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 = 50;
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() && 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
}
// Check for swipe up to move vertically
if (y < player.y) {
player.y -= 20; // Move up
}
// 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
@@ -272,11 +272,11 @@
} else {
player.flip(1); // Face right
player.x += 20; // Move right
}
- // Check for swipe down to move vertically
- if (y > player.y) {
- player.y += 20; // Move down
+ // Check for swipe up to move vertically
+ if (y < player.y) {
+ player.y -= 20; // Move up
}
// Start tracking swipe for jump
startSwipeY = y;
};
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