User prompt
add a joystick to move in all the directions when we play this game in mobile phone
User prompt
Make the game like that when the score reaches 490 there appear a super villian and create an asset for the main villian
User prompt
make the player that the player can move forward, backward, sideways and rotate in all directions using the mouse
User prompt
when the enemy reaches the boundary of the background tell game over
User prompt
when the enemy collides with the enemy tell "you died"
User prompt
when the player collides with more than two enemy display "you died"
User prompt
make like that when more than two enemy collides with the player the palyer dies and display that you died
User prompt
make the game limited when the score reaches 500 tell you won the game
User prompt
make the player movement like it an move forward, backward and sideways using the mouse
User prompt
display the score at the top when the player shoots an enemy make the score +1
User prompt
make the shooter to move sideways using mouse
Initial prompt
Shooting game
/**** * Classes ****/ // Enemy class representing the enemies var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; }); //<Assets used in the game will automatically appear here> // Hero class representing the player var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.shoot = function () { var bullet = new HeroBullet(); bullet.x = self.x; bullet.y = self.y - heroGraphics.height / 2; game.addChild(bullet); heroBullets.push(bullet); }; }); // HeroBullet class representing bullets shot by the hero var HeroBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('heroBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -15; self.update = function () { self.y += self.speed; if (self.y < 0) { self.destroy(); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ var hero = new Hero(); hero.x = 2048 / 2; hero.y = 2732 - 150; game.addChild(hero); // Initialize the score text var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var enemies = []; var heroBullets = []; // Function to spawn enemies function spawnEnemy() { var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = -50; game.addChild(enemy); enemies.push(enemy); } // Handle game updates game.update = function () { // Update hero bullets for (var i = heroBullets.length - 1; i >= 0; i--) { heroBullets[i].update(); if (heroBullets[i].y < 0) { heroBullets[i].destroy(); heroBullets.splice(i, 1); } } // Update enemies for (var j = enemies.length - 1; j >= 0; j--) { enemies[j].update(); if (enemies[j].y > 2732) { enemies[j].destroy(); enemies.splice(j, 1); } } // Check for collisions between hero bullets and enemies for (var k = heroBullets.length - 1; k >= 0; k--) { for (var l = enemies.length - 1; l >= 0; l--) { if (heroBullets[k].intersects(enemies[l])) { heroBullets[k].destroy(); enemies[l].destroy(); heroBullets.splice(k, 1); enemies.splice(l, 1); // Update the score LK.setScore(LK.getScore() + 1); scoreTxt.setText(LK.getScore()); // Check if the score reaches 500 if (LK.getScore() >= 500) { // Display a winning message and end the game LK.showGameOver("Congratulations! You won the game!"); } break; } } } // Check for collisions between hero and enemies for (var m = enemies.length - 1; m >= 0; m--) { if (hero.intersects(enemies[m])) { // Display a losing message and end the game LK.showGameOver("You died!"); break; } } }; // Handle touch events for shooting game.down = function (x, y, obj) { hero.shoot(); }; game.move = function (x, y, obj) { hero.x = x; hero.y = y; }; // Spawn enemies at intervals var enemySpawnInterval = LK.setInterval(spawnEnemy, 1000);
===================================================================
--- original.js
+++ change.js
@@ -118,17 +118,13 @@
}
}
}
// Check for collisions between hero and enemies
- var collisionCount = 0;
for (var m = enemies.length - 1; m >= 0; m--) {
if (hero.intersects(enemies[m])) {
- collisionCount++;
- if (collisionCount >= 2) {
- // Display a losing message and end the game
- LK.showGameOver("You died!");
- break;
- }
+ // Display a losing message and end the game
+ LK.showGameOver("You died!");
+ break;
}
}
};
// Handle touch events for shooting