User prompt
Tire os heart_icon de spawnar na cena
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Remover heart icon display spawn
User prompt
Coloque em cima do Pato
User prompt
Como falado, o Pato tem 3 corações, que representa a vida.
User prompt
Ok, crie uma variável escopo global.
User prompt
I created more itens!
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Please fix the bug: 'ReferenceError: bullets is not defined' in or related to this line: 'for (var i = bullets.length - 1; i >= 0; i--) {' Line Number: 113
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Destroy bullet when reload, and create bullet after reload
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3000 milisseconds
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2300 milisseconds
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Remove sound reload delay
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You have 3 bullets, can reload automaticamente after 1800 milisseconds
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Add a Notice Text:warning! loud sound
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Global scope that
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No heart variable, points variable
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Place the variable
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Add the Classic variable
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Add points variable
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Place the new sound (jump i created)
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Now place the sounds
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Singitutically decrease the player attack speed
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Enemy spawn every 3 seconds.
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Enemy ho to left
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Place the enemy in ground and in right
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Not in up enemy
/**** * 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(); } }; }); // 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; }; }); // 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 }); 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 % 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 } } }; self.shoot = function () { // Logic for shooting bullets var bullet = new Bullet(); bullet.x = self.x; bullet.y = self.y; game.addChild(bullet); }; }); /**** * Initialize Game ****/ //<Assets used in the game will automatically appear here> var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // 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 // 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 button to skip the introduction; var yourGoalText; // Initialize ground var ground = LK.getAsset('Ground', { anchorX: 0.5, anchorY: 1.0, x: 1024, y: 2500 }); game.addChild(ground); // 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; var enemies = []; var 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); }, 3000); // Create TV channels // Play background music and display 'Your Goal' text after 10 seconds var introTimeout = LK.setTimeout(function () { LK.playMusic('Background_music'); }, 10000); // Add a button to skip the introduction
===================================================================
--- original.js
+++ change.js
@@ -46,9 +46,9 @@
self.y = ground.y - self.height / 2; // Correct position
self.speed = 0; // Stop moving downwards
}
// Check for shooting
- if (LK.ticks % 30 === 0) {
+ if (LK.ticks % 60 === 0) {
self.shoot();
}
// Check for collision with enemies
for (var i = enemies.length - 1; i >= 0; i--) {
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.