User prompt
quando matar 200 monstros voce ganha o record
User prompt
quando o monstro e atirado, o score de quantos monstros matou fica verde com animaçao por 1 segundo
User prompt
CONTINUA PRETO
User prompt
o fundo continua preto
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'intersects')' in or related to this line: 'if (monsters[j].intersects(bullets[k])) {' Line Number: 126
User prompt
deixe o fundo um ativo
User prompt
remova os 1 segundos antes de ele morrer, quando a bala toca nele, ele morre direto
User prompt
ele morre apos 1 segundo, antes disso ele diminui 4% de seu tamanho em uma velocidade rapida
User prompt
resolva isso, ele nao ta morrendo
User prompt
antes dos 2 segundos do monstro morrer quando e atirado, ele diminui um pouco e depois morre
User prompt
a particula sera um ataivo
User prompt
quando o monstro e atirado, ele explode com particulas se espalhando com animaçao
Initial prompt
tirosntro
/**** * Classes ****/ //<Assets used in the game will automatically appear here> // 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; }; }); // Hero class var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.shoot = function () { var newBullet = new Bullet(); newBullet.x = self.x; newBullet.y = self.y; bullets.push(newBullet); game.addChild(newBullet); }; }); // Monster class var Monster = Container.expand(function () { var self = Container.call(this); var monsterGraphics = self.attachAsset('monster', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.update = function () { var dx = hero.x - self.x; var dy = hero.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); self.x += dx / dist * self.speed; self.y += dy / dist * self.speed; }; }); // Particle class var Particle = Container.expand(function () { var self = Container.call(this); var particleGraphics = self.attachAsset('particle', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = Math.random() * 10 - 5; self.speedY = Math.random() * 10 - 5; self.update = function () { self.x += self.speedX; self.y += self.speedY; self.speedX *= 0.99; self.speedY *= 0.99; self.alpha *= 0.96; if (self.alpha < 0.01) { self.destroy(); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ var background = game.addChild(LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5 })); background.x = 2048 / 2; background.y = 2732 / 2; // Initialize variables var hero = new Hero(); hero.x = 2048 / 2; hero.y = 2732 - 200; game.addChild(hero); var bullets = []; var monsters = []; var score = 0; var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Spawn monsters at intervals var spawnMonster = LK.setInterval(function () { var newMonster = new Monster(); newMonster.x = Math.random() * 2048; newMonster.y = 0; monsters.push(newMonster); game.addChild(newMonster); }, 2000); // Handle game updates game.update = function () { 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 = monsters.length - 1; j >= 0; j--) { monsters[j].update(); if (monsters[j].intersects(hero)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } for (var k = bullets.length - 1; k >= 0; k--) { if (monsters[j] && monsters[j].intersects(bullets[k])) { // Create particles when the monster is destroyed for (var p = 0; p < 100; p++) { var newParticle = new Particle(); newParticle.x = monsters[j].x; newParticle.y = monsters[j].y; game.addChild(newParticle); } monsters[j].destroy(); monsters.splice(j, 1); score++; scoreTxt.setText(score); LK.effects.flashObject(scoreTxt, 0x00ff00, 1000); if (score == 200) { LK.showGameOver(); } } } } }; // Handle touch events game.down = function (x, y, obj) { hero.shoot(); }; game.move = function (x, y, obj) { hero.x = x; hero.y = y; }; game.up = function (x, y, obj) { // No action needed on touch up }; // Update particles for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i] instanceof Particle) { game.children[i].update(); } }
===================================================================
--- original.js
+++ change.js
@@ -132,8 +132,11 @@
monsters.splice(j, 1);
score++;
scoreTxt.setText(score);
LK.effects.flashObject(scoreTxt, 0x00ff00, 1000);
+ if (score == 200) {
+ LK.showGameOver();
+ }
}
}
}
};
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