User prompt
move the gun little to de right
User prompt
laat het bullet uit het wapen komen
User prompt
laat de bullet id uit het wapen komen
User prompt
make a assets "id" bullet
User prompt
ik wil dat er bullets uit de gun komen als ik met me beeld aanraakt en ik gedrukt houd
User prompt
wanneer ik me muis ingedrukt houd wil ik dat er bullet uit het wapen komt maar dat doet ie niet
User prompt
wanneer ik me muis ingedrukt houd wil ik dat er bullet uit het wapen komt maar dat doet ie niet
User prompt
zorg er voor dat de gun de bullet afschiet want dat werkt niet
User prompt
Fix Bug: 'ReferenceError: isMouseDown is not defined' in this line: 'if (isMouseDown) {' Line Number: 60
User prompt
kan je de gun laten schieten als ik met me muis klik op het scherm waar ik naar toe wil dat er ook bullets naar die kant worden geschoten die de prisons kan raken
User prompt
I want to put a gun in it so can you make me a gun that shoots when I walk
User prompt
Move the health bar a little more above the player
User prompt
Move the health bar a little more above the player
User prompt
place the health bar little more above the player
User prompt
place the health bar above the player
User prompt
give the player a healthbar
Remix started
Copy Prison Hunt
var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.createAsset('bullet', 'Bullet object', .5, .5); self.move = function () { self.x += Math.cos(self.rotation) * 5; self.y += Math.sin(self.rotation) * 5; }; }); var Gun = Container.expand(function () { var self = Container.call(this); var gunGraphics = self.createAsset('gun', 'Gun object', .5, .5); self.shoot = function () { var bullet = new Bullet(); bullet.x = self.x; bullet.y = self.y; return bullet; }; }); var Prison = Container.expand(function () { var self = Container.call(this); var prisonGraphics = self.createAsset('prison', 'Prison object', .5, .5); self.freezePlayer = function (player, monster) { if (self.intersects(player)) { player.isFrozen = true; monster.scale.x *= 1.001; monster.scale.y *= 1.001; LK.setTimeout(function () { player.isFrozen = false; }, 3000); self.destroy(); } }; self.update = function (player, monster) { self.freezePlayer(player, monster); }; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.createAsset('player', 'Player character', .5, .5); self.gun = self.addChild(new Gun()); self.targetPos = { x: self.x, y: self.y }; self.isFrozen = false; self.health = 100; self.healthBar = self.createAsset('healthbar', 'Player health bar', 0.5, 1); self.healthBar.width = self.health; self.healthBar.y = -self.healthBar.height - 60; self.move = function () { var dx = self.targetPos.x - self.x; var dy = self.targetPos.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0 && !self.isFrozen) { self.x += dx / distance * 4; self.y += dy / distance * 4; } }; self.shoot = function () { if (isMouseDown) { var dx = self.targetPos.x - self.x; var dy = self.targetPos.y - self.y; var bullet = self.gun.shoot(); bullet.rotation = Math.atan2(dy, dx); Game.instance.addChild(bullet); } }; self.update = function () { self.move(); self.healthBar.width = self.health; }; }); var Monster = Container.expand(function () { var self = Container.call(this); var monsterGraphics = self.createAsset('monster', 'Monster character', .5, .5); self.chase = function (player) { var dx = player.x - self.x; var dy = player.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { self.x += dx / distance * 2; self.y += dy / distance * 2; } }; self.update = function () {}; }); var Maze = Container.expand(function () { var self = Container.call(this); var mazeGraphics = self.createAsset('maze', 'Maze structure', .5, .5); self.generate = function () {}; }); var Game = Container.expand(function () { var self = Container.call(this); Game.instance = self; var maze = self.addChild(new Maze()); var player = self.addChild(new Player()); var survivalTimeDisplay = new Text2('0', { size: 150, fill: '#ffffff' }); survivalTimeDisplay.anchor.set(.5, 0); LK.gui.topCenter.addChild(survivalTimeDisplay); var monster = self.addChild(new Monster()); var prisons = []; player.x = 1024; player.y = 1366; monster.x = 2048; monster.y = 2732; maze.generate(); self.spawnPrison = function () { var prison = self.addChild(new Prison()); prison.x = Math.random() * 2048; prison.y = Math.random() * 2732; prisons.push(prison); }; var isGameOver = false; var survivalTime = 0; self.bullets = []; LK.on('tick', function () { for (var i = 0; i < self.bullets.length; i++) { self.bullets[i].move(); } player.update(); player.shoot(); monster.chase(player); monster.update(); if (LK.ticks % 180 === 0) { self.spawnPrison(); } survivalTime += 1 / 60; for (var i = 0; i < prisons.length; i++) { prisons[i].update(player, monster); } if (player.intersects(monster)) { player.health -= 1; if (player.health <= 0) { isGameOver = true; } } survivalTimeDisplay.setText(Math.floor(survivalTime)); if (isGameOver) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } }); var isMouseDown = false; stage.on('down', function (obj) { var event = obj.event; player.targetPos = event.getLocalPosition(self); isMouseDown = true; }); stage.on('move', function (obj) { if (isMouseDown) { var event = obj.event; player.targetPos = event.getLocalPosition(self); } }); stage.on('up', function (obj) { isMouseDown = false; }); });
===================================================================
--- original.js
+++ change.js
@@ -1,9 +1,10 @@
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.createAsset('bullet', 'Bullet object', .5, .5);
self.move = function () {
- self.x += 5;
+ self.x += Math.cos(self.rotation) * 5;
+ self.y += Math.sin(self.rotation) * 5;
};
});
var Gun = Container.expand(function () {
var self = Container.call(this);
@@ -52,9 +53,16 @@
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0 && !self.isFrozen) {
self.x += dx / distance * 4;
self.y += dy / distance * 4;
+ }
+ };
+ self.shoot = function () {
+ if (isMouseDown) {
+ var dx = self.targetPos.x - self.x;
+ var dy = self.targetPos.y - self.y;
var bullet = self.gun.shoot();
+ bullet.rotation = Math.atan2(dy, dx);
Game.instance.addChild(bullet);
}
};
self.update = function () {
@@ -112,8 +120,9 @@
for (var i = 0; i < self.bullets.length; i++) {
self.bullets[i].move();
}
player.update();
+ player.shoot();
monster.chase(player);
monster.update();
if (LK.ticks % 180 === 0) {
self.spawnPrison();
maak een horror player karakter van boven af en het moet vriendelijk zijn Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
make a prison Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
maak een horror player karakter van boven af Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a blur grey horror background Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
make a light pointer to the left Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
make a health bar black and white basic Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
play button black and white Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.