User prompt
Vary dust particles X travel slightly.
User prompt
Hero bullets should originate from the top middle of player.
User prompt
Make rotation slightly faster
User prompt
Dust particles are fully visible on spawn before fading. Speed up their downward speed slightly and a slow random rotation to them.
User prompt
Move them 2% more
User prompt
Move both spawns up 2% and keep all other alignment.
User prompt
Create another dust spawn point an equal distance in from the right of the player asset and alternate their spawn intervals.
User prompt
Move back right half as much as the last move
User prompt
Move dust spawn position left on player
User prompt
Dust particles should start at 75% opacity and then fade out at a medium pace
User prompt
Dust particle generation interval should be in time with the pulsing of player.
User prompt
Dust particles should only travel down from player, like there is a wind blowing them.
User prompt
I want to generate particles at the bottom of the player asset. Use Dust asset and generate 1-2 every 1-2 seconds. Dust particles should be 50% opacity. Dust particles should travel in random trajectories downwards. They should float slowly.
User prompt
Dust particles should generate in two spots on the player. Bottom right and bottom left. Generate 1-2 particles at a time at each location. Time them with the pulses. Particles should float backwards and be destroyed when they leave the screen.
User prompt
Dust particles should start at the bottom of the player and trail slowly behind, moving downwards. And much fewer
User prompt
Use Dust asset to generate dust particles trailing back from player like he is walking.
User prompt
Slow down snap to center on the rotation of the player
User prompt
- Create small deadzone (5-10 pixels) to prevent jitter
User prompt
Add a slight delay to drag control to make player feel like it has more weight
User prompt
A little bit less delay
User prompt
Add a slight delay to drag control to make player feel like it has more weigjt
User prompt
Adjust player movement to feel weightier: - Add small delay (0.1-0.2 seconds) between touch position and player movement - Keep horizontal movement range the same - Player should still track to exact touch position, just slightly delayed
User prompt
Slow down player rate of fire by half
User prompt
Player layer should be above Road layer
User prompt
Move 1% more
/**** * 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 () { // Add delay to player movement if (LK.ticks % 6 == 0) { 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 } // Add scale change to simulate footsteps if (LK.ticks % 24 < 12) { self.scale.x = 1.02; } else { self.scale.x = 0.98; } }; }); // 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(); } }; }); // Road class for the scrolling road var Road = Container.expand(function () { var self = Container.call(this); var roadGraphics = self.attachAsset('Road', { anchorX: 0.5, anchorY: 0 }); self.speed = 2; self.update = function () { self.y += self.speed; if (self.y >= 2732) { self.y = -2732; } }; }); // Road2 class for the scrolling road var Road2 = Container.expand(function () { var self = Container.call(this); var roadGraphics = self.attachAsset('Road2', { anchorX: 0.5, anchorY: 0 }); self.speed = 2; self.update = function () { self.y += self.speed; if (self.y >= 2732) { self.y = -2732; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize the road instances var road1 = game.addChild(new Road()); var road2 = game.addChild(new Road2()); road2.x = 2048 / 2 * 0.94; road1.x = 2048 / 2; road1.y = 0; road2.y = -2732; // 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 the road instances road1.update(); road2.update(); // 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; } } } // Stop enemy generation // Fire bullets if (LK.ticks % 30 == 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
@@ -26,20 +26,23 @@
anchorY: 0.5
});
self.speed = 10;
self.update = function () {
- if (self.y > 2375) {
- self.y -= self.speed;
+ // Add delay to player movement
+ if (LK.ticks % 6 == 0) {
+ 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
}
- // 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
// Add scale change to simulate footsteps
if (LK.ticks % 24 < 12) {
self.scale.x = 1.02;
} else {
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 āeyeā 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