Code edit (1 edits merged)
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scroll the background and loop the background
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scroll the background and loop the background
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resize the image without lossing the quality
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change the asteroid points in to 50
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stop only the background movement
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scale the background with the screen
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fit the background entirely with the screen
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move every thing except player and background continously downwards to the screen endlesslt
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reset the size of the background
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extend the size of the background fully stretch with the screen
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Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'tween.to(background, {' Line Number: 233 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Update the endless background smoothly and continuously with the previous
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update the endless background smoothly
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update this with a endless background
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move every thing except player continously downwards to the screen endlesslt
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Make the game move upwards at a certain time
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make this game to move upwards to the screen at certain time
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disable make this game to move downwards to the screen at certain time
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duplicate the same background on its end
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extend the background based on the game movement
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stretch the background based on the game movement
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when player destroy when it got hit by asteroid play the blast effect on player
Code edit (1 edits merged)
Please save this source code
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move the player up based on game movement
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * 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)) { // 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 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> //<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; } // Move the player up based on game movement tween(player, { y: player.y - 100 }, { duration: 1000 }); }; var player = game.addChild(new Player()); // Set player initial position player.x = 1024; player.y = 2732 - player.height / 2 - 300; // 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
@@ -206,30 +206,8 @@
// Set asteroid initial position
asteroid.x = Math.random() * 2048;
asteroid.y = 0;
}
- // Move the game downwards smoothly
- tween(game, {
- y: game.y + 100
- }, {
- duration: 1000,
- onComplete: function onComplete() {
- // Check if the game has moved down by the height of the background
- if (game.y >= 2732) {
- // Reset the game's y position
- game.y = 0;
- // Duplicate the background
- var newBackground = game.attachAsset('background', {
- anchorX: 0.5,
- anchorY: 0.5,
- x: 1024,
- y: 1366
- });
- // Move the new background to the back
- game.setChildIndex(newBackground, 0);
- }
- }
- });
// Move the player up based on game movement
tween(player, {
y: player.y - 100
}, {
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