User prompt
swipe to moving upper
User prompt
player bullet full speed fast
User prompt
player one buller per shoot
User prompt
player swipe can move verticaly down
User prompt
add background feature
User prompt
enemy capable shoot
User prompt
enemy one hit shoot
User prompt
player can 10 x jump
User prompt
swipe repeated for floating jump
User prompt
player capabale shoot automatic
User prompt
player shoot per one bullet
User prompt
erase gauge bullet. player automatic shoot
User prompt
auto shoot player
User prompt
swipe for jump
User prompt
tap for jump 7x
User prompt
make player control move and action
User prompt
make game better
Code edit (1 edits merged)
Please save this source code
User prompt
Halo: Platform Defense
Initial prompt
make 2d shooter game. random platform. player on base paltform. enemy on other plaform. halo master chief shooter game for iphone device
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 20; self.direction = 1; // 1 for right, -1 for left self.update = function () { self.x += self.speed * self.direction; }; return self; }); var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.health = 1; self.shootTimer = 0; self.shootInterval = Math.floor(Math.random() * 120) + 120; // Random interval between 2-4 seconds self.hit = function () { self.health--; LK.getSound('hit').play(); // Flash red when hit LK.effects.flashObject(self, 0xffffff, 300); if (self.health <= 0) { return true; // Enemy is dead } return false; // Enemy is still alive }; self.update = function () { self.shootTimer++; if (self.shootTimer >= self.shootInterval) { self.shootTimer = 0; return true; // Ready to shoot } return false; // Not ready to shoot }; return self; }); var Platform = Container.expand(function () { var self = Container.call(this); var platformGraphics = self.attachAsset('platform', { anchorX: 0.5, anchorY: 0.5 }); return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('masterChief', { anchorX: 0.5, anchorY: 0.5 }); self.facingDirection = 1; // 1 for right, -1 for left self.shoot = function () { LK.getSound('shoot').play(); return true; }; self.update = function () { // Ensure player stays within screen bounds if (self.x < 0) { self.x = 0; } else if (self.x > 2048) { self.x = 2048; } }; self.flip = function (direction) { if (direction !== self.facingDirection) { self.facingDirection = direction; playerGraphics.scaleX = direction; } }; self.down = function (x, y, obj) { // Handle player touch/click events if (self.shoot()) { // Create bullet var bullet = new Bullet(); bullet.x = self.x; bullet.y = self.y; bullet.direction = self.facingDirection; playerBullets.push(bullet); game.addChild(bullet); return true; } return false; }; self.jump = function () { if (!self.jumping || self.jumpCount < 10) { if (!self.jumping) { self.jumpCount = 0; // Initialize jump count } self.jumpCount++; self.jumping = true; var initialY = self.y; var jumpHeight = 200; var jumpDuration = 30; // frames var jumpSpeed = jumpHeight / (jumpDuration / 2); self.jumpTimer = 0; self.update = function () { if (self.jumping) { self.jumpTimer++; if (self.jumpTimer <= jumpDuration / 2) { self.y -= jumpSpeed; } else if (self.jumpTimer <= jumpDuration) { self.y += jumpSpeed; } else { self.jumping = false; self.jumpCount = 0; // Reset jump count when player lands self.y = initialY; } } // Ensure player stays within screen bounds if (self.x < 0) { self.x = 0; } else if (self.x > 2048) { self.x = 2048; } }; } }; return self; }); var PowerUp = Container.expand(function () { var self = Container.call(this); var powerUpGraphics = self.attachAsset('powerUp', { anchorX: 0.5, anchorY: 0.5 }); self.type = Math.random() < 0.5 ? 'ammo' : 'shield'; // Randomly choose between ammo or shield self.update = function () { // Check for collision with player if (self.intersects(player)) { if (self.type === 'ammo') { player.ammo = player.maxAmmo; // Refill ammo } else if (self.type === 'shield') { // Implement shield logic here } self.destroy(); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000026 }); /**** * Game Code ****/ // Game variables var player; var playerPlatform; var enemyPlatforms = []; var enemies = []; var playerBullets = []; var enemyBullets = []; var ammoBar; var ammoBarBg; var waveNumber = 1; var score = 0; var waveText; var scoreText; var enemiesRemaining = 0; var gameActive = true; // Initialize the game function initGame() { // Create player platform playerPlatform = game.addChild(new Platform()); playerPlatform.x = 2048 / 2; playerPlatform.y = 2732 - 200; // Create player player = game.addChild(new Player()); player.x = playerPlatform.x; player.y = playerPlatform.y - 80; // Create wave text waveText = new Text2('Wave: ' + waveNumber, { size: 50, fill: 0xFFFFFF }); waveText.anchor.set(1, 0); LK.gui.topRight.addChild(waveText); waveText.x = -20; waveText.y = 20; // Create score text scoreText = new Text2('Score: ' + score, { size: 50, fill: 0xFFFFFF }); scoreText.anchor.set(1, 0); LK.gui.topRight.addChild(scoreText); scoreText.x = -20; scoreText.y = 80; // Start the first wave startWave(); // Play background music LK.playMusic('bgMusic'); } function startWave() { // Clear any remaining enemies and platforms for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].destroy(); enemies.splice(i, 1); } for (var i = enemyPlatforms.length - 1; i >= 0; i--) { enemyPlatforms[i].destroy(); enemyPlatforms.splice(i, 1); } // Update wave text waveText.setText('Wave: ' + waveNumber); // Number of enemies based on wave enemiesRemaining = Math.min(3 + waveNumber, 10); // Create enemy platforms and enemies for (var i = 0; i < enemiesRemaining; i++) { // Create platform at random positions var platform = game.addChild(new Platform()); platform.x = Math.random() * (2048 - 400) + 200; // Random x position away from edges platform.y = Math.random() * (2732 - 800) + 300; // Random y position not too high or low // Ensure platforms aren't too close to player var distToPlayer = Math.sqrt(Math.pow(platform.x - playerPlatform.x, 2) + Math.pow(platform.y - playerPlatform.y, 2)); if (distToPlayer < 500) { platform.x = platform.x > playerPlatform.x ? platform.x + 500 : platform.x - 500; platform.y = platform.y > playerPlatform.y ? platform.y + 200 : platform.y - 200; } // Create enemy on platform var enemy = game.addChild(new Enemy()); enemy.x = platform.x; enemy.y = platform.y - 60; enemyPlatforms.push(platform); enemies.push(enemy); } // Randomly spawn a power-up if (Math.random() < 0.3) { // 30% chance to spawn a power-up each wave var powerUp = game.addChild(new PowerUp()); powerUp.x = Math.random() * (2048 - 400) + 200; powerUp.y = Math.random() * (2732 - 800) + 300; } } // Touch event on game area game.down = function (x, y, obj) { if (!gameActive) { return; } // Determine direction to face based on touch position if (x < player.x) { player.flip(-1); // Face left player.x -= 20; // Move left } else { player.flip(1); // Face right player.x += 20; // Move right } // Start tracking swipe for jump startSwipeY = y; }; game.move = function (x, y, obj) { if (!gameActive) { return; } // Check for swipe up to trigger jump if (startSwipeY !== undefined && y < startSwipeY - 100) { player.jump(); startSwipeY = y; // Reset swipe start to allow repeated swipes for floating jump } }; game.up = function (x, y, obj) { startSwipeY = undefined; // Reset swipe start }; // Main game update loop game.update = function () { if (!gameActive) { return; } // Update player player.update(); // Automatic shooting logic if (LK.ticks % 30 === 0) { // Shoot every 30 frames if (player.shoot()) { // Create bullet var bullet = new Bullet(); bullet.x = player.x; bullet.y = player.y; bullet.direction = player.facingDirection; playerBullets.push(bullet); game.addChild(bullet); } } // Update bullets updateBullets(); // Update enemies updateEnemies(); // Update power-ups for (var i = game.children.length - 1; i >= 0; i--) { var child = game.children[i]; if (child instanceof PowerUp) { child.update(); } } if (enemies.length === 0 && enemiesRemaining === 0) { waveNumber++; startWave(); } }; function updateBullets() { // Update player bullets for (var i = playerBullets.length - 1; i >= 0; i--) { var bullet = playerBullets[i]; // Check if bullet is off screen if (bullet.x < -50 || bullet.x > 2048 + 50) { bullet.destroy(); playerBullets.splice(i, 1); continue; } // Check for collisions with enemies for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; if (bullet.intersects(enemy)) { // Enemy hit var isDead = enemy.hit(); bullet.destroy(); playerBullets.splice(i, 1); if (isDead) { // Enemy killed LK.getSound('enemyDeath').play(); enemy.destroy(); enemies.splice(j, 1); enemiesRemaining--; // Increase score score += 100; scoreText.setText('Score: ' + score); } break; } } } // Update enemy bullets for (var i = enemyBullets.length - 1; i >= 0; i--) { var bullet = enemyBullets[i]; // Check if bullet is off screen if (bullet.x < -50 || bullet.x > 2048 + 50) { bullet.destroy(); enemyBullets.splice(i, 1); continue; } // Check for collision with player if (bullet.intersects(player)) { bullet.destroy(); enemyBullets.splice(i, 1); // Player hit - game over gameActive = false; LK.effects.flashScreen(0xff0000, 1000); LK.setScore(score); LK.showGameOver(); } } } function updateEnemies() { for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var readyToShoot = enemy.update(); // Make enemy face the player var direction = enemy.x > player.x ? -1 : 1; if (direction === -1) { enemy.scale.x = -1; } else { enemy.scale.x = 1; } // Enemy shoots if (readyToShoot && Math.random() < 0.7) { // 70% chance to actually shoot when ready var bullet = new Bullet(); bullet.x = enemy.x; bullet.y = enemy.y; // Direction toward player bullet.direction = direction; enemyBullets.push(bullet); game.addChild(bullet); LK.getSound('shoot').play(); // Play shooting sound } } } // Initialize the game initGame();
===================================================================
--- original.js
+++ change.js
@@ -390,8 +390,9 @@
// Direction toward player
bullet.direction = direction;
enemyBullets.push(bullet);
game.addChild(bullet);
+ LK.getSound('shoot').play(); // Play shooting sound
}
}
}
// Initialize the game
anime landscape deep jungle amazon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
jungle soldier stand shoot the target right direction. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
jungle soldier stand shoot the target right direction. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
jungle grass. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows