User prompt
update the code to make the hand tint happen over 60 frames ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
instead of assigning the tint value directly i would like tint to happen over the 20 frames. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
i would like the hand tint to happen after every 5 seconds instead of 20 frames. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
make the tint change happen every 20 frames instead of 10
Code edit (1 edits merged)
Please save this source code
User prompt
in the game update function, add code to change the tint of the hands from white to red and back to white every 10 frames. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
i want to make the hands tint to red and back to white in 1 second. This tint animation has to run forever. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
create a tint animation for the hands that starts playing as soon as the hands are added to the game. This tint animation should pause when the mouse button is pressed and resume after the bullet is spawned on screen. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
i want the hands to tint to red and back to white. This should continuously, this animation should pause when the user presses the mouse button. Then after the bullet is added to the game the tint animation should resume on the hands. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
animate the left and right hands to scale to 1.2 and move up and down slowly ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'y')' in or related to this line: 'tween(handsIdleLeft, {' Line Number: 168
User prompt
i want the hands to slowly move up and down when the user has not provided any input. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
The bullet should be created between the two hands and move towards the clicked location on screen.
User prompt
make the hand animation run 2 times faster
Code edit (1 edits merged)
Please save this source code
User prompt
the game.down has been assigned functions multiple times can you please remove all the duplicates.
User prompt
every time i click or tap on the screen i want the hand images to scale up to 1.5 times the size and move down by 100 units and scale back down to 1 and move up by 100 units. This should all happen within 0.5 seconds. After this is done the bullet is created on screen. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (3 edits merged)
Please save this source code
User prompt
i want the left and right hand images to be drawn above the enemies at all times.
User prompt
Draw the handsidelleft and handsodlerigjt after the enemies are drawn
User prompt
Make the rotation 30 and -30 degrees instead of 15 degrees
User prompt
Rotate the hands_idle images drawn on the screen by 15 degrees and -15 degrees respectively.
Code edit (1 edits merged)
Please save this source code
User prompt
Scale the hands_idle image drawn on the right side of the screen to -1 in the x axis.
User prompt
Flip the hands_idle image on the right side of the screen horizontally before drawing.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 15; self.scaleX = MaxScale; self.scaleY = MaxScale; self.update = function () { self.scaleX -= 0.1; self.scaleY -= 0.1; self.rotation += 0.1; // Add rotation effect if (self.scaleX <= MinScale && self.scaleY <= MinScale) { var index = bullets.indexOf(self); if (index > -1) { bullets.splice(index, 1); } game.removeChild(self); self.destroy(); } for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var threshold = 0.1; if (self.intersects(enemy) && self.scaleY >= enemy.scaleY - threshold && self.scaleY <= enemy.scaleY + threshold) { // Bullet hit the enemy // Remove the bullet var index = bullets.indexOf(self); if (index > -1) { bullets.splice(index, 1); } game.removeChild(self); self.destroy(); // Destroy the enemy var enemyIndex = enemies.indexOf(enemy); if (enemyIndex > -1) { enemies.splice(enemyIndex, 1); } // Flash the enemy with a white tint before deletion tween(enemy, { tint: 0xFF0000 }, { duration: 100, onFinish: function onFinish() { game.removeChild(enemy); enemy.destroy(); } }); break; // Stop the loop after one enemy is killed } } // Apply fade-in effect using tween tween(self, { alpha: 1 }, { duration: 500, easing: tween.easeIn }); }; }); // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 1 }); self.speed = 0; self.scaleX = MinScale; self.scaleY = MinScale / 4; tween(self, { scaleX: MinScale, scaleY: MinScale }, { duration: 250, onFinish: function onFinish() { self.speed = 0; LK.setTimeout(function () { self.speed = 5; }, 500); } }); // Assign a random starting rotation to each enemy self.startRotation = Math.random() < 0.5 ? -1 : 1; self.update = function () { if (self.speed < 1) { return; } // Rotate enemy 10 degrees to the left and right alternatively if (LK.ticks % 60 < 30) { self.rotation = self.startRotation * Math.PI / 36; // Rotate 10 degrees to the left or right based on startRotation } else { self.rotation = -self.startRotation * Math.PI / 36; // Rotate 10 degrees to the right or left based on startRotation } if (self.y + self.speed < 2732 - 600) { self.y += self.speed; self.scaleX += 0.01; self.scaleY += 0.01; } else { // Reset rotation to zero when reaching target self.rotation = 0; } // Pause enemy movement every 0.5 seconds for a duration of 0.25 seconds if (LK.ticks % 30 == 0) { self.speed = 0; LK.setTimeout(function () { self.speed = 5; }, 250); } }; }); //<Assets used in the game will automatically appear here> // Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { // Player update logic }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize bullets var bullets = []; // Handle player movement game.move = function (x, y, obj) { player.x = x; player.y = y; }; // Handle shooting game.down = function (x, y, obj) { var bullet = new Bullet(); bullet.x = x; bullet.y = y; bullets.push(bullet); game.addChild(bullet); }; // Add player to game game.addChild(player); // Initialize bullets var bullets = []; // Handle player movement game.move = function (x, y, obj) { player.x = x; player.y = y; }; // Handle shooting game.down = function (x, y, obj) { var bullet = new Bullet(); bullet.x = x; bullet.y = y; bullets.push(bullet); game.addChild(bullet); }; // Add player to game game.addChild(player); // Draw hands_idle image 200 units to the left of the horizontal center //<Assets used in the game will automatically appear here> var handsIdleLeft = game.addChild(LK.getAsset('hands_idle', { anchorX: 0.5, anchorY: 1 })); handsIdleLeft.x = 2048 / 2 - 500; handsIdleLeft.y = 2732; handsIdleLeft.rotation = Math.PI / 6; // Rotate 30 degrees //handsIdleLeft.scale.x = -1; // Draw hands_idle image 200 units to the right of the horizontal center var handsIdleRight = game.addChild(LK.getAsset('hands_idle', { anchorX: 0.5, anchorY: 1 })); handsIdleRight.x = 2048 / 2 + 500; handsIdleRight.y = 2732; handsIdleRight.rotation = -Math.PI / 6; // Rotate -30 degrees handsIdleRight.scale.x = -1; // Initialize player // Define MinScale and MaxScale var MinScale = 1; var MaxScale = 4; var player = new Player(); player.x = 2048 / 2; player.y = 2732 - 200; // Initialize rectangle var rectangle = game.addChild(LK.getAsset('rectangle', { anchorX: 0.5, anchorY: 1 })); rectangle.x = 2048 / 2; rectangle.y = 2732 / 2; // Initialize cyan rectangle var cyanRectangle = game.addChild(LK.getAsset('cyanRectangle', { anchorX: 0, anchorY: 1 })); cyanRectangle.x = 0; cyanRectangle.y = 2732 / 2; // Initialize another cyan rectangle var cyanRectangle2 = game.addChild(LK.getAsset('cyanRectangle', { anchorX: 1, anchorY: 1 })); cyanRectangle2.x = 2048; cyanRectangle2.y = 2732 / 2; // Initialize grey rectangle var greyRectangle = game.addChildAt(LK.getAsset('greyRectangle', { anchorX: 0.5, anchorY: 0 }), 0); greyRectangle.x = 2048 / 2; greyRectangle.y = 2732 / 2; greyRectangle.height = 2732 / 2; // Adjust the height to cover the bottom half of the screen // Define base_y variable var base_y = greyRectangle.y - greyRectangle.height / 2; // Initialize enemies var enemies = []; var currentWave = 0; function spawnWave() { var lastX = 0; for (var i = 0; i < currentWave % 2 + 1; i++) { var enemy = new Enemy(); do { enemy.x = Math.random() * 2048; } while (Math.abs(enemy.x - lastX) < 200); lastX = enemy.x; enemy.y = 2732 / 2; enemy.scaleX = 0; enemy.scaleY = 0; enemies.push(enemy); // Tween enemy from random off screen point on X axis to spawn point var spawnX = enemy.x; enemy.x = Math.random() < 0.5 ? -100 : 2148; // Random off screen point on X axis tween(enemy, { x: spawnX }, { duration: 4000 }); } currentWave++; } spawnWave(); // Add enemies to game after the cyan and blue rectangles for (var i = 0; i < enemies.length; i++) { game.addChild(enemies[i]); } // Initialize bullets var bullets = []; // Handle player movement game.move = function (x, y, obj) { player.x = x; player.y = y; }; // Handle shooting game.down = function (x, y, obj) { var bullet = new Bullet(); bullet.x = x; bullet.y = y; bullets.push(bullet); game.addChild(bullet); }; // Add player to game game.addChild(player); // Game update loop game.update = function () { // Update enemies for (var j = 0; j < enemies.length; j++) { var enemy = enemies[j]; enemy.update(); } // Check if all enemies are dead if (enemies.length === 0) { // Spawn a new wave if all enemies are dead spawnWave(); // Add enemies to game after the cyan and blue rectangles for (var i = 0; i < enemies.length; i++) { game.addChild(enemies[i]); } } };
===================================================================
--- original.js
+++ change.js
@@ -100,9 +100,9 @@
self.rotation = self.startRotation * Math.PI / 36; // Rotate 10 degrees to the left or right based on startRotation
} else {
self.rotation = -self.startRotation * Math.PI / 36; // Rotate 10 degrees to the right or left based on startRotation
}
- if (self.y + self.speed < 2732 - 400) {
+ if (self.y + self.speed < 2732 - 600) {
self.y += self.speed;
self.scaleX += 0.01;
self.scaleY += 0.01;
} else {
magic energy ball in 16 bit pixel art style. It should have a glow effect so it feels like a powerful magic spell. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
brick wall with shield and swords hanging in the middle of it.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
the brick wall is seamless and i should be able to use it to repeat the image multiple times by placing them side by side.
dungeon floor with cracks in the floor. Small grass scattered on the floor. . No shadows. 2d. In-Game asset. flat
red colored heart for representing player health in the game.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Magical projectile that will freeze the enemies.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
magic projectile impact effect. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
magical fireball. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
orc mage, leather armor, staff with glowing crystal with freezing power. front facing, arms and legs clearly visible, wearing a hood made of cloth.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows, 16 bit pixel art