User prompt
Add game over to all phases and fix collision in bullet to destroy the right enemy
User prompt
make sure that in every phase, you have to defeat all enemies for the portal to appear and add follow to enemy to follow the player
User prompt
Continue add colisão, follow, game over e outros nas fases a coans
User prompt
!fix does not go to the next phase when going to the open portal
User prompt
Make then walk faster to the portal
User prompt
Add the same function with all phases (infinites phases)
User prompt
When the player collide with the portal, it goes to the next stage
User prompt
If the portal is open, the player automatically walks to the portal, and goes to stage 2 with more enemies
User prompt
Add enemy follow, lk score, and game over lk
User prompt
Add bullet move
User prompt
The portal have a sprite, if all enemies are defeated, change to portal open
User prompt
Add all assets to serve for something
User prompt
Continue place more code and add functions move
User prompt
Make the game, but avançado
User prompt
Delete all code
Initial prompt
a shooting game
/**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ function startStage2() { // Reset player position player.x = 2048 / 2; player.y = 2732 - player.height; // Hide the open portal portalOpen.visible = false; // Add more enemies for stage 2 for (var i = 0; i < 5; i++) { var newEnemy = LK.getAsset('Enemy', { anchorX: 0.5, anchorY: 0.5 }); newEnemy.x = Math.random() * 2048; newEnemy.y = Math.random() * 500; game.addChild(newEnemy); } } var background = LK.getAsset('Background', { anchorX: 0.5, anchorY: 0.5 }); background.x = 2048 / 2; background.y = 2732 / 2; game.addChild(background); LK.playMusic('Background_music'); var player = LK.getAsset('Player', { anchorX: 0.5, anchorY: 0.5 }); player.x = 2048 / 2; player.y = 2732 - player.height; game.addChild(player); var enemy = LK.getAsset('Enemy', { anchorX: 0.5, anchorY: 0.5 }); enemy.x = 2048 / 2; enemy.y = enemy.height; game.addChild(enemy); var portal = LK.getAsset('Portal', { anchorX: 0.5, anchorY: 0.5 }); portal.x = 2048 / 2; portal.y = 2732 / 2; game.addChild(portal); var aim = LK.getAsset('Aim', { anchorX: 0.5, anchorY: 0.5 }); aim.x = player.x; aim.y = player.y - player.height / 2; game.addChild(aim); var portalOpen = LK.getAsset('Portal_open', { anchorX: 0.5, anchorY: 0.5 }); portalOpen.x = 2048 / 2; portalOpen.y = 2732 / 2 + 100; portalOpen.visible = false; // Initially hide the open portal game.addChild(portalOpen); var bullets = []; function shootBullet() { var bullet = LK.getAsset('Bullet', { anchorX: 0.5, anchorY: 0.5 }); bullet.x = player.x; bullet.y = player.y - player.height / 2; bullets.push(bullet); game.addChild(bullet); LK.getSound('Shoot').play(); } game.down = function (x, y, obj) { shootBullet(); player.x = x; player.y = y; }; game.update = function () { // Enemy follows the player var dx = player.x - enemy.x; var dy = player.y - enemy.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 5) { // Only move if the enemy is not too close enemy.x += dx / distance * 2; // Move enemy towards player enemy.y += dy / distance * 2; } for (var i = bullets.length - 1; i >= 0; i--) { bullets[i].y -= 10; if (bullets[i].y < 0) { bullets[i].destroy(); bullets.splice(i, 1); } else if (bullets[i].intersects(enemy)) { bullets[i].destroy(); bullets.splice(i, 1); enemy.destroy(); // Destroy the enemy portal.visible = false; // Hide the closed portal portalOpen.visible = true; // Show the open portal LK.setScore(LK.getScore() + 100); // Increase score by 100 // Check if player is hit by enemy if (enemy.intersects(player)) { LK.effects.flashScreen(0xff0000, 1000); // Flash screen red LK.showGameOver(); // Show game over screen } // Automatically move player to open portal if all enemies are defeated if (!portal.visible && portalOpen.visible) { var portalDx = portalOpen.x - player.x; var portalDy = portalOpen.y - player.y; var portalDistance = Math.sqrt(portalDx * portalDx + portalDy * portalDy); if (portalDistance > 5) { player.x += portalDx / portalDistance * 3; // Move player towards open portal player.y += portalDy / portalDistance * 3; } else { // Player reached the portal, proceed to stage 2 startStage2(); } } } } };
===================================================================
--- original.js
+++ change.js
@@ -7,8 +7,25 @@
/****
* Game Code
****/
+function startStage2() {
+ // Reset player position
+ player.x = 2048 / 2;
+ player.y = 2732 - player.height;
+ // Hide the open portal
+ portalOpen.visible = false;
+ // Add more enemies for stage 2
+ for (var i = 0; i < 5; i++) {
+ var newEnemy = LK.getAsset('Enemy', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ newEnemy.x = Math.random() * 2048;
+ newEnemy.y = Math.random() * 500;
+ game.addChild(newEnemy);
+ }
+}
var background = LK.getAsset('Background', {
anchorX: 0.5,
anchorY: 0.5
});
@@ -95,7 +112,20 @@
if (enemy.intersects(player)) {
LK.effects.flashScreen(0xff0000, 1000); // Flash screen red
LK.showGameOver(); // Show game over screen
}
+ // Automatically move player to open portal if all enemies are defeated
+ if (!portal.visible && portalOpen.visible) {
+ var portalDx = portalOpen.x - player.x;
+ var portalDy = portalOpen.y - player.y;
+ var portalDistance = Math.sqrt(portalDx * portalDx + portalDy * portalDy);
+ if (portalDistance > 5) {
+ player.x += portalDx / portalDistance * 3; // Move player towards open portal
+ player.y += portalDy / portalDistance * 3;
+ } else {
+ // Player reached the portal, proceed to stage 2
+ startStage2();
+ }
+ }
}
}
};
\ No newline at end of file
character with a gun looking from above. 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.
background of an abandoned street. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.