User prompt
remove the old route when new created
User prompt
When the knife button is pressed, draw a route that shows the shortest distance between the enemy and the player, and display the effect where that route meets the player's asset. the knife meets the enemy in the middle of asset. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
add a knife throw button. enemies take damage when knife hits them. knives are limited to 5 for each level ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
When the knife button is pressed, draw a route that shows the shortest distance between the enemy and the player, and display the effect where that route meets the player's asset. remove the same thing with attack button attack button only creates punch effect not any route effect ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
add a knife throw button and do this when new button is pressed. also enemies take damage when knife hits them. knives are limited to 5 for each level ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
When the attack button is pressed, draw a route that shows the shortest distance between the enemy and the player, and display the effect where that route meets the player's asset. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
move the movement keys away from each other and prevent them from intersecting with each other
User prompt
Show a warning with an arrow on the side where the enemy is. As you move forward, the warning will change from transparent to visible and when the enemy becomes visible on the screen, the warning will disappear. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
add collision to player and mobs. they collide and They don't interfere with each other.
User prompt
make all buttons bigger and add an asset for each of them
User prompt
It should move when the movement keys are hold, not when clicked.
User prompt
add buttons for all directions to move the player, add a attack button, increase attacks range
User prompt
game is not wave based. game is level based with each level contains different type and number of enemies. you move the player and the playable map is not limited with the visble screen camera follows the char as the char moves. enemies roam randomly and starts to attack the pkayer once they sees it
Code edit (1 edits merged)
Please save this source code
User prompt
Pixel Hero Adventure
Initial prompt
a pixel game like dan the man
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Coin = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); self.collectTimer = 0; self.update = function () { // Auto-collect after short delay self.collectTimer++; if (self.collectTimer > 30) { // 0.5 seconds self.collect(); } // Spin animation coinGraphics.rotation += 0.1; }; self.collect = function () { LK.getSound('coin').play(); // Remove from coins array for (var i = coins.length - 1; i >= 0; i--) { if (coins[i] === self) { coins.splice(i, 1); break; } } self.destroy(); }; return self; }); var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 1.0 }); self.health = 2; self.speed = 1; self.attackCooldown = 0; self.fromLeft = true; self.update = function () { var distanceToHero = Math.sqrt(Math.pow(self.x - hero.x, 2) + Math.pow(self.y - hero.y, 2)); var canSeeHero = distanceToHero < 300; // Line of sight range if (canSeeHero) { // Chase hero var dx = hero.x - self.x; var dy = hero.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; // Face direction of movement enemyGraphics.scaleX = dx > 0 ? 1 : -1; } // Attack hero if close enough if (distanceToHero < 100 && self.attackCooldown <= 0) { hero.takeDamage(); self.attackCooldown = 120; // 2 seconds at 60fps } } else { // Roam randomly if (!self.roamDirection || Math.random() < 0.01) { self.roamDirection = { x: (Math.random() - 0.5) * 2, y: (Math.random() - 0.5) * 2 }; } var newX = self.x + self.roamDirection.x * self.speed * 0.5; var newY = self.y + self.roamDirection.y * self.speed * 0.5; // Keep within level bounds if (newX > 100 && newX < currentLevelData.width - 100) { self.x = newX; enemyGraphics.scaleX = self.roamDirection.x > 0 ? 1 : -1; } if (newY > 1800 && newY < 2200) { self.y = newY; } } if (self.attackCooldown > 0) { self.attackCooldown--; } }; self.takeDamage = function () { self.health--; LK.effects.flashObject(self, 0xffffff, 200); if (self.health <= 0) { self.die(); } }; self.die = function () { // Drop coin var coin = game.addChild(new Coin()); coin.x = self.x; coin.y = self.y; // Add score and combo var baseScore = 10; var comboMultiplier = Math.floor(hero.comboCount / 5) + 1; var finalScore = baseScore * comboMultiplier; LK.setScore(LK.getScore() + finalScore); hero.addCombo(); // Remove from enemies array for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } self.destroy(); updateScoreDisplay(); }; return self; }); var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 1.0 }); self.maxHealth = 5; self.health = self.maxHealth; self.isAttacking = false; self.invulnerable = false; self.damageBoost = false; self.comboCount = 0; self.attack = function (targetX) { if (self.isAttacking) return; self.isAttacking = true; // Face direction of attack if (targetX < self.x) { heroGraphics.scaleX = -1; } else { heroGraphics.scaleX = 1; } // Attack animation tween(heroGraphics, { scaleY: 1.2 }, { duration: 100 }); tween(heroGraphics, { scaleY: 1.0 }, { duration: 100, onFinish: function onFinish() { self.isAttacking = false; } }); // Create punch effect var effect = game.addChild(LK.getAsset('punchEffect', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8 })); effect.x = self.x + heroGraphics.scaleX * 80; effect.y = self.y - 80; tween(effect, { scaleX: 2, scaleY: 2, alpha: 0 }, { duration: 200, onFinish: function onFinish() { effect.destroy(); } }); LK.getSound('punch').play(); }; self.takeDamage = function () { if (self.invulnerable) return; self.health--; self.comboCount = 0; // Flash red when hit LK.effects.flashObject(self, 0xff0000, 500); // Temporary invulnerability self.invulnerable = true; LK.setTimeout(function () { self.invulnerable = false; }, 1000); LK.getSound('hit').play(); updateHealthDisplay(); if (self.health <= 0) { LK.showGameOver(); } }; self.heal = function () { if (self.health < self.maxHealth) { self.health++; updateHealthDisplay(); } }; self.addCombo = function () { self.comboCount++; }; self.move = function (direction) { var speed = 5; if (direction === 'left' && self.x > 100) { self.x -= speed; heroGraphics.scaleX = -1; } else if (direction === 'right' && self.x < currentLevelData.width - 100) { self.x += speed; heroGraphics.scaleX = 1; } else if (direction === 'up' && self.y > 1800) { self.y -= speed; } else if (direction === 'down' && self.y < 2200) { self.y += speed; } // Update camera target camera.targetX = self.x - 1024; camera.targetY = self.y - 1366; // Clamp camera to level bounds camera.targetX = Math.max(0, Math.min(camera.targetX, currentLevelData.width - 2048)); camera.targetY = Math.max(0, Math.min(camera.targetY, currentLevelData.height - 2732)); }; return self; }); var PowerUp = Container.expand(function () { var self = Container.call(this); var powerupGraphics = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5 }); self.type = 'health'; // 'health', 'invulnerable', 'damage' self.lifetime = 600; // 10 seconds self.update = function () { self.lifetime--; if (self.lifetime <= 0) { self.expire(); } // Check collision with hero if (self.intersects(hero)) { self.collect(); } // Pulse animation var scale = 1 + Math.sin(LK.ticks * 0.2) * 0.2; powerupGraphics.scaleX = scale; powerupGraphics.scaleY = scale; }; self.collect = function () { LK.getSound('powerup').play(); if (self.type === 'health') { hero.heal(); } else if (self.type === 'invulnerable') { hero.invulnerable = true; LK.setTimeout(function () { hero.invulnerable = false; }, 5000); } else if (self.type === 'damage') { hero.damageBoost = true; LK.setTimeout(function () { hero.damageBoost = false; }, 5000); } // Remove from powerups array for (var i = powerups.length - 1; i >= 0; i--) { if (powerups[i] === self) { powerups.splice(i, 1); break; } } self.destroy(); }; self.expire = function () { // Remove from powerups array for (var i = powerups.length - 1; i >= 0; i--) { if (powerups[i] === self) { powerups.splice(i, 1); break; } } self.destroy(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2c3e50 }); /**** * Game Code ****/ // Game variables var hero; var enemies = []; var coins = []; var powerups = []; var currentLevel = 1; var levelComplete = false; var hearts = []; // Camera system var camera = { x: 0, y: 0, targetX: 0, targetY: 0, smoothing: 0.1 }; // Level configuration var levels = [{ enemies: [{ type: 'basic', count: 3 }], width: 4096, height: 2732 }, { enemies: [{ type: 'basic', count: 5 }, { type: 'strong', count: 2 }], width: 5120, height: 2732 }, { enemies: [{ type: 'basic', count: 7 }, { type: 'strong', count: 3 }, { type: 'fast', count: 2 }], width: 6144, height: 2732 }]; var currentLevelData = levels[0]; // UI Elements var scoreText = new Text2('Score: 0', { size: 80, fill: 0xFFFFFF }); scoreText.anchor.set(0, 0); scoreText.x = 150; scoreText.y = 50; LK.gui.topLeft.addChild(scoreText); var levelText = new Text2('Level: 1', { size: 80, fill: 0xFFFFFF }); levelText.anchor.set(0.5, 0); LK.gui.top.addChild(levelText); levelText.y = 50; var comboText = new Text2('Combo: 0x', { size: 60, fill: 0xFFFF00 }); comboText.anchor.set(1, 0); LK.gui.topRight.addChild(comboText); comboText.x = -50; comboText.y = 120; // Create movement and attack buttons var leftButton = LK.getAsset('hero', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.4, scaleY: 0.4, alpha: 0.7 }); leftButton.x = 150; leftButton.y = -200; LK.gui.bottomLeft.addChild(leftButton); var rightButton = LK.getAsset('hero', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.4, scaleY: 0.4, alpha: 0.7 }); rightButton.x = 350; rightButton.y = -200; LK.gui.bottomLeft.addChild(rightButton); var upButton = LK.getAsset('hero', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.4, scaleY: 0.4, alpha: 0.7 }); upButton.x = 250; upButton.y = -300; LK.gui.bottomLeft.addChild(upButton); var downButton = LK.getAsset('hero', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.4, scaleY: 0.4, alpha: 0.7 }); downButton.x = 250; downButton.y = -100; LK.gui.bottomLeft.addChild(downButton); var attackButton = LK.getAsset('punchEffect', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.6, scaleY: 0.6, alpha: 0.8 }); attackButton.x = -150; attackButton.y = -200; LK.gui.bottomRight.addChild(attackButton); // Create hero hero = game.addChild(new Hero()); hero.x = 1024; // Center of screen hero.y = 2200; // Near bottom // Create health display function updateHealthDisplay() { // Remove existing hearts for (var i = hearts.length - 1; i >= 0; i--) { hearts[i].destroy(); } hearts = []; // Create new hearts for (var i = 0; i < hero.health; i++) { var heart = LK.getAsset('heart', { anchorX: 0.5, anchorY: 0.5 }); heart.x = 200 + i * 80; heart.y = 200; LK.gui.topLeft.addChild(heart); hearts.push(heart); } } function updateScoreDisplay() { scoreText.setText('Score: ' + LK.getScore()); var comboMultiplier = Math.floor(hero.comboCount / 5) + 1; comboText.setText('Combo: ' + comboMultiplier + 'x'); } function initializeLevel() { // Clear existing enemies for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].destroy(); } enemies = []; currentLevelData = levels[currentLevel - 1] || levels[levels.length - 1]; levelComplete = false; // Spawn enemies for this level for (var j = 0; j < currentLevelData.enemies.length; j++) { var enemyGroup = currentLevelData.enemies[j]; for (var k = 0; k < enemyGroup.count; k++) { spawnEnemy(enemyGroup.type); } } levelText.setText('Level: ' + currentLevel); } function spawnEnemy(type) { var enemy = game.addChild(new Enemy()); // Random spawn position within level bounds enemy.x = 200 + Math.random() * (currentLevelData.width - 400); enemy.y = 1900 + Math.random() * 200; // Set enemy properties based on type if (type === 'basic') { enemy.health = 2; enemy.speed = 1; } else if (type === 'strong') { enemy.health = 4; enemy.speed = 0.8; enemy.getChildAt(0).tint = 0x8b4513; // Brown tint } else if (type === 'fast') { enemy.health = 1; enemy.speed = 2; enemy.getChildAt(0).tint = 0x00ff00; // Green tint } enemies.push(enemy); } function spawnPowerUp() { var powerup = game.addChild(new PowerUp()); powerup.x = 500 + Math.random() * 1048; // Random x position powerup.y = 2000; // Above ground level // Random powerup type var types = ['health', 'invulnerable', 'damage']; powerup.type = types[Math.floor(Math.random() * types.length)]; // Color by type var powerupGraphics = powerup.getChildAt(0); if (powerup.type === 'health') { powerupGraphics.tint = 0x00ff00; // Green } else if (powerup.type === 'invulnerable') { powerupGraphics.tint = 0x0088ff; // Blue } else if (powerup.type === 'damage') { powerupGraphics.tint = 0xff8800; // Orange } powerups.push(powerup); } function findNearestEnemy(x, y) { var nearest = null; var shortestDistance = Infinity; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var distance = Math.sqrt(Math.pow(enemy.x - x, 2) + Math.pow(enemy.y - y, 2)); if (distance < shortestDistance) { shortestDistance = distance; nearest = enemy; } } return nearest; } // Initialize UI updateHealthDisplay(); updateScoreDisplay(); // Initialize first level initializeLevel(); // Set initial camera position camera.targetX = hero.x - 1024; camera.targetY = hero.y - 1366; camera.x = camera.targetX; camera.y = camera.targetY; // Button event handlers leftButton.down = function (x, y, obj) { hero.move('left'); }; rightButton.down = function (x, y, obj) { hero.move('right'); }; upButton.down = function (x, y, obj) { hero.move('up'); }; downButton.down = function (x, y, obj) { hero.move('down'); }; attackButton.down = function (x, y, obj) { if (!hero.isAttacking) { var nearestEnemy = findNearestEnemy(hero.x, hero.y); if (nearestEnemy) { hero.attack(nearestEnemy.x); // Check if attack hits with increased range var distanceToEnemy = Math.sqrt(Math.pow(hero.x - nearestEnemy.x, 2) + Math.pow(hero.y - nearestEnemy.y, 2)); if (distanceToEnemy < 250) { // Increased from 150 to 250 var damage = hero.damageBoost ? 2 : 1; for (var i = 0; i < damage; i++) { nearestEnemy.takeDamage(); } } } else { // Attack in hero's facing direction hero.attack(hero.x + (hero.getChildAt(0).scaleX > 0 ? 100 : -100)); } } }; // Game input (fallback for screen taps outside buttons) game.down = function (x, y, obj) { // Convert screen coordinates to world coordinates var worldX = x + camera.x; var worldY = y + camera.y; // Check if tap is for movement or attack var distanceToHero = Math.sqrt(Math.pow(worldX - hero.x, 2) + Math.pow(worldY - hero.y, 2)); if (distanceToHero > 200) { // Movement - move toward tap position var dx = worldX - hero.x; var dy = worldY - hero.y; if (Math.abs(dx) > Math.abs(dy)) { hero.move(dx > 0 ? 'right' : 'left'); } else { hero.move(dy > 0 ? 'down' : 'up'); } } else { // Attack if (!hero.isAttacking) { var nearestEnemy = findNearestEnemy(worldX, worldY); if (nearestEnemy) { hero.attack(nearestEnemy.x); // Check if attack hits with increased range var distanceToEnemy = Math.sqrt(Math.pow(hero.x - nearestEnemy.x, 2) + Math.pow(hero.y - nearestEnemy.y, 2)); if (distanceToEnemy < 250) { // Increased from 150 to 250 var damage = hero.damageBoost ? 2 : 1; for (var i = 0; i < damage; i++) { nearestEnemy.takeDamage(); } } } else { // Attack in direction of tap hero.attack(worldX); } } } }; // Main game loop game.update = function () { // Update camera position smoothly camera.x += (camera.targetX - camera.x) * camera.smoothing; camera.y += (camera.targetY - camera.y) * camera.smoothing; // Apply camera position to game game.x = -camera.x; game.y = -camera.y; // Update all game objects for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; enemy.update(); } for (var i = coins.length - 1; i >= 0; i--) { coins[i].update(); } for (var i = powerups.length - 1; i >= 0; i--) { powerups[i].update(); } // Check for level completion if (!levelComplete && enemies.length === 0) { levelComplete = true; currentLevel++; if (currentLevel <= levels.length) { // Start next level after delay LK.setTimeout(function () { initializeLevel(); }, 2000); } else { // Game completed LK.showYouWin(); } } };
===================================================================
--- original.js
+++ change.js
@@ -362,8 +362,59 @@
comboText.anchor.set(1, 0);
LK.gui.topRight.addChild(comboText);
comboText.x = -50;
comboText.y = 120;
+// Create movement and attack buttons
+var leftButton = LK.getAsset('hero', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 0.4,
+ scaleY: 0.4,
+ alpha: 0.7
+});
+leftButton.x = 150;
+leftButton.y = -200;
+LK.gui.bottomLeft.addChild(leftButton);
+var rightButton = LK.getAsset('hero', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 0.4,
+ scaleY: 0.4,
+ alpha: 0.7
+});
+rightButton.x = 350;
+rightButton.y = -200;
+LK.gui.bottomLeft.addChild(rightButton);
+var upButton = LK.getAsset('hero', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 0.4,
+ scaleY: 0.4,
+ alpha: 0.7
+});
+upButton.x = 250;
+upButton.y = -300;
+LK.gui.bottomLeft.addChild(upButton);
+var downButton = LK.getAsset('hero', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 0.4,
+ scaleY: 0.4,
+ alpha: 0.7
+});
+downButton.x = 250;
+downButton.y = -100;
+LK.gui.bottomLeft.addChild(downButton);
+var attackButton = LK.getAsset('punchEffect', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 0.6,
+ scaleY: 0.6,
+ alpha: 0.8
+});
+attackButton.x = -150;
+attackButton.y = -200;
+LK.gui.bottomRight.addChild(attackButton);
// Create hero
hero = game.addChild(new Hero());
hero.x = 1024; // Center of screen
hero.y = 2200; // Near bottom
@@ -468,9 +519,42 @@
camera.targetX = hero.x - 1024;
camera.targetY = hero.y - 1366;
camera.x = camera.targetX;
camera.y = camera.targetY;
-// Game input
+// Button event handlers
+leftButton.down = function (x, y, obj) {
+ hero.move('left');
+};
+rightButton.down = function (x, y, obj) {
+ hero.move('right');
+};
+upButton.down = function (x, y, obj) {
+ hero.move('up');
+};
+downButton.down = function (x, y, obj) {
+ hero.move('down');
+};
+attackButton.down = function (x, y, obj) {
+ if (!hero.isAttacking) {
+ var nearestEnemy = findNearestEnemy(hero.x, hero.y);
+ if (nearestEnemy) {
+ hero.attack(nearestEnemy.x);
+ // Check if attack hits with increased range
+ var distanceToEnemy = Math.sqrt(Math.pow(hero.x - nearestEnemy.x, 2) + Math.pow(hero.y - nearestEnemy.y, 2));
+ if (distanceToEnemy < 250) {
+ // Increased from 150 to 250
+ var damage = hero.damageBoost ? 2 : 1;
+ for (var i = 0; i < damage; i++) {
+ nearestEnemy.takeDamage();
+ }
+ }
+ } else {
+ // Attack in hero's facing direction
+ hero.attack(hero.x + (hero.getChildAt(0).scaleX > 0 ? 100 : -100));
+ }
+ }
+};
+// Game input (fallback for screen taps outside buttons)
game.down = function (x, y, obj) {
// Convert screen coordinates to world coordinates
var worldX = x + camera.x;
var worldY = y + camera.y;
@@ -490,11 +574,12 @@
if (!hero.isAttacking) {
var nearestEnemy = findNearestEnemy(worldX, worldY);
if (nearestEnemy) {
hero.attack(nearestEnemy.x);
- // Check if attack hits
+ // Check if attack hits with increased range
var distanceToEnemy = Math.sqrt(Math.pow(hero.x - nearestEnemy.x, 2) + Math.pow(hero.y - nearestEnemy.y, 2));
- if (distanceToEnemy < 150) {
+ if (distanceToEnemy < 250) {
+ // Increased from 150 to 250
var damage = hero.damageBoost ? 2 : 1;
for (var i = 0; i < damage; i++) {
nearestEnemy.takeDamage();
}