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 ****/ // background image asset // 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) { // Set the ground Y position (grass level) var groundY = 2732 - 220; // If enemy is not on the ground, move vertically to the ground first if (Math.abs(self.y - groundY) > 2) { // Only move vertically to the ground var dy = groundY - self.y; var step = Math.sign(dy) * Math.min(Math.abs(dy), self.speed); self.x += 0; self.y += step; self.vx = 0; self.vy = step; self.isAttacking = false; } else { // Snap to ground self.y = groundY; // Move horizontally towards the player var dx = orangePlayer.x - self.x; var dist = Math.abs(dx); if (dist > 0) { self.vx = Math.sign(dx) * self.speed; } else { self.vx = 0; } self.x += self.vx; self.vy = 0; // Attack if close enough horizontally 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 ****/ // Shop icon and shop background assets // Add background image to the game scene var bg = LK.getAsset('bg', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: 2048, height: 2732 }); game.addChild(bg); // Orange player: bright orange ellipse with a white border // Enemy: red box with a black border // Sword: long thin yellow box 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
@@ -108,8 +108,9 @@
/****
* Game Code
****/
+// Shop icon and shop background assets
// Add background image to the game scene
var bg = LK.getAsset('bg', {
anchorX: 0,
anchorY: 0,
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