User prompt
Move Road2 an additional 2%
User prompt
Move Road2 position left 3%. Keep other alignment with Road
User prompt
Use Road2 class for second instance of road
User prompt
Create a Road2 class
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'var road2 = game.addChild(new Road2());' Line Number: 108
User prompt
Use Road2 asset instead of second instance.
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'var road2 = game.addChild(new Road2());' Line Number: 108
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'var road2 = game.addChild(new Road2());' Line Number: 108
User prompt
Use Road2 asset for second instance of Road
User prompt
Flip the second instance of road vertically and keep the alignment with the first instance, back to back
User prompt
Flip the second instance of road vertically
User prompt
Create a continuously scrolling vertical road in the center of the screen: - Place my road sprite in the center of the game area - Make the road scroll downward at constant speed - Create seamless scrolling by using two copies of the road sprite - When the first road sprite moves fully off screen bottom, reset its position to above the second sprite - Keep the road centered horizontally - Set scroll speed that feels good for gameplay, around medium walking pace - Road should be about 1/3 of screen width
User prompt
Remove background and scrolling effect
User prompt
Slow down the pulse of the player
User prompt
I want to have constant movement on the player to simulate footsteps. Specifically: , add subtle scale changes: - Pulse the character scale horizontally between 98% and 102% - Alternate every 0.2 seconds - Keep vertical scale constant
User prompt
Stop enemy generation for nkw
User prompt
The first instance of Overpass should not slide up. It should continue off the screen until it’s full off and the reset to top of overpass w
User prompt
The second instance of overpass on the top should be flipped vertically.
User prompt
Flip every second instance of overpass so the edges match.
User prompt
Match tones where the instances are stitched together.
User prompt
Stitch another instance of overpass to the top to create endless scroll.
User prompt
Add additional instances of overpass to create endless scroll.
User prompt
Create vertical scrolling background with overpass.
User prompt
Stitch together overpass for vertical scrolling effect.
User prompt
Make sure overpass is visible and centered in screen.
/**** * Classes ****/ // Enemy class representing the enemy robots var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; }); // Assets will be automatically created and loaded by the LK engine based on their usage in the code. // Hero class representing the player's spaceship var Hero = Container.expand(function () { var self = Container.call(this); self.prevX = self.x; // Initialize prevX with the current x position var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { if (self.y > 2375) { self.y -= self.speed; } // Add rotation based on movement direction if (self.x > self.prevX) { self.rotation = Math.PI / 180 * 5; // Rotate 5 degrees to the right } else if (self.x < self.prevX) { self.rotation = Math.PI / 180 * -5; // Rotate 5 degrees to the left } else { self.rotation = 0; // Reset rotation when movement stops } self.prevX = self.x; // Store the current x position for the next frame }; }); // Bullet class for hero's bullets var HeroBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('heroBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -15; self.update = function () { self.y += self.speed; if (self.y < 0) { self.destroy(); } }; }); // Overpass class for the scrolling background var Overpass = Container.expand(function () { var self = Container.call(this); var overpassGraphics = self.attachAsset('Overpass', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.y = -2400 + self.height * 2; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ var overpass1 = game.addChild(new Overpass()); overpass1.x = 2048 / 2; overpass1.y = 2732 / 2; var overpass2 = game.addChild(new Overpass()); overpass2.x = 2048 / 2; overpass2.y = overpass1.y - overpass1.height; overpass2.scale.x = -1; // Flip the second instance of Overpass horizontally // Initialize variables var hero = game.addChild(new Hero()); hero.x = 2048 / 2; hero.y = 2732 + hero.height; var enemies = []; var heroBullets = []; // Function to handle game updates game.update = function () { // Update hero position based on touch input if (dragNode) { hero.x = dragNode.x; hero.y = dragNode.y; } // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].update(); if (enemies[i].intersects(hero)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } // Update hero bullets for (var j = heroBullets.length - 1; j >= 0; j--) { heroBullets[j].update(); for (var k = enemies.length - 1; k >= 0; k--) { if (heroBullets[j].intersects(enemies[k])) { enemies[k].destroy(); heroBullets[j].destroy(); enemies.splice(k, 1); heroBullets.splice(j, 1); LK.setScore(LK.getScore() + 1); scoreTxt.setText(LK.getScore()); break; } } } // Spawn enemies if (LK.ticks % 60 == 0) { var newEnemy = new Enemy(); newEnemy.x = Math.random() * 2048; newEnemy.y = -50; enemies.push(newEnemy); game.addChild(newEnemy); } // Fire bullets if (LK.ticks % 15 == 0) { var newBullet = new HeroBullet(); newBullet.x = hero.x; newBullet.y = hero.y; heroBullets.push(newBullet); game.addChild(newBullet); } }; // Handle touch input for hero movement var dragNode = null; game.down = function (x, y, obj) { dragNode = { x: hero.x, y: hero.y }; // Add a tilt-back effect during initial movement hero.rotation = x > hero.x ? Math.PI / 180 * -1 : Math.PI / 180 * 1; }; game.move = function (x, y, obj) { if (dragNode) { dragNode.x = x; dragNode.y = hero.y; // Lock the y position to the hero's initial y position } }; game.up = function (x, y, obj) { dragNode = null; }; // Display score var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); scoreTxt.setText(LK.getScore());
===================================================================
--- original.js
+++ change.js
@@ -67,9 +67,8 @@
self.update = function () {
self.y += self.speed;
if (self.y > 2732) {
self.y = -2400 + self.height * 2;
- self.tint = Math.random() * 0xFFFFFF; // Randomly change the tint to match the tones
}
};
});
@@ -88,8 +87,9 @@
overpass1.y = 2732 / 2;
var overpass2 = game.addChild(new Overpass());
overpass2.x = 2048 / 2;
overpass2.y = overpass1.y - overpass1.height;
+overpass2.scale.x = -1; // Flip the second instance of Overpass horizontally
// Initialize variables
var hero = game.addChild(new Hero());
hero.x = 2048 / 2;
hero.y = 2732 + hero.height;
View of a futuristic soldier from directly overhead. White armor with blue glowing cyberpunk details. Holding weapon forward.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
The lights of a futuristic city in the dark at night. Very high above it looking straight down like from an airplane or a map. Background for an endlessly scrolling game.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A big button that say Play to start playing a game. Use neon cyberpunk style.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Overhead view. A hovering robot with a tapered midsection with two bulky arms with claw like hands and a giant red “eye” on top of its body. Looking straight down. Cyberpunk, black with red glowing highlights.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Overhead view. A heavily armored attack robot. Two arms with large gauntlet type fists. Four large red glowing eyes. Three distinct parts, body and two arms. Symmetrical design. Birds Eye view above them looking down on their head. Simple shapes. Low detail. Cyberpunk, black with red glowing highlights.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A red glowing line. Bright red core with subtle outer glow. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A blue transparent dome type shield. Simple graphics. Low details. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A ring of nuclear fire seen from overhead. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A thin robot with goggles riding a hover-bike. Twin blaster guns mounted on front. Top down view. Birds Eye view. Cyberpunk with red glowing highlights... Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Battle drone, circular. White with blue glowing highlights. Birds Eye view from overhead. Cyberpunk. Simple shapes.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
GameTheme
Music
TitleTheme
Music
HeroBlaster
Sound effect
Explosion
Sound effect
PowerUp
Sound effect
CloneSoldier
Sound effect
WeaponPowerUp
Sound effect
Drone
Sound effect
BinaryStorm
Sound effect
LaserCharge
Sound effect
LaserFire
Sound effect
BruiserStomp
Sound effect
RaiderSwoop
Sound effect
ShieldLevelUp
Sound effect
HeroHit
Sound effect
HeroScream
Sound effect