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move the hearts representing player health to the top left corner and draw each heart with 10 units distance between them.
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i want to show three circles at the bottom of the screen horizontally centered that show the health that the player has. Each hit from enemy should make one circle invisible and when all the 3 circles are invisible the game ends.
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i would like the players hands to flash red instead of the full screen.
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when the enemy attacks the player i would like the full screen to flash red.
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for each enemy i would like to have a dictionary of images that i can pick and draw from.
Code edit (3 edits merged)
Please save this source code
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In the enemy update function, if the enemy has reached its' target and canattackplayer then animate the enemy to move towards the player and back to their target position in 0.5 seconds. βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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in the game update, a random enemy should be picked and its' canAttackPlayer member should be set to true. Rest of the enemies should have this member set to false. This should happen every 2 seconds.
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add a member variable called "canAttackPlayer" in the enemy class. This variable should be initialized to false.
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once the enemy unit reaches their target position, a member variable called "reachedTarget" is set to true. This variable should be initialized to false during enemy creation.
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after reaching the target the enemies should take turns to attack the player. For attacking the enemy will move towards the player and back to their position. The attack from enemy lands only if the enemy reaches the player position.
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The blood splatter effect should be positioned at the bullets position when the hit happens. It should be more dense
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Play a blood splatter effect when the enemy is hit with the bullet
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In the game update code pick a random enemy that has reached the target position and make it move towards the player and scaling up by 10%. When this happens, the hands should tint to red for an instant and tint back to white. The enemy should go back to its target positions and scale down by 10% βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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Add a brown rectangle box behind the kill counter text. This box should cover the width of the screen
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Add background to the text showing the kill count
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Make the text look like itβs written in ancient script
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Add a kill counter on top of the screen showing how many enemies the player killed.
Code edit (1 edits merged)
Please save this source code
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Make the scale Animation on the enemies 5 times slower βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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Once the enemies reach their target position they should animate with their scale changing from their current scale by .1 and back βͺπ‘ 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)
Please save this source code
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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.
/**** * 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 = 45; self.vx = 0; self.scaleX = MaxScale; self.scaleY = MaxScale; self.update = function () { self.scaleX -= 0.1; self.scaleY -= 0.1; self.y -= self.speed; self.x += self.vx; 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 () { // Make the player invisible self.alpha = 0; }; }); /**** * 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 = player.x; bullet.y = player.y - 100; var dx = (x - player.x) / bullet.speed; bullet.vx = dx; 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 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 rectangle var rectangle = game.addChild(LK.getAsset('rectangle', { anchorX: 0.5, anchorY: 1 })); rectangle.x = 2048 / 2; rectangle.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 () { // Check if all enemies have reached their target positions var allEnemiesAtTarget = enemies.every(function (enemy) { return enemy.y >= 2732 - 600; }); if (allEnemiesAtTarget) { // Select a random enemy var randomEnemyIndex = Math.floor(Math.random() * enemies.length); var randomEnemy = enemies[randomEnemyIndex]; // Set a random delay between 1 to 2 seconds var randomDelay = 1000 + Math.random() * 1000; // Make the random enemy jump towards the player and back after the delay LK.setTimeout(function () { var originalX = randomEnemy.x; var originalY = randomEnemy.y; // Jump towards the player tween(randomEnemy, { x: player.x, y: player.y }, { duration: 500, onFinish: function onFinish() { // Jump back to original position tween(randomEnemy, { x: originalX, y: originalY }, { duration: 500 }); } }); }, randomDelay); } // 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]); } } };
/****
* 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 = 45;
self.vx = 0;
self.scaleX = MaxScale;
self.scaleY = MaxScale;
self.update = function () {
self.scaleX -= 0.1;
self.scaleY -= 0.1;
self.y -= self.speed;
self.x += self.vx;
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 () {
// Make the player invisible
self.alpha = 0;
};
});
/****
* 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 = player.x;
bullet.y = player.y - 100;
var dx = (x - player.x) / bullet.speed;
bullet.vx = dx;
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 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 rectangle
var rectangle = game.addChild(LK.getAsset('rectangle', {
anchorX: 0.5,
anchorY: 1
}));
rectangle.x = 2048 / 2;
rectangle.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 () {
// Check if all enemies have reached their target positions
var allEnemiesAtTarget = enemies.every(function (enemy) {
return enemy.y >= 2732 - 600;
});
if (allEnemiesAtTarget) {
// Select a random enemy
var randomEnemyIndex = Math.floor(Math.random() * enemies.length);
var randomEnemy = enemies[randomEnemyIndex];
// Set a random delay between 1 to 2 seconds
var randomDelay = 1000 + Math.random() * 1000;
// Make the random enemy jump towards the player and back after the delay
LK.setTimeout(function () {
var originalX = randomEnemy.x;
var originalY = randomEnemy.y;
// Jump towards the player
tween(randomEnemy, {
x: player.x,
y: player.y
}, {
duration: 500,
onFinish: function onFinish() {
// Jump back to original position
tween(randomEnemy, {
x: originalX,
y: originalY
}, {
duration: 500
});
}
});
}, randomDelay);
}
// 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]);
}
}
};
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