User prompt
When game loads into title screen, make sure game state is set to isTitle. When in that game state, the only valid control is press.
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'hero.rotation = x > hero.x ? -Math.PI / 180 : Math.PI / 180;' Line Number: 356
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'hero.rotation = x > hero.x ? Math.PI / 180 * -1 : Math.PI / 180 * 1;' Line Number: 356
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'dragNode = {' Line Number: 354
User prompt
Move game logo initialization 20% down on title screen
User prompt
Move logo 20% down on screen.
User prompt
Make sure title screen is initialized on game load
User prompt
When the game first loads, show to title screen, but do not initialize player or enemies until after play is pressed. May need to make a game state isStarted and isTitle
User prompt
Create a title screen with: - use the current animated scrolling background showing the game environment - Centered game logo at the top middle - "Play" button underneath the logo - When Play is pressed, have the player character run up from the bottom of the screen
User prompt
Slow down the scrolling of CityBackgroundHD. Railings and road stay the same speed.
User prompt
Slow down the scrolling of city background to make it look far away.
User prompt
Use high definition image for city background
User prompt
Set CityBackground as scrolling background underneath RoadScroll layer for parallax effect.
User prompt
Center road2
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 isnโt working how Iโd 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
/****
* 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 = 2;
var railingGraphics = self.attachAsset('RailingStart', {
anchorX: 0.5,
anchorY: 0
});
// Removed isStart variable as it's no longer needed
self.update = function () {
self.y += self.speed;
if (self.y >= 2732) {
self.y = -2732;
railingGraphics.destroy();
var newAssetType = railingGraphics.assetType === 'RailingStart' ? 'RailingEnd' : 'RailingStart';
railingGraphics = self.attachAsset(newAssetType, {
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 = 2;
self.update = function () {
self.y += self.speed;
if (self.y >= 2732) {
self.y = -2732;
railingGraphics.destroy();
var newAssetType = railingGraphics.assetType === 'RailingStart' ? 'RailingEnd' : 'RailingStart';
railingGraphics = self.attachAsset(newAssetType, {
anchorX: 0.5,
anchorY: 0
});
}
};
});
// 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 railingLeft1 = game.addChild(new RailingLeft());
var railingLeft2 = game.addChild(new RailingLeft());
railingLeft1.x = 2048 * 0.16;
railingLeft2.x = 2048 * 0.16;
railingLeft1.y = 0;
railingLeft2.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
railingLeft1.update();
railingLeft2.update();
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 โeyeโ 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