User prompt
Quítale la transparencia a la segunda imagen de fondo
User prompt
Ajusta la segunda imagen de fondo al borde de abajo
User prompt
Agrega una segunda imagen de fondo que valla por encima de la anterior
User prompt
Agrega una imagen de fondo
User prompt
Que este pegado en la parte de arriba
User prompt
Agrega una imagen con textura arriba en la base
User prompt
Ajusta la colición de las bases
User prompt
Que la imagen del jugador gire de izquierda o derecha según hacia donde se mueva
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'stroke')' in or related to this line: 'self.damageText.style.stroke = 0x000000;' Line Number: 96
User prompt
Al recibir daño la textura de la barra de daño se pierde , arreglalo
User prompt
Agrega una textura de fondo negro a las letras de la barra de favor recibido
User prompt
Agrega una barra de daño recibido a cada jugador y mientras más tenga, más retroceso tendrá al recibir un golpe ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Que allá más retroceso por cada hit que se le sume al que lo recibió
User prompt
Please fix the bug: 'Uncaught TypeError: tween.to is not a function' in or related to this line: 'tween.to(jumpButton, {' Line Number: 415 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Que los botones se precio en si se deslisa por encima
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'player')' in or related to this line: 'if (aiAction === 'moveToPlayer' && closestTarget.player && closestTarget.player.y < player2.y - 100 || Math.abs(player2.velocityX) < 1 && player2.onGround && Math.random() < 0.1) {' Line Number: 595
User prompt
Que la IA persiga y ataque al jugador más cercano
User prompt
Cuando un jugador pierda las 3 vidas deje de aparecer, y el juego termine cuando solo quede un solo jugador
User prompt
Agrega 2 jugadores IA más
User prompt
Aumenta el tamaño de los botones de movimiento y el de salto, y aumenta la distancia entre si
User prompt
Si la IA no alcanza al jugador, si está muy abajo de el que de dos saltos
User prompt
Si la IA está en el aire que se mueva a la superficie más cercana
User prompt
Sube el botón de salto más arriba que los de movimiento
User prompt
Que se puedan mantener presionado los botones
User prompt
Agrega dos botones de izquierda y derecha , y ajusta los con el botón de saltar como un D-pad
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Fighter = Container.expand(function (playerNumber, color) { var self = Container.call(this); var fighterGraphics = self.attachAsset(playerNumber === 1 ? 'player1' : 'player2', { anchorX: 0.5, anchorY: 1.0 }); self.playerNumber = playerNumber; self.velocityX = 0; self.velocityY = 0; self.onGround = false; self.jumpsRemaining = 2; // Allow double jump self.health = 0; self.maxHealth = 100; self.moveSpeed = 8; self.jumpPower = 25; self.knockbackResistance = 1.0; self.lastHitTime = 0; self.invulnerable = false; self.takeDamage = function (damage, knockbackX, knockbackY) { if (self.invulnerable) return; self.health += damage; self.velocityX += knockbackX * (1 + self.health / 50) / self.knockbackResistance; self.velocityY += knockbackY * (1 + self.health / 50) / self.knockbackResistance; // Flash effect when hit LK.effects.flashObject(self, 0xff0000, 300); self.invulnerable = true; LK.setTimeout(function () { self.invulnerable = false; }, 500); LK.getSound('hit').play(); }; self.attack = function (targetX, targetY) { var attackRange = 150; var damage = 15; var baseKnockback = 12; for (var i = 0; i < fighters.length; i++) { var target = fighters[i]; if (target === self) continue; var distance = Math.sqrt(Math.pow(target.x - self.x, 2) + Math.pow(target.y - self.y, 2)); if (distance <= attackRange) { var angle = Math.atan2(target.y - self.y, target.x - self.x); var knockbackX = Math.cos(angle) * baseKnockback; var knockbackY = Math.sin(angle) * baseKnockback - 5; // Slight upward angle target.takeDamage(damage, knockbackX, knockbackY); } } }; self.update = function () { // Apply gravity if (!self.onGround) { self.velocityY += 1.2; } // Apply friction self.velocityX *= 0.85; if (self.onGround) { self.velocityX *= 0.75; } // Limit velocities to prevent teleportation var maxVelocityX = 20; var maxVelocityY = 30; if (self.velocityX > maxVelocityX) { self.velocityX = maxVelocityX; } if (self.velocityX < -maxVelocityX) { self.velocityX = -maxVelocityX; } if (self.velocityY > maxVelocityY) { self.velocityY = maxVelocityY; } if (self.velocityY < -maxVelocityY) { self.velocityY = -maxVelocityY; } // Update position self.x += self.velocityX; self.y += self.velocityY; // Platform collision var wasOnGround = self.onGround; self.onGround = false; for (var i = 0; i < platforms.length; i++) { var platform = platforms[i]; if (self.x > platform.x - platform.width / 2 && self.x < platform.x + platform.width / 2 && self.y > platform.y - platform.height && self.y < platform.y + 10 && self.velocityY >= 0) { self.y = platform.y - platform.height; self.velocityY = 0; self.onGround = true; self.jumpsRemaining = 2; // Reset jumps when landing break; } } // Check if fallen off screen if (self.y > 2900) { self.respawn(); } // Screen boundaries (horizontal bouncing) if (self.x < 60) { self.x = 60; self.velocityX = Math.abs(self.velocityX) * 0.5; } if (self.x > 1988) { self.x = 1988; self.velocityX = -Math.abs(self.velocityX) * 0.5; } }; self.respawn = function () { self.x = self.playerNumber === 1 ? 400 : 1648; self.y = 1000; self.velocityX = 0; self.velocityY = 0; self.health = 0; self.jumpsRemaining = 2; // Reset jumps on respawn if (self.playerNumber === 1) { player2Wins++; } else { player1Wins++; } updateScoreDisplay(); if (player1Wins >= 3 || player2Wins >= 3) { if (player1Wins >= 3) { LK.setScore(100); } LK.showGameOver(); } }; return self; }); var PowerUp = Container.expand(function () { var self = Container.call(this); var powerupGraphics = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5 }); self.lifeTime = 0; self.maxLifeTime = 600; // 10 seconds at 60fps self.collected = false; self.update = function () { self.lifeTime++; self.rotation += 0.05; // Bounce effect self.y += Math.sin(self.lifeTime * 0.1) * 0.5; if (self.lifeTime > self.maxLifeTime) { self.destroy(); for (var i = powerups.length - 1; i >= 0; i--) { if (powerups[i] === self) { powerups.splice(i, 1); break; } } } // Check collection by players if (!self.collected) { for (var i = 0; i < fighters.length; i++) { var fighter = fighters[i]; var distance = Math.sqrt(Math.pow(fighter.x - self.x, 2) + Math.pow(fighter.y - self.y, 2)); if (distance < 80) { self.collected = true; fighter.knockbackResistance = 0.5; // Temporary power boost LK.setTimeout(function () { fighter.knockbackResistance = 1.0; }, 5000); LK.getSound('powerup').play(); LK.effects.flashObject(fighter, 0xffd700, 500); self.destroy(); for (var j = powerups.length - 1; j >= 0; j--) { if (powerups[j] === self) { powerups.splice(j, 1); break; } } break; } } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87ceeb }); /**** * Game Code ****/ // Game variables var fighters = []; var platforms = []; var powerups = []; var player1Wins = 0; var player2Wins = 0; var draggedFighter = null; var lastTapTime = 0; var powerupSpawnTimer = 0; // Button press states var leftButtonPressed = false; var rightButtonPressed = false; var jumpButtonPressed = false; var attackButtonPressed = false; // Create platforms var mainPlatform = game.addChild(LK.getAsset('mainPlatform', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1400 })); platforms.push(mainPlatform); var leftPlatform = game.addChild(LK.getAsset('platform', { anchorX: 0.5, anchorY: 0.5, x: 400, y: 1100 })); platforms.push(leftPlatform); var rightPlatform = game.addChild(LK.getAsset('platform', { anchorX: 0.5, anchorY: 0.5, x: 1648, y: 1100 })); platforms.push(rightPlatform); var topPlatform = game.addChild(LK.getAsset('platform', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 800 })); platforms.push(topPlatform); // Create fighters var player1 = game.addChild(new Fighter(1)); player1.x = 400; player1.y = 1000; fighters.push(player1); var player2 = game.addChild(new Fighter(2)); player2.x = 1648; player2.y = 1000; fighters.push(player2); // UI Elements var scoreText = new Text2('Player 1: 0 | Player 2: 0', { size: 80, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); var instructionText = new Text2('Drag to move, Tap to attack', { size: 60, fill: 0xFFFFFF }); instructionText.anchor.set(0.5, 1); LK.gui.bottom.addChild(instructionText); // Create left movement button for player 1 var leftButton = new Text2('◀', { size: 80, fill: 0xFFFFFF }); leftButton.anchor.set(0, 1); leftButton.x = 50; leftButton.y = -120; LK.gui.bottomLeft.addChild(leftButton); // Create right movement button for player 1 var rightButton = new Text2('▶', { size: 80, fill: 0xFFFFFF }); rightButton.anchor.set(0, 1); rightButton.x = 200; rightButton.y = -120; LK.gui.bottomLeft.addChild(rightButton); // Create jump button for player 1 var jumpButton = new Text2('▲', { size: 80, fill: 0xFFFFFF }); jumpButton.anchor.set(0, 1); jumpButton.x = 125; jumpButton.y = -200; LK.gui.bottomLeft.addChild(jumpButton); // Create attack button for player 1 var attackButton = new Text2('ATTACK', { size: 80, fill: 0xFFFFFF }); attackButton.anchor.set(1, 1); attackButton.x = -100; attackButton.y = -20; LK.gui.bottomRight.addChild(attackButton); function updateScoreDisplay() { scoreText.setText('Player 1: ' + player1Wins + ' | Player 2: ' + player2Wins); } // Left button event handler leftButton.down = function (x, y, obj) { leftButtonPressed = true; }; leftButton.up = function (x, y, obj) { leftButtonPressed = false; }; // Right button event handler rightButton.down = function (x, y, obj) { rightButtonPressed = true; }; rightButton.up = function (x, y, obj) { rightButtonPressed = false; }; // Jump button event handler jumpButton.down = function (x, y, obj) { jumpButtonPressed = true; }; jumpButton.up = function (x, y, obj) { jumpButtonPressed = false; }; // Attack button event handler attackButton.down = function (x, y, obj) { attackButtonPressed = true; }; attackButton.up = function (x, y, obj) { attackButtonPressed = false; }; function spawnPowerUp() { if (powerups.length < 2) { var powerup = game.addChild(new PowerUp()); var spawnPlatform = platforms[Math.floor(Math.random() * platforms.length)]; powerup.x = spawnPlatform.x + (Math.random() - 0.5) * (spawnPlatform.width - 100); powerup.y = spawnPlatform.y - spawnPlatform.height - 100; powerups.push(powerup); } } // Game controls game.down = function (x, y, obj) { var currentTime = LK.ticks; var tapSpeed = 20; // frames between taps for double tap // Find closest fighter to touch point (only player 1) var closestFighter = null; var closestDistance = Infinity; for (var i = 0; i < fighters.length; i++) { var fighter = fighters[i]; // Only allow touch control for player 1 if (fighter.playerNumber === 2) continue; var distance = Math.sqrt(Math.pow(fighter.x - x, 2) + Math.pow(fighter.y - y, 2)); if (distance < closestDistance && distance < 200) { closestDistance = distance; closestFighter = fighter; } } if (closestFighter) { // Check for double tap (attack) if (currentTime - lastTapTime < tapSpeed) { closestFighter.attack(x, y); draggedFighter = null; } else { draggedFighter = closestFighter; } lastTapTime = currentTime; } }; game.move = function (x, y, obj) { if (draggedFighter && draggedFighter.playerNumber === 1) { var deltaX = x - draggedFighter.x; var deltaY = y - draggedFighter.y; // Move fighter towards touch point draggedFighter.velocityX += deltaX * 0.3; // Jump if dragging upward and has jumps remaining if (deltaY < -50 && draggedFighter.jumpsRemaining > 0) { draggedFighter.velocityY = -draggedFighter.jumpPower; draggedFighter.jumpsRemaining--; draggedFighter.onGround = false; } } }; game.up = function (x, y, obj) { draggedFighter = null; }; // AI variables for player 2 var aiDecisionTimer = 0; var aiAction = 'idle'; var aiTargetX = player2.x; var aiCooldown = 0; game.update = function () { // Handle continuous button presses for player 1 if (leftButtonPressed) { player1.velocityX -= player1.moveSpeed * 0.5; } if (rightButtonPressed) { player1.velocityX += player1.moveSpeed * 0.5; } if (jumpButtonPressed && player1.jumpsRemaining > 0) { player1.velocityY = -player1.jumpPower; player1.jumpsRemaining--; player1.onGround = false; jumpButtonPressed = false; // Prevent continuous jumping } if (attackButtonPressed) { player1.attack(player1.x, player1.y); attackButtonPressed = false; // Prevent continuous attacking } // Spawn power-ups occasionally powerupSpawnTimer++; if (powerupSpawnTimer > 300) { // Every 5 seconds if (Math.random() < 0.3) { spawnPowerUp(); } powerupSpawnTimer = 0; } // AI for player 2 aiDecisionTimer++; if (aiCooldown > 0) { aiCooldown--; } // Make AI decisions every 30 frames (half second) if (aiDecisionTimer > 30) { aiDecisionTimer = 0; // Calculate distance to player 1 var distanceToPlayer1 = Math.sqrt(Math.pow(player1.x - player2.x, 2) + Math.pow(player1.y - player2.y, 2)); // Check for nearby powerups var nearestPowerup = null; var nearestPowerupDistance = Infinity; for (var i = 0; i < powerups.length; i++) { var powerup = powerups[i]; var distance = Math.sqrt(Math.pow(powerup.x - player2.x, 2) + Math.pow(powerup.y - player2.y, 2)); if (distance < nearestPowerupDistance) { nearestPowerupDistance = distance; nearestPowerup = powerup; } } // AI decision making if (aiCooldown === 0) { if (distanceToPlayer1 < 200 && Math.random() < 0.7) { // Attack if close to player 1 aiAction = 'attack'; aiCooldown = 60; // Attack cooldown } else if (nearestPowerup && nearestPowerupDistance < 300 && Math.random() < 0.5) { // Go for powerup if nearby aiAction = 'moveToPowerup'; aiTargetX = nearestPowerup.x; } else if (distanceToPlayer1 > 400 && Math.random() < 0.6) { // Move towards player 1 if far away aiAction = 'moveToPlayer'; aiTargetX = player1.x; } else if (Math.random() < 0.3) { // Random movement aiAction = 'randomMove'; aiTargetX = 400 + Math.random() * 1248; // Random X within screen bounds } else { aiAction = 'idle'; } } } // Execute AI actions if (aiAction === 'attack') { player2.attack(player1.x, player1.y); aiAction = 'idle'; } else if (aiAction === 'moveToPowerup' || aiAction === 'moveToPlayer' || aiAction === 'randomMove') { // Move towards target var deltaX = aiTargetX - player2.x; if (Math.abs(deltaX) > 50) { player2.velocityX += deltaX * 0.2; } // Jump if target is above or if stuck if (aiAction === 'moveToPlayer' && player1.y < player2.y - 100 || Math.abs(player2.velocityX) < 1 && player2.onGround && Math.random() < 0.1) { if (player2.jumpsRemaining > 0) { player2.velocityY = -player2.jumpPower; player2.jumpsRemaining--; player2.onGround = false; } } // Reset action if close enough to target if (Math.abs(deltaX) < 100) { aiAction = 'idle'; } } // AI logic: move to nearest surface when in the air if (!player2.onGround) { var nearestPlatform = null; var nearestDistance = Infinity; // Find the nearest platform for (var p = 0; p < platforms.length; p++) { var platform = platforms[p]; var distance = Math.sqrt(Math.pow(platform.x - player2.x, 2) + Math.pow(platform.y - player2.y, 2)); if (distance < nearestDistance) { nearestDistance = distance; nearestPlatform = platform; } } // Move toward the nearest platform if (nearestPlatform) { var deltaXToPlatform = nearestPlatform.x - player2.x; if (Math.abs(deltaXToPlatform) > 30) { player2.velocityX += deltaXToPlatform * 0.15; } } } // AI logic: double jump if can't reach player who is much higher var heightDifference = player2.y - player1.y; var horizontalDistance = Math.abs(player2.x - player1.x); if (heightDifference > 200 && horizontalDistance < 400 && player2.jumpsRemaining > 0) { // Check if AI is below player and perform double jump to reach them player2.velocityY = -player2.jumpPower; player2.jumpsRemaining--; player2.onGround = false; } // AI emergency jump if falling off platform if (player2.y > 1500 && player2.jumpsRemaining > 0) { player2.velocityY = -player2.jumpPower; player2.jumpsRemaining--; player2.onGround = false; } // Update all fighters for (var i = 0; i < fighters.length; i++) { fighters[i].update(); } // Update all powerups for (var i = powerups.length - 1; i >= 0; i--) { if (powerups[i] && !powerups[i].destroyed) { powerups[i].update(); } } };
===================================================================
--- original.js
+++ change.js
@@ -496,8 +496,17 @@
player2.velocityX += deltaXToPlatform * 0.15;
}
}
}
+ // AI logic: double jump if can't reach player who is much higher
+ var heightDifference = player2.y - player1.y;
+ var horizontalDistance = Math.abs(player2.x - player1.x);
+ if (heightDifference > 200 && horizontalDistance < 400 && player2.jumpsRemaining > 0) {
+ // Check if AI is below player and perform double jump to reach them
+ player2.velocityY = -player2.jumpPower;
+ player2.jumpsRemaining--;
+ player2.onGround = false;
+ }
// AI emergency jump if falling off platform
if (player2.y > 1500 && player2.jumpsRemaining > 0) {
player2.velocityY = -player2.jumpPower;
player2.jumpsRemaining--;
Slime azul, pixelart. In-Game asset. 2d. High contrast. No shadows
Slime rojo, pixelart. In-Game asset. 2d. High contrast. No shadows
Slime amarillo, pixelart. In-Game asset. 2d. High contrast. No shadows
Slime verde, pixelart. In-Game asset. 2d. High contrast. No shadows
Montañas en atardecer pixelart. In-Game asset. 2d. High contrast. No shadows
Elimina la montaña
Burbuja azul, una , pixelart. In-Game asset. 2d. High contrast. No shadows
Esfera amarilla con la letra P , pixelart. In-Game asset. 2d. High contrast. No shadows
Flecha azul de Slime , pixelart. In-Game asset. 2d. High contrast. No shadows
Cámbiale el color a rojo , pixelart
Cámbiale el color a amarillo, pixelart
Cámbiale el color a verde, pixelart
Apaga las luces de la ventanas
Luciérnaga, pixelart. In-Game asset. 2d. High contrast. No shadows
Cabeza de girasol, pixelart. In-Game asset. 2d. High contrast. No shadows
Número 1 azul , pixelart. In-Game asset. 2d. High contrast. No shadows
Número 0 azul, pixelart. In-Game asset. 2d. High contrast. No shadows
Número 3 azul, pixelart. In-Game asset. 2d. High contrast. No shadows
Retro, pixelart