User prompt
Make a background.
User prompt
Make the character move. This is not moving again for some reason.
User prompt
Get rid of online.
User prompt
Make it online.
User prompt
Now do it so that the character can actually move for real
User prompt
Make the character spawn close to the house, but not too close in front of it. Buy the left.
User prompt
Make the house not solid and put the character inside the house or just make the house have no hit box
User prompt
Let the character be able to move
User prompt
Make the house a little uppe
User prompt
Make the character come out of the house
User prompt
Make the character start at the house
User prompt
Don’t duplicate the shop and make that a house put a actual house on the second shop made
User prompt
Put a house on the bottom right corner and move it in the center a little bit
User prompt
Stop the character from going out of the screen or just put a wall around the screen
User prompt
Please fix the bug: 'ReferenceError: Can't find variable: coinGraphics' in or related to this line: 'coins[i].x = -coinGraphics.width; // Move coin out of the screen' Line Number: 333
User prompt
Please fix the bug: 'ReferenceError: Can't find variable: characterGraphics' in or related to this line: 'character.x = -characterGraphics.width; // Move character out of the screen' Line Number: 344
User prompt
Make all of the characters monsters and stuff like that go out of the screen
User prompt
I can’t click the publish button for some reason
User prompt
I can’t click anything. Why can I not click anything?
User prompt
Make the character 1.3 times slower
User prompt
Make the character two times faster
User prompt
Add a zombie growl, sound, and background
User prompt
Make the shop be usable
User prompt
Make the monsters kill me when I touch them or other people
User prompt
Please fix the bug: 'TypeError: character.hitBox.intersects is not a function. (In 'character.hitBox.intersects(enemies[j].killBox)', 'character.hitBox.intersects' is undefined)' in or related to this line: 'if (character.hitBox.intersects(enemies[j].killBox)) {' Line Number: 317
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { coins: 0, weaponLevel: 0 }); /**** * Classes ****/ var Character = Container.expand(function () { var self = Container.call(this); self.health = 3; // Initialize character health var characterGraphics = self.attachAsset('character', { anchorX: 0.5, anchorY: 0.5 }); self.down = function (x, y, obj) { dragNode = self; handleMove(x, y, obj); }; self.up = function (x, y, obj) { dragNode = null; }; self.hitBox = new Rectangle(self.x - characterGraphics.width / 2, self.y - characterGraphics.height / 2, characterGraphics.width, characterGraphics.height); self.update = function () { self.hitBox.x = self.x - characterGraphics.width / 2; self.hitBox.y = self.y - characterGraphics.height / 2; // Prevent character from moving out of the screen boundaries if (self.x - characterGraphics.width / 2 < 0) { self.x = characterGraphics.width / 2; } if (self.x + characterGraphics.width / 2 > 2048) { self.x = 2048 - characterGraphics.width / 2; } if (self.y - characterGraphics.height / 2 < 0) { self.y = characterGraphics.height / 2; } if (self.y + characterGraphics.height / 2 > 2732) { self.y = 2732 - characterGraphics.height / 2; } }; return self; }); var Coin = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); return self; }); var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.health = 3; // Example health value self.speed = 2 / self.health; // The stronger the enemy, the slower it moves self.update = function () { // Example enemy movement logic // Calculate direction towards the character var dx = character.x - self.x; var dy = character.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Normalize direction and move towards the character if (distance > 0) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } }; self.armor = Math.random() > 0.5 ? 1 : 0; // 50% chance to have armor self.killBox = new Rectangle(self.x - enemyGraphics.width / 2, self.y - enemyGraphics.height / 2, enemyGraphics.width, enemyGraphics.height); self.update = function () { self.killBox.x = self.x - enemyGraphics.width / 2; self.killBox.y = self.y - enemyGraphics.height / 2; // Example enemy movement logic // Calculate direction towards the character var dx = character.x - self.x; var dy = character.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Normalize direction and move towards the character if (distance > 0) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } }; return self; }); var Gun = Container.expand(function () { var self = Container.call(this); self.level = 1; // Initial gun level self.upgradeCost = 100; // Cost to upgrade the gun self.upgrade = function () { if (storage.coins >= self.upgradeCost) { storage.coins -= self.upgradeCost; self.level += 1; self.upgradeCost *= 2; // Increase cost for next upgrade scoreTxt.setText('Coins: ' + storage.coins); return true; } return false; }; return self; }); var House = Container.expand(function () { var self = Container.call(this); var houseGraphics = self.attachAsset('house', { anchorX: 0.5, anchorY: 0.5 }); // Remove hitbox to make the house non-solid return self; }); var Shop = Container.expand(function () { var self = Container.call(this); var shopGraphics = self.attachAsset('shop', { anchorX: 0.5, anchorY: 0.5 }); self.purchaseWeapon = function (weaponCost) { if (storage.coins >= weaponCost) { storage.coins -= weaponCost; scoreTxt.setText('Coins: ' + storage.coins); return true; } else if (gun.upgrade()) { console.log("Gun upgraded to level " + gun.level); return true; } return false; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ function showShopMenu() { console.log("Displaying shop menu..."); // Example: Check if the player can purchase or upgrade a weapon if (!character.gun) { character.gun = new Gun(); character.addChild(character.gun); character.gun.x = 0; // Position gun relative to character character.gun.y = 0; // Position gun relative to character } // Logic to display shop options and handle purchases if (shop.purchaseWeapon(character.gun.upgradeCost)) { console.log("Weapon purchased or upgraded!"); } else { console.log("Not enough coins to purchase or upgrade weapon."); } } function rectanglesIntersect(rect1, rect2) { return !(rect2.x > rect1.x + rect1.width || rect2.x + rect2.width < rect1.x || rect2.y > rect1.y + rect1.height || rect2.y + rect2.height < rect1.y); } function showGunSelectionMenu() { // Logic to display gun selection menu console.log("Displaying gun selection menu..."); // Example: Check if the player can purchase or upgrade a weapon console.log("Weapon selection or upgrade available!"); if (!character.gun) { character.gun = new Gun(); character.addChild(character.gun); character.gun.x = 0; // Position gun relative to character character.gun.y = 0; // Position gun relative to character } } // Initialize assets used in this game. Scale them according to what is needed for the game. var background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 }); game.addChild(background); var character = game.addChild(new Character()); var shop = game.addChild(new Shop()); var house = game.addChild(new House()); house.x = 1800; // Position the house on the right side of the screen house.y = 2100; // Move the house slightly upwards on the screen var gun = new Gun(); character.speed = 7; // Set initial character speed character.stamina = 100; // Initialize character stamina shop.x = 1800; // Position the shop on the right side of the screen shop.y = 1366; character.x = house.x - house.width / 2 - character.width / 2 - 50; // Position character to the left of the house character.y = house.y; // Keep character at the same y position as the house character.stamina = 100; // Initialize character stamina var coins = []; var enemies = []; var dragNode = null; var friendlyFireEnabled = true; // Enable friendly fire var timerBar = new Container(); // Create a container for the time bar timerBar.x = 1024; // Center horizontally timerBar.y = 2300; // Move the time bar 10 cm up from its current position timerBar.width = 800; // Set the width of the time bar timerBar.height = 50; // Set the height of the time bar timerBar.anchorX = 0.5; // Center the anchor point timerBar.anchorY = 0.5; // Center the anchor point timerBar.color = 0x00FF00; // Set the color of the time bar to green game.addChild(timerBar); // Add the time bar to the game var scoreTxt = new Text2('Coins: ' + storage.coins, { size: 150, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Move score text to the middle top of the screen var timerTxt = new Text2('Time: 0s', { size: 100, fill: 0xFFFFFF }); timerTxt.anchor.set(0.5, 0.5); LK.gui.bottom.addChild(timerTxt); // Add a pause button to the game interface var pauseButton = new Text2('Pause', { size: 100, fill: 0xFFFFFF }); pauseButton.anchor.set(0.5, 0); pauseButton.x = 1024; // Center horizontally pauseButton.y = 50; // Position near the top LK.gui.top.addChild(pauseButton); // Add a run button to the game interface var runButton = new Text2('Run', { size: 100, fill: 0xFFFFFF }); runButton.anchor.set(0.5, 0); runButton.x = 1024; // Center horizontally runButton.y = 150; // Position below the pause button LK.gui.top.addChild(runButton); // Add a code entry button to the game interface var codeButton = new Text2('Enter Code', { size: 100, fill: 0xFFFFFF }); codeButton.anchor.set(0.5, 0); codeButton.x = 1024; // Center horizontally codeButton.y = 350; // Position below the coins counter bar LK.gui.top.addChild(codeButton); // Add event listener for code button codeButton.down = function () { var code = prompt("Enter your code:"); if (code === "GUN100") { storage.coins += 100; scoreTxt.setText('Coins: ' + storage.coins); console.log("Code accepted: 100 coins added!"); } else if (code === "GUNUPGRADE") { if (gun.upgrade()) { console.log("Gun upgraded to level " + gun.level); } else { console.log("Not enough coins to upgrade gun."); } } else { console.log("Invalid code."); } }; // Add event listener for run button runButton.down = function () { if (character.speed === 7 && character.stamina > 0) { character.speed = 12; // Increase speed runButton.setText('Walk'); } else { character.speed = 7; // Reset to normal speed runButton.setText('Run'); } }; // Add event listener for pause button pauseButton.down = function () { if (game.paused) { game.resume(); pauseButton.setText('Pause'); } else { game.pause(); pauseButton.setText('Resume'); } }; function handleMove(x, y, obj) { if (dragNode) { var dx = x - dragNode.x; var dy = y - dragNode.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { var speed = character.speed; // Use character's speed dragNode.x += dx / distance * speed; dragNode.y += dy / distance * speed; } // Update character position based on dragNode character.x = dragNode.x; character.y = dragNode.y; } else { // Allow character to move independently character.x += character.speed; character.y += character.speed; } } game.move = handleMove; character.down = function (x, y, obj) { dragNode = character; handleMove(x, y, obj); }; character.up = function (x, y, obj) { dragNode = null; }; game.update = function () { if (game.paused) { return; } // Skip update logic if the game is paused // Update character position based on dragNode if (dragNode) { character.x = dragNode.x; character.y = dragNode.y; } else { // Ensure character can move independently of dragNode character.update(); } // Deplete stamina when running if (character.speed > 7 && character.stamina > 0) { character.stamina -= 0.5; if (character.stamina <= 0) { character.speed = 7; // Reset to normal speed when stamina is depleted runButton.setText('Run'); } } // Regenerate stamina when not running if (character.speed === 7 && character.stamina < 100) { character.stamina += 0.1; } if (LK.ticks % 60 == 0) { var secondsSurvived = Math.floor(LK.ticks / 60); timerTxt.setText('Time: ' + secondsSurvived + 's'); var totalGameTime = 300; // Total game time in seconds var remainingTime = totalGameTime - secondsSurvived; // Calculate remaining time timerBar.width = remainingTime / totalGameTime * 800; // Update the width of the time bar based on remaining time var newCoin = new Coin(); newCoin.x = Math.random() * 2048; newCoin.y = Math.random() * 2732; coins.push(newCoin); game.addChild(newCoin); } if (LK.ticks % 120 == 0) { var newEnemy = new Enemy(); LK.getSound('zombieGrowl').play(); newEnemy.x = Math.random() * 2048; newEnemy.y = 0; enemies.push(newEnemy); game.addChild(newEnemy); } for (var i = coins.length - 1; i >= 0; i--) { if (character.intersects(coins[i])) { storage.coins += 1; if (storage.coins % 10 === 0) { character.stamina = 100; // Refill stamina every 10 coins } scoreTxt.setText('Coins: ' + storage.coins); LK.getSound('coinCollect').play(); coins[i].x = -coins[i].width; // Move coin out of the screen coins[i].y = -coins[i].height; // Move coin out of the screen coins[i].destroy(); coins.splice(i, 1); } } for (var j = enemies.length - 1; j >= 0; j--) { enemies[j].update(); if (rectanglesIntersect(character.hitBox, enemies[j].killBox)) { character.health -= 1; if (character.health <= 0) { character.x = -character.hitBox.width; // Move character out of the screen character.y = -character.hitBox.height; // Move character out of the screen LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } shop.down = function (x, y, obj) { showShopMenu(); console.log("Shop menu opened"); }; if (enemies[j].health <= 0) { storage.coins += 5; scoreTxt.setText('Coins: ' + storage.coins); LK.getSound('enemyDefeat').play(); enemies[j].x = -enemyGraphics.width; // Move enemy out of the screen enemies[j].y = -enemyGraphics.height; // Move enemy out of the screen enemies[j].destroy(); enemies.splice(j, 1); } } }; LK.playMusic('backgroundMusic', { loop: true });
===================================================================
--- original.js
+++ change.js
@@ -176,9 +176,15 @@
character.gun.y = 0; // Position gun relative to character
}
}
// Initialize assets used in this game. Scale them according to what is needed for the game.
-game.setBackgroundColor(0x008080);
+var background = LK.getAsset('background', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 1024,
+ y: 1366
+});
+game.addChild(background);
var character = game.addChild(new Character());
var shop = game.addChild(new Shop());
var house = game.addChild(new House());
house.x = 1800; // Position the house on the right side of the screen
Make it look like a shop. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A scary zombie. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A realistic coin. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A running man running for his life. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A house. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Zombie apocalypse city. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows