User prompt
agrega un cotnador en medio de la pantalla para el inicio del juego
User prompt
si player es destruido game start es faslso y termina el juego
User prompt
haz que despues de 5 segundos game start es verdadero
User prompt
haz que la creación de los enemy funcione cuando game empiece
User prompt
haz que el movimiento de player, logica de enemy y el tiempo empiece a funcionar si gamestart es true
User prompt
crea una variable llamada gamestart en boleano como false
User prompt
haz que player al colisionar con cualquier enemy sea eliminado
User prompt
haz que saw en la segundo movimiento sea 50% más rapido
User prompt
repite para saw
User prompt
haz que después de 20 segundos los arrow se eliminen
User prompt
corrige el lag que genera los enemy
User prompt
haz que la velocidad de player sea constante
User prompt
el codigo no es funcional, saw de teniene aunque player no este cerca
User prompt
si la nueva posición de player no se encuentra cerca de saw, saw sigue su camino, si sigue cerca que se ejecute el cambio de movimiento
User prompt
Please fix the bug: 'ReferenceError: angle is not defined' in or related to this line: 'self.x += Math.cos(angle) * 7.5;' Line Number: 77
Code edit (2 edits merged)
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User prompt
corrige el bug que saw no se detiene si player esta cerca, solo si esta cerca de la ultima posición de player en el momento de su aparición
Code edit (1 edits merged)
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User prompt
haz que el paro solo funcione la primera vez
User prompt
haz o siguiente: - crea un verificador para cuando saw este cerca de 400 pixeles de player que solo funcione si una variable stopsaw es falsa - cuando este cerca que se detenga su movimiento por 5 segundos - cuando finalice el tiempo que se mueva al nueva posicion de player
User prompt
haz que el paro de movimiento de saw solo funcione una vez
Code edit (1 edits merged)
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User prompt
el codigo no fucniona
User prompt
haz que una vez se detenga despues de 3 segundos continue
Code edit (3 edits merged)
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/**** * 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); var targetX = player.x; var targetY = player.y; self.update = function () { if (!gamestart) { return; } // Ensure enemy logic only executes when gamestart is true var dx = targetX - self.x; var dy = targetY - self.y; var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * 7.5; self.y += Math.sin(angle) * 7.5; 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 bEnemySawGraphics = self.attachAsset('EnemySaw', { 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); var targetX = player.x; var targetY = player.y; self.update = function () { if (!gamestart) { return; } // Ensure enemy logic only executes when gamestart is true var dx = targetX - self.x; var dy = targetY - self.y; var angle = Math.atan2(dy, dx); if (!self.stopSaw && !self.hasStopped && Math.sqrt(dx * dx + dy * dy) < 400) { self.stopSaw = true; self.hasStopped = true; // Ensure it only stops the first time LK.setTimeout(function () { self.stopSaw = false; targetX = player.x; targetY = player.y; }, 2000); } if (!self.stopSaw) { var speedMultiplier = self.hasStopped ? 1.5 : 1; self.x += Math.cos(angle) * 7.5 * speedMultiplier; self.y += Math.sin(angle) * 7.5 * speedMultiplier; } self.rotation += 0.03; // Add constant rotation to EnemySaw 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 EnemySaw 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 EnemySaw from the game } }; }); 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 if (!gamestart) { return; } // Ensure player movement only occurs when gamestart is true 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; // Check for collision with EnemyArrow for (var i = 0; i < enemyArrows.length; i++) { if (self.intersects(enemyArrows[i])) { self.destroy(); // Eliminate player gamestart = false; // Set gamestart to false LK.showGameOver(); // End the game break; } } // Check for collision with EnemySaw for (var i = 0; i < enemySaw.length; i++) { if (self.intersects(enemySaw[i])) { self.destroy(); // Eliminate player gamestart = false; // Set gamestart to false LK.showGameOver(); // End the game break; } } }; }); 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 gamestart = false; // Create a countdown text object var countdownTxt = new Text2('5', { size: 200, fill: 0xFFFFFF }); // Set the anchor to the center countdownTxt.anchor.set(0.5, 0.5); // Position the countdown text in the center of the screen countdownTxt.x = 2048 / 2; countdownTxt.y = 2732 / 2; // Add the countdown text to the game game.addChild(countdownTxt); // Initialize countdown value var countdownValue = 5; // Create a countdown timer that updates every second var countdownInterval = LK.setInterval(function () { if (countdownValue > 1) { countdownValue--; countdownTxt.setText(countdownValue.toString()); } else { LK.clearInterval(countdownInterval); countdownTxt.destroy(); // Remove countdown text after it reaches 0 } }, 1000); LK.setTimeout(function () { gamestart = true; }, 5000); function enemyLogic(entity) { 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; } 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 () { if (!gamestart) { return; } // Ensure timer only updates when gamestart is true 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 1 and 2 seconds var enemyArrowInterval = LK.setInterval(function () { if (!gamestart) { return; } var enemyArrow = game.addChild(new EnemyArrow()); enemyArrows.push(enemyArrow); // Add the new EnemyArrow to the list // Set a timeout to remove the EnemyArrow after 20 seconds LK.setTimeout(function () { if (enemyArrows.includes(enemyArrow)) { enemyArrow.destroy(); enemyArrows.splice(enemyArrows.indexOf(enemyArrow), 1); } }, 20000); }, Math.random() * 380 + 1000); var enemySaw = []; LK.setTimeout(function () { var enemySawInterval = LK.setInterval(function () { if (!gamestart) { return; } var newEnemySaw = game.addChild(new EnemySaw()); enemySaw.push(newEnemySaw); // Add the new EnemySaw to the list // Set a timeout to remove the EnemySaw after 20 seconds LK.setTimeout(function () { if (enemySaw.includes(newEnemySaw)) { newEnemySaw.destroy(); enemySaw.splice(enemySaw.indexOf(newEnemySaw), 1); } }, 20000); }, 1500 + 1000); }, 5000); // Delay the start by 30 seconds 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
@@ -152,8 +152,32 @@
/****
* Game Code
****/
var gamestart = false;
+// Create a countdown text object
+var countdownTxt = new Text2('5', {
+ size: 200,
+ fill: 0xFFFFFF
+});
+// Set the anchor to the center
+countdownTxt.anchor.set(0.5, 0.5);
+// Position the countdown text in the center of the screen
+countdownTxt.x = 2048 / 2;
+countdownTxt.y = 2732 / 2;
+// Add the countdown text to the game
+game.addChild(countdownTxt);
+// Initialize countdown value
+var countdownValue = 5;
+// Create a countdown timer that updates every second
+var countdownInterval = LK.setInterval(function () {
+ if (countdownValue > 1) {
+ countdownValue--;
+ countdownTxt.setText(countdownValue.toString());
+ } else {
+ LK.clearInterval(countdownInterval);
+ countdownTxt.destroy(); // Remove countdown text after it reaches 0
+ }
+}, 1000);
LK.setTimeout(function () {
gamestart = true;
}, 5000);
function enemyLogic(entity) {