User prompt
remove shop background
User prompt
make shop not pause the game
User prompt
enemies arent spawning
User prompt
i dont see the shop button
User prompt
button that opens shop
User prompt
add a ui on the top right called shop
User prompt
add a shop that pauses the background and opens a shop with upgrades for example timestop duration upgrade and lower enemy spawn rate
User prompt
make bullet fly for 100 miliseconds in the timestop and then stop and unfreeze when timestop ends
User prompt
make right click stop time
User prompt
add damaging moves
Initial prompt
jojo timestop game
/****
* Classes
****/
// Hero class representing the main character
var Hero = Container.expand(function () {
  var self = Container.call(this);
  var heroGraphics = self.createAsset('jojoHero', 'Main Hero', 0.5, 0.5);
  self.speed = 5;
  self.isTimestopped = false;
  self.move = function (direction) {
    if (self.isTimestopped) return;
    if (direction === 'left') self.x -= self.speed;
    if (direction === 'right') self.x += self.speed;
    if (direction === 'up') self.y -= self.speed;
    if (direction === 'down') self.y += self.speed;
  };
  self.timestop = function () {
    self.isTimestopped = true;
    LK.setTimeout(function () {
      self.isTimestopped = false;
    }, 3000); // Timestop effect lasts for 3 seconds
  };
});
// Enemy class representing the adversaries
var Enemy = Container.expand(function () {
  var self = Container.call(this);
  var enemyGraphics = self.createAsset('jojoEnemy', 'Enemy Character', 0.5, 0.5);
  self.speed = 2;
  self.move = function () {
    if (hero.isTimestopped) return;
    self.y += self.speed;
  };
});
/****
* Initialize Game
****/
var game = new LK.Game({
  backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
// Initialize hero
var hero = game.addChild(new Hero());
hero.x = game.width / 2;
hero.y = game.height - 100;
// Initialize enemies array
var enemies = [];
// Initialize score
var score = 0;
var scoreTxt = new Text2(score.toString(), {
  size: 150,
  fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Function to update score
function updateScore(value) {
  score += value;
  scoreTxt.setText(score.toString());
}
// Function to spawn enemies
function spawnEnemy() {
  var enemy = new Enemy();
  enemy.x = Math.random() * (game.width - enemy.width) + enemy.width / 2;
  enemy.y = -enemy.height;
  enemies.push(enemy);
  game.addChild(enemy);
}
// Event listener for touch events on the hero
hero.on('down', function (obj) {
  hero.timestop();
});
// Event listener for touch move events on the game area
game.on('move', function (obj) {
  var pos = obj.event.getLocalPosition(game);
  hero.x = pos.x;
  hero.y = pos.y;
});
// Main game loop
LK.on('tick', function () {
  // Move hero based on touch input (handled by event listeners)
  // Move enemies
  for (var i = enemies.length - 1; i >= 0; i--) {
    enemies[i].move();
    // Check for collision with hero
    if (enemies[i].intersects(hero)) {
      LK.effects.flashScreen(0xff0000, 500);
      LK.showGameOver();
      return;
    }
    // Remove enemies that are off-screen
    if (enemies[i].y > game.height + enemies[i].height) {
      enemies[i].destroy();
      enemies.splice(i, 1);
      updateScore(-1);
    }
  }
  // Spawn enemies at random intervals
  if (LK.ticks % 120 === 0) {
    // Every 2 seconds
    spawnEnemy();
  }
}); /****
* Classes
****/
// Hero class representing the main character
var Hero = Container.expand(function () {
  var self = Container.call(this);
  var heroGraphics = self.createAsset('jojoHero', 'Main Hero', 0.5, 0.5);
  self.speed = 5;
  self.isTimestopped = false;
  self.move = function (direction) {
    if (self.isTimestopped) return;
    if (direction === 'left') self.x -= self.speed;
    if (direction === 'right') self.x += self.speed;
    if (direction === 'up') self.y -= self.speed;
    if (direction === 'down') self.y += self.speed;
  };
  self.timestop = function () {
    self.isTimestopped = true;
    LK.setTimeout(function () {
      self.isTimestopped = false;
    }, 3000); // Timestop effect lasts for 3 seconds
  };
});
// Enemy class representing the adversaries
var Enemy = Container.expand(function () {
  var self = Container.call(this);
  var enemyGraphics = self.createAsset('jojoEnemy', 'Enemy Character', 0.5, 0.5);
  self.speed = 2;
  self.move = function () {
    if (hero.isTimestopped) return;
    self.y += self.speed;
  };
});
/****
* Initialize Game
****/
var game = new LK.Game({
  backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
// Initialize hero
var hero = game.addChild(new Hero());
hero.x = game.width / 2;
hero.y = game.height - 100;
// Initialize enemies array
var enemies = [];
// Initialize score
var score = 0;
var scoreTxt = new Text2(score.toString(), {
  size: 150,
  fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Function to update score
function updateScore(value) {
  score += value;
  scoreTxt.setText(score.toString());
}
// Function to spawn enemies
function spawnEnemy() {
  var enemy = new Enemy();
  enemy.x = Math.random() * (game.width - enemy.width) + enemy.width / 2;
  enemy.y = -enemy.height;
  enemies.push(enemy);
  game.addChild(enemy);
}
// Event listener for touch events on the hero
hero.on('down', function (obj) {
  hero.timestop();
});
// Event listener for touch move events on the game area
game.on('move', function (obj) {
  var pos = obj.event.getLocalPosition(game);
  hero.x = pos.x;
  hero.y = pos.y;
});
// Main game loop
LK.on('tick', function () {
  // Move hero based on touch input (handled by event listeners)
  // Move enemies
  for (var i = enemies.length - 1; i >= 0; i--) {
    enemies[i].move();
    // Check for collision with hero
    if (enemies[i].intersects(hero)) {
      LK.effects.flashScreen(0xff0000, 500);
      LK.showGameOver();
      return;
    }
    // Remove enemies that are off-screen
    if (enemies[i].y > game.height + enemies[i].height) {
      enemies[i].destroy();
      enemies.splice(i, 1);
      updateScore(-1);
    }
  }
  // Spawn enemies at random intervals
  if (LK.ticks % 120 === 0) {
    // Every 2 seconds
    spawnEnemy();
  }
});