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Corrige la forme de TorchLight , cela doit avoir la forme de la zone d'eclairage
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Créer une texture qui à la forme de la zone d'éclairage de la torche et s'affiche sur le sol de la map, la texture doit donc être triangulaire et prendre la taille de toute la zone d'eclairage
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Créer une texture qui à la forme de la zone d'éclairage de la torche et s'affiche sur le sol de la map
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Créer une texture qui à la forme de la zone d'eclairage de la torche
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'updateVisibility')' in this line: 'fog.updateVisibility(torchPos, torchAngle);' Line Number: 187
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'updateVisibility')' in this line: 'fog.updateVisibility(torchPos, torchAngle);' Line Number: 187
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'updateVisibility')' in this line: 'fog.updateVisibility(torchPos, torchAngle);' Line Number: 187
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'updateVisibility')' in this line: 'fog.updateVisibility(torchPos, torchAngle);' Line Number: 187
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'updateVisibility')' in this line: 'fog.updateVisibility(torchPos, torchAngle);' Line Number: 187
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'updateVisibility')' in this line: 'fog.updateVisibility(torchPos, torchAngle);' Line Number: 187
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'updateVisibility')' in this line: 'fog.updateVisibility(torchPos, torchAngle);' Line Number: 187
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Met le brouillard au premier plan
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Regle le probleme, le brouillard n'est actuellement pas visible
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Le brouillard n'est pas visible
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Je veux que tu créer un brouillard sur la map, ce brouillard represente la nuit, la zone d'eclairage de la lampe torche fait disparaitre ce brouillard uniquement dans la zone d'eclairage de la lampe
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L'ombre doit etre visible et tout les elements sour l'ombre doit etre non visible
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Créer un masque d'ombrage sur la map, le masque doit ce déformé et disparaitre dans la zone d'eclairage de la lampe torche
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Fix Bug: 'Uncaught ReferenceError: ShadowOverlay is not defined' in this line: 'var shadowOverlay = game.addChild(new ShadowOverlay());' Line Number: 99
Code edit (3 edits merged)
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Fix Bug: 'Uncaught ReferenceError: ShadowOverlay is not defined' in this line: 'var shadowOverlay = game.addChild(new ShadowOverlay());' Line Number: 99
Code edit (1 edits merged)
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Fix Bug: 'ReferenceError: torchLight is not defined' in this line: 'torchLight.update({' Line Number: 37
Code edit (1 edits merged)
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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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/**** * Classes ****/ // Define the Fog class var Fog = Container.expand(function () { var self = Container.call(this); var fogGraphics = self.createAsset('fog', 'Night fog', 0, 0); fogGraphics.width = 2048; fogGraphics.height = 2732; fogGraphics.alpha = 0.5; // Semi-transparent fog self.updateVisibility = function (torchPos, torchAngle) { // Calculate the visibility of the fog based on the torch light var dx = torchPos.x - self.x; var dy = torchPos.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); var angleToTorch = Math.atan2(dy, dx); if (distance < 300 && Math.abs(torchAngle - angleToTorch) < 0.5) { // Assuming torch has a cone of visibility of 0.5 radians fogGraphics.alpha = Math.max(0, fogGraphics.alpha - 0.05); // Gradually make the fog more transparent } else { fogGraphics.alpha = 0; // Make fog invisible } }; }); // Define the TorchLight class var TorchLight = Container.expand(function () { var self = Container.call(this); var lightGraphics = self.createAsset('torchLight', 'Torch light area', 0.5, 0.5); self.update = function (torchPos, torchAngle) { self.x = torchPos.x; self.y = torchPos.y; self.rotation = torchAngle; self.visible = true; }; }); // 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); self.torchGraphics.visible = false; self.orientTorch = function (mousePos) { var angle = Math.atan2(mousePos.y - self.y, mousePos.x - self.x); self.torchGraphics.rotation = angle; torchLight.update({ x: self.x, y: self.y }, angle); torchLight.visible = true; }; 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; } } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Set a default background color }); /**** * Game Code ****/ // Initialize the fog var fog = game.addChild(new Fog()); fog.x = 0; fog.y = 0; // Create the earth texture and set it as the background // Create a smaller earth texture var earthTexture = game.createAsset('earthTexture', 'Earth ground texture', 0, 0); earthTexture.width = 64; earthTexture.height = 64; // Create a grid to fill the map with the texture for (var i = 0; i < 50; i++) { for (var j = 0; j < 50; j++) { var textureClone = game.createAsset('earthTexture', 'Earth ground texture', 0, 0); textureClone.width = 64; textureClone.height = 64; textureClone.x = i * earthTexture.width; textureClone.y = j * earthTexture.height; game.addChild(textureClone); } } // 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 // Create the torch light area var torchLight = game.addChild(new TorchLight()); torchLight.x = hero.x; torchLight.y = hero.y; // 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 direction.x = -1; break; case 39: // right arrow direction.x = 1; break; case 38: // up arrow direction.y = -1; break; case 40: // down arrow 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; // Update fog visibility fog.updateVisibility(torchPos, torchAngle); // 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
@@ -17,9 +17,9 @@
if (distance < 300 && Math.abs(torchAngle - angleToTorch) < 0.5) {
// Assuming torch has a cone of visibility of 0.5 radians
fogGraphics.alpha = Math.max(0, fogGraphics.alpha - 0.05); // Gradually make the fog more transparent
} else {
- fogGraphics.alpha = 0.5; // Reset fog transparency
+ fogGraphics.alpha = 0; // Make fog invisible
}
};
});
// Define the TorchLight class
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.