User prompt
Remove the instructions 2 seconds before
User prompt
Make the collectible hearts that appears just on the upper side of the screen dont let them appear from the middle down
User prompt
Remove hearts explanation and enemy explanation from the instructions also remove pink
User prompt
Refine instructions
User prompt
Add instructions on screen on color black
User prompt
Remove empty hearts
User prompt
Separate the hearts counter and make them heart shaped
User prompt
Add hearts that came and the user couñd grb them and win life also make the life hearts bigger ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Keep shooting when user keep his finger on screen
User prompt
Make a life counter with 3 hearts and just lose 1 heart when hitted
User prompt
Put instructions on screen
User prompt
One tap jump keep the tap and shoot
User prompt
One tap jump two taps shoot
User prompt
Only shoot strs when double tap
User prompt
The shooting starts when double tap
User prompt
Make the character to be able to advance and move with the finger and shoot stars
Remix started
Copy Mario vs Monsters
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Define a class for enemies var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { self.x -= self.speed; if (self.x < -50) { self.destroy(); } }; }); // Define a class for collectible hearts var Heart = Container.expand(function () { var self = Container.call(this); var heartGraphics = self.attachAsset('heart', { anchorX: 0.5, anchorY: 0.5, scaleX: 1, scaleY: 1 }); self.speed = 5; self.lastY = self.y; self.lastX = self.x; // Add some floating animation self.floatOffset = Math.random() * Math.PI * 2; self.floatSpeed = 0.05; self.baseY = 0; self.update = function () { // Store last position for collision detection self.lastY = self.y; self.lastX = self.x; // Move the heart self.x -= self.speed; // Floating animation self.y = self.baseY + Math.sin(LK.ticks * self.floatSpeed + self.floatOffset) * 20; // Remove if offscreen if (self.x < -50) { self.destroy(); } }; return self; }); //<Assets used in the game will automatically appear here> // Define a class for the player character var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.jumpHeight = 40; self.isJumping = false; self.velocityY = 0; self.update = function () { if (self.isJumping) { self.y += self.velocityY; self.velocityY += 0.7; // Decreased gravity effect by 30% if (self.y >= 2732 / 2) { // Ground level self.y = 2732 / 2; self.isJumping = false; self.velocityY = 0; } } }; self.jump = function () { if (!self.isJumping) { self.isJumping = true; self.velocityY = -self.jumpHeight; } }; }); // Define a class for star bullets var Star = Container.expand(function () { var self = Container.call(this); // Create a yellow star shape using the built-in shape feature var starGraphics = self.attachAsset('star', { width: 50, height: 50, color: 0xffff00, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; // Store the last position for collision detection self.lastY = self.y; self.lastX = self.x; self.update = function () { // Store last position before update self.lastY = self.y; self.lastX = self.x; // Move the star forward self.x += self.speed; // Remove if it goes off-screen if (self.x > 2048 + 50) { self.destroy(); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue background }); /**** * Game Code ****/ var background = game.addChild(LK.getAsset('background', { anchorX: 0, anchorY: 0 })); background.x = 0; background.y = 0; // Initialize player var player = game.addChild(new Player()); player.x = 2048 / 2; player.y = 2732 / 2; player.lives = 3; player.invulnerable = false; player.invulnerableTime = 0; // Initialize enemies var enemies = []; var enemySpawnInterval = 100; var enemySpawnCounter = 0; // Initialize collectible hearts var collectibleHearts = []; var heartSpawnInterval = 300; // Less frequent than enemies var heartSpawnCounter = 0; // Create life display with proper heart images var maxHearts = 5; // Maximum number of hearts var heartsContainer = new Container(); LK.gui.top.addChild(heartsContainer); heartsContainer.x = 0; // Will be centered heartsContainer.y = 150; // Offset from top edge // Create heart icons array - we'll display both filled and empty hearts var heartIcons = []; // Function to update heart display function updateHeartDisplay() { // Remove existing hearts while (heartsContainer.children.length > 0) { heartsContainer.removeChildAt(0); } // Add heart icons for (var i = 0; i < player.lives; i++) { var heart = heartsContainer.addChild(LK.getAsset('heart', { anchorX: 0.5, anchorY: 0.5, scaleX: 1, scaleY: 1 })); // Position hearts in a row, centered var heartSpacing = 130; var totalWidth = (player.lives - 1) * heartSpacing; heart.x = -totalWidth / 2 + i * heartSpacing; heartIcons[i] = heart; } } // Initialize heart display updateHeartDisplay(); // Create a new Text2 object to display the score var scoreText = new Text2('0', { size: 100, fill: 0xFFFFFF }); // Add the score text to the game GUI at the top center of the screen LK.gui.top.addChild(scoreText); scoreText.x = 2048 / 2; scoreText.y = 0; // Create instruction text with black background var instructionContainer = new Container(); LK.gui.center.addChild(instructionContainer); instructionContainer.y = 300; // Create black background for instructions var instructionBg = new Container(); instructionBg.width = 1000; instructionBg.height = 350; instructionContainer.addChild(instructionBg); // Create a black rectangle background var blackBg = instructionBg.attachAsset('rect', { width: 1000, height: 350, color: 0x000000, shape: 'box', anchorX: 0.5, anchorY: 0.5, alpha: 0.9 }); // Create instruction text with more detailed controls var instructionText = new Text2('TAP to JUMP\nHOLD to continuously SHOOT', { size: 60, fill: 0xFFFFFF, align: 'center' }); instructionText.anchor.set(0.5, 0.5); instructionContainer.addChild(instructionText); // Create a timeout to hide instructions after 6 seconds (reduced by 2 seconds) LK.setTimeout(function () { // Fade out instructions var alpha = 1; var fadeInterval = LK.setInterval(function () { alpha -= 0.05; // Slower fade for better readability instructionContainer.alpha = alpha; // Fade the entire container including background if (alpha <= 0) { LK.clearInterval(fadeInterval); instructionContainer.visible = false; } }, 100); }, 6000); // Handle game updates // Array to store bullets var stars = []; var shootTimer = 0; game.update = function () { player.update(); // Handle player invulnerability if (player.invulnerable) { // Make player flash to indicate invulnerability player.alpha = Math.sin(Date.now() * 0.01) * 0.5 + 0.5; // End invulnerability after 2 seconds if (Date.now() - player.invulnerableTime > 2000) { player.invulnerable = false; player.alpha = 1; } } // Removed auto-shooting to only allow double tap shooting // Update stars for (var i = stars.length - 1; i >= 0; i--) { stars[i].update(); // Remove stars that are destroyed if (!stars[i].parent) { stars.splice(i, 1); continue; } // Check for star-enemy collisions for (var j = enemies.length - 1; j >= 0; j--) { if (stars[i] && enemies[j] && stars[i].intersects(enemies[j])) { // Remove the enemy and the star enemies[j].destroy(); enemies.splice(j, 1); stars[i].destroy(); stars.splice(i, 1); // Update score LK.setScore(LK.getScore() + 1); scoreText.setText(LK.getScore()); break; } } } // Hearts are now managed by updateHeartDisplay function // Update collectible hearts for (var i = collectibleHearts.length - 1; i >= 0; i--) { collectibleHearts[i].update(); // Remove hearts that are destroyed if (!collectibleHearts[i].parent) { collectibleHearts.splice(i, 1); continue; } // Check for player-heart collisions if (player.intersects(collectibleHearts[i])) { // Player collected a heart collectibleHearts[i].destroy(); collectibleHearts.splice(i, 1); // Add a life if not at maximum if (player.lives < 5) { player.lives++; // Show heart collection indicator showActionIndicator("+1 LIFE!", 1000); // Update heart display updateHeartDisplay(); // Get the newest heart for animation var newHeartIndex = player.lives - 1; var heart = heartIcons[newHeartIndex]; // Show animation effect tween(heart, { scaleX: 1.5, scaleY: 1.5 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { tween(heart, { scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.easeIn }); } }); } } } // Spawn enemies enemySpawnCounter++; if (enemySpawnCounter >= enemySpawnInterval) { var enemy = new Enemy(); enemy.x = 2048; enemy.y = 2732 / 2; enemies.push(enemy); game.addChild(enemy); // Randomize the spawn interval for the next enemy enemySpawnInterval = Math.floor(Math.random() * 150) + 50; enemySpawnCounter = 0; } // Spawn collectible hearts heartSpawnCounter++; if (heartSpawnCounter >= heartSpawnInterval) { var heart = new Heart(); heart.x = 2048; heart.y = Math.random() * 600 + 200; // Only spawn in upper third of screen heart.baseY = heart.y; collectibleHearts.push(heart); game.addChild(heart); // Randomize the spawn interval for the next heart (less frequent than enemies) heartSpawnInterval = Math.floor(Math.random() * 300) + 300; heartSpawnCounter = 0; } // Update enemies for (var j = enemies.length - 1; j >= 0; j--) { enemies[j].update(); if (player.intersects(enemies[j]) && !player.invulnerable) { // Player was hit, lose a life player.lives--; // Play hit sound LK.getSound('hit').play(); // Flash screen to indicate damage LK.effects.flashScreen(0xff0000, 500); // Show damage indicator showActionIndicator("-1 LIFE!", 1000); // Make player temporarily invulnerable player.invulnerable = true; player.invulnerableTime = Date.now(); // Update hearts display updateHeartDisplay(); // Check if player is out of lives if (player.lives <= 0) { LK.showGameOver(); } else { // Destroy the enemy that hit the player enemies[j].destroy(); enemies.splice(j, 1); } } else if (player.x > enemies[j].x && !enemies[j].passed) { enemies[j].passed = true; LK.setScore(LK.getScore() + 1); scoreText.setText(LK.getScore()); } } }; // Handle player interaction var dragNode = null; var actionIndicator = null; // Create visual indicators for player actions function showActionIndicator(text, duration) { // Remove any existing indicator if (actionIndicator && actionIndicator.parent) { actionIndicator.parent.removeChild(actionIndicator); } // Create new indicator actionIndicator = new Container(); game.addChild(actionIndicator); // Add background var bg = actionIndicator.attachAsset('rect', { width: 300, height: 80, color: 0x000000, shape: 'box', anchorX: 0.5, anchorY: 0.5, alpha: 0.7 }); // Add text var txt = new Text2(text, { size: 50, fill: 0xFFFFFF, align: 'center' }); txt.anchor.set(0.5, 0.5); actionIndicator.addChild(txt); // Position above player actionIndicator.x = player.x; actionIndicator.y = player.y - 150; // Fade out after duration actionIndicator.alpha = 1; tween(actionIndicator, { alpha: 0, y: actionIndicator.y - 50 }, { duration: duration, easing: tween.easeOut, onFinish: function onFinish() { if (actionIndicator && actionIndicator.parent) { actionIndicator.parent.removeChild(actionIndicator); } } }); } // Function to handle movement and shooting while holding function handleMove(x, y, obj) { if (dragNode) { dragNode.x = x; // Keep the player at the same vertical position if not jumping if (!player.isJumping) { dragNode.y = 2732 / 2; } // If holding finger on screen, continuously shoot if (shootTimer > 0) { // Only shoot every 10 ticks to control fire rate if (LK.ticks % 10 === 0) { var star = new Star(); star.x = player.x + 100; star.y = player.y; stars.push(star); game.addChild(star); // Play shooting sound LK.getSound('shoot').play(); } } } } // shootTimer already declared earlier in the code // Start tracking player movement on touch down and shoot on hold game.down = function (x, y, obj) { // Always make the player jump on tap player.jump(); // Show jump indicator showActionIndicator("JUMP!", 800); // Start shooting timer shootTimer = Date.now(); // Handle regular movement dragNode = player; handleMove(x, y, obj); }; // Update player position during movement game.move = handleMove; // Stop tracking player movement and shooting on touch up game.up = function (x, y, obj) { dragNode = null; shootTimer = 0; // Reset shoot timer };
===================================================================
--- original.js
+++ change.js
@@ -210,9 +210,9 @@
align: 'center'
});
instructionText.anchor.set(0.5, 0.5);
instructionContainer.addChild(instructionText);
-// Create a timeout to hide instructions after 8 seconds (extended time)
+// Create a timeout to hide instructions after 6 seconds (reduced by 2 seconds)
LK.setTimeout(function () {
// Fade out instructions
var alpha = 1;
var fadeInterval = LK.setInterval(function () {
@@ -222,9 +222,9 @@
LK.clearInterval(fadeInterval);
instructionContainer.visible = false;
}
}, 100);
-}, 8000);
+}, 6000);
// Handle game updates
// Array to store bullets
var stars = [];
var shootTimer = 0;
I need an octopus that looks like bowser. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Heart illustration red shinny. Single Game Texture. 2d. Blank background. High contrast. No shadows
Star illustration shinny. Single Game Texture. Blank background. High contrast. No shadows
Make it more detailed and add flying dinosaurs
Flying dinosaur with spikes. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows