User prompt
Coin Collector: Hiccup Gun Adventure
User prompt
Make a game where the coins appear everywhere and there’s a character that you can move to collect the coins and there’s an enemy and you can hiccup guns in the shop by buying them each the last one cost 1 trillion coins and you can grab a gun from the shop and the first one is free And you can make the other gun and every time you kill your enemy they drop two coins in the stronger enemies, the more coins by two
User prompt
OK, that was just a question
Initial prompt
How can I change my profile?
/**** * 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 });
/****
* 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
});
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