User prompt
add cluster rocket assets to explode and spread fire fragments ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
kurangi kecepatan player ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
kurangi kecepatan pegerakkan player ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
buat karakter musuh terpecah saat tertembak ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
buat ledakkan saat peluru mengenai musuh ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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kurangi lebih pergerakkan peluru ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
buat pergerakkan player agak lambat ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
buat pergerakkan player lebih halus ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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fix a background
User prompt
fix a music
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make background not blur
User prompt
make background not blur
User prompt
add background function
User prompt
add background asset
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add background
User prompt
disable horizontal shoot change to vertical shoot
Code edit (1 edits merged)
Please save this source code
User prompt
LCD Blaster: Monochrome Horizontal Shooter
Initial prompt
lcd monocrom style. horizontal shooter game
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Bullet var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGfx = self.attachAsset('lcd_bullet', { anchorX: 0.5, anchorY: 0.5 }); self.width = bulletGfx.width; self.height = bulletGfx.height; self.speed = 20; // px per frame self.update = function () { self.y -= self.speed; }; return self; }); // Cluster Rocket var ClusterRocket = Container.expand(function () { var self = Container.call(this); var rocketGfx = self.attachAsset('cluster_rocket', { anchorX: 0.5, anchorY: 0.5 }); self.width = rocketGfx.width; self.height = rocketGfx.height; self.speed = 12; self.hasExploded = false; self.update = function () { self.x -= self.speed; // Explode when reaching center of screen if (self.x <= GAME_W / 2 && !self.hasExploded) { self.explode(); } }; self.explode = function () { self.hasExploded = true; // Create fire fragments var fragmentCount = 8 + Math.floor(Math.random() * 4); for (var i = 0; i < fragmentCount; i++) { var fragment = new FireFragment(); fragment.x = self.x; fragment.y = self.y; var angle = Math.PI * 2 * i / fragmentCount + (Math.random() - 0.5) * 0.5; var speed = 8 + Math.random() * 6; fragment.velocityX = Math.cos(angle) * speed; fragment.velocityY = Math.sin(angle) * speed; fragment.rotationSpeed = (Math.random() - 0.5) * 0.4; fireFragments.push(fragment); game.addChild(fragment); } // Flash screen for explosion effect LK.effects.flashScreen(0xFFFF00, 200); }; return self; }); // Enemy var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGfx = self.attachAsset('lcd_enemy', { anchorX: 0.5, anchorY: 0.5 }); self.width = enemyGfx.width; self.height = enemyGfx.height; self.speed = 7 + Math.random() * 3; // px per frame self.direction = 0; // 0: straight, -1: up, 1: down self.amplitude = 0; // for sine movement self.phase = Math.random() * Math.PI * 2; self.update = function () { self.x -= self.speed; if (self.amplitude) { self.y += Math.sin(LK.ticks / 12 + self.phase) * self.amplitude; } }; return self; }); // Enemy Fragment var EnemyFragment = Container.expand(function () { var self = Container.call(this); var fragmentGfx = self.attachAsset('lcd_enemy', { anchorX: 0.5, anchorY: 0.5 }); self.width = fragmentGfx.width; self.height = fragmentGfx.height; self.velocityX = 0; self.velocityY = 0; self.rotationSpeed = 0; self.gravity = 0.5; self.update = function () { self.x += self.velocityX; self.y += self.velocityY; self.velocityY += self.gravity; self.rotation += self.rotationSpeed; self.alpha -= 0.02; }; return self; }); // Fire Fragment var FireFragment = Container.expand(function () { var self = Container.call(this); var fragmentGfx = self.attachAsset('fire_fragment', { anchorX: 0.5, anchorY: 0.5 }); self.width = fragmentGfx.width; self.height = fragmentGfx.height; self.velocityX = 0; self.velocityY = 0; self.rotationSpeed = 0; self.lifetime = 180; // frames self.maxLifetime = 180; self.update = function () { self.x += self.velocityX; self.y += self.velocityY; self.rotation += self.rotationSpeed; self.lifetime--; // Fade out over time self.alpha = self.lifetime / self.maxLifetime; // Change color from yellow to red over time var t = 1 - self.lifetime / self.maxLifetime; var red = Math.floor(255); var green = Math.floor(255 * (1 - t)); var blue = 0; self.tint = red << 16 | green << 8 | blue; }; return self; }); // Player Ship var Ship = Container.expand(function () { var self = Container.call(this); var shipGfx = self.attachAsset('lcd_ship', { anchorX: 0.5, anchorY: 0.5 }); self.width = shipGfx.width; self.height = shipGfx.height; self.canShoot = true; self.shootCooldown = 18; // frames between shots // Ship flash effect on hit self.flash = function () { tween(self, { alpha: 0.2 }, { duration: 80, easing: tween.linear, onFinish: function onFinish() { tween(self, { alpha: 1 }, { duration: 120, easing: tween.linear }); } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Ship: white box, Enemy: white ellipse, Bullet: white box, Background: black, Accent: #A3FFB2 (LCD green). // LCD-style monochrome: use only black, white, and one accent color (e.g. greenish for LCD). // --- LCD color accent for UI --- var LCD_ACCENT = 0xA3FFB2; // --- Game constants --- var GAME_W = 2048, GAME_H = 2732; var SHIP_Y = GAME_H - 220; var ENEMY_SPAWN_Y_MIN = 220, ENEMY_SPAWN_Y_MAX = GAME_H - 600; var ENEMY_SPAWN_X = GAME_W + 120; var ENEMY_SPAWN_INTERVAL = 48; // frames var MAX_LIVES = 3; // --- Game state --- var ship; var bullets = []; var enemies = []; var fragments = []; var clusterRockets = []; var fireFragments = []; var lives = MAX_LIVES; var score = 0; var canMove = true; var lastTouchX = null; // --- UI --- var scoreTxt = new Text2('0', { size: 120, fill: 0xA3FFB2 }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var livesContainer = new Container(); LK.gui.topRight.addChild(livesContainer); // --- Helper: update lives UI --- function updateLivesUI() { livesContainer.removeChildren(); for (var i = 0; i < lives; i++) { var life = LK.getAsset('lcd_life', { anchorX: 0.5, anchorY: 0.5 }); life.x = -i * 60 - 60; life.y = 60; livesContainer.addChild(life); } } updateLivesUI(); // --- Helper: reset game state --- function resetGame() { // Remove all bullets/enemies/fragments for (var i = 0; i < bullets.length; i++) bullets[i].destroy(); for (var i = 0; i < enemies.length; i++) enemies[i].destroy(); for (var i = 0; i < fragments.length; i++) fragments[i].destroy(); for (var i = 0; i < clusterRockets.length; i++) clusterRockets[i].destroy(); for (var i = 0; i < fireFragments.length; i++) fireFragments[i].destroy(); bullets = []; enemies = []; fragments = []; clusterRockets = []; fireFragments = []; lives = MAX_LIVES; score = 0; scoreTxt.setText(score); updateLivesUI(); canMove = true; // Place ship if (ship) ship.destroy(); ship = new Ship(); ship.x = 320; ship.y = SHIP_Y; game.addChild(ship); } resetGame(); // --- Touch controls: drag ship horizontally --- game.down = function (x, y, obj) { if (!canMove) return; // Only allow drag if touch is in lower 1/3 of screen if (y > GAME_H * 0.6) { lastTouchX = x; } }; game.move = function (x, y, obj) { if (!canMove) return; if (lastTouchX !== null) { // Clamp ship to screen var newX = Math.max(ship.width / 2, Math.min(GAME_W - ship.width / 2, x)); // Stop any existing tween on ship position tween.stop(ship, { x: true }); // Smoothly tween ship to new position tween(ship, { x: newX }, { duration: 800, easing: tween.easeOut }); } }; game.up = function (x, y, obj) { lastTouchX = null; }; // --- Ship auto-fire --- var shootTimer = 0; function tryShoot() { if (!canMove) return; if (shootTimer > 0) { shootTimer--; return; } // Fire bullet var bullet = new Bullet(); bullet.x = ship.x; bullet.y = ship.y - ship.height / 2 - bullet.height / 2 - 10; bullets.push(bullet); game.addChild(bullet); shootTimer = ship.shootCooldown; } // --- Enemy spawn --- var enemySpawnTimer = 0; function spawnEnemy() { var enemy = new Enemy(); enemy.x = ENEMY_SPAWN_X; // Random Y within play area enemy.y = ENEMY_SPAWN_Y_MIN + Math.random() * (ENEMY_SPAWN_Y_MAX - ENEMY_SPAWN_Y_MIN); // Some enemies move in sine wave if (Math.random() < 0.4) { enemy.amplitude = 6 + Math.random() * 18; } enemies.push(enemy); game.addChild(enemy); } // --- Cluster rocket spawn --- var rocketSpawnTimer = 0; function spawnClusterRocket() { var rocket = new ClusterRocket(); rocket.x = ENEMY_SPAWN_X; rocket.y = ENEMY_SPAWN_Y_MIN + Math.random() * (ENEMY_SPAWN_Y_MAX - ENEMY_SPAWN_Y_MIN); clusterRockets.push(rocket); game.addChild(rocket); } // --- Main update loop --- game.update = function () { // --- Ship auto-fire --- tryShoot(); // --- Bullets update --- for (var i = bullets.length - 1; i >= 0; i--) { var b = bullets[i]; b.update(); // Remove if off screen if (b.y < -b.height) { b.destroy(); bullets.splice(i, 1); continue; } // Check collision with enemies for (var j = enemies.length - 1; j >= 0; j--) { var e = enemies[j]; if (b.intersects(e)) { // Create enemy fragments var fragmentCount = 4 + Math.floor(Math.random() * 3); for (var f = 0; f < fragmentCount; f++) { var fragment = new EnemyFragment(); fragment.x = e.x + (Math.random() - 0.5) * e.width; fragment.y = e.y + (Math.random() - 0.5) * e.height; fragment.scaleX = 0.3 + Math.random() * 0.4; fragment.scaleY = 0.3 + Math.random() * 0.4; fragment.velocityX = (Math.random() - 0.5) * 15; fragment.velocityY = (Math.random() - 0.5) * 10 - 5; fragment.rotationSpeed = (Math.random() - 0.5) * 0.3; fragment.alpha = 0.8; fragments.push(fragment); game.addChild(fragment); } // Flash screen briefly for explosion effect LK.effects.flashScreen(0xFFFFFF, 100); // Play hit sound LK.getSound('123bullethitenemy').play(); // Destroy enemy and bullet e.destroy(); b.destroy(); bullets.splice(i, 1); enemies.splice(j, 1); // Score score += 1; scoreTxt.setText(score); // Small flash effect on ship LK.effects.flashObject(ship, LCD_ACCENT, 120); break; } } } // --- Fragments update --- for (var i = fragments.length - 1; i >= 0; i--) { var f = fragments[i]; f.update(); // Remove if off screen or fully transparent if (f.y > GAME_H + 100 || f.x < -100 || f.x > GAME_W + 100 || f.alpha <= 0) { f.destroy(); fragments.splice(i, 1); } } // --- Enemies update --- for (var i = enemies.length - 1; i >= 0; i--) { var e = enemies[i]; e.update(); // Remove if off screen if (e.x < -e.width) { e.destroy(); enemies.splice(i, 1); continue; } // Check collision with ship if (e.intersects(ship)) { // Ship hit! e.destroy(); enemies.splice(i, 1); lives--; updateLivesUI(); ship.flash(); canMove = false; // Flash screen LK.effects.flashScreen(0xffffff, 200); // After short delay, allow movement again or game over LK.setTimeout(function () { if (lives <= 0) { // Game over LK.showGameOver(); } else { canMove = true; } }, 600); break; } } // --- Cluster rockets update --- for (var i = clusterRockets.length - 1; i >= 0; i--) { var r = clusterRockets[i]; r.update(); // Remove if off screen or exploded if (r.x < -r.width || r.hasExploded) { r.destroy(); clusterRockets.splice(i, 1); continue; } // Check collision with ship if (r.intersects(ship)) { r.explode(); lives--; updateLivesUI(); ship.flash(); canMove = false; // Flash screen LK.effects.flashScreen(0xFFFF00, 300); // After short delay, allow movement again or game over LK.setTimeout(function () { if (lives <= 0) { // Game over LK.showGameOver(); } else { canMove = true; } }, 600); break; } } // --- Fire fragments update --- for (var i = fireFragments.length - 1; i >= 0; i--) { var f = fireFragments[i]; f.update(); // Remove if lifetime expired or off screen if (f.lifetime <= 0 || f.y > GAME_H + 100 || f.x < -100 || f.x > GAME_W + 100) { f.destroy(); fireFragments.splice(i, 1); continue; } // Check collision with ship if (f.intersects(ship)) { f.destroy(); fireFragments.splice(i, 1); lives--; updateLivesUI(); ship.flash(); canMove = false; // Flash screen LK.effects.flashScreen(0xFF4500, 200); // After short delay, allow movement again or game over LK.setTimeout(function () { if (lives <= 0) { // Game over LK.showGameOver(); } else { canMove = true; } }, 600); break; } } // --- Enemy spawn --- enemySpawnTimer--; if (enemySpawnTimer <= 0) { spawnEnemy(); // Faster spawn as score increases var minInterval = 18; var interval = Math.max(minInterval, ENEMY_SPAWN_INTERVAL - Math.floor(score / 8) * 4); enemySpawnTimer = interval + Math.floor(Math.random() * 12); } // --- Cluster rocket spawn --- rocketSpawnTimer--; if (rocketSpawnTimer <= 0) { spawnClusterRocket(); // Spawn rockets less frequently than enemies rocketSpawnTimer = 300 + Math.floor(Math.random() * 200); } }; // --- Center score text --- scoreTxt.setText(score); scoreTxt.anchor.set(0.5, 0); scoreTxt.x = 0; // LK.gui.top is centered horizontally // --- LCD-style background (monochrome rectangle) --- function addBackground() { // Use the background asset at its native resolution, then scale up to fit the game area to avoid blur var bg = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, x: GAME_W / 2, y: GAME_H / 2 }); // Calculate scale factors to fit the game area var scaleX = GAME_W / bg.width; var scaleY = GAME_H / bg.height; bg.scaleX = scaleX; bg.scaleY = scaleY; game.addChildAt(bg, 0); // Ensure background is at the bottom layer // LCD accent border (use a shape asset for a crisp border) var border = LK.getAsset('lcd_life', { width: GAME_W - 120, height: GAME_H - 120, color: LCD_ACCENT, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); border.alpha = 0.08; border.x = GAME_W / 2; border.y = GAME_H / 2; game.addChildAt(border, 1); } addBackground(); // --- Play background music --- LK.playMusic('1alarmofwar'); // --- On game over, reset state --- LK.on('gameover', function () { LK.stopMusic(); resetGame(); }); // --- On you win (not used, but for completeness) --- LK.on('youwin', function () { LK.stopMusic(); resetGame(); });
===================================================================
--- original.js
+++ change.js
@@ -20,8 +20,47 @@
self.y -= self.speed;
};
return self;
});
+// Cluster Rocket
+var ClusterRocket = Container.expand(function () {
+ var self = Container.call(this);
+ var rocketGfx = self.attachAsset('cluster_rocket', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.width = rocketGfx.width;
+ self.height = rocketGfx.height;
+ self.speed = 12;
+ self.hasExploded = false;
+ self.update = function () {
+ self.x -= self.speed;
+ // Explode when reaching center of screen
+ if (self.x <= GAME_W / 2 && !self.hasExploded) {
+ self.explode();
+ }
+ };
+ self.explode = function () {
+ self.hasExploded = true;
+ // Create fire fragments
+ var fragmentCount = 8 + Math.floor(Math.random() * 4);
+ for (var i = 0; i < fragmentCount; i++) {
+ var fragment = new FireFragment();
+ fragment.x = self.x;
+ fragment.y = self.y;
+ var angle = Math.PI * 2 * i / fragmentCount + (Math.random() - 0.5) * 0.5;
+ var speed = 8 + Math.random() * 6;
+ fragment.velocityX = Math.cos(angle) * speed;
+ fragment.velocityY = Math.sin(angle) * speed;
+ fragment.rotationSpeed = (Math.random() - 0.5) * 0.4;
+ fireFragments.push(fragment);
+ game.addChild(fragment);
+ }
+ // Flash screen for explosion effect
+ LK.effects.flashScreen(0xFFFF00, 200);
+ };
+ return self;
+});
// Enemy
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGfx = self.attachAsset('lcd_enemy', {
@@ -63,8 +102,38 @@
self.alpha -= 0.02;
};
return self;
});
+// Fire Fragment
+var FireFragment = Container.expand(function () {
+ var self = Container.call(this);
+ var fragmentGfx = self.attachAsset('fire_fragment', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.width = fragmentGfx.width;
+ self.height = fragmentGfx.height;
+ self.velocityX = 0;
+ self.velocityY = 0;
+ self.rotationSpeed = 0;
+ self.lifetime = 180; // frames
+ self.maxLifetime = 180;
+ self.update = function () {
+ self.x += self.velocityX;
+ self.y += self.velocityY;
+ self.rotation += self.rotationSpeed;
+ self.lifetime--;
+ // Fade out over time
+ self.alpha = self.lifetime / self.maxLifetime;
+ // Change color from yellow to red over time
+ var t = 1 - self.lifetime / self.maxLifetime;
+ var red = Math.floor(255);
+ var green = Math.floor(255 * (1 - t));
+ var blue = 0;
+ self.tint = red << 16 | green << 8 | blue;
+ };
+ return self;
+});
// Player Ship
var Ship = Container.expand(function () {
var self = Container.call(this);
var shipGfx = self.attachAsset('lcd_ship', {
@@ -104,11 +173,11 @@
/****
* Game Code
****/
-// --- LCD color accent for UI ---
-// LCD-style monochrome: use only black, white, and one accent color (e.g. greenish for LCD).
// Ship: white box, Enemy: white ellipse, Bullet: white box, Background: black, Accent: #A3FFB2 (LCD green).
+// LCD-style monochrome: use only black, white, and one accent color (e.g. greenish for LCD).
+// --- LCD color accent for UI ---
var LCD_ACCENT = 0xA3FFB2;
// --- Game constants ---
var GAME_W = 2048,
GAME_H = 2732;
@@ -122,8 +191,10 @@
var ship;
var bullets = [];
var enemies = [];
var fragments = [];
+var clusterRockets = [];
+var fireFragments = [];
var lives = MAX_LIVES;
var score = 0;
var canMove = true;
var lastTouchX = null;
@@ -155,11 +226,15 @@
// Remove all bullets/enemies/fragments
for (var i = 0; i < bullets.length; i++) bullets[i].destroy();
for (var i = 0; i < enemies.length; i++) enemies[i].destroy();
for (var i = 0; i < fragments.length; i++) fragments[i].destroy();
+ for (var i = 0; i < clusterRockets.length; i++) clusterRockets[i].destroy();
+ for (var i = 0; i < fireFragments.length; i++) fireFragments[i].destroy();
bullets = [];
enemies = [];
fragments = [];
+ clusterRockets = [];
+ fireFragments = [];
lives = MAX_LIVES;
score = 0;
scoreTxt.setText(score);
updateLivesUI();
@@ -230,8 +305,17 @@
}
enemies.push(enemy);
game.addChild(enemy);
}
+// --- Cluster rocket spawn ---
+var rocketSpawnTimer = 0;
+function spawnClusterRocket() {
+ var rocket = new ClusterRocket();
+ rocket.x = ENEMY_SPAWN_X;
+ rocket.y = ENEMY_SPAWN_Y_MIN + Math.random() * (ENEMY_SPAWN_Y_MAX - ENEMY_SPAWN_Y_MIN);
+ clusterRockets.push(rocket);
+ game.addChild(rocket);
+}
// --- Main update loop ---
game.update = function () {
// --- Ship auto-fire ---
tryShoot();
@@ -324,8 +408,71 @@
}, 600);
break;
}
}
+ // --- Cluster rockets update ---
+ for (var i = clusterRockets.length - 1; i >= 0; i--) {
+ var r = clusterRockets[i];
+ r.update();
+ // Remove if off screen or exploded
+ if (r.x < -r.width || r.hasExploded) {
+ r.destroy();
+ clusterRockets.splice(i, 1);
+ continue;
+ }
+ // Check collision with ship
+ if (r.intersects(ship)) {
+ r.explode();
+ lives--;
+ updateLivesUI();
+ ship.flash();
+ canMove = false;
+ // Flash screen
+ LK.effects.flashScreen(0xFFFF00, 300);
+ // After short delay, allow movement again or game over
+ LK.setTimeout(function () {
+ if (lives <= 0) {
+ // Game over
+ LK.showGameOver();
+ } else {
+ canMove = true;
+ }
+ }, 600);
+ break;
+ }
+ }
+ // --- Fire fragments update ---
+ for (var i = fireFragments.length - 1; i >= 0; i--) {
+ var f = fireFragments[i];
+ f.update();
+ // Remove if lifetime expired or off screen
+ if (f.lifetime <= 0 || f.y > GAME_H + 100 || f.x < -100 || f.x > GAME_W + 100) {
+ f.destroy();
+ fireFragments.splice(i, 1);
+ continue;
+ }
+ // Check collision with ship
+ if (f.intersects(ship)) {
+ f.destroy();
+ fireFragments.splice(i, 1);
+ lives--;
+ updateLivesUI();
+ ship.flash();
+ canMove = false;
+ // Flash screen
+ LK.effects.flashScreen(0xFF4500, 200);
+ // After short delay, allow movement again or game over
+ LK.setTimeout(function () {
+ if (lives <= 0) {
+ // Game over
+ LK.showGameOver();
+ } else {
+ canMove = true;
+ }
+ }, 600);
+ break;
+ }
+ }
// --- Enemy spawn ---
enemySpawnTimer--;
if (enemySpawnTimer <= 0) {
spawnEnemy();
@@ -333,8 +480,15 @@
var minInterval = 18;
var interval = Math.max(minInterval, ENEMY_SPAWN_INTERVAL - Math.floor(score / 8) * 4);
enemySpawnTimer = interval + Math.floor(Math.random() * 12);
}
+ // --- Cluster rocket spawn ---
+ rocketSpawnTimer--;
+ if (rocketSpawnTimer <= 0) {
+ spawnClusterRocket();
+ // Spawn rockets less frequently than enemies
+ rocketSpawnTimer = 300 + Math.floor(Math.random() * 200);
+ }
};
// --- Center score text ---
scoreTxt.setText(score);
scoreTxt.anchor.set(0.5, 0);
tank with vertical cannon. In-Game asset. 2d. High contrast. No shadows
horizontal sharp ufo battle plane. In-Game asset. 2d. High contrast. No shadows
elips vertical fire light. In-Game asset. 2d. High contrast. No shadows
anime image style battlefield plains. on this distance as lost angeles burning city at night In-Game asset. 2d. High contrast. No shadows
cluster rocket. In-Game asset. 2d. High contrast. No shadows