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remove the tint animation from the hands
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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
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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
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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
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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
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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
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make the tint change happen every 20 frames instead of 10
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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
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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
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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
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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
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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
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Please fix the bug: 'Cannot read properties of undefined (reading 'y')' in or related to this line: 'tween(handsIdleLeft, {' Line Number: 168
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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
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The bullet should be created between the two hands and move towards the clicked location on screen.
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make the hand animation run 2 times faster
/**** * 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 - 500; var righthand_initialx = 2048 / 2 + 500; // 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 = 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) {}; // 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; if (LK.ticks % 60 === 0) { tween(handsIdleLeft, { y: hand_initialy - 50 // Move up by 50 units }, { duration: tweenDuration, easing: tween.easeOut }); tween(handsIdleRight, { y: hand_initialy - 50 // Move up by 50 units }, { duration: tweenDuration, easing: tween.easeOut }); } else if (LK.ticks % 60 === 30) { tween(handsIdleLeft, { y: hand_initialy + 50 // Move down by 50 units }, { duration: tweenDuration, easing: tween.easeOut }); tween(handsIdleRight, { y: hand_initialy + 50 // Move down by 50 units }, { 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
@@ -143,33 +143,32 @@
* Game Code
****/
// 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;
// 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) {
- // Reset hands to initial position
- handsIdleLeft.x = 2048 / 2 - 500;
- handsIdleLeft.y = 2732;
- handsIdleRight.x = 2048 / 2 + 500;
- handsIdleRight.y = 2732;
// Animate left hand
tween(handsIdleLeft, {
scaleX: 1.5,
scaleY: 1.5,
- y: handsIdleLeft.y + 100
+ y: hand_initialy + 100
}, {
duration: 125,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(handsIdleLeft, {
scaleX: 1,
scaleY: 1,
- y: handsIdleLeft.y - 100
+ y: hand_initialy - 100
}, {
duration: 125,
easing: tween.easeInOut,
onFinish: function onFinish() {
@@ -186,17 +185,17 @@
// Animate right hand
tween(handsIdleRight, {
scaleX: -1.5,
scaleY: 1.5,
- y: handsIdleRight.y + 100
+ y: hand_initialy + 100
}, {
duration: 125,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(handsIdleRight, {
scaleX: -1,
scaleY: 1,
- y: handsIdleRight.y - 100
+ y: hand_initialy - 100
}, {
duration: 125,
easing: tween.easeInOut
});
@@ -316,11 +315,8 @@
enemy.update();
}
// Tween tint of hands over 20 frames
var tweenDuration = 500;
- var hand_initialy = 2732;
- var lefthand_initialx = 2048 / 2 - 500;
- var righthand_initialx = 2048 / 2 + 500;
if (LK.ticks % 60 === 0) {
tween(handsIdleLeft, {
y: hand_initialy - 50 // Move up by 50 units
}, {
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