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: Chapter2 J var J = Container.expand(function () { var self = Container.call(this); var gfx = self.attachAsset('j', { anchorX: 0.5, anchorY: 0.5 }); self.hp = 4; self.role = 'j'; self.shootCooldown = 0; self.update = function () {}; return self; }); // Laser bullet for J var LaserBullet = Container.expand(function () { var self = Container.call(this); var laserGfx = self.attachAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, width: 40, height: 12, color: 0xff00ff, shape: 'box' }); self.speed = 32; self.update = function () { self.x += self.speed; }; 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: Chapter2 S var S = Container.expand(function () { var self = Container.call(this); var gfx = self.attachAsset('s', { anchorX: 0.5, anchorY: 0.5 }); self.hp = 4; self.role = 's'; 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 ****/ // World War I background image var battlefieldBg = LK.getAsset('ww1_bg', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: 2048, height: 2732, alpha: 0.35 }); game.addChild(battlefieldBg); // 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; // Used to pause enemy/powerup spawn at start of Chapter 2 var chapter2PauseTicks = 0; // Track if chapter 2 has started var chapter2Started = 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() { // Only spawn J and S as enemies in Chapter 2 if (chapter2Started) { // Alternate between J and S var enemy; if (LK.ticks % 2 === 0) { enemy = new J(); enemy.x = 2048 + 120; enemy.y = 300 + Math.floor(Math.random() * (2732 - 600)); enemy.direction = -1; enemy.shootCooldown = 40; enemy.lastX = enemy.x; } else { enemy = new S(); enemy.x = -120; enemy.y = 300 + Math.floor(Math.random() * (2732 - 600)); enemy.direction = 1; enemy.lastX = enemy.x; } enemies.push(enemy); game.addChild(enemy); } else { 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)); } else { enemy = new Tank(); enemy.x = 2048 + 120; enemy.y = 400 + Math.floor(Math.random() * (2732 - 800)); } 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 = 6; } else { bullet.damage = 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 ( // Only allow auto-fire if not in chapter 2 pause, or if chapter 2 hasn't started yet, or if not in chapter 2 !chapter2Started || typeof chapter2PauseTicks !== "undefined" && chapter2PauseTicks === 0) { 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 (typeof chapter2PauseTicks !== "undefined" && chapter2PauseTicks > 0) { chapter2PauseTicks--; } else { // Only spawn if not in chapter2 pause 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; } } } // Laser bullets from J for (var i = playerBullets.length - 1; i >= 0; i--) { var b = playerBullets[i]; if (b instanceof LaserBullet) { b.update(); // Remove if off screen if (b.x > 2048 + 60) { b.destroy(); playerBullets.splice(i, 1); continue; } // Hit squad (including Rhea) for (var j = 0; j < squad.length; j++) { var s = squad[j]; if (b.intersects(s)) { s.hp -= 2; // Laser does 2 damage showExplosion(b.x, b.y); b.destroy(); playerBullets.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]; // Special movement for J and S in chapter 2 if (e.role === 'j' && chapter2Started) { // J moves left until near player, then stops if (typeof e.lastX === "undefined") e.lastX = e.x; if (e.x > rhea.x + 300) { e.x -= 12; } // J fires laser continuously at player from the beginning of chapter 2 if (e.shootCooldown > 0) e.shootCooldown--; if (e.shootCooldown === 0) { // Always fire at Rhea's current position var laser = new LaserBullet(); laser.x = e.x - 60; laser.y = e.y; // Calculate direction vector from J to Rhea var dx = rhea.x - e.x; var dy = rhea.y - e.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist === 0) dist = 1; laser.dirX = dx / dist; laser.dirY = dy / dist; laser.speed = 32; // Override update to move toward Rhea laser.update = function () { this.x += this.dirX * this.speed; this.y += this.dirY * this.speed; }; playerBullets.push(laser); game.addChild(laser); e.shootCooldown = 18; // J fires every 18 ticks (slower fire rate) } e.lastX = e.x; } else if (e.role === 's' && chapter2Started) { // S moves right until near player, then stops if (typeof e.lastX === "undefined") e.lastX = e.x; if (e.x < rhea.x - 300) { e.x += 12; } e.lastX = e.x; } else { e.update(); } // Remove if off screen if (e.x < -200 || e.x > 2048 + 200) { e.destroy(); enemies.splice(i, 1); continue; } // Enemy fire (for non-J/S enemies) if ((!e.role || e.role !== 'j' && e.role !== 's') && e.shootCooldown !== undefined) { 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(); } } // Chapter 2 trigger and Win condition if (typeof chapter2Started === "undefined") { chapter2Started = false; } if (!chapter2Started && score >= 30) { chapter2Started = true; // Pause enemy and powerup spawning for a few seconds chapter2PauseTicks = 120; // 2 seconds at 60fps // Create a black overlay var chapter2Overlay = new Container(); var blackBg = LK.getAsset('centerCircle', { width: 2048, height: 2732, color: 0x000000, shape: 'box', anchorX: 0, anchorY: 0, x: 0, y: 0, alpha: 1 }); chapter2Overlay.addChild(blackBg); // Show chapter 2 message var chapter2Txt = new Text2('Chapter 2: Firestorm Rising', { size: 120, fill: 0x00BFFF, font: "Impact, 'Arial Black', Tahoma" }); chapter2Txt.anchor.set(0.5, 0.5); chapter2Txt.x = 2048 / 2; chapter2Txt.y = 2732 / 2; chapter2Overlay.addChild(chapter2Txt); game.addChild(chapter2Overlay); // Fade out the overlay and message after 2 seconds tween(chapter2Overlay, { alpha: 0 }, { duration: 2000, easing: tween.linear, onFinish: function onFinish() { chapter2Overlay.destroy(); } }); // Remove all non-J/S enemies from the field at the start of Chapter 2 for (var i = enemies.length - 1; i >= 0; i--) { var e = enemies[i]; if (!(e.role === 'j' || e.role === 's')) { e.destroy(); enemies.splice(i, 1); } } // Delay J and S squad member entry and attacks a few seconds after Chapter 2 starts // We'll use a timer to spawn J and S after a short delay if (typeof chapter2JSTimer !== "number") { // Set a timer to spawn J and S after 2.5 seconds (150 ticks at 60fps) chapter2JSTimer = 150; chapter2JSSpawned = false; } if (!chapter2JSSpawned && chapter2JSTimer > 0) { chapter2JSTimer--; } if (!chapter2JSSpawned && chapter2JSTimer === 0) { // Add new squad member for Chapter 2: J var j = new J(); // J comes from the right side, moving left toward the player j.x = 2048 + 120; j.y = rhea.y + 60; j.direction = -1; // left j.shootCooldown = 60; // Wait a bit before first attack j.lastX = j.x; game.addChild(j); squad.push(j); enemies.push(j); chapter2JSSpawned = true; // Set a timer for S to appear a few seconds later (e.g., 90 ticks = 1.5s) chapter2STimer = 90; chapter2SSpawned = false; } if (typeof chapter2STimer === "number" && !chapter2SSpawned) { chapter2STimer--; if (chapter2STimer === 0) { // Add new squad member for Chapter 2: S var s = new S(); // S comes from the left side, moving right toward the player s.x = -120; s.y = rhea.y - 60; s.direction = 1; // right s.lastX = s.x; game.addChild(s); squad.push(s); enemies.push(s); chapter2SSpawned = true; } } // Optionally, increase difficulty or change enemy types here for chapter 2 } // 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
@@ -563,9 +563,9 @@
this.y += this.dirY * this.speed;
};
playerBullets.push(laser);
game.addChild(laser);
- e.shootCooldown = 10; // J fires every 10 ticks
+ e.shootCooldown = 18; // J fires every 18 ticks (slower fire rate)
}
e.lastX = e.x;
} else if (e.role === 's' && chapter2Started) {
// S moves right until near player, then stops
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