User prompt
Ensure the Boss's hit detection area matches the entire Boss graphic every time the boss appears
User prompt
ensure that the bosses hit detection area matches the entire boss graphic constantly
User prompt
ensure that the collision detection logic is robust, consistently updating the intersection state, and that the hitbox accurately represents the boss's graphic.
User prompt
ensure that the bosses hit box stays the same size
User prompt
when Boss graphic loads, play BossHit sound effect
User prompt
expand bosses hit box to the entire boss graphic
User prompt
allow boss to be destroyed when hit points reach 0
User prompt
reduce the amount of damage the boss attack does to 1
User prompt
when bosses hit points reach 0, destroy boss and displayh "YOU WIN" TEXT ON SCREEN
User prompt
display bosses hit point on screen
User prompt
When Boss is hit by HeroBullet, play BossHit sound effect
User prompt
expand the boss hit detection area by 50%
User prompt
review these aspects to ensure the player can hit the boss
User prompt
review code for turnRed to ensure that the red effect is taking place
User prompt
when game begins, play BackgroundMusic until game over. Loop when music track ends.
User prompt
when game begins, play Background Music
User prompt
when player destroys an enemy, play explosion sound effect
User prompt
ensure that the `turnRed` method is called only once when the boss is hit by a hero bullet. This will allow the boss to turn red and stay red for the intended duration (200 milliseconds) before reverting back to its original color.
User prompt
Show Boss hit points on screen. boss has 25 hit points
User prompt
Call turnred method every time boss is hit by hero bullets
User prompt
Space out boss enemy bullets more
User prompt
Turn the boss asset red when hit by hero bullets
User prompt
Enemy bullets fire from behind boss asset
User prompt
Increase shake screen intensity
User prompt
Shake the screen for 2 seconds when boss arrives
/**** * Classes ****/ var Boss = Container.expand(function () { var self = Container.call(this); var bossGraphics = self.attachAsset('Boss', { anchorX: 0.5, anchorY: 0.5 }); self.hitPoints = 20; self.turnRed = function () { if (!self.isRed) { self.isRed = true; bossGraphics.tint = 0xff0000; // Turn red LK.setTimeout(function () { bossGraphics.tint = 0xffffff; // Revert to original color after 200ms self.isRed = false; }, 200); } }; self.speed = 5; self.direction = 1; self._move_migrated = function () { self.y -= self.speed; if (self.y < 2732 / 2) { self.speed = 0; if (LK.ticks % 120 == 0) { var bullet1 = new EnemyBullet(); bullet1.x = self.x - self.width / 2; bullet1.y = self.y; bullet1.speed = 5; bullet1.direction = Math.atan2(hero.y - self.y, hero.x - self.x) + Math.PI; enemyBullets.push(bullet1); game.addChild(bullet1); } if (LK.ticks % 90 == 0) { var bullet2 = new EnemyBullet(); bullet2.x = self.x - self.width / 2; bullet2.y = self.y; bullet2.speed = 5; bullet2.direction = Math.atan2(hero.y - self.y, hero.x - self.x) + Math.PI; enemyBullets.push(bullet2); game.addChild(bullet2); } } }; return self; }); var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5 + Math.random() * 10; self.direction = 1; self.hitPoints = 3; self._move_migrated = function () { self.x -= self.speed; self.y += self.direction * 5; if (self.y > 2732 - self.height || self.y < self.height) { self.direction *= -1; } }; return self; }); var FastEnemy = Enemy.expand(function () { var self = Enemy.call(this); self.speed = (5 + Math.random() * 10) * 2; }); var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('enemyBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -10; self._move_migrated = function () { self.x -= self.speed * Math.cos(self.direction); self.y -= self.speed * Math.sin(self.direction); }; }); var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.hitPoints = 5; self.hitPointIcons = []; self.takeDamage = function () { self.hitPoints--; if (self.hitPoints >= 0) { self.hitPointIcons[self.hitPoints].destroy(); self.hitPointIcons.splice(self.hitPoints, 1); } if (self.hitPoints <= 0) { LK.showGameOver(); } }; }); var HeroBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('heroBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self._move_migrated = function () { self.x += self.speed; if (self.x > 2048) { self.destroy(); } }; }); var HeroHealthItem = Container.expand(function () { var self = Container.call(this); var healthItemGraphics = self.attachAsset('heroHealthItem', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -5; self._move_migrated = function () { self.y += self.speed; if (self.y < 0) { self.destroy(); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ var boss; LK.playMusic('BackgroundMusic', { loop: true }); // Play and loop background music var background = game.attachAsset('background', {}); background.width = 2048; background.height = 2732; background.alpha = 0.5; var background2 = game.attachAsset('background', {}); background2.width = 2048; background2.height = 2732; background2.alpha = 0.5; background2.x = 2048; var dragNode = null; var shootingInterval; game.on('down', function (x, y, obj) { dragNode = hero; shootingInterval = LK.setInterval(function () { var bullet = new HeroBullet(); bullet.x = hero.x; bullet.y = hero.y; heroBullets.push(bullet); game.addChild(bullet); }, 200); }); game.on('up', function (x, y, obj) { dragNode = null; LK.clearInterval(shootingInterval); }); game.on('move', function (x, y, obj) { if (dragNode) { var pos = game.toLocal(obj.global); dragNode.x = pos.x; dragNode.y = pos.y; } }); game.on('up', function (x, y, obj) { dragNode = null; }); var heroBullets = []; var enemyBullets = []; var enemies = []; var hero = game.addChild(new Hero()); hero.x = hero.width; hero.y = 2732 / 2; var hitPointIcons = []; for (var i = 0; i < hero.hitPoints; i++) { var hitPointIcon = LK.getAsset('hpIcon', {}); hitPointIcon.x = i * hitPointIcon.width; hitPointIcon.y = 0; hero.hitPointIcons.push(hitPointIcon); LK.gui.topLeft.addChild(hitPointIcon); } var score = 0; var bossHitPointsText = new Text2('Boss HP: ' + (boss ? boss.hitPoints : 0), { size: 100, fill: '#ff0000' }); bossHitPointsText.anchor.set(0.5, 0); bossHitPointsText.x = 2048 / 2; bossHitPointsText.y = 50; LK.gui.top.addChild(bossHitPointsText); var enemiesDestroyed = 0; var scoreText = new Text2(score.toString(), { size: 150, fill: '#ffffff' }); scoreText.anchor.set(1, 0); LK.gui.topRight.addChild(scoreText); var backgroundSpeed = 5; // Speed at which the background moves LK.on('tick', function () { // Check if background1 is completely off the screen if (background.x + background.width <= 0) { background.x = background2.x + background2.width; } // Check if background2 is completely off the screen if (background2.x + background2.width <= 0) { background2.x = background.x + background.width; } if (enemiesDestroyed < 10) { background.x -= backgroundSpeed; background2.x -= backgroundSpeed; } for (var i = 0; i < heroBullets.length; i++) { heroBullets[i]._move_migrated(); if (heroBullets[i].x > 2048) { heroBullets[i].destroy(); heroBullets.splice(i, 1); } for (var j = 0; j < enemies.length; j++) { if (heroBullets[i] && heroBullets[i].intersects(enemies[j])) { enemies[j].hitPoints--; heroBullets[i].destroy(); heroBullets.splice(i, 1); if (enemies[j].hitPoints <= 0) { var blast = game.attachAsset('blast', { anchorX: 0.5, anchorY: 0.5 }); blast.x = enemies[j].x; blast.y = enemies[j].y; game.addChild(blast); LK.setTimeout(function () { blast.destroy(); }, 500); enemies[j].destroy(); enemies.splice(j, 1); LK.getSound('Explosion').play(); score++; enemiesDestroyed++; scoreText.setText(score.toString()); } break; } if (heroBullets[i] && boss && heroBullets[i].intersects(boss, { scaleX: 1.5, scaleY: 1.5 })) { boss.hitPoints--; boss.turnRed(); LK.getSound('BossHit').play(); bossHitPointsText.setText('Boss HP: ' + boss.hitPoints); heroBullets[i].destroy(); heroBullets.splice(i, 1); if (boss.hitPoints <= 0) { var blast = game.attachAsset('blast', { anchorX: 0.5, anchorY: 0.5 }); blast.x = boss.x; blast.y = boss.y; game.addChild(blast); LK.setTimeout(function () { blast.destroy(); }, 500); boss.destroy(); var youWinText = new Text2('YOU WIN', { size: 200, fill: '#00ff00' }); youWinText.anchor.set(0.5, 0.5); youWinText.x = 2048 / 2; youWinText.y = 2732 / 2; LK.gui.center.addChild(youWinText); } break; } } } for (var i = 0; i < enemyBullets.length; i++) { enemyBullets[i]._move_migrated(); if (enemyBullets[i].x < 0) { enemyBullets[i].destroy(); enemyBullets.splice(i, 1); } else if (hero.intersects(enemyBullets[i])) { hero.hitPoints -= 2; if (hero.hitPoints < 0) { hero.hitPoints = 0; } while (hero.hitPointIcons.length > hero.hitPoints) { hero.hitPointIcons.pop().destroy(); } if (hero.hitPoints <= 0) { LK.showGameOver(); } enemyBullets[i].destroy(); enemyBullets.splice(i, 1); } } for (var i = 0; i < enemies.length; i++) { enemies[i]._move_migrated(); if (enemies[i].x + enemies[i].width < 0) { enemies[i].destroy(); enemies.splice(i, 1); } if (hero.intersects(enemies[i])) { hero.takeDamage(); enemies[i].destroy(); enemies.splice(i, 1); } } if (boss) { boss._move_migrated(); } if (enemiesDestroyed >= 10) { if (!boss) { boss = new Boss(); boss.x = 2048 - 100; boss.y = 2732 / 2; game.addChildAt(boss, game.children.length); // Shake the screen for 2 seconds var shakeDuration = 120; // 2 seconds at 60 FPS var shakeIntensity = 20; var originalX = game.x; var originalY = game.y; var shakeInterval = LK.setInterval(function () { if (shakeDuration > 0) { game.x = originalX + (Math.random() - 0.5) * shakeIntensity; game.y = originalY + (Math.random() - 0.5) * shakeIntensity; shakeDuration--; } else { LK.clearInterval(shakeInterval); game.x = originalX; game.y = originalY; } }, 1000 / 60); } } else if (LK.ticks % 72 == 0) { var enemy; if (Math.random() < 0.3) { enemy = new FastEnemy(); } else { enemy = new Enemy(); } enemy.x = 2048; enemy.y = Math.random() * (2732 - 2 * enemy.height); enemies.push(enemy); game.addChild(enemy); } if (LK.ticks % 1200 == 0) { var healthItem = new HeroHealthItem(); healthItem.x = Math.random() * (2048 - healthItem.width); healthItem.y = 2732; game.addChild(healthItem); } for (var i = 0; i < game.children.length; i++) { if (game.children[i] instanceof HeroHealthItem) { game.children[i]._move_migrated(); if (hero.intersects(game.children[i])) { if (hero.hitPoints < 5) { hero.hitPoints++; var hitPointIcon = LK.getAsset('hpIcon', {}); hitPointIcon.x = (hero.hitPoints - 1) * hitPointIcon.width; hitPointIcon.y = 0; hero.hitPointIcons.push(hitPointIcon); LK.gui.topLeft.addChild(hitPointIcon); } game.children[i].destroy(); } } } });
===================================================================
--- original.js
+++ change.js
@@ -273,9 +273,16 @@
LK.setTimeout(function () {
blast.destroy();
}, 500);
boss.destroy();
- LK.showGameOver();
+ var youWinText = new Text2('YOU WIN', {
+ size: 200,
+ fill: '#00ff00'
+ });
+ youWinText.anchor.set(0.5, 0.5);
+ youWinText.x = 2048 / 2;
+ youWinText.y = 2732 / 2;
+ LK.gui.center.addChild(youWinText);
}
break;
}
}
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