User prompt
Adjust road2 x position to match road.
User prompt
Change railing right to function the same way.
User prompt
Change railing left class to handle asset switch the same way as RoadScroll does by defining it in initialization. Remove unneeded code in RailingLeft once switched.
User prompt
Replace railing left class with this: var RailingLeft = Container.expand(function () { var self = Container.call(this); self.speed = 2; self.isStart = true; // Track which piece we're using var railingGraphics = self.attachAsset('RailingStart', { anchorX: 0.5, anchorY: 0 }); self.update = function () { self.y += self.speed; if (self.y >= 2732) { self.y = -2732; self.isStart = !self.isStart; // Toggle between start and end railingGraphics.destroy(); var newAssetType = self.isStart ? 'RailingStart' : 'RailingEnd'; railingGraphics = self.attachAsset(newAssetType, { anchorX: 0.5, anchorY: 0 }); } }; });
User prompt
The alternating railing code in RailingLeft and RailingRight isn’t working how I’d like. Graphics of both should start with RailingStart and then connect RailingEnd.
User prompt
Move position of RailingRight left by 3%
User prompt
Move railing right left 3%
User prompt
Move railing right left 4%
User prompt
While keeping the exact same functionality, combine road and road2 classes into RoadScroll class. Change update accordingly.
User prompt
Make sure railing left is added to game.update
User prompt
Change the variable names in game code from railing1 and railing2 to railingLeft1 and railingLeft2
User prompt
Remove the var is start from railing left class.
User prompt
Keeping the same position, match the railing right code in the railing left class
User prompt
Set railing left scroll speed to 2
User prompt
Slow down railing left scroll speed
User prompt
Slow down railing left scroll speed to match railing right.
User prompt
Slow down railing right to synch up with railing left.
User prompt
Railing left needs to start with railing start and then immediately switch to railing end.
User prompt
Railing Right should use alternating instances of RailingStart and RailingEnd like Railing Left. Also match scroll speed of railing right to railing left.
User prompt
Make sure the graphics are attached properly in the RailingLeft class
User prompt
Make sure RailingLeft layer is above the road and road2 layer.
User prompt
Railing left class should be initialized above road class
User prompt
Have the RailingLeft class use alternating instances of RailingStart and RailingEnd
User prompt
Rename Railing asset as RailingStart. Rename Railing2 asset as RailingEnd. Change code as necessary
User prompt
Combine Railing and Railing2 classes into a RailingLeft class. Keep assets and functionality the same.
/**** * Classes ****/ // Enemy class representing the enemy robots var Drone = Container.expand(function () { var self = Container.call(this); var droneGraphics = self.attachAsset('Drone', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; }); // Dust class for dust particles var Dust = Container.expand(function () { var self = Container.call(this); var dustGraphics = self.attachAsset('Dust', { anchorX: 0.5, anchorY: 0.5 }); dustGraphics.alpha = 0.75; self.speed = Math.random() * 3 + 1; self.rotationSpeed = Math.random() * 0.02 - 0.01; // Random rotation speed between -0.01 and 0.01 self.direction = Math.random() * Math.PI * 0.5; self.update = function () { self.y += self.speed; self.x += Math.sin(self.direction) * self.speed; // Add slight X travel based on direction self.rotation += self.rotationSpeed; // Add rotation dustGraphics.alpha -= 0.01; // fade out at a medium pace if (self.y > 2732 || dustGraphics.alpha <= 0) { 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 * 1; // Rotate 1 degree to the right if (self.rotation > Math.PI / 180 * 5) { self.rotation = Math.PI / 180 * 5; } } else if (self.x < self.prevX) { self.rotation -= Math.PI / 180 * 1; // Rotate 1 degree to the left if (self.rotation < Math.PI / 180 * -5) { self.rotation = Math.PI / 180 * -5; } } else { if (self.rotation > 0) { self.rotation -= Math.PI / 180 * 1; if (self.rotation < 0) { self.rotation = 0; } } else if (self.rotation < 0) { self.rotation += Math.PI / 180 * 1; if (self.rotation > 0) { self.rotation = 0; } } } 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(); } }; }); // RailingLeft class for the scrolling left railing var RailingLeft = Container.expand(function () { var self = Container.call(this); self.speed = 3; self.assetType = 'RailingStart'; self.update = function () { self.y += self.speed; if (self.y >= 2732) { self.y = -2732; self.assetType = self.assetType === 'RailingStart' ? 'RailingEnd' : 'RailingStart'; self.attachAsset(self.assetType, { anchorX: 0.5, anchorY: 0 }); } }; }); // RailingRight class for the scrolling right railing var RailingRight = Container.expand(function () { var self = Container.call(this); var railingGraphics = self.attachAsset('RailingEnd', { anchorX: 0.5, anchorY: 0 }); self.speed = 3; self.update = function () { self.y += self.speed; if (self.y >= 2732) { self.y = -2732; } }; }); // 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 the left railing instances var railing1 = game.addChild(new RailingLeft()); var railing2 = game.addChild(new RailingLeft()); railing1.x = 2048 * 0.16; railing2.x = 2048 * 0.16; railing1.y = 0; railing2.y = -2732; // Initialize the right railing instances var railingRight1 = game.addChild(new RailingRight()); var railingRight2 = game.addChild(new RailingRight()); railingRight1.x = 2048 * 0.84; railingRight2.x = 2048 * 0.84; railingRight1.y = 0; railingRight2.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 the right railing instances railingRight1.update(); railingRight2.update(); 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 Drones from the top of the screen if (LK.ticks % 120 == 0) { var newDrone = new Drone(); newDrone.x = Math.random() * 2048; // Random x position across the width of the screen newDrone.y = -newDrone.height; // Start just outside the top of the screen enemies.push(newDrone); game.addChild(newDrone); } // Fire bullets if (LK.ticks % 30 == 0) { var newBullet = new HeroBullet(); newBullet.x = hero.x; newBullet.y = hero.y - hero.height / 2; heroBullets.push(newBullet); game.addChild(newBullet); } // Generate dust particles in sync with player pulsing if (LK.ticks % 24 == 0) { var newDust = new Dust(); newDust.x = hero.x - hero.width / 4; // Move dust spawn position right half as much as the last move newDust.y = hero.y + hero.height / 2 * 0.93; // Move dust spawn point up 3% more game.addChild(newDust); } else if (LK.ticks % 24 == 12) { var newDust = new Dust(); newDust.x = hero.x + hero.width / 4; // Create another dust spawn point an equal distance in from the right of the player asset newDust.y = hero.y + hero.height / 2 * 0.93; // Move dust spawn point up 3% more game.addChild(newDust); } }; // 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) { // Add a slight delay to the drag control to make the player feel like it has more weight dragNode.x += (x - dragNode.x) * 0.1; 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()); // Update the left railing instances railing1.update(); railing2.update();
===================================================================
--- original.js
+++ change.js
@@ -171,22 +171,22 @@
/****
* Game Code
****/
-// Initialize the left railing instances
-var railing1 = game.addChild(new RailingLeft());
-var railing2 = game.addChild(new RailingLeft());
-railing1.x = 2048 * 0.16;
-railing2.x = 2048 * 0.16;
-railing1.y = 0;
-railing2.y = -2732;
// 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 the left railing instances
+var railing1 = game.addChild(new RailingLeft());
+var railing2 = game.addChild(new RailingLeft());
+railing1.x = 2048 * 0.16;
+railing2.x = 2048 * 0.16;
+railing1.y = 0;
+railing2.y = -2732;
// Initialize the right railing instances
var railingRight1 = game.addChild(new RailingRight());
var railingRight2 = game.addChild(new RailingRight());
railingRight1.x = 2048 * 0.84;
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