User prompt
move the hearts representing player health to the top left corner and draw each heart with 10 units distance between them.
User prompt
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.
User prompt
i would like the players hands to flash red instead of the full screen.
User prompt
when the enemy attacks the player i would like the full screen to flash red.
User prompt
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
User prompt
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
User prompt
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.
User prompt
add a member variable called "canAttackPlayer" in the enemy class. This variable should be initialized to false.
User prompt
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.
User prompt
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.
User prompt
The blood splatter effect should be positioned at the bullets position when the hit happens. It should be more dense
User prompt
Play a blood splatter effect when the enemy is hit with the bullet
User prompt
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
User prompt
Add a brown rectangle box behind the kill counter text. This box should cover the width of the screen
User prompt
Add background to the text showing the kill count
User prompt
Make the text look like itβs written in ancient script
User prompt
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
User prompt
Make the scale Animation on the enemies 5 times slower βͺπ‘ 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 βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
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
User prompt
select the target position of the enemies so that they are completely visible to the user.
User prompt
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); } // Increment the kill counter killCounter++; killCounterText.setText('Kills: ' + killCounter); 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); // Dictionary of images for the enemy self.imageDictionary = { idle: LK.getAsset('enemy', { anchorX: 0.5, anchorY: 1 }), attack: LK.getAsset('hands_idle', { anchorX: 0.5, anchorY: 1 }), hit: LK.getAsset('bloodSplatter', { anchorX: 0.5, anchorY: 1 }) }; // Attach the default enemy image var enemyGraphics = self.addChild(self.imageDictionary.idle); self.reachedTarget = false; // Initialize reachedTarget to false self.canAttackPlayer = false; // Initialize canAttackPlayer to false 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.handleTargetReached = function () { // Check if enemy can attack player if (self.canAttackPlayer === false) { return; } //toggle the canAttack so we dont' execute this again. self.canAttackPlayer = false; var curScale = self.scaleX; var curPos = { x: self.x, y: self.y }; // Animate enemy to move towards player and back tween(self, { x: player.x, y: player.y, scaleX: curScale + 2, scaleY: curScale + 2 }, { duration: 250, easing: tween.easeInOut, onFinish: function onFinish() { // Reduce health by making a circle invisible if (healthCircles.length > 0) { var circle = healthCircles.pop(); circle.visible = false; } // End game if no health circles are visible if (healthCircles.length === 0) { LK.showGameOver(); } // Flash the player's hands red to indicate an attack tween(handsIdleLeft, { tint: 0xFF0000 }, { duration: 250, onFinish: function onFinish() { tween(handsIdleLeft, { tint: 0xFFFFFF }, { duration: 250 }); } }); tween(handsIdleRight, { tint: 0xFF0000 }, { duration: 250, onFinish: function onFinish() { tween(handsIdleRight, { tint: 0xFFFFFF }, { duration: 250 }); } }); tween(self, { x: curPos.x, y: curPos.y, scaleX: curScale, scaleY: curScale }, { duration: 250, easing: tween.easeInOut }); } }); }; 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; self.reachedTarget = true; // Set reachedTarget to true when target is reached self.handleTargetReached(); } // 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 ****/ // Create a brown rectangle box to cover the width of the screen var killCounterBackground = new Container(); var backgroundBox = LK.getAsset('rectangle', { anchorX: 0.5, anchorY: 0 }); backgroundBox.width = 2048; // Set width to cover the screen backgroundBox.height = 150; // Set height to fit behind the text backgroundBox.tint = 0x8B4513; // Brown color killCounterBackground.addChild(backgroundBox); killCounterBackground.y = 0; // Position at the top of the screen LK.gui.top.addChild(killCounterBackground); // Initialize kill counter var killCounter = 0; // Create a Text2 object to display the kill counter var killCounterText = new Text2('Kills: 0', { size: 100, fill: 0xFFFFFF, font: "'Papyrus', 'Lucida Handwriting', 'Comic Sans MS'" // Use ancient script-like fonts }); killCounterText.anchor.set(0.5, 0); // Center the text horizontally LK.gui.top.addChild(killCounterText); // Add the text to the top of the screen // Initialize health circles var healthCircles = []; for (var i = 0; i < 3; i++) { var circle = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5 }); circle.x = 10 + i * 110; // 10 units distance between each circle circle.y = 10; // Top left corner healthCircles.push(circle); game.addChild(circle); } // 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 predefinedPositions = [300, 700, 1100, 1500, 1900]; // Predefined x positions for enemies var usedPositions = []; // Track used positions for (var i = 0; i < currentWave % 2 + 1; i++) { var enemy = new Enemy(); var positionIndex; // Ensure each enemy picks a unique slot do { positionIndex = Math.floor(Math.random() * predefinedPositions.length); } while (usedPositions.includes(positionIndex)); usedPositions.push(positionIndex); enemy.x = predefinedPositions[positionIndex]; enemy.y = 2732 / 2 - enemy.height / 2 + 50; 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 = []; // Function to randomly select an enemy and set its canAttackPlayer to true function selectRandomEnemy() { if (enemies.length > 0) { // Reset all enemies' canAttackPlayer to false enemies.forEach(function (enemy) { return enemy.canAttackPlayer = false; }); // Select a random enemy var randomIndex = Math.floor(Math.random() * enemies.length); enemies[randomIndex].canAttackPlayer = true; } } // Set interval to select a random enemy every 2 seconds LK.setInterval(selectRandomEnemy, 2000); // 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
@@ -261,10 +261,10 @@
var circle = LK.getAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5
});
- circle.x = 2048 / 2 - 100 + i * 100;
- circle.y = 2732 - 50;
+ circle.x = 10 + i * 110; // 10 units distance between each circle
+ circle.y = 10; // Top left corner
healthCircles.push(circle);
game.addChild(circle);
}
// Initialize bullets
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