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
var Enemy = Container.expand(function () {
var self = Container.call(this);
// Attach enemy asset
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
// Enemy properties
self.speed = 4 + Math.random() * 2; // random speed
self.attackRange = 120;
self.isAttacking = false;
// Set a random direction towards the player
self.vx = 0;
self.vy = 0;
// Track last position for good practice
self.lastX = self.x;
self.lastY = self.y;
// Update enemy movement and attack logic
self.update = function () {
// Save last position
self.lastX = self.x;
self.lastY = self.y;
// Move towards the orange player if it exists
if (typeof orangePlayer !== "undefined" && orangePlayer) {
var dx = orangePlayer.x - self.x;
var dy = orangePlayer.y - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist > 0) {
self.vx = dx / dist * self.speed;
self.vy = dy / dist * self.speed;
} else {
self.vx = 0;
self.vy = 0;
}
// Move enemy
self.x += self.vx;
self.y += self.vy;
// Attack if close enough
self.isAttacking = dist < self.attackRange;
} else {
self.isAttacking = false;
}
};
return self;
});
// Orange player asset (orange box)
// Enemy asset (red box)
// Sword class
var Sword = Container.expand(function () {
var self = Container.call(this);
// Attach a simple sword asset (reuse orange asset for now, but smaller and offset)
var swordGraphics = self.attachAsset('orange', {
anchorX: 0.1,
anchorY: 0.5,
scaleX: 0.5,
scaleY: 0.18
});
self.visible = false;
self.attackTimer = 0;
self.attackDuration = 18; // frames (0.3s at 60fps)
// Swing the sword (show for a short time)
self.swing = function () {
if (self.attackTimer <= 0) {
self.attackTimer = self.attackDuration;
self.visible = true;
}
};
// Update sword state
self.update = function () {
if (self.attackTimer > 0) {
self.attackTimer--;
self.visible = true;
// Animate sword swing (rotate a bit)
swordGraphics.rotation = -0.7 + 1.4 * (1 - self.attackTimer / self.attackDuration);
} else {
self.visible = false;
swordGraphics.rotation = 0;
}
};
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);
// Add sword to orange player
var sword = new Sword();
sword.x = 60; // Offset to the right of orange
sword.y = 0;
orangePlayer.addChild(sword);
// Add attack button to GUI
var attackBtn = new Text2("Attack", {
size: 90,
fill: 0xFFF700
});
attackBtn.anchor.set(0.5, 0.5);
attackBtn.x = 2048 - 220;
attackBtn.y = 2732 - 220;
attackBtn.interactive = true;
attackBtn.buttonMode = true;
attackBtn.down = function (x, y, obj) {
sword.swing();
};
game.addChild(attackBtn);
// 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 sword
sword.update && sword.update();
// 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;
}
// Sword attack: if sword is visible and collides with enemy, destroy enemy
if (sword.visible && sword.attackTimer > 0) {
// Calculate sword's global position
var swordGlobalX = orangePlayer.x + sword.x;
var swordGlobalY = orangePlayer.y + sword.y;
var dxSword = enemy.x - swordGlobalX;
var dySword = enemy.y - swordGlobalY;
var swordDist = Math.sqrt(dxSword * dxSword + dySword * dySword);
if (swordDist < 90) {
// Enemy hit by sword!
enemy.destroy();
enemies.splice(i, 1);
continue;
}
}
}
// Occasionally spawn new enemies
if (LK.ticks % 180 === 0 && enemies.length < 8) {
spawnEnemy();
}
}; ===================================================================
--- original.js
+++ change.js
@@ -1,7 +1,53 @@
/****
* Classes
****/
+// Enemy class
+var Enemy = Container.expand(function () {
+ var self = Container.call(this);
+ // Attach enemy asset
+ var enemyGraphics = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Enemy properties
+ self.speed = 4 + Math.random() * 2; // random speed
+ self.attackRange = 120;
+ self.isAttacking = false;
+ // Set a random direction towards the player
+ self.vx = 0;
+ self.vy = 0;
+ // Track last position for good practice
+ self.lastX = self.x;
+ self.lastY = self.y;
+ // Update enemy movement and attack logic
+ self.update = function () {
+ // Save last position
+ self.lastX = self.x;
+ self.lastY = self.y;
+ // Move towards the orange player if it exists
+ if (typeof orangePlayer !== "undefined" && orangePlayer) {
+ var dx = orangePlayer.x - self.x;
+ var dy = orangePlayer.y - self.y;
+ var dist = Math.sqrt(dx * dx + dy * dy);
+ if (dist > 0) {
+ self.vx = dx / dist * self.speed;
+ self.vy = dy / dist * self.speed;
+ } else {
+ self.vx = 0;
+ self.vy = 0;
+ }
+ // Move enemy
+ self.x += self.vx;
+ self.y += self.vy;
+ // Attack if close enough
+ self.isAttacking = dist < self.attackRange;
+ } else {
+ self.isAttacking = false;
+ }
+ };
+ return self;
+});
// Orange player asset (orange box)
// Enemy asset (red box)
// Sword class
var Sword = Container.expand(function () {
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