User prompt
Talvez 10 segundos, e também conserte que, quando eles morrem, depois que cria outro inimigo com ataque, renasce o anterior
User prompt
Faça um spawn dele, que é a cada 3 segundos, e também faça com que ele ataque para frente
User prompt
Após o level up, também tem um inimigo novo com 3 de hp, que fica parado, mas joga o asset enemy_attaxk
User prompt
Colocar o texto da placa mais para a esquerda
User prompt
Colocar o texto da placa mais para a esquerda
User prompt
Colocar o texto da placa muito mais para a esquerda
User prompt
Colocar o texto da placa mais para a esquerda
User prompt
Remova o danger sign spawn, e faça spawnar apenas uma
User prompt
Faça com que apenas uma placa caia do céu, e o texto esteja em cima dela
User prompt
Depois de subir de nível o asset "danger_sign" cai do seu telling you to jump if there's a bullet coming your way é isso.
User prompt
Add effect of the danger sign falling and hits the ground with a text written on top, that the jump will be important after level 1
User prompt
Add text effect level up
User prompt
In level 2, spawn rate 1 enemy 2. (Have 2 icon heart)
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enemies no longer spawn after level 2
User prompt
Level 3:10 enemys. Level 4:20 enemys. Level 5:30 enemy [increases enemy spawn rate]
User prompt
Aumenta a velocidade de ataque do pato após derrotar 5 inimigos
User prompt
Place scenario
User prompt
Colocar os sons quando estiver jogando e no game over parar todos os sons e colocar esse som aí.
User prompt
Eu falei que era no game over
User prompt
QUando morrer, fade-in o asset duck_death é game over. Basicamente ele é do tamanho da tela inteira. E também coloque o som. E também tire todos os sons e a música, menos o supermarioworldduckgameover.
User prompt
QUando morrer, fade-in o asset duck_death e um botão de continue, usar pontos para continuar, e quando continuar, o asset muda para "duck_revive_game_over"se não continuar, é game over.
User prompt
No game over, adcione aqueles dois assets e o som
User prompt
Faça com que a bala seja destruída após tocar no inimigo
User prompt
Adcione muitos inimigos
User prompt
O texto sumiu!
/**** * Classes ****/ // Bullet class representing the bullets shot by the player var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('Yellow_bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { self.x += self.speed; if (self.y < -50) { self.destroy(); } else { for (var i = enemies.length - 1; i >= 0; i--) { if (self.intersects(enemies[i])) { enemies[i].destroy(); enemies.splice(i, 1); enemiesDefeated++; self.destroy(); // Destroy the bullet upon collision LK.getSound('Player_hit').play(); // Chance to drop a powerup if (Math.random() < 0.3 && enemies[i]) { // 30% chance var powerup = game.addChild(new Powerup()); powerup.x = enemies[i].x; powerup.y = enemies[i].y; items.push(powerup); } } } } }; }); // Enemy class representing the enemies in the game 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; }; }); // EnemyAttack class representing the attack shot by the enemy var EnemyAttack = Container.expand(function () { var self = Container.call(this); var attackGraphics = self.attachAsset('Enemy_attack', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; }); // New EnemyWithAttack class representing a stationary enemy that shoots var EnemyWithAttack = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('Enemy_2', { anchorX: 0.5, anchorY: 0.5 }); self.hp = 3; // Set enemy health to 3 self.update = function () { // Logic for enemy attack if (self.hp <= 0) { self.destroy(); return; } if (LK.ticks % 120 === 0) { // Shoot every 2 seconds var attack = new EnemyAttack(); attack.x = self.x; attack.y = self.y; game.addChild(attack); } }; }); // Item class representing additional game elements var Item = Container.expand(function () { var self = Container.call(this); // Removed heart icon attachment self.update = function () { // Logic for item behavior }; }); // Update function to apply velocity and rotation // Player class representing the main character var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('Duck', { anchorX: 0.5, anchorY: 0.5 }); // Add heart icons above the Duck player to represent health var heartIcons = []; for (var i = 0; i < 3; i++) { var heartIcon = LK.getAsset('Heart_icon', { anchorX: 0.4, anchorY: 0.5, x: self.x + i * 110, // Adjust spacing between hearts y: self.y - 50 // Position above the Duck player }); self.addChild(heartIcon); heartIcons.push(heartIcon); } self.speed = 10; self.update = function () { // Apply gravity self.speed += 0.5; // Gravity pulling down self.y += self.speed; // Apply gravity to vertical speed // Check if player is on the ground if (self.y > ground.y - self.height / 2) { self.y = ground.y - self.height / 2; // Correct position self.speed = 0; // Stop moving downwards } // Check for shooting if (LK.ticks % (enemiesDefeated >= 5 ? 30 : 60) === 0) { self.shoot(); } // Check for collision with enemies for (var i = enemies.length - 1; i >= 0; i--) { if (self.intersects(enemies[i])) { enemies[i].destroy(); enemies.splice(i, 1); // Handle player damage or game over logic playerHealth--; if (playerHealth >= 0) { heartIcons[playerHealth].destroy(); // Remove a heart icon } if (playerHealth <= 0) { // Stop all sounds and play game over sound LK.stopMusic(); LK.getSound('Game_over_super_mario_world_soun').play(); // Display duck_death asset var duckDeath = LK.getAsset('Duck_death', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 }); game.addChild(duckDeath); // Trigger game over logic LK.showGameOver(); } LK.getSound('Enemy_hit').play(); } } }; self.shoot = function () { if (bulletCount > 0) { // Logic for shooting bullets var bullet = new Bullet(); bullet.x = self.x; bullet.y = self.y; game.addChild(bullet); LK.getSound('Shoot').play(); bulletCount--; if (bulletCount === 0) { // Destroy all existing bullets for (var i = bullets.length - 1; i >= 0; i--) { bullets[i].destroy(); bullets.splice(i, 1); } bulletCount = 3; // Reload bullets reloadTimeout = LK.setTimeout(function () { LK.getSound('Reload').play(); for (var i = 0; i < bulletCount; i++) { var bullet = new Bullet(); bullet.x = self.x; bullet.y = self.y; game.addChild(bullet); bullets.push(bullet); } }, 3000); } } }; }); // Powerup class representing powerup items var Powerup = Container.expand(function () { var self = Container.call(this); var powerupGraphics = self.attachAsset('Powerup_1', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Logic for powerup behavior, e.g., floating down self.y += 2; // Check if player collects the powerup if (self.intersects(player)) { // Play sound when Powerup is collected LK.getSound('Freeze').play(); // Delay the activation of the powerup effect by 2 seconds LK.setTimeout(function () { // Apply powerup effect playerHealth = Math.min(playerHealth + 1, 3); // Increase health, max 3 heartIcons[playerHealth - 1].visible = true; // Show heart icon // Add blue effect to player LK.effects.flashObject(player, 0x0000ff, 1000); // Flash blue for 1 second // Freeze effect: stop all enemies for 3 seconds enemies.forEach(function (enemy) { enemy.speed = 0; }); LK.setTimeout(function () { enemies.forEach(function (enemy) { enemy.speed = 5; // Reset speed after freeze }); }, 3000); self.destroy(); }, 2000); // Activate after 2 seconds } // Destroy if off screen if (self.y > 2732) { self.destroy(); } }; }); /**** * Initialize Game ****/ //<Assets used in the game will automatically appear here> var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Add scenario image to the game background var scenario = LK.getAsset('scenario', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366, scaleX: 20.48, scaleY: 27.32 }); game.addChild(scenario); // Add falling danger sign effect with text after level 1 if (currentLevel > 1) { var dangerSign = LK.getAsset('Danger', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: -100 // Start above the screen }); game.addChild(dangerSign); var dangerText = new Text2('Jump will be important!', { size: 100, fill: "#ff0000" }); dangerText.anchor.set(0.5, 0); dangerText.x = 1024; dangerText.y = dangerSign.y - 50; // Position text above the danger sign LK.gui.top.addChild(dangerText); var fallSpeed = 10; var dangerEffect = LK.setInterval(function () { dangerSign.y += fallSpeed; dangerText.y += fallSpeed; if (dangerSign.y >= ground.y - ground.height / 2) { LK.clearInterval(dangerEffect); LK.setTimeout(function () { dangerSign.destroy(); dangerText.destroy(); }, 2000); // Remove the danger sign and text after 2 seconds } }, 50); } var globalVariable; // Global variable declaration // Function to handle level progression function levelUp() { // Update current level currentLevel = points / 10 + 1; // Calculate current level based on points // Increase difficulty by reducing enemy spawn interval if (enemySpawnTimer) { LK.clearInterval(enemySpawnTimer); } enemySpawnTimer = LK.setInterval(function () { var enemy = game.addChild(new Enemy()); enemy.x = 2048 - enemy.width / 2; // Place the enemy on the right side of the screen enemy.y = ground.y - ground.height / 2 - enemy.height / 2; // Place the enemy on the ground enemies.push(enemy); }, Math.max(1000, 3000 - points * 100 * (currentLevel > 2 ? 0.8 : 1) * (currentLevel === 2 ? 0.5 : 1))); // Adjust spawn rate for level 2 // Play level up sound LK.getSound('Level_up').play(); // Add a new stationary enemy with 3 HP after level up var stationaryEnemy = game.addChild(new EnemyWithAttack()); stationaryEnemy.x = 1024; // Center the enemy horizontally stationaryEnemy.y = ground.y - ground.height / 2 - stationaryEnemy.height / 2; // Place the enemy on the ground enemies.push(stationaryEnemy); // Spawn EnemyWithAttack every 3 seconds var enemyWithAttackSpawnTimer = LK.setInterval(function () { var newEnemyWithAttack = game.addChild(new EnemyWithAttack()); newEnemyWithAttack.x = Math.random() * 2048; // Random x position newEnemyWithAttack.y = ground.y - ground.height / 2 - newEnemyWithAttack.height / 2; // Place the enemy on the ground enemies.push(newEnemyWithAttack); }, 10000); // Spawn every 10 seconds // Add falling danger sign effect with text on top after level up if (!game.dangerSignSpawned) { var dangerSign = LK.getAsset('Danger', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: -100 // Start above the screen }); var dangerText = new Text2('Jump will be important!', { size: 100, fill: "#ff0000" }); dangerText.anchor.set(0.5, 0.5); dangerText.x = dangerSign.x - 600; dangerText.y = dangerSign.y; // Position text on top of the danger sign dangerSign.addChild(dangerText); // Add text as a child of the danger sign game.addChild(dangerSign); var fallSpeed = 10; var dangerEffect = LK.setInterval(function () { dangerSign.y += fallSpeed; if (dangerSign.y >= ground.y - ground.height / 2) { LK.clearInterval(dangerEffect); LK.setTimeout(function () { dangerSign.destroy(); game.dangerSignSpawned = false; // Reset flag after destruction }, 2000); // Remove the danger sign after 2 seconds } }, 50); game.dangerSignSpawned = true; // Set flag to prevent multiple spawns } var levelUpText = new Text2('Level Up!', { size: 150, fill: "#00ff00" }); levelUpText.anchor.set(0.5, 0); levelUpText.scale.set(0.1, 0.1); // Start small for scaling effect LK.gui.top.addChild(levelUpText); // Animate the level up text var scaleUp = true; var levelUpEffect = LK.setInterval(function () { if (scaleUp) { levelUpText.scale.x += 0.05; levelUpText.scale.y += 0.05; if (levelUpText.scale.x >= 1) { scaleUp = false; } } else { levelUpText.scale.x -= 0.05; levelUpText.scale.y -= 0.05; if (levelUpText.scale.x <= 0.1) { scaleUp = true; } } }, 50); LK.setTimeout(function () { LK.clearInterval(levelUpEffect); levelUpText.destroy(); }, 2000); // Remove the message after 2 seconds } // Call levelUp function every time player reaches a new level var levelCheckTimer = LK.setInterval(function () { if (enemiesDefeated >= currentLevel * 10) { // Level up when enemies defeated reaches the required count levelUp(); } }, 1000); // Check every second // Initialize up button var upButton = LK.getAsset('Up', { anchorX: 0.5, anchorY: 0.5, x: 400, y: 2600 }); game.addChild(upButton); upButton.down = function (x, y, obj) { if (player.y >= ground.y - player.height / 2) { // If player is on the ground player.speed = -20; // Apply upward force LK.getSound('Jump').play(); // Add more dust effect when player jumps for (var i = 0; i < 3; i++) { var dust = LK.getAsset('dust', { anchorX: 0.5, anchorY: 0.5, x: player.x + i * 20, y: player.y + player.height / 2, scaleX: 0.3, scaleY: 0.3 }); game.addChild(dust); // Update dust position to follow player's jump dust.update = function () { dust.y = player.y + player.height / 2; }; // Remove dust effect after 500ms LK.setTimeout(function () { dust.destroy(); }, 500); } } }; // Add a notice text warning about loud sound var noticeText = new Text2('Warning! Loud Sound', { size: 100, fill: "#ff0000" }); noticeText.anchor.set(0.5, 0); LK.gui.top.addChild(noticeText); LK.setTimeout(function () { noticeText.destroy(); }, 5000); // Remove the notice after 5 seconds // Add 'Your Goal' text on game over var yourGoalText = new Text2('Your Goal: Survive!', { size: 100, fill: "#ffffff" }); yourGoalText.anchor.set(0.5, 0); yourGoalText.y = 200; // Position the text below the level text LK.gui.bottom.addChild(yourGoalText); // Add a button to skip the introduction; var yourGoalText = new Text2('Your Goal: Survive!', { size: 100, fill: "#ffffff" }); yourGoalText.anchor.set(0.5, 0); yourGoalText.y = 200; // Position the text below the level text LK.gui.bottom.addChild(yourGoalText); // Display current level text var levelText = new Text2('Level: ' + currentLevel, { size: 100, fill: "#ffffff" }); levelText.anchor.set(0.5, 0); LK.gui.top.addChild(levelText); // Initialize ground var ground = LK.getAsset('Ground', { anchorX: 0.5, anchorY: 1.0, x: 1024, y: 2500 }); game.addChild(ground); // Update level text whenever the level changes function updateLevelText() { levelText.setText('Level: ' + currentLevel); } // Initialize player, enemies, and TV channels var player = game.addChild(new Player()); player.x = 200; // Place the duck in left player.y = ground.y - ground.height - player.height / 2; // Add heart icons at the top of the screen to represent health var heartIcons = []; for (var i = 0; i < (currentLevel === 2 ? 2 : playerHealth); i++) { var heartIcon = LK.getAsset('Heart_icon', { anchorX: 0.5, anchorY: 0.5, x: 1024 + i * 110, y: 30 }); game.addChild(heartIcon); heartIcons.push(heartIcon); } var enemies = []; var items = []; // Initialize items array to track new game elements var points = 0; // Initialize points variable to track player score var currentLevel = 1; // Initialize currentLevel variable to track the player's level updateLevelText(); // Update level text on initialization var enemiesDefeated = 0; // Initialize enemiesDefeated variable to track defeated enemies var bullets = []; // Initialize bullets array to track bullets var Classic = 0; // Initialize Classic variable var playerHealth = 3; // Initialize player health variable var bulletCount = 3; // Initialize bullet count var reloadTimeout; // Timeout for reloading bullets var itemSpawnTimer = LK.setInterval(function () { var item = game.addChild(new Item()); item.x = Math.random() * 2048; // Random x position item.y = Math.random() * (ground.y - ground.height); // Random y position above ground items.push(item); }, 5000); // Spawn items every 5 seconds var enemySpawnTimer = LK.setInterval(function () { for (var i = 0; i < 3; i++) { // Add multiple enemies var enemy = game.addChild(new Enemy()); enemy.x = 2048 - enemy.width / 2 - i * 150; // Spread enemies horizontally enemy.y = ground.y - ground.height / 2 - enemy.height / 2; // Place the enemy on the ground enemies.push(enemy); } }, 1500); // Increase spawn rate by reducing interval // Create TV channels // Play background music during gameplay LK.playMusic('Background_music'); // Add a button to skip the introduction;
===================================================================
--- original.js
+++ change.js
@@ -70,8 +70,12 @@
});
self.hp = 3; // Set enemy health to 3
self.update = function () {
// Logic for enemy attack
+ if (self.hp <= 0) {
+ self.destroy();
+ return;
+ }
if (LK.ticks % 120 === 0) {
// Shoot every 2 seconds
var attack = new EnemyAttack();
attack.x = self.x;
@@ -300,9 +304,9 @@
var newEnemyWithAttack = game.addChild(new EnemyWithAttack());
newEnemyWithAttack.x = Math.random() * 2048; // Random x position
newEnemyWithAttack.y = ground.y - ground.height / 2 - newEnemyWithAttack.height / 2; // Place the enemy on the ground
enemies.push(newEnemyWithAttack);
- }, 3000); // Spawn every 3 seconds
+ }, 10000); // Spawn every 10 seconds
// Add falling danger sign effect with text on top after level up
if (!game.dangerSignSpawned) {
var dangerSign = LK.getAsset('Danger', {
anchorX: 0.5,
Title game:duck with a gun. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Duck with a gun title logo. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Yellow_bullet pixel. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Red dot with white in the middle pixel. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Mana_icon pixel. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Enemy pixel. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
White_bullet_icon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
duck_death. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
duck_revive_in_game_over. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Continue_button_spending_gems. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Powerup_1. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Scenario. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Enemy pixel_2 more strong.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Danger sign. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.