User prompt
When the players touch the key the key stays with the player and if the player goes to the door the door opens to a new room
User prompt
When the alien gets shot four times the alien drops the key and a note and if the player tap the key the player has the key in the player's hand and the key unlocks the door
User prompt
Can you re-add the key please
User prompt
When the alien is shot by the bullet four times the alien drops a note and when the player taps the note the note says that the alien ate the Player's classmates
User prompt
When the alien gets hit by the bullets four times the alien drops the key to unlock the door
User prompt
Add the life's for the monster the monster has four life's and add one for the player and the player has three lifes
User prompt
Add a key to collect and unlock the door
User prompt
Add a door to unlock
User prompt
If the player swipe up the player goes up same thing if the player swipes down
User prompt
Make the player run away and if you swipe left the player goes left but if you swipe right the player goes right
User prompt
No I said change character name to player
User prompt
If the player taps the monster the player wins
User prompt
Make the player running
User prompt
Delete the part I said if the monster running the player runs to but he finds a key
User prompt
If the player tap on the key the player wins
User prompt
Create a key
User prompt
If the monster running the player.runs to but he finds a key create a key
User prompt
If you swipe the screen to player follows
User prompt
Every time the bullet hits the monster the monster has a health button
User prompt
Make a control button
User prompt
Make a control button for the player
User prompt
Please fix the bug: 'Uncaught TypeError: character.hitTest is not a function' in or related to this line: 'if (character.hitTest(charLocalPos.x, charLocalPos.y)) {' Line Number: 156
User prompt
Make the player controllable
User prompt
Please fix the bug: 'Uncaught TypeError: character.containsPoint is not a function' in or related to this line: 'if (character.containsPoint(charLocalPos)) {' Line Number: 156
User prompt
Make the monster chase the player
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ //Storage library which should be used for persistent game data // var storage = LK.import('@upit/storage.v1'); //Library for using the camera (the background becomes the user's camera video feed) and the microphone. It can access face coordinates for interactive play, as well detect microphone volume / voice interactions // var facekit = LK.import('@upit/facekit.v1'); //Classes can only be defined here. You cannot create inline classes in the games code. var Bullet = Container.expand(function () { var self = Container.call(this); //Create and attach asset. This is the same as calling var xxx = self.addChild(LK.getAsset(...)) var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); //Set bullet speed self.speed = 20; // Bullet speed //If this instance of bullet is attached, this method will be called every tick by the LK engine automatically. //To not manually call .updated methods. If you want to manually call a method every tick on a class, use a different name than update. //As .update is called from the LK engine directly, .update cannot have method arguments. self.update = function () { self.y -= self.speed; // Move bullet upwards }; return self; //You must return self if you want other classes to be able to inherit from this class }); var Door = Container.expand(function () { var self = Container.call(this); self.attachAsset('door_asset', { anchorX: 0.5, anchorY: 0.5 }); return self; }); //Make a Character class by using the LK expand method to extend Container. var HealthBar = Container.expand(function () { var self = Container.call(this); var maxWidth = 200; var height = 20; var background = self.addChild(LK.getAsset('bullet', { // Using bullet as a temporary graphic width: maxWidth, height: height, tint: 0x808080, // Grey background anchorX: 0, anchorY: 0 })); var foreground = self.addChild(LK.getAsset('bullet', { // Using bullet as a temporary graphic width: maxWidth, height: height, tint: 0x00ff00, // Green foreground anchorX: 0, anchorY: 0 })); self.setMaxHealth = function (maxHealth) { self._maxHealth = maxHealth; self.setHealth(maxHealth); }; self.setHealth = function (health) { self._health = Math.max(0, Math.min(self._maxHealth, health)); foreground.width = self._health / self._maxHealth * maxWidth; }; self.getHealth = function () { return self._health; }; return self; }); var Key = Container.expand(function () { var self = Container.call(this); self.attachAsset('key_asset', { anchorX: 0.5, anchorY: 0.5 }); return self; }); var Note = Container.expand(function () { var self = Container.call(this); self.attachAsset('note_asset', { anchorX: 0.5, anchorY: 0.5 }); return self; }); var PlayerCharacter = Container.expand(function () { var self = Container.call(this); //Get and automatically addChild to self asset with id 'player' with the anchor point set to .5, .5 var characterGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Clamp position to be within the bottom half of the screen // Ensure self.width and self.height are valid (assets are loaded) if (self.width && self.height) { self.x = Math.max(characterGraphics.width / 2, Math.min(2048 - characterGraphics.width / 2, self.x)); // Y position is not changed by horizontal swipes, but we keep its clamping logic. // Y position can now be changed by vertical swipes. Clamp Y to full screen height. self.y = Math.max(characterGraphics.height / 2, Math.min(2732 - characterGraphics.height / 2, self.y)); } }; return self; //You must return self if you want other classes to be able to inherit from this class }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Golden key // Light yellow for the note // Add key asset //Minimalistic tween library which should be used for animations over time, including tinting / colouring an object, scaling, rotating, or changing any game object property. //Only include the plugins you need to create the game. //We have access to the following plugins. (Note that the variable names used are mandetory for each plugin) // Initialize music // Blue character // Purple alien // Yellow bullet // Initialize assets used in this game. Scale them according to what is needed for the game. // or via static code analysis based on their usage in the code. // Assets are automatically created and loaded either dynamically during gameplay /* Supported Types: 1. Shape: - Simple geometric figures with these properties: * width: (required) pixel width of the shape. * height: (required) pixel height of the shape. * color: (required) color of the shape. * shape: (required) type of shape. Valid options: 'box', 'ellipse'. 2. Image: - Imported images with these properties: * width: (required) pixel resolution width. * height: (required) pixel resolution height. * id: (required) identifier for the image. * flipX: (optional) horizontal flip. Valid values: 0 (no flip), 1 (flip). * flipY: (optional) vertical flip. Valid values: 0 (no flip), 1 (flip). * orientation: (optional) rotation in multiples of 90 degrees, clockwise. Valid values: - 0: No rotation. - 1: Rotate 90 degrees. - 2: Rotate 180 degrees. - 3: Rotate 270 degrees. Note: Width and height remain unchanged upon flipping. 3. Sound: - Sound effects with these properties: * id: (required) identifier for the sound. * volume: (optional) custom volume. Valid values are a float from 0 to 1. 4. Music: - In contract to sound effects, only one music can be played at a time - Music is using the same API to initilize just like sound. - Music loops by default - Music with these config options: * id: (required) identifier for the sound. * volume: (optional) custom volume. Valid values are a float from 0 to 1. * start: (optional) a float from 0 to 1 used for cropping and indicates the start of the cropping * end: (optional) a float from 0 to 1 used for cropping and indicates the end of the cropping */ //Init game with black background //Note game dimensions are 2048x2732 // Global variables var alien; var character; var bullets = []; var scoreTxt; // dragNode is no longer used with swipe controls var lastCharacterIntersectingAlien = false; var touchStartX = 0; // Stores the initial X position of a touch/swipe var touchStartY = 0; // Stores the initial Y position of a touch/swipe var characterInitialX = 0; // Stores the character's X position at the start of a swipe var characterInitialY = 0; // Stores the character's Y position at the start of a swipe var isSwiping = false; // Flag to indicate if a swipe is in progress var swipeAxis = 'none'; // Determines swipe axis: 'none', 'horizontal', 'vertical' var SWIPE_THRESHOLD = 20; // Minimum pixel distance to determine swipe axis var WIN_SCORE = 50; // Score to win // var monsterHealth = 100; // Monster's initial health (REMOVED) // var monsterMaxHealth = 100; // Monster's maximum health (REMOVED) // var healthBar; // Health bar instance (REMOVED) var alienHitCount = 0; // Tracks how many times the alien has been hit var alienDefeated = false; // Tracks if the alien has been defeated and dropped the item var keyInstance = null; // Key instance var hasKey = false; // Tracks if the player has collected the key var noteInstance = null; // Note instance var doorInstance = null; // Door instance var playerLives = 3; // Player starts with 3 lives // var monsterLives = 4; // Monster starts with 4 lives (REMOVED) // Change background color game.setBackgroundColor(0x1a1a1a); // Dark grey background // Create and position the alien in the center alien = game.addChild(LK.getAsset('alien', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 })); alien.lastIntersectingCharacter = false; // Initialize for intersection tracking alien.lastIntersectingBullet = false; // Initialize for intersection tracking // Health bar creation removed as per new hit count logic // Create and position the player character at the bottom center character = game.addChild(new PlayerCharacter()); character.x = 2048 / 2; character.y = 2732 - character.height / 2 - 100; // Position near bottom character.lastIntersectingAlien = false; // Initialize for intersection tracking // Create and position the door doorInstance = game.addChild(new Door()); doorInstance.x = 2048 / 2; doorInstance.y = 150; // Position at the top-center area // Initialize key variables keyInstance = null; hasKey = false; // Create and add score display scoreTxt = new Text2('0', { size: 150, fill: 0xFFFFFF }); scoreTxt.setText(LK.getScore()); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Mouse or touch up event on the game object // Mouse or touch down event on the game object to start dragging the character game.down = function (x, y, obj) { // Initialize swipe tracking variables touchStartX = x; touchStartY = y; if (character) { // Ensure character exists characterInitialX = character.x; characterInitialY = character.y; } isSwiping = true; swipeAxis = 'none'; // Reset swipe axis determination // Check if the key was tapped if (keyInstance !== null && !hasKey) { // Only allow tap if key exists and not yet collected var keyLocalPos = keyInstance.toLocal({ x: x, y: y }); // Assuming keyInstance has its asset as the first child and anchor is 0.5, 0.5 var keyAsset = keyInstance.children[0]; if (keyAsset && Math.abs(keyLocalPos.x) <= keyAsset.width / 2 && Math.abs(keyLocalPos.y) <= keyAsset.height / 2) { hasKey = true; // Player now "has" the key // keyInstance is NOT destroyed. It will now follow the player. LK.getSound('Rah').play(); // Play sound for collecting the key (re-using 'Rah') // The game doesn't end here; player now has the key for a future door. isSwiping = false; // Stop swipe processing as an action occurred swipeAxis = 'none'; return; // Exit early, an action was performed } } }; game.up = function (x, y, obj) { // Stop character movement on touch up isSwiping = false; swipeAxis = 'none'; // Reset swipe axis }; // Ask LK engine to update game every game tick // Mouse or touch move event on the game object to move the character game.move = function (x, y, obj) { if (isSwiping && character) { var currentX = x; // Current touch x from event var currentY = y; // Current touch y from event var deltaX = currentX - touchStartX; var deltaY = currentY - touchStartY; if (swipeAxis === 'none') { // Determine swipe axis if not already determined if (Math.abs(deltaX) > SWIPE_THRESHOLD || Math.abs(deltaY) > SWIPE_THRESHOLD) { if (Math.abs(deltaX) > Math.abs(deltaY)) { swipeAxis = 'horizontal'; } else { swipeAxis = 'vertical'; } } } // Move character based on determined swipe axis if (swipeAxis === 'horizontal') { character.x = characterInitialX + deltaX; } else if (swipeAxis === 'vertical') { character.y = characterInitialY + deltaY; } // Clamping will be handled by character.update() } }; game.update = function () { // Update and manage bullets for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; // We always keep track of last and current values to detect state changes if (bullet.lastY === undefined) bullet.lastY = bullet.y; // Initialize lastY for tracking changes on Y if (bullet.lastIntersectingAlien === undefined) bullet.lastIntersectingAlien = false; // Initialize for intersection tracking // Off-Screen Detection: Destroy bullet if it goes off the top edge if (bullet.lastY >= -bullet.height && bullet.y < -bullet.height) { bullet.destroy(); // Destroy can only be called from the main 'Game' class bullets.splice(i, 1); continue; // Skip further checks for this bullet } // Intersection Detection: Check for bullet collision with alien var currentIntersectingAlien = bullet.intersects(alien); if (!bullet.lastIntersectingAlien && currentIntersectingAlien) { // Intersection just started LK.setScore(LK.getScore() + 1); scoreTxt.setText(LK.getScore()); LK.getSound('hit').play(); // Play hit sound // Increment alien hit count alienHitCount++; // Check if alien has been hit 4 times and not yet defeated if (alienHitCount >= 4 && !alienDefeated) { alienDefeated = true; // Mark alien as defeated to prevent multiple item drops if (keyInstance === null) { // Check if keyInstance is null // Create key only if it doesn't exist keyInstance = game.addChild(new Key()); // Create a Key instance keyInstance.x = alien.x; // Position key at alien's last position keyInstance.y = alien.y; // Drop a note as well if (noteInstance === null) { // Check if noteInstance is null noteInstance = game.addChild(new Note()); noteInstance.x = alien.x + (keyInstance.width || 80) + 20; // Position note next to the key noteInstance.y = alien.y; } // The alien is now "defeated" in terms of dropping the key. // Alien continues to be active unless explicitly made inactive later. } } // Winning condition (if score is still a win condition) if (LK.getScore() >= WIN_SCORE) { LK.showYouWin(); // Show "you win" and reset } bullet.destroy(); // Destroy bullet on hit bullets.splice(i, 1); continue; // Skip further checks for this bullet } // Update last known states bullet.lastY = bullet.y; bullet.lastIntersectingAlien = currentIntersectingAlien; } // Character movement is handled by the PlayerCharacter update method. // Move the alien towards the character (only if not fully defeated, e.g. invisible/inactive) // For simplicity, alien continues to move. If you want it to stop after dropping note: // if (!alienDefeated || (alienDefeated && noteInstance !== null)) { // Example: stop if note is dropped and still on screen if (alien && alien.visible) { // Assuming alien might be made invisible var moveSpeed = 5; // Adjust speed as needed if (character && character.visible) { // Ensure character exists and is visible var dx = character.x - alien.x; var dy = character.y - alien.y; var angle = Math.atan2(dy, dx); alien.x += Math.cos(angle) * moveSpeed; alien.y += Math.sin(angle) * moveSpeed; } } // Check for character collision with alien if (alien && alien.visible && character && character.visible) { // Check visibility var currentCharacterIntersectingAlien = character.intersects(alien); if (!lastCharacterIntersectingAlien && currentCharacterIntersectingAlien) { // Collision just started playerLives--; // Player loses a life LK.effects.flashScreen(0xff0000, 1000); // Flash screen red if (playerLives <= 0) { LK.showGameOver(); // Show game over and reset } else { // Player still has lives. } } lastCharacterIntersectingAlien = currentCharacterIntersectingAlien; } else { lastCharacterIntersectingAlien = false; // Reset if alien or character is not active for collision } // Make the key follow the player if collected if (hasKey && keyInstance && character && character.visible) { // Position key slightly above the player character var keyAssetGraphics = keyInstance.children[0]; // Assuming asset is the first child var keyHeight = keyAssetGraphics ? keyAssetGraphics.height : 80; // Use actual or default height var playerCharGraphics = character.children[0]; var playerHeight = playerCharGraphics ? playerCharGraphics.height : 100; keyInstance.x = character.x; keyInstance.y = character.y - playerHeight / 2 - keyHeight / 2 - 10; // Adjust offset as needed } // Check for player collision with door if player has the key if (doorInstance && character && character.visible && hasKey) { if (character.intersects(doorInstance)) { LK.showYouWin(); // Player with key touches door, wins game! } } // Fire a bullet periodically (every 15 ticks = ~4 times per second) if (LK.ticks % 15 == 0) { var newBullet = new Bullet(); // We always keep track of last and current values newBullet.x = character.x; newBullet.y = character.y; newBullet.lastY = newBullet.y; // Initialize lastY for tracking changes on Y newBullet.lastIntersectingAlien = newBullet.intersects(alien); // Initialize for intersection tracking bullets.push(newBullet); game.addChild(newBullet); LK.getSound('shoot').play(); // Play shoot sound } }; // Play background music LK.playMusic('bgmusic');
===================================================================
--- original.js
+++ change.js
@@ -27,8 +27,16 @@
self.y -= self.speed; // Move bullet upwards
};
return self; //You must return self if you want other classes to be able to inherit from this class
});
+var Door = Container.expand(function () {
+ var self = Container.call(this);
+ self.attachAsset('door_asset', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ return self;
+});
//Make a Character class by using the LK expand method to extend Container.
var HealthBar = Container.expand(function () {
var self = Container.call(this);
var maxWidth = 200;
@@ -71,8 +79,16 @@
anchorY: 0.5
});
return self;
});
+var Note = Container.expand(function () {
+ var self = Container.call(this);
+ self.attachAsset('note_asset', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ return self;
+});
var PlayerCharacter = Container.expand(function () {
var self = Container.call(this);
//Get and automatically addChild to self asset with id 'player' with the anchor point set to .5, .5
var characterGraphics = self.attachAsset('player', {
@@ -173,8 +189,10 @@
var alienHitCount = 0; // Tracks how many times the alien has been hit
var alienDefeated = false; // Tracks if the alien has been defeated and dropped the item
var keyInstance = null; // Key instance
var hasKey = false; // Tracks if the player has collected the key
+var noteInstance = null; // Note instance
+var doorInstance = null; // Door instance
var playerLives = 3; // Player starts with 3 lives
// var monsterLives = 4; // Monster starts with 4 lives (REMOVED)
// Change background color
game.setBackgroundColor(0x1a1a1a); // Dark grey background
@@ -192,8 +210,12 @@
character = game.addChild(new PlayerCharacter());
character.x = 2048 / 2;
character.y = 2732 - character.height / 2 - 100; // Position near bottom
character.lastIntersectingAlien = false; // Initialize for intersection tracking
+// Create and position the door
+doorInstance = game.addChild(new Door());
+doorInstance.x = 2048 / 2;
+doorInstance.y = 150; // Position at the top-center area
// Initialize key variables
keyInstance = null;
hasKey = false;
// Create and add score display
@@ -226,11 +248,10 @@
});
// Assuming keyInstance has its asset as the first child and anchor is 0.5, 0.5
var keyAsset = keyInstance.children[0];
if (keyAsset && Math.abs(keyLocalPos.x) <= keyAsset.width / 2 && Math.abs(keyLocalPos.y) <= keyAsset.height / 2) {
- hasKey = true;
- keyInstance.destroy();
- keyInstance = null;
+ hasKey = true; // Player now "has" the key
+ // keyInstance is NOT destroyed. It will now follow the player.
LK.getSound('Rah').play(); // Play sound for collecting the key (re-using 'Rah')
// The game doesn't end here; player now has the key for a future door.
isSwiping = false; // Stop swipe processing as an action occurred
swipeAxis = 'none';
@@ -300,8 +321,15 @@
// Create key only if it doesn't exist
keyInstance = game.addChild(new Key()); // Create a Key instance
keyInstance.x = alien.x; // Position key at alien's last position
keyInstance.y = alien.y;
+ // Drop a note as well
+ if (noteInstance === null) {
+ // Check if noteInstance is null
+ noteInstance = game.addChild(new Note());
+ noteInstance.x = alien.x + (keyInstance.width || 80) + 20; // Position note next to the key
+ noteInstance.y = alien.y;
+ }
// The alien is now "defeated" in terms of dropping the key.
// Alien continues to be active unless explicitly made inactive later.
}
}
@@ -350,9 +378,24 @@
lastCharacterIntersectingAlien = currentCharacterIntersectingAlien;
} else {
lastCharacterIntersectingAlien = false; // Reset if alien or character is not active for collision
}
- // Note: Character collision with key and door logic is removed as they are no longer part of the game.
+ // Make the key follow the player if collected
+ if (hasKey && keyInstance && character && character.visible) {
+ // Position key slightly above the player character
+ var keyAssetGraphics = keyInstance.children[0]; // Assuming asset is the first child
+ var keyHeight = keyAssetGraphics ? keyAssetGraphics.height : 80; // Use actual or default height
+ var playerCharGraphics = character.children[0];
+ var playerHeight = playerCharGraphics ? playerCharGraphics.height : 100;
+ keyInstance.x = character.x;
+ keyInstance.y = character.y - playerHeight / 2 - keyHeight / 2 - 10; // Adjust offset as needed
+ }
+ // Check for player collision with door if player has the key
+ if (doorInstance && character && character.visible && hasKey) {
+ if (character.intersects(doorInstance)) {
+ LK.showYouWin(); // Player with key touches door, wins game!
+ }
+ }
// Fire a bullet periodically (every 15 ticks = ~4 times per second)
if (LK.ticks % 15 == 0) {
var newBullet = new Bullet();
// We always keep track of last and current values
A blue demon alien. In-Game asset. High contrast. No shadows
The character is a little boy that is sad and 17 years old. In-Game asset. 2d. High contrast. No shadows. Kid
Key. In-Game asset. High contrast. No shadows. 2d
Door. In-Game asset. No shadows. 2d
A note that says dear player I ate classmates from alien. In-Game asset. High contrast. No shadows