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Ajout un ombre sur la map qui disparait uniquement dans la zone d'éclairage de la lampe
Code edit (2 edits merged)
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Fait en sorte que la texture occupe toute la map
Code edit (1 edits merged)
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Fix Bug: 'Uncaught TypeError: earthTexture.clone is not a function' in this line: 'var textureClone = earthTexture.clone();' Line Number: 90
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Reduit la taille de la texture et créer une grille et remplit ensuite la map avec la texture
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Créer une texture de terre et definie la comme l'arriere plan de la map
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Remplace le sol par une texture de terre
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L'arriere plan de la map doit être de la terre, la zone d'eclairage de la lampe doit être representé visuelement
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Ajoute un sol en terre
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Le sol doit être de la terre
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'updateVisibility')' in this line: 'self.torchLight.updateVisibility(false);' Line Number: 12
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La zone d'eclairage de la torche n'est pas visible, il doit y avoir un probleme de gestion des elements au premier ou à l'arriere plan
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Non je pense que c'est une erreur de gestion des arriere plan qui pose probleme
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La couleur de la zone d'eclairage de la torche n'est pas visible sur le sol
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Le hero doit pouvoir aussi etre deplacer avec zqsd
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La zone d'eclairage de la lampe torche doit être representé par une zone jaune au sol
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Affiche en jaune style "lampe de poche" la zone d'eclairage de la lampe
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Fait une animation realiste à la lampe de poche
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Le hero doit pouvoir ce déplacer avec les flèches sur le clavier
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Le hero doit pouvoir ce deplacer avec les fleches sur le clavier
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Fix Bug: 'ReferenceError: torchGraphics is not defined' in this line: 'torchGraphics.visible = true;' Line Number: 13
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Fix Bug: 'ReferenceError: torchGraphics is not defined' in this line: 'torchGraphics.rotation = angle;' Line Number: 12
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'y')' in this line: 'var angleToZombie = Math.atan2(self.y - torchPos.y, self.x - torchPos.x);' Line Number: 44
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'rotation')' in this line: 'var torchAngle = hero.torchGraphics.rotation;' Line Number: 119
/**** * Classes ****/ // Define the Hero class var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.createAsset('hero', 'Hero character', 0.5, 0.5); self.torchGraphics = self.createAsset('torch', 'Hero torch', 0.5, 0); // Instantiate TorchLight and add to game self.torchLight = new TorchLight(); game.addChild(self.torchLight); self.torchGraphics.visible = false; self.torchLight.updateVisibility(false); self.orientTorch = function (mousePos) { var angle = Math.atan2(mousePos.y - self.y, mousePos.x - self.x); self.torchGraphics.rotation = angle; // Update torch light position and visibility self.torchLight.updatePosition(self.x, self.y, angle); self.torchLight.updateVisibility(true); // Flickering effect var flickerIntensity = Math.random() * 0.2 + 0.9; self.torchGraphics.alpha = flickerIntensity; self.torchLight.alpha = flickerIntensity; }; self.speed = 5; self.shoot = function () { var bullet = new HeroBullet(); bullet.x = self.x; bullet.y = self.y; game.addChild(bullet); bullets.push(bullet); }; self.move = function (direction) { self.x += direction.x * self.speed; self.y += direction.y * self.speed; }; }); // Define the HeroBullet class var HeroBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.createAsset('heroBullet', 'Hero bullet', 0.5, 1); self.speed = -10; self.move = function () { self.y += self.speed; }; }); // Define the Zombie class var Zombie = Container.expand(function () { var self = Container.call(this); var zombieGraphics = self.createAsset('zombie', 'Zombie enemy', 0.5, 0.5); self.speed = 1; self.move = function (torchPos, torchAngle) { self.y += self.speed; if (torchPos) { var angleToZombie = Math.atan2(self.y - torchPos.y, self.x - torchPos.x); var angleDifference = Math.abs(torchAngle - angleToZombie); if (angleDifference < 0.5) { // Assuming torch has a cone of visibility of 0.5 radians self.visible = true; } else { self.visible = false; } } }; }); // Define the TorchLight class var TorchLight = Container.expand(function () { var self = Container.call(this); var lightGraphics = self.createAsset('torchLightGround', 'Torch light ground area', 0.5, 1); lightGraphics.tint = 0xFFFF00; // Yellow color to represent the ground area illuminated by the torch self.updatePosition = function (x, y, rotation) { self.x = x; self.y = y; self.rotation = rotation; }; self.updateVisibility = function (visible) { self.visible = visible; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Initialize important asset arrays var bullets = []; var zombies = []; var hero; var isGameOver = false; // Create the hero hero = game.addChild(new Hero()); hero.x = 2048 / 2; hero.y = 2732 - 100; // Position hero near the bottom of the screen // Game logic and event handlers LK.on('keydown', function (obj) { var direction = { x: 0, y: 0 }; var e = obj.event; switch (e.keyCode) { case 37: // left arrow case 81: // Q key direction.x = -1; break; case 39: // right arrow case 68: // D key direction.x = 1; break; case 38: // up arrow case 90: // Z key direction.y = -1; break; case 40: // down arrow case 83: // S key direction.y = 1; break; } hero.move(direction); }); LK.on('tick', function () { if (isGameOver) { LK.showGameOver(); return; } // Move bullets and check for off-screen for (var i = bullets.length - 1; i >= 0; i--) { bullets[i].move(); if (bullets[i].y < 0) { bullets[i].destroy(); bullets.splice(i, 1); } } // Handle torch orientation and make zombies visible if illuminated var torchPos = { x: hero.x, y: hero.y }; var torchAngle = hero.torchGraphics.rotation; // Move zombies and check for collision with hero for (var j = zombies.length - 1; j >= 0; j--) { zombies[j].move(torchPos, torchAngle); if (zombies[j].y > 2732) { zombies[j].destroy(); zombies.splice(j, 1); } else if (zombies[j].intersects(hero) && zombies[j].visible) { isGameOver = true; } } game.on('move', function (obj) { var mousePos = obj.event.getLocalPosition(game); hero.orientTorch(mousePos); }); // Spawn zombies if (LK.ticks % 120 == 0) { // Spawn a zombie every 2 seconds var zombie = new Zombie(); zombie.x = Math.random() * 2048; zombie.y = -50; // Start off-screen zombies.push(zombie); game.addChild(zombie); } });
===================================================================
--- original.js
+++ change.js
@@ -104,22 +104,26 @@
y: 0
};
var e = obj.event;
switch (e.keyCode) {
- case 37:
- // left arrow
+ case 37: // left arrow
+ case 81:
+ // Q key
direction.x = -1;
break;
- case 39:
- // right arrow
+ case 39: // right arrow
+ case 68:
+ // D key
direction.x = 1;
break;
- case 38:
- // up arrow
+ case 38: // up arrow
+ case 90:
+ // Z key
direction.y = -1;
break;
- case 40:
- // down arrow
+ case 40: // down arrow
+ case 83:
+ // S key
direction.y = 1;
break;
}
hero.move(direction);
Un zombie en 2D vue du dessus. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Bullet. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
top down shooter blood. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
top down shooter blood texture. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
top down character with gun de dos. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. topdown shooter
top down robot with gun. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. topdown shooter
2d top down zombie boss. Single Game Texture. In-Game asset. 2d. no background. High contrast. No shadows.
weapon reload 2d icon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Dark background horror. 2d. Blank background. High contrast. No shadows.
replace robot by wall
barbelé militaire 2d
Arrière plan sombre d'horreur avec un angle vu depuis le haut. 2d. Blank background. High contrast. No shadows.