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Make the scale Animation on the enemies 5 times slower ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Once the enemies reach their target position they should animate with their scale changing from their current scale by .1 and back ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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I want the enemies to have predefined positions which are picked by the enemies exclusively. Each enemy would pick one slot exclusively and use it as the target position
Code edit (13 edits merged)
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select the target position of the enemies so that they are completely visible to the user.
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Once all the enemies in a wave have reached their target positions, i would like a random enemy to jump towards the player and back to their target position. This has to happen after a random waiting time of 1 to 2 seconds.
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make the player rectangle invisible.
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draw the rectangle at the center of the screen
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make the rectangle image cover the whole screen.
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remove the cyanRectangles that we have in the scene.
Code edit (1 edits merged)
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Code edit (12 edits merged)
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User prompt
remove the tint animation from the hands
Code edit (2 edits merged)
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for the tint tween i want the easing to be expoout instead of linear. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (2 edits merged)
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update the code so that the player doesn't follow the mouse it should be placed at the center of the hands.
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before the tint animation starts on the hands, their positions should be set to their initial positions.
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when the mouse button is pressed make sure that the hands are reset to the position where they were placed when added to the scene.
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along with tint i would like the hands to move up and down by 50 units. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
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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
/****
* 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 = [];
//initialize the locations of hands.
var hand_initialy = 2732;
var lefthand_initialx = 2048 / 2 - 600;
var righthand_initialx = 2048 / 2 + 600;
// Handle player movement
game.move = function (x, y, obj) {
player.x = (handsIdleLeft.x + handsIdleRight.x) / 2;
player.y = (handsIdleLeft.y + handsIdleRight.y) / 2;
};
// Handle shooting and hand animation
game.down = function (x, y, obj) {
// Animate left hand
tween(handsIdleLeft, {
scaleX: 1.5,
scaleY: 1.5,
y: hand_initialy + 100
}, {
duration: 125,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(handsIdleLeft, {
scaleX: 1,
scaleY: 1,
y: hand_initialy - 100
}, {
duration: 125,
easing: tween.easeInOut,
onFinish: function onFinish() {
// Create bullet after animation
var bullet = new Bullet();
bullet.x = x;
bullet.y = y;
bullets.push(bullet);
game.addChild(bullet);
}
});
}
});
// Animate right hand
tween(handsIdleRight, {
scaleX: -1.5,
scaleY: 1.5,
y: hand_initialy + 100
}, {
duration: 125,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(handsIdleRight, {
scaleX: -1,
scaleY: 1,
y: hand_initialy - 100
}, {
duration: 125,
easing: tween.easeInOut
});
}
});
};
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.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 = lefthand_initialx;
handsIdleLeft.y = hand_initialy;
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 = righthand_initialx;
handsIdleRight.y = hand_initialy;
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) {};
// Handle shooting
// 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();
}
// Tween tint of hands over 20 frames
var tweenDuration = 500;
var hand_boby = 20;
if (LK.ticks % 60 === 0) {
tween(handsIdleLeft, {
y: hand_initialy - hand_boby
}, {
duration: tweenDuration,
easing: tween.easeOut
});
tween(handsIdleRight, {
y: hand_initialy - hand_boby
}, {
duration: tweenDuration,
easing: tween.easeOut
});
} else if (LK.ticks % 60 === 30) {
tween(handsIdleLeft, {
y: hand_initialy + hand_boby
}, {
duration: tweenDuration,
easing: tween.easeOut
});
tween(handsIdleRight, {
y: hand_initialy + hand_boby
}, {
duration: tweenDuration,
easing: tween.easeOut
});
}
// 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
@@ -145,10 +145,10 @@
// Initialize bullets
var bullets = [];
//initialize the locations of hands.
var hand_initialy = 2732;
-var lefthand_initialx = 2048 / 2 - 500;
-var righthand_initialx = 2048 / 2 + 500;
+var lefthand_initialx = 2048 / 2 - 600;
+var righthand_initialx = 2048 / 2 + 600;
// Handle player movement
game.move = function (x, y, obj) {
player.x = (handsIdleLeft.x + handsIdleRight.x) / 2;
player.y = (handsIdleLeft.y + handsIdleRight.y) / 2;
@@ -217,19 +217,19 @@
var handsIdleLeft = game.addChild(LK.getAsset('hands_idle', {
anchorX: 0.5,
anchorY: 1
}));
-handsIdleLeft.x = 2048 / 2 - 500;
-handsIdleLeft.y = 2732;
+handsIdleLeft.x = lefthand_initialx;
+handsIdleLeft.y = hand_initialy;
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.x = righthand_initialx;
+handsIdleRight.y = hand_initialy;
handsIdleRight.rotation = -Math.PI / 6; // Rotate -30 degrees
handsIdleRight.scale.x = -1;
// Initialize player
// Define MinScale and MaxScale
@@ -315,30 +315,31 @@
enemy.update();
}
// Tween tint of hands over 20 frames
var tweenDuration = 500;
+ var hand_boby = 20;
if (LK.ticks % 60 === 0) {
tween(handsIdleLeft, {
- y: hand_initialy - 50 // Move up by 50 units
+ y: hand_initialy - hand_boby
}, {
duration: tweenDuration,
easing: tween.easeOut
});
tween(handsIdleRight, {
- y: hand_initialy - 50 // Move up by 50 units
+ y: hand_initialy - hand_boby
}, {
duration: tweenDuration,
easing: tween.easeOut
});
} else if (LK.ticks % 60 === 30) {
tween(handsIdleLeft, {
- y: hand_initialy + 50 // Move down by 50 units
+ y: hand_initialy + hand_boby
}, {
duration: tweenDuration,
easing: tween.easeOut
});
tween(handsIdleRight, {
- y: hand_initialy + 50 // Move down by 50 units
+ y: hand_initialy + hand_boby
}, {
duration: tweenDuration,
easing: tween.easeOut
});
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.
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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