User prompt
if player destroys 10 enemy, tough enemy, or boss enemy add another aloe that orbit around player
User prompt
aloe should orbit player
User prompt
when player gets hit with enemy, tough enemy or boss enemy check if Aloe is on the screen if yes, aloe gets destroyed not the player
User prompt
aloe is still following the player
User prompt
Aloe should not be visible on player but on the top left
User prompt
make sure the shop button is on the screen
User prompt
add a text on the bottom right that says shop and link it to the shop after clicking
User prompt
fix that shop button is not visible
User prompt
add an visual asset to the shop button
User prompt
shop button should be visible after starting the game
User prompt
add a shop button to the bottom right to open shop
User prompt
create a shop where you can spend currency to get upgrades for plants
User prompt
remove unlock fleisch and turn him visible again
User prompt
disable Fleisch until Unlock Fleisch is true
User prompt
Unlock Fleisch is not working properly
User prompt
when the player clicks "Unlock Fleisch" make Fleisch visible
User prompt
remove the kaktus
User prompt
create a logic to unlock "Rose" after reaching level 5
User prompt
adjust the "Unlock Fleisch" button 20 pixels to the left
User prompt
Move "Unlock Fleisch" to the right of the screen
User prompt
change the asset for "unlock Fleisch" to "Lock"
User prompt
use an asset for "Unlock Fleisch"
User prompt
make the unlock button in the center
User prompt
When clicking "unlock FLeisch" the logic should be to spend 100 currency to make him visible
User prompt
make the button to unluck FLeisch a small asset that is clickable on the top right corner
/****
* Classes
****/
// Define a class for Aloe
var Aloe = Container.expand(function () {
var self = Container.call(this);
var aloeGraphics = self.attachAsset('aloe', {
anchorX: 0.5,
anchorY: 0.5
});
self.shieldActive = true; // Shield is active initially
// Method to deactivate the shield
self.deactivateShield = function () {
self.shieldActive = false;
self.destroy(); // Remove Aloe from the game
};
// Update method for Aloe
self.update = function () {
// Aloe follows the player
// Aloe no longer follows the player
};
});
// Define a class for BossEnemy
var BossEnemy = Container.expand(function () {
var self = Container.call(this);
var bossGraphics = self.attachAsset('boss', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 1;
self.hitPoints = 10; // Boss requires multiple hits to be destroyed
self.update = function () {
self.y += self.speed;
if (self.y > 2732) {
self.y = 0;
self.x = Math.random() * 2048;
}
};
self.takeHit = function () {
self.hitPoints -= 1;
if (self.hitPoints <= 0) {
self.destroy();
}
};
});
// Define a class for bullets
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -5;
self.update = function () {
self.x += self.speedX || 0;
self.y += self.speedY || self.speed;
if (self.y < 0 || self.x < 0 || self.x > 2048 || self.y > 2732) {
self.destroy();
}
if (!self.soundPlayed) {
// Play bullet1 sound when bullet is used
LK.getSound('bullet1').play({
loop: false
});
self.soundPlayed = true;
}
};
});
// Define a class for the context menu
var ContextMenu = Container.expand(function () {
var self = Container.call(this);
var menuText = new Text2('Start Game', {
size: 150,
fill: 0xFFFFFF
});
menuText.anchor.set(0.5, 0.5);
self.addChild(menuText);
self.update = function () {
// Update logic for context menu
};
});
// Define a class for enemies
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2;
self.hitPoints = 1; // Requires one hit to be destroyed
self.update = function () {
self.takeHit = function () {
self.hitPoints -= 1;
if (self.hitPoints <= 0) {
self.destroy();
}
};
self.y += self.speed;
if (self.y > 2732) {
self.y = 0;
self.x = Math.random() * 2048;
}
};
});
// Define a class for Fleisch
var Fleisch = Container.expand(function () {
var self = Container.call(this);
var fleischGraphics = self.attachAsset('Fleisch', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.update = function () {
// Add close distance multiple shots ability for Fleisch
if (LK.ticks % 600 == 0) {
for (var angle = -0.2; angle <= 0.2; angle += 0.1) {
var newBullet = new Bullet();
newBullet.x = self.x;
newBullet.y = self.y;
newBullet.speedX = Math.sin(angle) * self.speed;
newBullet.speedY = Math.cos(angle) * self.speed;
newBullet.lastY = newBullet.y;
newBullet.lastIntersecting = newBullet.intersects(centerNode);
bullets.push(newBullet);
game.addChild(newBullet);
}
}
};
});
// Define a class for Pfeilchen
var Pfeilchen = Container.expand(function () {
var self = Container.call(this);
var pfeilchenGraphics = self.attachAsset('Pfeilchen', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.shootDirection = 'up'; // Default shooting direction
// Method to shoot bullets in the specified direction
self.shoot = function () {
var bullet = new Bullet();
bullet.x = self.x;
bullet.y = self.y;
bullet.speedX = 0; // Initialize speedX
bullet.speedY = 0; // Initialize speedY
switch (self.shootDirection) {
case 'up':
bullet.speedY = -self.speed;
break;
case 'down':
bullet.speedY = self.speed;
break;
case 'left':
bullet.speedX = -self.speed;
break;
case 'right':
bullet.speedX = self.speed;
break;
}
bullets.push(bullet);
game.addChild(bullet);
};
self.update = function () {
// Update logic for Pfeilchen
};
});
// Define a class for plants
var Plant = Container.expand(function () {
var self = Container.call(this);
self.update = function () {
// Update logic for plants
};
});
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Define a class for the player character
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.slot = 0; // Add slot property to player
self.currency = 0; // Initialize currency property
self.update = function () {
// Update logic for player
};
});
// Define a class for rose
var Rose = Container.expand(function () {
var self = Container.call(this);
var roseGraphics = self.attachAsset('rose', {
anchorX: 0.5,
anchorY: 0.5,
rotation: -Math.PI / 2 // Rotate 90 degrees to the left
});
self.speed = 5;
self.update = function () {
if (self.y < 0) {
self.destroy();
}
if (LK.ticks % 600 == 0) {
var newBullet = new Bullet();
newBullet.x = self.x;
newBullet.y = self.y;
var dx = fleisch.x - self.x;
var dy = fleisch.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
newBullet.speedX = dx / distance * self.speed;
newBullet.speedY = dy / distance * self.speed;
newBullet.lastY = newBullet.y;
newBullet.lastIntersecting = newBullet.intersects(centerNode);
bullets.push(newBullet);
game.addChild(newBullet);
}
};
});
// Define a class for the Shop
var Shop = Container.expand(function () {
var self = Container.call(this);
var shopGraphics = self.attachAsset('menu', {
anchorX: 0.5,
anchorY: 0.5
});
self.visible = false; // Initially hidden
// Method to show the shop
self.show = function () {
self.visible = true;
};
// Method to hide the shop
self.hide = function () {
self.visible = false;
};
// Method to purchase an upgrade
self.purchaseUpgrade = function (cost, upgradeFunction) {
if (player.currency >= cost) {
player.currency -= cost;
currencyText.setText('Currency: ' + player.currency);
upgradeFunction();
}
};
// Example upgrade function
self.upgradePlant = function () {
self.purchaseUpgrade(10, function () {
// Implement the upgrade logic here
console.log("Plant upgraded!");
});
};
});
// Define a class for Sonne
var Sonne = Container.expand(function () {
var self = Container.call(this);
var sonneGraphics = self.attachAsset('Sonne', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3;
self.update = function () {
self.y += self.speed;
if (self.y > 2732) {
self.y = 0;
self.x = Math.random() * 2048;
}
// Automatic shooting logic for Sonne
if (LK.ticks % 120 == 0) {
// Adjust the frequency as needed
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
var newBullet = new Bullet();
newBullet.x = self.x;
newBullet.y = self.y;
var dx = enemy.x - self.x;
var dy = enemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
newBullet.speedX = dx / distance * self.speed;
newBullet.speedY = dy / distance * self.speed;
newBullet.lastY = newBullet.y;
newBullet.lastIntersecting = newBullet.intersects(enemy);
bullets.push(newBullet);
game.addChild(newBullet);
}
}
};
});
// Define a class for ToughEnemy
var ToughEnemy = Container.expand(function () {
var self = Container.call(this);
var toughEnemyGraphics = self.attachAsset('toughEnemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2;
self.hitPoints = 2; // Requires two hits to be destroyed
self.update = function () {
self.y += self.speed;
if (self.y > 2732) {
self.y = 0;
self.x = Math.random() * 2048;
}
};
self.takeHit = function () {
self.hitPoints -= 1;
if (self.hitPoints <= 0) {
self.destroy();
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize the shop
var shop = game.addChild(new Shop());
shop.x = 1024; // Center horizontally on the screen
shop.y = 1366; // Center vertically on the screen
var background = LK.getAsset('background', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1366
});
game.addChild(background); // Ensure background is added to the game
background.zIndex = -1; // Ensure background is always at the back
// Initialize Pfeilchen
var pfeilchen = game.addChild(new Pfeilchen());
pfeilchen.x = 1024; // Center horizontally on the screen
pfeilchen.y = 1466; // Move Pfeilchen 100 pixels down
// Initialize game state
var gameState = "menu";
// Initialize level
var level = 1;
// Initialize level text
var levelText;
// Initialize currency text
var currencyText = new Text2('Currency: 0', {
size: 100,
fill: 0xFFFFFF
});
currencyText.anchor.set(0.5, 0);
LK.gui.top.addChild(currencyText);
// Initialize shop button
var shopButton = LK.getAsset('menu', {
anchorX: 1,
anchorY: 1,
x: 2048,
y: 2732
});
shopButton.anchor.set(1, 1);
shopButton.x = 2048 - shopButton.width; // Adjust position to ensure visibility on the right edge
shopButton.y = 2732 - shopButton.height; // Adjust position to ensure visibility at the bottom edge
shopButton.interactive = true;
shopButton.visible = true; // Make visible when game starts
shopButton.on('down', function () {
shop.show();
});
// Add a text label 'Shop' to the bottom right
var shopText = new Text2('Shop', {
size: 100,
fill: 0xFFFFFF
});
shopText.anchor.set(1, 1);
shopText.x = 2048; // Position at the right edge
shopText.y = 2732; // Position at the bottom edge
shopText.interactive = true;
shopText.on('down', function () {
shop.show();
});
LK.gui.bottomRight.addChild(shopText);
LK.gui.bottomRight.addChild(shopButton);
// Initialize context menu
var contextMenu = game.addChild(new ContextMenu());
contextMenu.x = 1024;
contextMenu.y = 1366;
contextMenu.visible = true; // Make the context menu visible during the game
// Initialize players
var players = [];
var player = game.addChild(new Player());
player.x = 1024;
player.y = 1366;
players.push(player);
// Initialize centerNode
var centerNode = game.addChild(LK.getAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1366
}));
// Initialize Fleisch
var fleisch = new Fleisch();
game.addChild(fleisch);
fleisch.x = 1024; // Center horizontally on the screen
fleisch.y = 100; // Move Fleisch 80 pixels down from its current position
fleisch.visible = true; // Initialize Fleisch as visible
fleisch.interactive = true; // Enable Fleisch interaction
// Initialize rose
var rose = game.addChild(new Rose());
rose.x = 50; // Position at the left, accounting for asset width
rose.y = 2732 - 50; // Position at the bottom, accounting for asset height
// Initialize Aloe
var aloe = new Aloe();
aloe.x = 0; // Position Aloe at the top left corner
aloe.y = 0;
game.addChild(aloe);
// Initialize Sonne
var sonne = game.addChild(new Sonne());
sonne.x = Math.random() * 2048;
sonne.y = Math.random() * 100;
// Initialize plants
var plants = [];
for (var i = 0; i < 5; i++) {
var plant = new Plant();
plant.x = Math.random() * 2048;
plant.y = Math.random() * 2732;
plants.push(plant);
game.addChild(plant);
}
// Initialize enemies
var enemies = [];
// 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) {
if (gameState === "menu") {
gameState = "playing";
contextMenu.destroy();
LK.playMusic('Song1'); // Play song1 in the background after starting the game
shopButton.visible = true; // Show shop button when game starts
// Initialize level text
levelText = new Text2('Level: ' + level, {
size: 100,
fill: 0xFFFFFF
});
levelText.anchor.set(0.5, 1);
LK.gui.bottom.addChild(levelText);
// Removed automatic enemy generation when game starts
} else if (gameState === "playing") {
// Handle shooting for Pfeilchen
// Determine shooting direction based on player input
if (x < pfeilchen.x) {
pfeilchen.shootDirection = 'left';
} else if (x > pfeilchen.x) {
pfeilchen.shootDirection = 'right';
} else if (y < pfeilchen.y) {
pfeilchen.shootDirection = 'up';
} else {
pfeilchen.shootDirection = 'down';
}
pfeilchen.shoot();
// Handle shooting for Player
var playerBullet = new Bullet();
playerBullet.x = player.x;
playerBullet.y = player.y;
playerBullet.speedX = (x - player.x) / Math.sqrt(Math.pow(x - player.x, 2) + Math.pow(y - player.y, 2)) * player.speed;
playerBullet.speedY = (y - player.y) / Math.sqrt(Math.pow(x - player.x, 2) + Math.pow(y - player.y, 2)) * player.speed;
bullets.push(playerBullet);
game.addChild(playerBullet);
}
};
// Update game state
game.update = function () {
if (gameState === "playing") {
// Update player
player.update();
// Update enemies
for (var i = 0; i < enemies.length; i++) {
enemies[i].update();
}
// Update bullets
for (var j = bullets.length - 1; j >= 0; j--) {
bullets[j].update();
if (bullets[j].y < 0 || bullets[j].x < 0 || bullets[j].x > 2048 || bullets[j].y > 2732) {
bullets.splice(j, 1);
}
}
// Check for collisions
for (var k = bullets.length - 1; k >= 0; k--) {
for (var l = enemies.length - 1; l >= 0; l--) {
if (bullets[k].intersects(enemies[l])) {
bullets[k].destroy();
bullets.splice(k, 1);
enemies[l].takeHit();
if (enemies[l].hitPoints <= 0) {
player.currency += enemies[l] instanceof BossEnemy ? 10 : enemies[l] instanceof ToughEnemy ? 5 : 1;
currencyText.setText('Currency: ' + player.currency);
LK.getSound('pew1').play({
loop: false
}); // Play pew1 sound when an enemy is destroyed
enemies.splice(l, 1);
}
break;
}
}
}
// Check for collisions between player and enemies
for (var m = 0; m < players.length; m++) {
for (var n = enemies.length - 1; n >= 0; n--) {
if (players[m].intersects(enemies[n])) {
if (aloe.shieldActive) {
aloe.deactivateShield(); // Use Aloe's shield to take the hit
} else {
players[m].destroy();
players.splice(m, 1);
}
break;
}
}
}
// Display game over when no players are left
if (players.length === 0) {
LK.showGameOver();
}
// Reinitialize rose when it's destroyed
if (!rose.parent) {
rose = game.addChild(LK.getAsset('rose', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 1366
}));
}
// Increase level and start the next level immediately if all enemies are destroyed
if (enemies.length === 0) {
// Unlock Rose when reaching level 5
if (level === 5) {
rose.visible = true; // Make Rose visible
}
level++;
levelText.setText('Level: ' + level);
// Generate enemies for the next level
var enemyCount = 5; // Limit the number of enemies to 5 per level
for (var i = 0; i < enemyCount; i++) {
var enemy;
if (level > 15) {
enemy = Math.random() < 0.33 ? new BossEnemy() : Math.random() < 0.5 ? new ToughEnemy() : new Enemy();
} else if (level > 10) {
enemy = new BossEnemy();
} else if (level > 5) {
enemy = new ToughEnemy();
} else {
enemy = new Enemy();
}
enemy.x = Math.random() * 2048;
enemy.y = Math.random() * 1000;
enemies.push(enemy);
game.addChild(enemy);
}
}
} else if (gameState === "menu") {
// Update context menu
contextMenu.update();
}
};
// Example condition to open the shop
if (player.currency >= 20 && !shop.visible) {
shop.show();
}
// Example condition to close the shop
if (shop.visible) {
shop.hide();
} ===================================================================
--- original.js
+++ change.js
@@ -16,10 +16,9 @@
};
// Update method for Aloe
self.update = function () {
// Aloe follows the player
- self.x = player.x;
- self.y = player.y;
+ // Aloe no longer follows the player
};
});
// Define a class for BossEnemy
var BossEnemy = Container.expand(function () {
2D squirrel with cowboy hat. Single Game Texture. In-Game asset. 2d. High contrast. No shadows
crosshair. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Aloe. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
meat eating plant. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
fly. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
red dot. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
rose. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Cactee. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
pfeilchen flower. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
sparkling sun. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Lock. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows