User prompt
when player reaches to 40 make difficult 2 times hard
User prompt
make the difficulty 4 percent easy
User prompt
when player do score 20 make difficulty 1.5 percent hard
User prompt
make the difficult 3 percent easy
User prompt
make score board on the top and when one enemy dies score goes from 0 to 1
User prompt
make enemies and player more bigger
User prompt
make the hero big
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'update')' in or related to this line: 'hero.update();' Line Number: 164
User prompt
make a score board
User prompt
make the target on the top of the screen like target is 50 and also add an score reader
User prompt
and also show target on the top of the screen once its complete take the player to level page and show next level like level 1 target is complete so show on level page level page and make a new target and also increase difficulty
User prompt
each level have a score target and once its complete shift to the next level
User prompt
know make 500 levels and increase difficulty match to level
User prompt
first show start button and shift to next page then show level page
User prompt
make the start button first then the level page
User prompt
make level page
User prompt
more big
User prompt
make start button big
User prompt
on the start button write start
User prompt
make a start button
User prompt
movement of the player with button a and d shooting button space bar for computers
User prompt
Please fix the bug: 'Uncaught TypeError: window.addEventListener is not a function' in or related to this line: 'window.addEventListener('keydown', function (event) {' Line Number: 130
User prompt
shoot button with space move for left button a and move for right button d
User prompt
make it move
Initial prompt
game shooter
/**** * Classes ****/ // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); self.speed = 5; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; }); //<Assets used in the game will automatically appear here> // Hero class var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 3 }); self.speed = 10; self.update = function () { // Update logic for hero }; 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 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(); } }; }); // Level class var Level = Container.expand(function () { var self = Container.call(this); var levelGraphics = self.attachAsset('level', { anchorX: 0.5, anchorY: 0.5, scaleX: 4, scaleY: 4 }); // Add 'level' text to the button var levelText = new Text2('Level ' + currentLevel, { // Update the level text to reflect the current level size: 50, fill: "#ffffff" }); levelText.anchor.set(0.5, 0.5); self.addChild(levelText); self.x = 2048 / 2; self.y = 2732 / 2; self.up = function (x, y, obj) { initGame(); currentLevel++; // Increase the level after each level self.destroy(); }; }); // StartButton class var StartButton = Container.expand(function () { var self = Container.call(this); var buttonGraphics = self.attachAsset('startButton', { anchorX: 0.5, anchorY: 0.5, scaleX: 8, scaleY: 8 }); // Add 'start' text to the button var startText = new Text2('Start', { size: 100, fill: "#ffffff" }); startText.anchor.set(0.5, 0.5); self.addChild(startText); self.x = 2048 / 2; self.y = 2732 / 2; self.up = function (x, y, obj) { // Initialize level var level = new Level(); game.addChild(level); self.destroy(); }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize variables var hero; var enemies = []; var heroBullets = []; var score = 0; var scoreTxt; var currentLevel = 1; // Add a variable to store the current level // Initialize game elements function initGame() { hero = new Hero(); hero.x = 2048 / 2; hero.y = 2732 - 200; game.addChild(hero); // Create a score board scoreTxt = new Text2('Score: 0 / ' + scoreTarget, { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Create a board to display the score var scoreBoard = new Container(); scoreBoard.x = 2048 / 2; scoreBoard.y = 2732 / 2; game.addChild(scoreBoard); // Add the score text to the score board scoreBoard.addChild(scoreTxt); // Create a variable to store the score target for each level and increase it after each level var scoreTarget = currentLevel * 10 + currentLevel; // For example, the score target for each level could be 10 times the current level plus the current level // Spawn enemies at intervals LK.setInterval(function () { var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = -100; game.addChild(enemy); enemies.push(enemy); }, 1000 / (currentLevel * 2)); // Increase the spawn rate and speed with each level } // Update game state game.update = function () { if (hero) { hero.update(); } for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].update(); if (enemies[i].intersects(hero)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } for (var j = heroBullets.length - 1; j >= 0; j--) { heroBullets[j].update(); for (var k = enemies.length - 1; k >= 0; k--) { if (heroBullets[j].intersects(enemies[k])) { enemies[k].destroy(); enemies.splice(k, 1); heroBullets[j].destroy(); heroBullets.splice(j, 1); score++; scoreTxt.setText('Score: ' + score + ' / ' + scoreTarget); // Check if the score has reached the target for the current level if (score >= scoreTarget) { // If so, move to the next level currentLevel++; // Show the level page var level = new Level(); game.addChild(level); } break; } } } }; // Handle touch events game.down = function (x, y, obj) { hero.shoot(); hero.x = x; }; // Handle keyboard events game.on('keydown', function (event) { switch (event.key) { case ' ': hero.shoot(); break; case 'a': hero.x -= hero.speed; break; case 'd': hero.x += hero.speed; break; } }); // Initialize start button var startButton = new StartButton(); game.addChild(startButton);
===================================================================
--- original.js
+++ change.js
@@ -5,9 +5,11 @@
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
- anchorY: 0.5
+ anchorY: 0.5,
+ scaleX: 2,
+ scaleY: 2
});
self.speed = 5;
self.update = function () {
self.y += self.speed;
@@ -22,10 +24,10 @@
var self = Container.call(this);
var heroGraphics = self.attachAsset('hero', {
anchorX: 0.5,
anchorY: 0.5,
- scaleX: 2,
- scaleY: 2
+ scaleX: 3,
+ scaleY: 3
});
self.speed = 10;
self.update = function () {
// Update logic for hero
make a fighter jet. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
make fighter jets bullets. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
make a level logo. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
make a space type background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
make a menu button logo. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
make a start button logo. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
make a back button logo. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.