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loop the background when the previous one ends
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spawn loop the background when the previous one ends
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loop the background
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make player class movement corresponding to the mouse input
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automate the player movement only on y axis
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make player class movement corresponding to the mouse input
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Please fix the bug: 'ReferenceError: tween is not defined' in or related to this line: 'tween(game, {' Line Number: 202 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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make the game movement downwards smoothly ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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make this game to move downwards to the screen at certain time
Code edit (6 edits merged)
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spawn the player liitle bit forward
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spawn the player liitle bit forward
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move the player little bit forward
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make the same background asset move down continuously replace the same background asset when previous one completes
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make the background asset scroll down infinitely
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replace backgroundColor with an new asset that can customize
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replace backgroundColor into an asset
Code edit (1 edits merged)
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add same destroy effect when player class destroyed
Code edit (1 edits merged)
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Code edit (2 edits merged)
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when the asteroid class hits player game over
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when the new bullet class hits player game over
Code edit (3 edits merged)
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make new bullet class destroy when they get out of screen
/**** * Classes ****/ // Asteroid class var Asteroid = Container.expand(function () { var self = Container.call(this); // Attach asteroid asset var asteroidGraphics = self.attachAsset('asteroid', { anchorX: 0.5, anchorY: 0.5 }); // Set asteroid speed self.speed = 3; // Update function called every game tick self.update = function () { // Move asteroid based on speed self.y += self.speed; // Destroy asteroid when it gets out of player screen if (self.y > 2732) { self.destroy(); } // Check for collision with player if (self.intersects(player)) { // Trigger game over when asteroid hits player LK.showGameOver(); } }; }); // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); // Attach bullet asset var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); // Set bullet speed self.speed = -14; // Update function called every game tick self.update = function () { self.y += self.speed; // Check for collision with enemy and asteroid var targets = game.children.filter(function (child) { return child instanceof Enemy || child instanceof Asteroid; }); for (var i = 0; i < targets.length; i++) { var target = targets[i]; if (self.intersects(target)) { // Destroy target and bullet on collision target.destroy(); self.destroy(); // Increase score by 100 points when target dies LK.setScore(LK.getScore() + 100); // Update the scoreboard scoreTxt.setText(LK.getScore()); // Add a blasting effect var blast = self.attachAsset('blast', { anchorX: 0.5, anchorY: 0.5 }); blast.x = self.x; blast.y = self.y; game.addChild(blast); // Destroy the blast effect after a short delay LK.setTimeout(function () { blast.destroy(); }, 500); break; } } // Destroy bullet when it gets out of player screen if (self.y < 0 || self.y > 2732) { self.destroy(); } }; }); // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); // Attach enemy asset var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); // Set enemy speed self.speed = 5; // Update function called every game tick self.update = function () { // Move enemy based on speed self.y += self.speed; // Destroy enemy when it gets out of player screen if (self.y > 2732) { self.destroy(); } // Enemy fires a bullet every 60 ticks if (LK.ticks % 60 == 0) { var enemyBullet = game.addChild(new EnemyBullet()); // Set bullet initial position to enemy's position enemyBullet.x = self.x; enemyBullet.y = self.y; // Set bullet speed to move downwards enemyBullet.speed = 6; } }; }); // EnemyBullet class var EnemyBullet = Container.expand(function () { var self = Container.call(this); // Attach bullet asset var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); // Set bullet speed self.speed = 5; // Update function called every game tick self.update = function () { self.y += self.speed; // Check for collision with player if (self.intersects(player)) { // Add a blasting effect var blast = self.attachAsset('blast', { anchorX: 0.5, anchorY: 0.5 }); blast.x = player.x; blast.y = player.y; game.addChild(blast); // Destroy the blast effect after a short delay LK.setTimeout(function () { blast.destroy(); }, 500); // Trigger game over when bullet hits player LK.showGameOver(); } }; }); // Player class var Player = Container.expand(function () { var self = Container.call(this); // Attach player asset var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); // Set player speed self.speed = 5; // Update function called every game tick self.update = function () { // Player movement is handled in game.move event }; }); /**** * Initialize Game ****/ //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> var game = new LK.Game(); /**** * Game Code ****/ //<Write imports for supported plugins here> //<Assets used in the game will automatically appear here> var background = game.attachAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 }); // Create a scoreboard and display it on the screen var scoreTxt = new Text2('0', { size: 150, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); game.update = function () { // Spawn an enemy and an asteroid every 60 ticks if (LK.ticks % 60 == 0) { var enemy = game.addChild(new Enemy()); // Set enemy initial position enemy.x = Math.random() * 2048; enemy.y = 0; var asteroid = game.addChild(new Asteroid()); // Set asteroid initial position asteroid.x = Math.random() * 2048; asteroid.y = 0; } }; var player = game.addChild(new Player()); // Set player initial position player.x = 1024; player.y = 2732 - player.height / 2 - 100; // Add mouse move event to the game game.move = function (x, y, obj) { // Move player only on x axis player.x = x; }; game.down = function (x, y, obj) { // Create a bullet instance var bullet = game.addChild(new Bullet()); // Set bullet initial position to player's position bullet.x = player.x; bullet.y = player.y; }; // Update the scoreboard every game tick scoreTxt.setText(LK.getScore());
===================================================================
--- original.js
+++ change.js
@@ -155,15 +155,21 @@
* Initialize Game
****/
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
-var game = new LK.Game({
- backgroundAsset: 'background'
-});
+var game = new LK.Game();
/****
* Game Code
****/
+//<Write imports for supported plugins here>
+//<Assets used in the game will automatically appear here>
+var background = game.attachAsset('background', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 1024,
+ y: 1366
+});
// Create a scoreboard and display it on the screen
var scoreTxt = new Text2('0', {
size: 150,
fill: 0xFFFFFF
Space craft in facing forward. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
spacecraft in 4k
fire blast. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
asteroid. Single Game Texture. In-Game asset. 2d. No shadows
dark nebula galaxy 4k. Single Game Texture. In-Game asset. 2d. Blank background. No shadows