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)
User prompt
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);
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;
};
});
// 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 % 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) {
// 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
****/
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 * (points > 20 ? 0.8 : 1))); // Decrease interval as points increase, increase spawn rate by 20% after level 2
// Play level up sound
LK.getSound('Level_up').play();
// Display level up message
var levelUpText = new Text2('Level Up!', {
size: 150,
fill: "#00ff00"
});
levelUpText.anchor.set(0.5, 0);
LK.gui.top.addChild(levelUpText);
LK.setTimeout(function () {
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 (points > 0 && points % 10 === 0) {
// Every 10 points
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 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 < 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
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 () {
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);
}, 1500); // Increase spawn rate by reducing interval
// 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;
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.