User prompt
Make the last.mp3 play whenever you start the game
User prompt
Play the boom sound whenever the player attacks a enemy
User prompt
Add a menu screen with the title and a background and a button that starts the game and a button that you can customise your character
User prompt
Make the shop a page and the shop button teleports you to that page
User prompt
Add assets for the things thst you can buy in the shop and also make the shop button teleport you to the shop
User prompt
Make diffrent stages that each grt harder and harder
User prompt
Make an asset for the attack button
User prompt
Make the shop button located in front of the attack button
User prompt
Make an assets for a shop
User prompt
Make the enemys go on the grass not fly
User prompt
Make the background image asset
User prompt
Make some assets for the game
User prompt
Please fix the bug: 'Can't find variable: Enemy' in or related to this line: 'var enemy = new Enemy();' Line Number: 92
User prompt
Please fix the bug: 'Can't find variable: Sword' in or related to this line: 'var sword = new Sword();' Line Number: 28
User prompt
Make the orange move and have a sword to attack enemies
User prompt
اصنع لعبة تتكلم عن اشخاص يهاجمونك ويهاجمونك سوف تحتاج ان تقوم باستعادتك اصنع اشخاص يهاجمونك
User prompt
Orange Hero: Platform Attack
Initial prompt
Make a platformer you play as a orange and attack enemies
/****
* Classes
****/
// Enemy class: moves towards the player and attacks if close
var Enemy = Container.expand(function () {
var self = Container.call(this);
// Attach a red box as the enemy visual
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 6 + Math.random() * 4; // Random speed for variety
self.attackRange = 120; // Distance to attack
self.isAttacking = false;
self.lastX = 0;
self.lastY = 0;
// Called every tick
self.update = function () {
if (!orangePlayer) return;
// Move towards the player
var dx = orangePlayer.x - self.x;
var dy = orangePlayer.y - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist > self.attackRange) {
// Move closer
self.x += dx / dist * self.speed;
self.y += dy / dist * self.speed;
self.isAttacking = false;
} else {
// Attack!
self.isAttacking = true;
}
// Track last position for event triggers
self.lastX = self.x;
self.lastY = self.y;
};
return self;
});
/****
* Initialize Game
****/
// Create the orange player
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Create the orange player
var orangePlayer = new Container();
var orangeGraphics = orangePlayer.attachAsset('orange', {
anchorX: 0.5,
anchorY: 0.5
});
orangePlayer.x = 2048 / 2;
orangePlayer.y = 2732 - 300;
game.addChild(orangePlayer);
// Array to hold enemies
var enemies = [];
// Function to spawn an enemy at a random edge
function spawnEnemy() {
var enemy = new Enemy();
// Randomly choose spawn side
var side = Math.floor(Math.random() * 4);
if (side === 0) {
// left
enemy.x = 0;
enemy.y = Math.random() * 2732;
} else if (side === 1) {
// right
enemy.x = 2048;
enemy.y = Math.random() * 2732;
} else if (side === 2) {
// top
enemy.x = Math.random() * 2048;
enemy.y = 0;
} else {
// bottom
enemy.x = Math.random() * 2048;
enemy.y = 2732;
}
game.addChild(enemy);
enemies.push(enemy);
}
// Spawn initial enemies
for (var i = 0; i < 3; i++) {
spawnEnemy();
}
// Touch move: move the orange player
game.move = function (x, y, obj) {
orangePlayer.x = x;
orangePlayer.y = y;
};
// Game update: update enemies and check for attacks
game.update = function () {
// Update all enemies
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
enemy.update();
// Check if enemy is attacking and close enough to the player
var dx = orangePlayer.x - enemy.x;
var dy = orangePlayer.y - enemy.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (enemy.isAttacking && dist < enemy.attackRange) {
// Enemy attacks the player!
LK.effects.flashScreen(0xff0000, 500);
LK.showGameOver();
return;
}
}
// Occasionally spawn new enemies
if (LK.ticks % 180 === 0 && enemies.length < 8) {
spawnEnemy();
}
};
// Orange player asset (orange box)
// Enemy asset (red box) ===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,119 @@
-/****
+/****
+* Classes
+****/
+// Enemy class: moves towards the player and attacks if close
+var Enemy = Container.expand(function () {
+ var self = Container.call(this);
+ // Attach a red box as the enemy visual
+ var enemyGraphics = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 6 + Math.random() * 4; // Random speed for variety
+ self.attackRange = 120; // Distance to attack
+ self.isAttacking = false;
+ self.lastX = 0;
+ self.lastY = 0;
+ // Called every tick
+ self.update = function () {
+ if (!orangePlayer) return;
+ // Move towards the player
+ var dx = orangePlayer.x - self.x;
+ var dy = orangePlayer.y - self.y;
+ var dist = Math.sqrt(dx * dx + dy * dy);
+ if (dist > self.attackRange) {
+ // Move closer
+ self.x += dx / dist * self.speed;
+ self.y += dy / dist * self.speed;
+ self.isAttacking = false;
+ } else {
+ // Attack!
+ self.isAttacking = true;
+ }
+ // Track last position for event triggers
+ self.lastX = self.x;
+ self.lastY = self.y;
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
+// Create the orange player
var game = new LK.Game({
backgroundColor: 0x000000
-});
\ No newline at end of file
+});
+
+/****
+* Game Code
+****/
+// Create the orange player
+var orangePlayer = new Container();
+var orangeGraphics = orangePlayer.attachAsset('orange', {
+ anchorX: 0.5,
+ anchorY: 0.5
+});
+orangePlayer.x = 2048 / 2;
+orangePlayer.y = 2732 - 300;
+game.addChild(orangePlayer);
+// Array to hold enemies
+var enemies = [];
+// Function to spawn an enemy at a random edge
+function spawnEnemy() {
+ var enemy = new Enemy();
+ // Randomly choose spawn side
+ var side = Math.floor(Math.random() * 4);
+ if (side === 0) {
+ // left
+ enemy.x = 0;
+ enemy.y = Math.random() * 2732;
+ } else if (side === 1) {
+ // right
+ enemy.x = 2048;
+ enemy.y = Math.random() * 2732;
+ } else if (side === 2) {
+ // top
+ enemy.x = Math.random() * 2048;
+ enemy.y = 0;
+ } else {
+ // bottom
+ enemy.x = Math.random() * 2048;
+ enemy.y = 2732;
+ }
+ game.addChild(enemy);
+ enemies.push(enemy);
+}
+// Spawn initial enemies
+for (var i = 0; i < 3; i++) {
+ spawnEnemy();
+}
+// Touch move: move the orange player
+game.move = function (x, y, obj) {
+ orangePlayer.x = x;
+ orangePlayer.y = y;
+};
+// Game update: update enemies and check for attacks
+game.update = function () {
+ // Update all enemies
+ for (var i = enemies.length - 1; i >= 0; i--) {
+ var enemy = enemies[i];
+ enemy.update();
+ // Check if enemy is attacking and close enough to the player
+ var dx = orangePlayer.x - enemy.x;
+ var dy = orangePlayer.y - enemy.y;
+ var dist = Math.sqrt(dx * dx + dy * dy);
+ if (enemy.isAttacking && dist < enemy.attackRange) {
+ // Enemy attacks the player!
+ LK.effects.flashScreen(0xff0000, 500);
+ LK.showGameOver();
+ return;
+ }
+ }
+ // Occasionally spawn new enemies
+ if (LK.ticks % 180 === 0 && enemies.length < 8) {
+ spawnEnemy();
+ }
+};
+// Orange player asset (orange box)
+// Enemy asset (red box)
\ No newline at end of file
An orange fighter karate 8 bit style. In-Game asset. 2d. High contrast. No shadows
Angry warrior holding a sword. In-Game asset. 2d. High contrast. No shadows
Sharp blue sword. In-Game asset. 2d. High contrast. No shadows
Brick wall. In-Game asset. 2d. High contrast. No shadows
A sky with grass. In-Game asset. 2d. High contrast. No shadows
A shop with a guy selling stuff in the shells. In-Game asset. High contrast. No shadows
A magic potion. No shadows
A red magic shield with a orange symbol on it. In-Game asset. 2d. High contrast. No shadows