User prompt
Reduce character j fire speed a bit
User prompt
Let the s character appear a few seconds after chapter 2 starts
User prompt
Character j should fire continuously from the beginning of chapter 2
User prompt
Let j shoot whenever he sees us
User prompt
Character J should shoot more often
User prompt
Character j should make a laser attack on us.
User prompt
Characters s and j should come and shoot a few seconds after Chapter 2 starts.
User prompt
In Chapter 2, only J vs S characters should be on the opposing team.
User prompt
Let j and s come from the opposite direction and attack us, and let j shoot lasers at us.
User prompt
Add the "j and s" characters in the images file to chapter 2
User prompt
delete last character
User prompt
add just a chapter 2 new chracter
User prompt
Please fix the bug: 'ReferenceError: chapter2Started is not defined' in or related to this line: 'if (' Line Number: 353
User prompt
Let the shooting start when the opponents arrive in Chapter 2
User prompt
During the transition to the 2nd chapter, the screen will turn black and the name of Chapter 2 will appear and let it begin.
User prompt
When you get to the 2nd level, don't let any enemies come for a few seconds.
User prompt
Let the name of Chapter 2 be "Firestorm Rising"
User prompt
After the score is 30, I want chapter 2, continuation of chapter 1
User prompt
Make it like what I shared
User prompt
"2D side-scrolling battle scene for Chapter 2 of a military action game. The background shows a more intense and futuristic battlefield compared to Chapter 1. Advanced soldier characters with high-tech armor and weapons are present. The environment includes destroyed futuristic vehicles, glowing lights, burning debris, and a dark, cloudy sky. The scene should feel more dangerous, dramatic, and chaotic, designed in a semi-cartoon or pixel art style." delete
User prompt
"2D side-scrolling battle scene for Chapter 2 of a military action game. The background shows a more intense and futuristic battlefield compared to Chapter 1. Advanced soldier characters with high-tech armor and weapons are present. The environment includes destroyed futuristic vehicles, glowing lights, burning debris, and a dark, cloudy sky. The scene should feel more dangerous, dramatic, and chaotic, designed in a semi-cartoon or pixel art style."
User prompt
After 20 scores, we will have a stronger weapon, increase its damage and our opponents will become stronger after 20 scores.
User prompt
Write You Are a Real Player instead of You Win
User prompt
When you finish the game, write "You are a Real Gamer" as a gesture
User prompt
Let our weapons be stronger
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Enemy: Drone
var Drone = Container.expand(function () {
var self = Container.call(this);
var gfx = self.attachAsset('drone', {
anchorX: 0.5,
anchorY: 0.5
});
self.hp = 1;
self.shootCooldown = 0;
self.update = function () {
self.x -= 8;
};
return self;
});
// Enemy bullet
var EnemyBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGfx = self.attachAsset('bullet_enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -18;
self.update = function () {
self.x += self.speed;
};
return self;
});
// Explosion effect
var Explosion = Container.expand(function () {
var self = Container.call(this);
var gfx = self.attachAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 1
});
// Animate fade out
tween(gfx, {
alpha: 0
}, {
duration: 400,
easing: tween.linear,
onFinish: function onFinish() {
self.destroy();
}
});
return self;
});
// Squad member: Medic
var Medic = Container.expand(function () {
var self = Container.call(this);
var gfx = self.attachAsset('medic', {
anchorX: 0.5,
anchorY: 0.5
});
self.hp = 3;
self.role = 'medic';
self.update = function () {};
return self;
});
// Player bullet
var PlayerBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGfx = self.attachAsset('bullet_player', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 32;
self.update = function () {
self.x += self.speed;
};
return self;
});
// Powerup: Ammo
var PowerupAmmo = Container.expand(function () {
var self = Container.call(this);
var gfx = self.attachAsset('powerup_ammo', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
self.x -= 6;
};
return self;
});
// Powerup: Health
var PowerupHealth = Container.expand(function () {
var self = Container.call(this);
var gfx = self.attachAsset('powerup_health', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
self.x -= 6;
};
return self;
});
// Captain Rhea Morgan (player)
var Rhea = Container.expand(function () {
var self = Container.call(this);
var gfx = self.attachAsset('rhea', {
anchorX: 0.5,
anchorY: 0.5
});
self.hp = 5;
self.shootCooldown = 0;
self.update = function () {};
return self;
});
// Squad member: Sniper
var Sniper = Container.expand(function () {
var self = Container.call(this);
var gfx = self.attachAsset('sniper', {
anchorX: 0.5,
anchorY: 0.5
});
self.hp = 2;
self.role = 'sniper';
self.shootCooldown = 0;
self.update = function () {};
return self;
});
// Enemy: Tank (mini-boss)
var Tank = Container.expand(function () {
var self = Container.call(this);
var gfx = self.attachAsset('tank', {
anchorX: 0.5,
anchorY: 0.5
});
self.hp = 10;
self.shootCooldown = 0;
self.update = function () {
self.x -= 4;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x222831
});
/****
* Game Code
****/
// Futuristic tank
// Futuristic sniper
// Rhea in high-tech armor
// Futuristic medic
// Advanced drone
// Chapter 2: Futuristic intense battlefield background
var battlefieldBg = LK.getAsset('chapter2_bg', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0,
width: 2048,
height: 2732,
alpha: 1
});
game.addChild(battlefieldBg);
// Add destroyed futuristic vehicles, burning debris, and glowing lights (decorative background elements)
var burningTank = LK.getAsset('burning_tank', {
anchorX: 0.5,
anchorY: 0.5,
x: 1200,
y: 2100,
alpha: 0.85
});
game.addChild(burningTank);
var burningDebris = LK.getAsset('burning_debris', {
anchorX: 0.5,
anchorY: 0.5,
x: 700,
y: 1700,
alpha: 0.8
});
game.addChild(burningDebris);
var glowLight1 = LK.getAsset('glow_light', {
anchorX: 0.5,
anchorY: 0.5,
x: 1500,
y: 800,
alpha: 0.7
});
game.addChild(glowLight1);
var glowLight2 = LK.getAsset('glow_light', {
anchorX: 0.5,
anchorY: 0.5,
x: 400,
y: 2200,
alpha: 0.5
});
game.addChild(glowLight2);
// Animate glowing lights for a more dynamic effect
tween(glowLight1, {
alpha: 0.2
}, {
duration: 1200,
yoyo: true,
repeat: Infinity,
easing: tween.sineInOut
});
tween(glowLight2, {
alpha: 0.8
}, {
duration: 900,
yoyo: true,
repeat: Infinity,
easing: tween.sineInOut
});
// Add dark, cloudy sky overlay
var cloudySky = LK.getAsset('cloudy_sky', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0,
width: 2048,
height: 800,
alpha: 0.7
});
game.addChild(cloudySky);
// Add burning embers (animated, semi-randomly drifting)
var embers = [];
for (var i = 0; i < 8; i++) {
var ember = LK.getAsset('ember', {
anchorX: 0.5,
anchorY: 0.5,
x: Math.random() * 2048,
y: 200 + Math.random() * 1800,
alpha: 0.5 + Math.random() * 0.3
});
embers.push(ember);
game.addChild(ember);
}
// Animate embers to drift upward and sideways, loop when off screen
game.update = function (origUpdate) {
return function () {
if (typeof origUpdate === "function") origUpdate.apply(this, arguments);
for (var i = 0; i < embers.length; i++) {
var e = embers[i];
e.y -= 2 + Math.random() * 1.5;
e.x += Math.sin(LK.ticks / 30 + i) * 0.7;
if (e.y < 0) {
e.y = 2200 + Math.random() * 400;
e.x = Math.random() * 2048;
}
}
};
}(game.update);
// Play music
// Main character: Captain Rhea Morgan
// Squad member: Medic
// Squad member: Sniper
// Enemy: Drone
// Enemy: Tank
// Bullet: Player
// Bullet: Enemy
// Powerup: Health
// Powerup: Ammo
// Explosion effect
// Sound effects
// Music
LK.playMusic('battle_theme');
// Game state variables
var rhea, medic, sniper;
var squad = [];
var playerBullets = [];
var enemyBullets = [];
var enemies = [];
var powerups = [];
var explosions = [];
var score = 0;
var resources = 0;
var gameOver = false;
var youWin = false;
var dragNode = null;
var lastTouchX = 0,
lastTouchY = 0;
// Weapon/enemy upgrade flags
var weaponUpgraded = false;
var enemyUpgraded = false;
// UI
var scoreTxt = new Text2('0', {
size: 100,
fill: "#fff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
var hpTxt = new Text2('HP: 5', {
size: 70,
fill: 0xFF5252
});
// Move HP text to the upper left, avoiding the top left 100x100 px reserved area
hpTxt.anchor.set(0, 0);
hpTxt.x = 110; // 10px right of reserved area
hpTxt.y = 10;
LK.gui.topLeft.addChild(hpTxt);
var resourceTxt = new Text2('Res: 0', {
size: 70,
fill: 0xFFD600
});
resourceTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(resourceTxt);
// Initialize player and squad
rhea = new Rhea();
rhea.x = 400;
rhea.y = 2732 / 2;
game.addChild(rhea);
medic = new Medic();
medic.x = rhea.x - 120;
medic.y = rhea.y + 120;
game.addChild(medic);
sniper = new Sniper();
sniper.x = rhea.x - 120;
sniper.y = rhea.y - 120;
game.addChild(sniper);
squad = [rhea, medic, sniper];
// Helper: spawn enemy
function spawnEnemy() {
var type = LK.ticks % 300 === 0 ? 'tank' : 'drone';
var enemy;
if (type === 'drone') {
enemy = new Drone();
enemy.x = 2048 + 60;
enemy.y = 300 + Math.floor(Math.random() * (2732 - 600));
if (enemyUpgraded) {
enemy.hp = 3;
}
} else {
enemy = new Tank();
enemy.x = 2048 + 120;
enemy.y = 400 + Math.floor(Math.random() * (2732 - 800));
if (enemyUpgraded) {
enemy.hp = 20;
}
}
enemies.push(enemy);
game.addChild(enemy);
}
// Helper: spawn powerup
function spawnPowerup() {
var type = Math.random() < 0.5 ? 'health' : 'ammo';
var powerup;
if (type === 'health') {
powerup = new PowerupHealth();
} else {
powerup = new PowerupAmmo();
}
powerup.x = 2048 + 60;
powerup.y = 300 + Math.floor(Math.random() * (2732 - 600));
powerups.push(powerup);
game.addChild(powerup);
}
// Helper: fire player bullet
function firePlayerBullet(from) {
var bullet = new PlayerBullet();
bullet.x = from.x + 70;
bullet.y = from.y;
// Stronger sniper: sniper bullets do more damage
if (from.role === 'sniper') {
bullet.damage = weaponUpgraded ? 12 : 6;
} else {
bullet.damage = weaponUpgraded ? 7 : 3;
}
playerBullets.push(bullet);
game.addChild(bullet);
LK.getSound('shoot_player').play();
}
// Helper: fire enemy bullet
function fireEnemyBullet(from) {
var bullet = new EnemyBullet();
bullet.x = from.x - 70;
bullet.y = from.y;
enemyBullets.push(bullet);
game.addChild(bullet);
LK.getSound('shoot_enemy').play();
}
// Helper: show explosion
function showExplosion(x, y) {
var exp = new Explosion();
exp.x = x;
exp.y = y;
explosions.push(exp);
game.addChild(exp);
LK.getSound('explosion').play();
}
// Helper: update UI
function updateUI() {
scoreTxt.setText(score);
hpTxt.setText('HP: ' + rhea.hp);
resourceTxt.setText('Res: ' + resources);
}
// Handle dragging Rhea (player)
function handleMove(x, y, obj) {
if (dragNode) {
// Clamp to game area
var minY = 120,
maxY = 2732 - 120;
dragNode.y = Math.max(minY, Math.min(maxY, y));
lastTouchX = x;
lastTouchY = y;
}
}
game.move = handleMove;
game.down = function (x, y, obj) {
// Only allow dragging Rhea
if (!gameOver && !youWin) {
if (Math.abs(x - rhea.x) < 120 && Math.abs(y - rhea.y) < 120) {
dragNode = rhea;
handleMove(x, y, obj);
}
}
};
game.up = function (x, y, obj) {
dragNode = null;
};
// Main game update loop
game.update = function () {
if (gameOver || youWin) return;
// Player auto-fire
if (rhea.shootCooldown > 0) rhea.shootCooldown--;
if (rhea.shootCooldown === 0) {
firePlayerBullet(rhea);
rhea.shootCooldown = 10;
}
// Sniper auto-fire (slower)
if (sniper.shootCooldown > 0) sniper.shootCooldown--;
if (sniper.shootCooldown === 0) {
firePlayerBullet(sniper);
sniper.shootCooldown = 30;
}
// Medic follows Rhea
medic.x += (rhea.x - 120 - medic.x) * 0.15;
medic.y += (rhea.y + 120 - medic.y) * 0.15;
// Sniper follows Rhea
sniper.x += (rhea.x - 120 - sniper.x) * 0.15;
sniper.y += (rhea.y - 120 - sniper.y) * 0.15;
// Spawn enemies
if (LK.ticks % 120 === 0) {
spawnEnemy();
}
// Spawn powerups
if (LK.ticks % 180 === 0) {
spawnPowerup();
}
// Update player bullets
for (var i = playerBullets.length - 1; i >= 0; i--) {
var b = playerBullets[i];
b.update();
// Remove if off screen
if (b.x > 2048 + 60) {
b.destroy();
playerBullets.splice(i, 1);
continue;
}
// Hit enemy
for (var j = enemies.length - 1; j >= 0; j--) {
var e = enemies[j];
if (b.intersects(e)) {
var dmg = typeof b.damage === "number" ? b.damage : 3;
e.hp -= dmg;
showExplosion(b.x, b.y);
b.destroy();
playerBullets.splice(i, 1);
if (e.hp <= 0) {
showExplosion(e.x, e.y);
score += e instanceof Tank ? 10 : 2;
resources += e instanceof Tank ? 5 : 1;
e.destroy();
enemies.splice(j, 1);
}
updateUI();
break;
}
}
}
// Update enemy bullets
for (var i = enemyBullets.length - 1; i >= 0; i--) {
var b = enemyBullets[i];
b.update();
if (b.x < -60) {
b.destroy();
enemyBullets.splice(i, 1);
continue;
}
// Hit squad
for (var j = 0; j < squad.length; j++) {
var s = squad[j];
if (b.intersects(s)) {
s.hp--;
showExplosion(b.x, b.y);
b.destroy();
enemyBullets.splice(i, 1);
if (s.hp <= 0) {
showExplosion(s.x, s.y);
if (s === rhea) {
// Game over
gameOver = true;
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
} else {
s.destroy();
squad.splice(j, 1);
}
}
updateUI();
break;
}
}
}
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
var e = enemies[i];
e.update();
// Remove if off screen
if (e.x < -200) {
e.destroy();
enemies.splice(i, 1);
continue;
}
// Enemy fire
if (e.shootCooldown > 0) e.shootCooldown--;
if (e.shootCooldown === 0) {
// Only fire if on screen
if (e.x < 2048 && e.x > 0) {
fireEnemyBullet(e);
e.shootCooldown = e instanceof Tank ? 30 : 60;
}
}
// Collide with player
if (e.intersects(rhea)) {
rhea.hp -= 2;
showExplosion(e.x, e.y);
e.destroy();
enemies.splice(i, 1);
if (rhea.hp <= 0) {
gameOver = true;
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
}
updateUI();
}
}
// Update powerups
for (var i = powerups.length - 1; i >= 0; i--) {
var p = powerups[i];
p.update();
if (p.x < -60) {
p.destroy();
powerups.splice(i, 1);
continue;
}
// Pickup by player
if (p.intersects(rhea)) {
if (p instanceof PowerupHealth) {
rhea.hp = Math.min(rhea.hp + 2, 7);
} else if (p instanceof PowerupAmmo) {
// For MVP, just increase resources
resources += 2;
}
LK.getSound('pickup').play();
p.destroy();
powerups.splice(i, 1);
updateUI();
}
}
// Upgrade weapon and enemies at score 20
if (!weaponUpgraded && score >= 20) {
weaponUpgraded = true;
}
if (!enemyUpgraded && score >= 20) {
enemyUpgraded = true;
}
// Win condition: score threshold
if (score >= 50) {
youWin = true;
LK.effects.flashScreen(0x00ff00, 1000);
// Show 'You are a Real Player' as a gesture
var playerTxt = new Text2('You are a Real Player', {
size: 140,
fill: 0xFFD700,
font: "Impact, 'Arial Black', Tahoma"
});
playerTxt.anchor.set(0.5, 0.5);
playerTxt.x = 2048 / 2;
playerTxt.y = 2732 / 2;
game.addChild(playerTxt);
LK.showYouWin();
return;
}
};
// Initial UI update
updateUI(); ===================================================================
--- original.js
+++ change.js
@@ -151,19 +151,113 @@
/****
* Game Code
****/
-// World War I background image
-var battlefieldBg = LK.getAsset('ww1_bg', {
+// Futuristic tank
+// Futuristic sniper
+// Rhea in high-tech armor
+// Futuristic medic
+// Advanced drone
+// Chapter 2: Futuristic intense battlefield background
+var battlefieldBg = LK.getAsset('chapter2_bg', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0,
width: 2048,
height: 2732,
- alpha: 0.35
+ alpha: 1
});
game.addChild(battlefieldBg);
+// Add destroyed futuristic vehicles, burning debris, and glowing lights (decorative background elements)
+var burningTank = LK.getAsset('burning_tank', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 1200,
+ y: 2100,
+ alpha: 0.85
+});
+game.addChild(burningTank);
+var burningDebris = LK.getAsset('burning_debris', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 700,
+ y: 1700,
+ alpha: 0.8
+});
+game.addChild(burningDebris);
+var glowLight1 = LK.getAsset('glow_light', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 1500,
+ y: 800,
+ alpha: 0.7
+});
+game.addChild(glowLight1);
+var glowLight2 = LK.getAsset('glow_light', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 400,
+ y: 2200,
+ alpha: 0.5
+});
+game.addChild(glowLight2);
+// Animate glowing lights for a more dynamic effect
+tween(glowLight1, {
+ alpha: 0.2
+}, {
+ duration: 1200,
+ yoyo: true,
+ repeat: Infinity,
+ easing: tween.sineInOut
+});
+tween(glowLight2, {
+ alpha: 0.8
+}, {
+ duration: 900,
+ yoyo: true,
+ repeat: Infinity,
+ easing: tween.sineInOut
+});
+// Add dark, cloudy sky overlay
+var cloudySky = LK.getAsset('cloudy_sky', {
+ anchorX: 0,
+ anchorY: 0,
+ x: 0,
+ y: 0,
+ width: 2048,
+ height: 800,
+ alpha: 0.7
+});
+game.addChild(cloudySky);
+// Add burning embers (animated, semi-randomly drifting)
+var embers = [];
+for (var i = 0; i < 8; i++) {
+ var ember = LK.getAsset('ember', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: Math.random() * 2048,
+ y: 200 + Math.random() * 1800,
+ alpha: 0.5 + Math.random() * 0.3
+ });
+ embers.push(ember);
+ game.addChild(ember);
+}
+// Animate embers to drift upward and sideways, loop when off screen
+game.update = function (origUpdate) {
+ return function () {
+ if (typeof origUpdate === "function") origUpdate.apply(this, arguments);
+ for (var i = 0; i < embers.length; i++) {
+ var e = embers[i];
+ e.y -= 2 + Math.random() * 1.5;
+ e.x += Math.sin(LK.ticks / 30 + i) * 0.7;
+ if (e.y < 0) {
+ e.y = 2200 + Math.random() * 400;
+ e.x = Math.random() * 2048;
+ }
+ }
+ };
+}(game.update);
// Play music
// Main character: Captain Rhea Morgan
// Squad member: Medic
// Squad member: Sniper
soldier character. In-Game asset. 2d. High contrast. No shadows
Enemy robot. In-Game asset. 2d. High contrast. No shadows
Let the tank face left. In-Game asset. 2d. High contrast. No shadows
Sniper soldier. In-Game asset. 2d. High contrast. No shadows
Medic Soldier. In-Game asset. 2d. High contrast. No shadows
Health. In-Game asset. 2d. High contrast. No shadows
Ammo. In-Game asset. 2d. High contrast. No shadows
bullet enemy. In-Game asset. 2d. High contrast. No shadows
smile bullet to the right. In-Game asset. 2d. High contrast. No shadows
explosion effect. In-Game asset. 2d. High contrast. No shadows
dron enemy. In-Game asset. 2d. High contrast. No shadows
technological soldier. In-Game asset. 2d. High contrast. No shadows
just laser. In-Game asset. 2d. High contrast. No shadows
technological enemy. In-Game asset. 2d. High contrast. No shadows