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 item assets
// 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 shop button to GUI (in front of attack button, i.e. to the left)
var shopBtn = LK.getAsset('shopIcon', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 - 420,
// 200px to the left of attack button
y: 2732 - 220
});
shopBtn.interactive = true;
shopBtn.buttonMode = true;
game.addChild(shopBtn);
// Shop UI container (hidden by default)
var shopContainer = new Container();
shopContainer.visible = false;
// Shop background
var shopBg = LK.getAsset('shopBg', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
shopContainer.addChild(shopBg);
// Shop items
var shopItems = [{
id: 'shopSword',
name: 'Sword Upgrade',
price: 100,
x: 2048 / 2 - 220,
y: 2732 / 2 - 100
}, {
id: 'shopShield',
name: 'Shield',
price: 80,
x: 2048 / 2,
y: 2732 / 2 - 100
}, {
id: 'shopPotion',
name: 'Health Potion',
price: 50,
x: 2048 / 2 + 220,
y: 2732 / 2 - 100
}];
for (var i = 0; i < shopItems.length; i++) {
var item = shopItems[i];
var itemIcon = LK.getAsset(item.id, {
anchorX: 0.5,
anchorY: 0.5,
x: item.x,
y: item.y
});
shopContainer.addChild(itemIcon);
var itemText = new Text2(item.name + "\n" + item.price + " coins", {
size: 48,
fill: "#fff"
});
itemText.anchor.set(0.5, 0);
itemText.x = item.x;
itemText.y = item.y + 80;
shopContainer.addChild(itemText);
}
// Shop close button
var shopCloseBtn = new Text2("Close", {
size: 64,
fill: 0xFF8800
});
shopCloseBtn.anchor.set(0.5, 0.5);
shopCloseBtn.x = 2048 / 2;
shopCloseBtn.y = 2732 / 2 + 500;
shopCloseBtn.interactive = true;
shopCloseBtn.buttonMode = true;
shopCloseBtn.down = function () {
shopContainer.visible = false;
// Re-enable gameplay UI if needed
};
shopContainer.addChild(shopCloseBtn);
game.addChild(shopContainer);
// Shop button opens shop (teleports to shop)
shopBtn.down = function () {
shopContainer.visible = true;
// Optionally, pause gameplay or hide gameplay UI here
};
// Add attack button to GUI
var attackBtn = LK.getAsset('attackBtn', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 - 220,
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);
}
// Stage system variables
var stage = 1;
var enemiesToDefeat = 5;
var enemiesDefeated = 0;
var maxEnemiesOnScreen = 3;
var stageText = new Text2('Stage 1', {
size: 100,
fill: "#fff"
});
stageText.anchor.set(0.5, 0);
stageText.x = 2048 / 2;
stageText.y = 120;
LK.gui.top.addChild(stageText);
// Spawn initial enemies for stage 1
for (var i = 0; i < maxEnemiesOnScreen; 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);
enemiesDefeated++;
// Check for stage clear
if (enemiesDefeated >= enemiesToDefeat) {
// Advance to next stage
stage++;
enemiesDefeated = 0;
// Increase difficulty
maxEnemiesOnScreen = Math.min(3 + stage, 12);
enemiesToDefeat = 5 + stage * 2;
// Show stage text
stageText.setText('Stage ' + stage);
// Remove all remaining enemies
for (var j = enemies.length - 1; j >= 0; j--) {
enemies[j].destroy();
enemies.splice(j, 1);
}
// Spawn new enemies for the new stage
for (var k = 0; k < maxEnemiesOnScreen; k++) {
spawnEnemy();
}
// Briefly flash the screen to indicate stage up
LK.effects.flashScreen(0x00ff00, 500);
// Prevent further update this frame
return;
}
continue;
}
}
}
// Occasionally spawn new enemies, spawn rate increases with stage
var spawnRate = Math.max(60, 180 - stage * 15); // Faster spawn at higher stages, min 60
if (LK.ticks % spawnRate === 0 && enemies.length < maxEnemiesOnScreen) {
spawnEnemy();
}
}; ===================================================================
--- original.js
+++ change.js
@@ -108,8 +108,9 @@
/****
* Game Code
****/
+// Shop item assets
// Shop icon and shop background assets
// Add background image to the game scene
var bg = LK.getAsset('bg', {
anchorX: 0,
@@ -145,10 +146,79 @@
y: 2732 - 220
});
shopBtn.interactive = true;
shopBtn.buttonMode = true;
-// (Optional: add shop open logic here if needed)
game.addChild(shopBtn);
+// Shop UI container (hidden by default)
+var shopContainer = new Container();
+shopContainer.visible = false;
+// Shop background
+var shopBg = LK.getAsset('shopBg', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 2048 / 2,
+ y: 2732 / 2
+});
+shopContainer.addChild(shopBg);
+// Shop items
+var shopItems = [{
+ id: 'shopSword',
+ name: 'Sword Upgrade',
+ price: 100,
+ x: 2048 / 2 - 220,
+ y: 2732 / 2 - 100
+}, {
+ id: 'shopShield',
+ name: 'Shield',
+ price: 80,
+ x: 2048 / 2,
+ y: 2732 / 2 - 100
+}, {
+ id: 'shopPotion',
+ name: 'Health Potion',
+ price: 50,
+ x: 2048 / 2 + 220,
+ y: 2732 / 2 - 100
+}];
+for (var i = 0; i < shopItems.length; i++) {
+ var item = shopItems[i];
+ var itemIcon = LK.getAsset(item.id, {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: item.x,
+ y: item.y
+ });
+ shopContainer.addChild(itemIcon);
+ var itemText = new Text2(item.name + "\n" + item.price + " coins", {
+ size: 48,
+ fill: "#fff"
+ });
+ itemText.anchor.set(0.5, 0);
+ itemText.x = item.x;
+ itemText.y = item.y + 80;
+ shopContainer.addChild(itemText);
+}
+// Shop close button
+var shopCloseBtn = new Text2("Close", {
+ size: 64,
+ fill: 0xFF8800
+});
+shopCloseBtn.anchor.set(0.5, 0.5);
+shopCloseBtn.x = 2048 / 2;
+shopCloseBtn.y = 2732 / 2 + 500;
+shopCloseBtn.interactive = true;
+shopCloseBtn.buttonMode = true;
+shopCloseBtn.down = function () {
+ shopContainer.visible = false;
+ // Re-enable gameplay UI if needed
+};
+shopContainer.addChild(shopCloseBtn);
+game.addChild(shopContainer);
+// Shop button opens shop (teleports to shop)
+shopBtn.down = function () {
+ shopContainer.visible = true;
+ // Optionally, pause gameplay or hide gameplay UI here
+};
// Add attack button to GUI
var attackBtn = LK.getAsset('attackBtn', {
anchorX: 0.5,
anchorY: 0.5,
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