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aumenta en 100 pixeles el rango donde se detienen
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haz que saw al estar cerca de player detenga su movimiento
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agrega una logica para saw que cuando este cerca de player que se espere unos segundos y actualice su movimiento a la nueva posición de player (solo 1 vez por saw)
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haz que saw rote constantemente
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haz que saw empiece a aparecer despues de 30 segundos
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Please fix the bug: 'Timeout.tick error: enemySaw.push is not a function' in or related to this line: 'enemySaw.push(enemySaw); // Add the new EnemyArrow to the list' Line Number: 188
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copia la logica de arrow a saw
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haz que aparezcan más seguido
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aumenta la velocidad de movimiento de enemy arrow
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Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'x')' in or related to this line: 'entity.targetX = player.x;' Line Number: 132
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Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'x')' in or related to this line: 'entity.targetX = player.x;' Line Number: 129
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haz que la función de ir a la posición de player sea parte de la función reusable de la logica de enemy
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Please fix the bug: 'ReferenceError: targetX is not defined' in or related to this line: 'var dx = targetX - self.x;' Line Number: 38
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Please fix the bug: 'ReferenceError: targetX is not defined' in or related to this line: 'targetY += Math.sin(angle) * 1000;' Line Number: 46
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Please fix the bug: 'ReferenceError: targetX is not defined' in or related to this line: 'var dx = targetX - self.x;' Line Number: 40
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Please fix the bug: 'ReferenceError: targetX is not defined' in or related to this line: 'var dx = targetX - self.x;' Line Number: 36
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agrega la logica de target player a la función enemy logic
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haz que el tiempo de aparición se pueda especificar
/**** * Plugins ****/ var facekit = LK.import("@upit/facekit.v1"); /**** * Classes ****/ var Background = Container.expand(function () { var self = Container.call(this); var backgroundGraphics = self.attachAsset('Background', { anchorX: 0.5, anchorY: 0.5 }); self.x = 2048 / 2; // Set the x position to the center of the screen self.y = 2732 / 2; // Set the y position to the center of the screen }); var EnemyArrow = Container.expand(function () { var self = Container.call(this); var bEnemyArrowGraphics = self.attachAsset('EnemyArrow', { anchorX: 0.5, anchorY: 0.5 }); // Set the x and y position to a random value at the edges of the spawn area enemyLogic(self); // Initialize targetX and targetY within enemyLogic enemyLogic(self, player); self.update = function () { var dx = targetX - self.x; var dy = targetY - self.y; var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * 5; self.y += Math.sin(angle) * 5; self.rotation = angle; if (Math.abs(self.x - targetX) < 5 && Math.abs(self.y - targetY) < 5) { targetX += Math.cos(angle) * 1000; targetY += Math.sin(angle) * 1000; } // Check if the EnemyArrow has moved to the opposite side of its spawn point if (self.x < 0 || self.x > 3000 || self.y < 0 || self.y > 3000) { self.destroy(); // Remove the EnemyArrow from the game } }; }); var EnemySaw = Container.expand(function () { var self = Container.call(this); var bEnemyArrowGraphics = self.attachAsset('EnemySaw', { anchorX: 0.5, anchorY: 0.5 }); self.x = 200; self.y = 200; }); var Player = Container.expand(function () { var self = Container.call(this); var faceGraphics = self.attachAsset('faceObject', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Define a smoothing factor var smoothing = 0.1; // Update the position of the face follower to follow the nose tip with smoothing var targetX = facekit.noseTip.x; var targetY = facekit.noseTip.y; // Adjust the range of movement for the faceFollower object to be within a square in the middle of the screen var leftBound = (2048 - 1000) / 2; var rightBound = leftBound + 1000; var topBound = (2732 - 1000) / 2; var bottomBound = topBound + 1000; // Limit target position within the defined bounds targetX = Math.max(leftBound, Math.min(rightBound, targetX)); targetY = Math.max(topBound, Math.min(bottomBound, targetY)); // Apply smoothing self.x += (targetX - self.x) * smoothing; self.y += (targetY - self.y) * smoothing; }; }); var RangedLimiter = Container.expand(function () { var self = Container.call(this); var limiterGraphics = self.attachAsset('RangedLimiter', { anchorX: 0.5, anchorY: 0.5, alpha: 0.5 }); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ var player = game.addChild(new Player()); player.x = 2048 / 2; // Center the player on the x-axis player.y = 2732 / 2; // Center the player on the y-axis function enemyLogic(entity, player) { var edge = Math.random(); if (edge < 0.25) { // Top edge entity.x = Math.random() * 2000; entity.y = 0; } else if (edge < 0.5) { // Bottom edge entity.x = Math.random() * 2000; entity.y = 3000; } else if (edge < 0.75) { // Left edge entity.x = 0; entity.y = Math.random() * 2000; } else { // Right edge entity.x = 3000; entity.y = Math.random() * 2000; } // Allow specifying enemy spawn time, default to random between 2 and 4 seconds if not provided entity.spawnTime = entity.spawnTime || Math.random() * 2000 + 2000; // Set target position to player's current position entity.targetX = player.x; entity.targetY = player.y; } var background = game.addChild(new Background()); // Create a timer text object var timerTxt = new Text2('0', { size: 100, fill: 0xFFFFFF }); // Set the anchor to the center of the top edge timerTxt.anchor.set(0.5, 0); // Add the timer text to the GUI overlay at the top-center of the screen LK.gui.top.addChild(timerTxt); // Initialize a variable to keep track of elapsed time var elapsedTime = 0; // Create a timer that updates every second var timerInterval = LK.setInterval(function () { elapsedTime++; var minutes = Math.floor(elapsedTime / 60); // Calculate minutes var seconds = elapsedTime % 60; // Calculate remaining seconds var timeString = minutes > 0 ? minutes + "m " + seconds + "s" : seconds + "s"; // Format time string timerTxt.setText(timeString); }, 1000); var player = game.addChild(new Player()); player.x = 2048 / 2; // Center the player on the x-axis player.y = 2732 / 2; // Center the player on the y-axis game.up = function (x, y, obj) { player.scaleX = 1; player.scaleY = 1; }; game.down = function (x, y, obj) { player.scaleX = 0.5; player.scaleY = 0.5; }; // Create a list to store EnemyArrow instances var enemyArrows = []; // Create a timer that creates a new EnemyArrow every random interval between 2 and 4 seconds var enemyArrowInterval = LK.setInterval(function () { var enemyArrow = game.addChild(new EnemyArrow()); enemyArrows.push(enemyArrow); // Add the new EnemyArrow to the list }, Math.random() * 2000 + 2000); var enemySaw = game.addChild(new EnemySaw()); var rangerlimited = game.addChild(new RangedLimiter()); rangerlimited.x = 2048 / 2; // Center the RangedLimiter on the x-axis rangerlimited.y = 2732 / 2; // Center the RangedLimiter on the y-axis
===================================================================
--- original.js
+++ change.js
@@ -94,8 +94,11 @@
/****
* Game Code
****/
+var player = game.addChild(new Player());
+player.x = 2048 / 2; // Center the player on the x-axis
+player.y = 2732 / 2; // Center the player on the y-axis
function enemyLogic(entity, player) {
var edge = Math.random();
if (edge < 0.25) {
// Top edge