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each enemy wave should have only 1 or 2 enemies.
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each enemy wave should have only 1 or 2 enemies. The target position should ensure that the enemies dont' overlap.
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i want one bullet to kill only one enemy at a time.
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i do not want multiple enemies to die with one bullet. Please update the code to reflect that.
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the tween moving the enemies from off screen should run 4 times slower. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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the enemies should tween from random off screen point on X axis to their spawn point. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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the enemies should start from out side the screen on left or right, move to a random position on screen then move towards their target position.
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enemies should keep spawning in waves of 2 to 3 enemies. Next wave is spawned once all the enemies are killed.
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when the bullet hits the enemy, the enemies should die.
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the bullets should also get removed when they are detected to have hit the enemy during update.
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remove the usage of tween on bullets and use the update function instead. I would like to remove the buttons once they reach minscale.
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remove the enemies from screen once they reach the target position
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Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 86
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make the initial scaling tween on enemies 2 times faster. After the tween is complete i want the enemies to stay in place before they start moving. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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the tween played as soon as the enemies are spawned should be 0.1 seconds ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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move the bullet update code to get executed during tween update. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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consider that the bullet has hit the enemy if the bullet is within the bounds of the enemy and the scaleY of the bullet is between enemy.scaleY-threshold and enemy.scaleY+threshold, where threshold is a variable with value set to 0.1
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modify the enemy spawning so that there is at least 200 units distance between each enemy
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Code edit (8 edits merged)
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/**** * 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; 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); } game.removeChild(enemy); enemy.destroy(); break; // Stop the loop after one enemy is killed } } }; }); // 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); } }); self.update = function () { if (self.speed < 1) { return; } if (self.y + self.speed < 2732 - 400) { self.y += self.speed; self.scaleX += 0.01; self.scaleY += 0.01; } }; }); //<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 ****/ // Define MinScale and MaxScale // Initialize player //<Assets used in the game will automatically appear here> 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 = player.x; bullet.y = player.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
@@ -107,11 +107,11 @@
/****
* Game Code
****/
-//<Assets used in the game will automatically appear here>
-// Initialize player
// Define MinScale and MaxScale
+// Initialize player
+//<Assets used in the game will automatically appear here>
var MinScale = 1;
var MaxScale = 4;
var player = new Player();
player.x = 2048 / 2;
@@ -151,15 +151,13 @@
var enemies = [];
var currentWave = 0;
function spawnWave() {
var lastX = 0;
- for (var i = 0; i < (Math.random() < 0.5 ? 1 : 2); i++) {
+ for (var i = 0; i < currentWave % 2 + 1; i++) {
var enemy = new Enemy();
do {
enemy.x = Math.random() * 2048;
- } while (enemies.some(function (e) {
- return Math.abs(e.x - enemy.x) < 200;
- }));
+ } while (Math.abs(enemy.x - lastX) < 200);
lastX = enemy.x;
enemy.y = 2732 / 2;
enemy.scaleX = 0;
enemy.scaleY = 0;
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