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adjust the road movement speed with a variable
User prompt
adjust the road movement speed with a variable
Code edit (2 edits merged)
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display the score on the game over UI on the screen
User prompt
display the score on the game over screen
Code edit (7 edits merged)
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display the scoreboard on the screen
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Create a scoreboard based on bike distance
Code edit (7 edits merged)
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dont attach bullet to bike
Code edit (1 edits merged)
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Code edit (1 edits merged)
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create an asset called bullet and set spawn from the bike horizontally on the game
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remove bullet logic
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remove bullet asset
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remove make the bike asset to shoot every 5 seconds
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make the bike asset to shoot every 5 seconds
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attach the bullet to the bike
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make the bullet comes from the bike
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make the bike able to shoot
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spawn the obstacle3 asset in the game don't replace the obstacle2 and bike
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spawn the obstacle3 asset in the game
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/**** * Classes ****/ var Bike = Container.expand(function () { var self = Container.call(this); var bikeGraphics = self.attachAsset('bike', { anchorX: 0, anchorY: -2.5, scaleX: 3, scaleY: 3 }); self.update = function () { self.x += 0.5; if (self.x > 2048) { self.x = -100; } }; self.jumping = false; self.jumpCounter = 0; }); var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: -3, anchorY: -2.3, scaleX: 3, scaleY: 3 }); self.update = function () { self.x -= 10; }; }); var Obstacle2 = Container.expand(function () { var self = Container.call(this); var obstacle2Graphics = self.attachAsset('obstacle2', { anchorX: -3, anchorY: 2.3, scaleX: 2, scaleY: 2 }); self.update = function () { self.x -= 10; self.y += 5; // Add a default downward movement for obstacle2 }; }); var Obstacle3 = Container.expand(function () { var self = Container.call(this); var obstacle3Graphics = self.attachAsset('obstacle3', { anchorX: 0, anchorY: 0, scaleX: 5, scaleY: 5 }); self.update = function () { self.x -= 10; }; }); var Road = Container.expand(function () { var self = Container.call(this); var roadGraphics = self.attachAsset('road', { anchorX: 0.5, anchorY: 0.5 }); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ var road = game.addChild(new Road()); road.x = 2048 / 2; road.y = 2732 / 2; var background1 = road; var background2 = new Road(); game.addChild(background2); background2.x = background1.x + 2048; background2.y = 2732 / 2; // Position background2 at the center of the screen vertically var bike = game.addChild(new Bike()); var obstacle = game.addChild(new Obstacle()); obstacle.x = 2048 / 2; obstacle.y = 2732 / 2; bike.x = 0; bike.y = 2732 / 2; var obstacle2; // Define obstacle2 in the global scope game.update = function () { background1.x -= 5; background2.x -= 5; if (background1.x <= -1024) { background1.x = background2.x + 2048; } if (background2.x <= -1024) { background2.x = background1.x + 2048; } if (LK.ticks % Math.floor(Math.random() * 900) == 0) { // 60 ticks per second, so 1800 ticks = 30 seconds var newObstacle = new Obstacle(); newObstacle.x = 2048; // spawn at the right edge of the screen newObstacle.y = 2732 / 2; // spawn at the middle of the screen vertically game.addChild(newObstacle); } // Check if bike collides with obstacle2 if (bike.intersects(obstacle2)) { // Show game over. The game will be automatically paused while game over is showing. LK.showGameOver(); // Calling this will destroy the 'Game' and reset entire game state. } if (bike.jumping) { bike.y -= 50; bike.jumpCounter++; if (bike.jumpCounter > 20) { bike.jumping = false; } } else if (bike.y < 2732 / 2) { bike.y += 15; } else { bike.jumpCounter = 0; } }; game.down = function (x, y, obj) { if (!bike.jumping) { bike.jumping = true; } };
/****
* Classes
****/
var Bike = Container.expand(function () {
var self = Container.call(this);
var bikeGraphics = self.attachAsset('bike', {
anchorX: 0,
anchorY: -2.5,
scaleX: 3,
scaleY: 3
});
self.update = function () {
self.x += 0.5;
if (self.x > 2048) {
self.x = -100;
}
};
self.jumping = false;
self.jumpCounter = 0;
});
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleGraphics = self.attachAsset('obstacle', {
anchorX: -3,
anchorY: -2.3,
scaleX: 3,
scaleY: 3
});
self.update = function () {
self.x -= 10;
};
});
var Obstacle2 = Container.expand(function () {
var self = Container.call(this);
var obstacle2Graphics = self.attachAsset('obstacle2', {
anchorX: -3,
anchorY: 2.3,
scaleX: 2,
scaleY: 2
});
self.update = function () {
self.x -= 10;
self.y += 5; // Add a default downward movement for obstacle2
};
});
var Obstacle3 = Container.expand(function () {
var self = Container.call(this);
var obstacle3Graphics = self.attachAsset('obstacle3', {
anchorX: 0,
anchorY: 0,
scaleX: 5,
scaleY: 5
});
self.update = function () {
self.x -= 10;
};
});
var Road = Container.expand(function () {
var self = Container.call(this);
var roadGraphics = self.attachAsset('road', {
anchorX: 0.5,
anchorY: 0.5
});
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
var road = game.addChild(new Road());
road.x = 2048 / 2;
road.y = 2732 / 2;
var background1 = road;
var background2 = new Road();
game.addChild(background2);
background2.x = background1.x + 2048;
background2.y = 2732 / 2; // Position background2 at the center of the screen vertically
var bike = game.addChild(new Bike());
var obstacle = game.addChild(new Obstacle());
obstacle.x = 2048 / 2;
obstacle.y = 2732 / 2;
bike.x = 0;
bike.y = 2732 / 2;
var obstacle2; // Define obstacle2 in the global scope
game.update = function () {
background1.x -= 5;
background2.x -= 5;
if (background1.x <= -1024) {
background1.x = background2.x + 2048;
}
if (background2.x <= -1024) {
background2.x = background1.x + 2048;
}
if (LK.ticks % Math.floor(Math.random() * 900) == 0) {
// 60 ticks per second, so 1800 ticks = 30 seconds
var newObstacle = new Obstacle();
newObstacle.x = 2048; // spawn at the right edge of the screen
newObstacle.y = 2732 / 2; // spawn at the middle of the screen vertically
game.addChild(newObstacle);
}
// Check if bike collides with obstacle2
if (bike.intersects(obstacle2)) {
// Show game over. The game will be automatically paused while game over is showing.
LK.showGameOver(); // Calling this will destroy the 'Game' and reset entire game state.
}
if (bike.jumping) {
bike.y -= 50;
bike.jumpCounter++;
if (bike.jumpCounter > 20) {
bike.jumping = false;
}
} else if (bike.y < 2732 / 2) {
bike.y += 15;
} else {
bike.jumpCounter = 0;
}
};
game.down = function (x, y, obj) {
if (!bike.jumping) {
bike.jumping = true;
}
};
sci fi bike with person riding facing right side Single Game Texture. In-Game asset. High contrast. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
sci fi bike with person riding facing right side Single Game Texture. In-Game asset. High contrast.
asteroid falling diffrent colors Single Game Texture. In-Game asset. High contrast. No Background