User prompt
delete power up feature and asset
User prompt
Please fix the bug: 'Uncaught ReferenceError: startSwipeY is not defined' in or related to this line: 'if (startSwipeY !== undefined) {' Line Number: 301
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player move faster
User prompt
player can shoot right direction when swipe right. player can shoot left direction when swipe left
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player can shoot lefth and right direction
User prompt
new rule control player. hold and swipe vertical up control player up direction and hold and swipe vertical down to control player move vertical down. hold and swipe horizontal right to control player move right direction. hold and swipe horizontaly left to control player move left
User prompt
new rule control playe. hold and swipe vertical control player up direction and hold and swipe down to control player move down. hold and swipe right to control enemy move right direction. hold and swipe left to control enemy move left
User prompt
enemy bullet 2,5 seconds release per shoot
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fix
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player four lines bullet feature
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player bullet storm
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player triple bullet
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player fast bullet
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more slow speed bullet enemy
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enemy slow bullet speed
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enemy can auto move horizontaly right and left
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enemy move right and left
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interval bullet enemy pet shoot 2 second
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enemy shoot whatever level
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enemy interval bullet release 1,5 second
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tap upper screen player move up. tap bottom screen player move down. tap right screen player move right. tap left screen player move left
User prompt
tap down for player move down
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tap to move upper
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player bullet 0,7 second interval bullet release
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player bullet interval release at 1 second
/**** * 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; // Increased speed for player bullets 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 = 120; // Fixed interval of 2 seconds at 60 FPS 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() && playerBullets.length === 0) { // 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: 0x000000 // Keep background color black }); /**** * Game Code ****/ // Add background feature var background = LK.getAsset('backgroundImage', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChild(background); // 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 } // Move player upwards on tap in the upper screen if (y < 2732 / 3) { player.y -= 20; // Move up } else if (y > 2732 * 2 / 3) { if (y < 2732 / 3) { player.y -= 20; // Move up } else if (y > 2732 * 2 / 3) { if (y < 2732 / 3) { player.y -= 20; // Move up } else if (y > 2732 * 2 / 3) { if (y < 2732 / 3) { player.y -= 20; // Move up } else if (y > 2732 * 2 / 3) { player.y += 20; // Move down } else if (x > 2048 * 2 / 3) { player.x += 20; // Move right } else if (x < 2048 / 3) { player.x -= 20; // Move left } } else if (x > 2048 * 2 / 3) { player.x += 20; // Move right } else if (x < 2048 / 3) { player.x -= 20; // Move left } } else if (x > 2048 * 2 / 3) { player.x += 20; // Move right } else if (x < 2048 / 3) { player.x -= 20; // Move left } } else if (x > 2048 * 2 / 3) { player.x += 20; // Move right } else if (x < 2048 / 3) { player.x -= 20; // Move left } // 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 % 42 === 0) { // Shoot every 60 frames (1 second at 60 FPS) // 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(); // Add horizontal movement for enemies if (enemy.lastX === undefined) { enemy.lastX = enemy.x; } // Initialize lastX for tracking changes on X enemy.x += enemy.speed * enemy.direction; // Check if enemy reached the screen edges and reverse direction if (enemy.x <= 0 || enemy.x >= 2048) { enemy.direction *= -1; // Reverse direction } // 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.lastX = enemy.x; // Update lastX // Enemy shoots if (readyToShoot) { 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
@@ -12,9 +12,9 @@
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
- self.speed = 10; // Further reduced speed for enemy bullets
+ self.speed = 20; // Increased speed for player bullets
self.direction = 1; // 1 for right, -1 for left
self.update = function () {
self.x += self.speed * self.direction;
};
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