User prompt
remove the high score thing
User prompt
add a high score text to the bottom right of the screen
User prompt
make the shield activated text move to the bottom right of the screen
User prompt
make the asteroid increase size over time
User prompt
move the score counter to the top of the screen
User prompt
move the score counter to the center of the screen
User prompt
make the shield activated text also say how many second the shield will last
User prompt
when the shield is activated make a text say shield activated in the corner
User prompt
remove the rotating code
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make the player sprite point 20 degrees\
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make the player sprite point 10 degrees
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make the player sprite point 2 degrees
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make the player point 0 degrees
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make the player sprite point 90 degrees
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make the powerup spawn every 10 seconds
User prompt
make it when the power up is collected a shield is spawned around the player the shield deflects all enemies the shield lasts for 2 seconds
User prompt
add powerups
User prompt
Please fix the bug: 'Uncaught TypeError: LK.getTicks is not a function' in or related to this line: 'self.speed = -20 - LK.getTicks() / 1000;' Line Number: 18
User prompt
it is not shooting bullets
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increase the speed of bullets by time
User prompt
make the level harder by shooting
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make the movement snaped
User prompt
add a score system
User prompt
make it moveable only left and right
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: 90
/**** * Classes ****/ // Define the Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -20 - LK.ticks / 1000; self.update = function () { self.y += self.speed; if (self.y < -self.height) { self.destroy(); } }; return self; }); // Define the Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 7; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.y = -self.height; } }; return self; }); //<Assets used in the game will automatically appear here> // Define the Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.shield = null; self.update = function () { // Player update logic self.activateShield = function () { if (!self.shield) { self.shield = self.attachAsset('shield', { anchorX: 0.5, anchorY: 0.5 }); // Create a text to display 'Shield Activated' var shieldText = new Text2('Shield Activated', { size: 50, fill: "#ffffff" }); shieldText.anchor.set(0, 0); LK.gui.topLeft.addChild(shieldText); LK.setTimeout(function () { self.shield.destroy(); self.shield = null; // Remove the 'Shield Activated' text when the shield is deactivated shieldText.destroy(); }, 2000); } }; }; return self; }); // Define the Powerup class var Powerup = Container.expand(function () { var self = Container.call(this); var powerupGraphics = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.y = -self.height; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize player var player = new Player(); player.x = 2048 / 2; player.y = 2732 - 200; game.addChild(player); // Initialize enemies var enemies = []; for (var i = 0; i < 5; i++) { var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = Math.random() * -2732; enemies.push(enemy); game.addChild(enemy); } // Initialize bullets var bullets = []; // Initialize powerups var powerups = []; // Initialize score var score = 0; // Create score text var scoreText = new Text2('Score: 0', { size: 50, fill: "#ffffff" }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); // Handle player movement game.move = function (x, y, obj) { var gridSize = 100; // Define the size of the grid player.x = Math.round(x / gridSize) * gridSize; // Snap the player's x position to the nearest grid point }; // Keyboard inputs are not supported in this game engine // Handle shooting game.down = function (x, y, obj) { var bullet = new Bullet(); bullet.x = player.x; bullet.y = player.y; bullets.push(bullet); game.addChild(bullet); var bullet = new Bullet(); bullet.x = player.x; bullet.y = player.y; bullets.push(bullet); game.addChild(bullet); }; // Update game state game.update = function () { // Update player player.update(); // Update enemies for (var i = 0; i < enemies.length; i++) { enemies[i].update(); if (player.intersects(enemies[i])) { if (player.shield) { enemies[i].destroy(); enemies.splice(i, 1); } else { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } } // Update bullets for (var j = bullets.length - 1; j >= 0; j--) { bullets[j].update(); for (var k = enemies.length - 1; k >= 0; k--) { if (bullets[j].intersects(enemies[k])) { bullets[j].destroy(); bullets.splice(j, 1); enemies[k].destroy(); enemies.splice(k, 1); // Increase score and update score text score++; scoreText.setText('Score: ' + score); break; } } } // Update powerups for (var l = powerups.length - 1; l >= 0; l--) { powerups[l].update(); if (player.intersects(powerups[l])) { powerups[l].destroy(); powerups.splice(l, 1); // Increase score and update score text score += 5; scoreText.setText('Score: ' + score); // Activate shield player.activateShield(); } } // Spawn new enemies if (enemies.length < 10) { var newEnemy = new Enemy(); newEnemy.x = Math.random() * 2048; newEnemy.y = Math.random() * -2732; enemies.push(newEnemy); game.addChild(newEnemy); } // Spawn new powerups if (powerups.length < 5 && LK.ticks % 600 == 0) { var newPowerup = new Powerup(); newPowerup.x = Math.random() * 2048; newPowerup.y = Math.random() * -2732; powerups.push(newPowerup); game.addChild(newPowerup); } };
===================================================================
--- original.js
+++ change.js
@@ -50,11 +50,20 @@
self.shield = self.attachAsset('shield', {
anchorX: 0.5,
anchorY: 0.5
});
+ // Create a text to display 'Shield Activated'
+ var shieldText = new Text2('Shield Activated', {
+ size: 50,
+ fill: "#ffffff"
+ });
+ shieldText.anchor.set(0, 0);
+ LK.gui.topLeft.addChild(shieldText);
LK.setTimeout(function () {
self.shield.destroy();
self.shield = null;
+ // Remove the 'Shield Activated' text when the shield is deactivated
+ shieldText.destroy();
}, 2000);
}
};
};
a pixelated bullet. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a pixelated asteroid. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a pixelated plane pointed at 0 degrees from the game space shooter. Single Game Texture. In-Game asset. 1d. Blank background. High contrast. No shadows.
a pixelated shield powerup pointed at 0 degrees from the game space shooter. Single Game Texture. In-Game asset. 1d. Blank background. High contrast. No shadows.
add a shield protecting the plane