; // Goblin hitpoints
self.update = function () {
// Create and update hitpoints display
if (!self.hitpointsDisplay) {
- self.hitpointsDisplay = new Text2(self.hitpoints.toString(), {
- size: 100,
- fill: "#000000"
+ self.hitpointsDisplay = LK.getAsset('powerup', {
+ width: self.width,
+ height: 20,
+ color: 0xff0000,
+ anchorX: 0.5,
+ anchorY: 0.5
});
- self.hitpointsDisplay.anchor.set(0.5, 0.5);
self.hitpointsDisplay.y = -self.height / 2 - 20; // Position above the goblin
self.addChild(self.hitpointsDisplay);
} else {
- self.hitpointsDisplay.setText(self.hitpoints.toString());
+ self.hitpointsDisplay.width = self.hitpoints / 5 * self.width;
}
// Calculate direction towards the player
var directionX = fairy.x - self.x;
var directionY = fairy.y - self.y;
8-bit. cartoon. white star.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cartoon 8 bit fairy dust. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Cartoon, 8bit, fireball. Black border. Cicular.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cartoon, 8 bit, shield. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8bit, cartoon, axe. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
dark electric ball, 8bit, cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8bit, cartoon, treasure chest frame. very big empty center. only a fine border of chest. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.