User prompt
Corrige la forme de TorchLight , cela doit avoir la forme de la zone d'eclairage
User prompt
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
User prompt
Créer une texture qui à la forme de la zone d'éclairage de la torche et s'affiche sur le sol de la map
User prompt
Créer une texture qui à la forme de la zone d'eclairage de la torche
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'updateVisibility')' in this line: 'fog.updateVisibility(torchPos, torchAngle);' Line Number: 187
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'updateVisibility')' in this line: 'fog.updateVisibility(torchPos, torchAngle);' Line Number: 187
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'updateVisibility')' in this line: 'fog.updateVisibility(torchPos, torchAngle);' Line Number: 187
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'updateVisibility')' in this line: 'fog.updateVisibility(torchPos, torchAngle);' Line Number: 187
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'updateVisibility')' in this line: 'fog.updateVisibility(torchPos, torchAngle);' Line Number: 187
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'updateVisibility')' in this line: 'fog.updateVisibility(torchPos, torchAngle);' Line Number: 187
User prompt
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
User prompt
Le brouillard n'est pas visible
User prompt
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
User prompt
L'ombre doit etre visible et tout les elements sour l'ombre doit etre non visible
User prompt
Créer un masque d'ombrage sur la map, le masque doit ce déformé et disparaitre dans la zone d'eclairage de la lampe torche
User prompt
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)
Please save this source code
User prompt
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)
Please save this source code
User prompt
Fix Bug: 'ReferenceError: torchLight is not defined' in this line: 'torchLight.update({' Line Number: 37
Code edit (1 edits merged)
Please save this source code
User prompt
Ajout un ombre sur la map qui disparait uniquement dans la zone d'éclairage de la lampe
Code edit (2 edits merged)
Please save this source code
/**** 
* 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 = 0.5; // Reset fog visibility
		}
	};
});
// 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;
// Create the fog but do not add it to the game yet
function createFog() {
	fog = 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);
	}
	// Add the fog to the game after all other elements
	if (!fog) {
		createFog();
		game.addChild(fog);
	}
}); ===================================================================
--- original.js
+++ change.js
@@ -100,11 +100,15 @@
 /**** 
 * Game Code
 ****/
 // Initialize the fog
-var fog = game.addChild(new Fog());
-fog.x = 0;
-fog.y = 0;
+var fog;
+// Create the fog but do not add it to the game yet
+function createFog() {
+	fog = 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;
@@ -203,5 +207,10 @@
 		zombie.y = -50; // Start off-screen
 		zombies.push(zombie);
 		game.addChild(zombie);
 	}
+	// Add the fog to the game after all other elements
+	if (!fog) {
+		createFog();
+		game.addChild(fog);
+	}
 });
\ No newline at end of file
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