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.
User prompt
Please draw hands_idle image two times at the bottom of the screen. The first time draw it 200 units to the left of the horizontal center. The second time draw it 200 units to the right of the horizontal center.
User prompt
Please fix the bug: 'Can't find variable: player' in or related to this line: 'game.addChild(player);' Line Number: 255
User prompt
Please fix the bug: 'Can't find variable: MinScale' in or related to this line: 'self.scaleX = MinScale;' Line Number: 92
User prompt
Please fix the bug: 'Can't find variable: player' in or related to this line: 'game.addChild(player);' Line Number: 255
User prompt
Please fix the bug: 'Can't find variable: MinScale' in or related to this line: 'self.scaleX = MinScale;' Line Number: 92
User prompt
Please draw hands_idle image two times on the screen. The first time it should be 200 units to the left from horizontal Center and the second time it should be 200 units to the right of the horizontal center. Both these images should be drawn at the bottom of the screen. When drawing the image the second time flip it on the horizontal axis.
User prompt
Draw the image a second time to represent the right hand. This time flip it on horizontal axis before drawing
User prompt
Draw the hands_idle image on the screen at the bottom in such a way that it feels like a person is standing there.
User prompt
Bullets should spawn at the screen tap location on touch screen devices
User prompt
change the tint color to red
User prompt
Please fix the bug: 'Error: Error: Invalid color format. Expected 0xRRGGBB format, received: 267386880' in or related to this line: 'tween(enemy, {' Line Number: 60
Code edit (1 edits merged)
Please save this source code
User prompt
flash the enemy with white tint before they are deleted to show the impact of the bullet. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
i would like to show two red rectangles of size 100 in quick succession when the enemy gets hit and delete them.
User prompt
the bullet should fade in and rotate as it is moving towards the target position ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
pick the rotation to be 10 or 15 randomly for each enemy.
User prompt
When the enemy is hit by a bullet i want the enemy to fade away while bouncing back and scaling down by 0.25 units. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
the starting rotation picked for each enemy should be different so they don't rotate in the same direction at the same time.
Code edit (1 edits merged)
Please save this source code
User prompt
as the enemy is moving for 0.5 seconds make it rotate 30 degrees to the left and right alternatively. Once the enemy reaches their target set their rotation to zero. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
update the enemy movement to pause every 0.5 seconds for a duration of 0.25 seconds
User prompt
i would like to play walking animation on the enemy as they approach the target position ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
while moving the enemy towards the target position i want them to hop on each leg.
/**** * 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 - 400) { 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 ****/ // 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 - 200; handsIdleLeft.y = 2732; // 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 + 200; handsIdleRight.y = 2732; 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
@@ -141,10 +141,10 @@
/****
* Game Code
****/
-//<Assets used in the game will automatically appear here>
// 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
}));
@@ -152,13 +152,13 @@
handsIdleLeft.y = 2732;
// 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,
- flipX: 1 // Flip horizontally
+ anchorY: 1
}));
handsIdleRight.x = 2048 / 2 + 200;
handsIdleRight.y = 2732;
+handsIdleRight.scale.x = -1;
// Initialize player
// Define MinScale and MaxScale
var MinScale = 1;
var MaxScale = 4;
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