User prompt
The animation did not work. All I saw was a blinking dot and no line stretching out from it. Also the soldier clone did not spawn.
User prompt
I didn’t see the tv affect when the soldier clone spawned. Also remember the clone should not move until the animation is complete.
User prompt
Let’s redo the tv affect a little bit. The effect should start basically as a dot that stretches into a horizontal line that’s twice as wide as the soldier clone asset. Then the line should compress to half its width and the soldier clone should stretch vertically from behind the line until it’s at all size. During this it should not move until animation is complete.
User prompt
The scanlines for the soldier clone spawn should be smaller, only twice the size of the soldier clone horizontally and the soldier clone should asset should start in a squished state behind the line until gradually stretching out to full size.
User prompt
Can you create a TVTurnOnEffect class that uses white scanlines and scaling to create a retro TV power-on animation? It should start as a thin horizontal line and expand vertically while showing scanline effects. This will be used when spawning Soldier Clones.
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User prompt
Increase the time before Blaster begins laser sequence.
Code edit (8 edits merged)
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Replace laser mechanic start sliding with this: LaserMechanic.prototype.startSliding = function () { this.isSliding = true; this.slideStartTime = LK.ticks; };
User prompt
Replace laser mechanic update firing with this: LaserMechanic.prototype.updateFiring = function () { if (!this.isFiring) return; var fireProgress = (LK.ticks - this.fireStartTime) / this.fireDuration; if (fireProgress <= 1) { // Add new segments quickly until desired length if (this.segments.length < 20 && LK.ticks % 2 === 0) { // Adjust segment count and speed var lastSegment = this.segments[this.segments.length - 1]; var segment = new LaserBeamSegment(); // Position new segment based on last one segment.x = lastSegment.x - Math.sin(this.rotation) * segment.height; segment.y = lastSegment.y + Math.cos(this.rotation) * segment.height; segment.rotation = this.rotation; game.addChild(segment); this.segments.push(segment); } } else { this.isFiring = false; this.startSliding(); } };
User prompt
Replace laser mechanic start firing with this: LaserMechanic.prototype.startFiring = function () { if (!this.origin || !this.targetX || !this.targetY || this.isFiring) { return; } this.isFiring = true; this.fireStartTime = LK.ticks; // Calculate direction var dirX = this.targetX - this.origin.x; var dirY = this.targetY - this.origin.y; this.rotation = Math.atan2(dirY, dirX) - Math.PI / 2; // Create array to hold segments this.segments = []; // Create initial segment var segment = new LaserBeamSegment(); segment.x = this.origin.x; segment.y = this.origin.y; segment.rotation = this.rotation; game.addChild(segment); this.segments.push(segment); };
User prompt
Add this class to the game:var LaserBeamSegment = Container.expand(function() { var self = Container.call(this); // Attach laser segment graphic var laserGraphics = self.attachAsset('LaserBeam', { anchorX: 0.5, anchorY: 0.5, scaleX: 1, scaleY: 1 // Each segment stays at normal scale }); // Handle own collision self.update = function() { if (CollisionManager.checkCollision(self, hero)) { if (hero.shielded) { hero.shieldLevel -= 1; if (hero.shieldLevel <= 0) { hero.shielded = false; if (hero.shieldGraphics) { hero.shieldGraphics.destroy(); hero.shieldGraphics = null; } } } else { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } // Check clone collisions for (var i = soldierClones.length - 1; i >= 0; i--) { var clone = soldierClones[i]; if (CollisionManager.checkCollision(self, clone)) { clone.destroy(); break; } } }; return self; });
User prompt
Add 30% to the slide duration for Blaster
Code edit (1 edits merged)
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Code edit (1 edits merged)
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User prompt
Reduce the time before blaster initial laser fire.
Code edit (7 edits merged)
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User prompt
Please fix the bug: 'ReferenceError: Can't find variable: laserBeam' in or related to this line: 'if (CollisionManager.checkCollision(laserBeam, hero)) {' Line Number: 1978
Code edit (1 edits merged)
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Code edit (8 edits merged)
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User prompt
Decrease the initial time before Blaster fires their laser
Code edit (8 edits merged)
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User prompt
In the laser mechanic change the collision box to visible.
Code edit (1 edits merged)
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===================================================================
--- original.js
+++ change.js
@@ -10,9 +10,9 @@
});
self.HitPoints = 10;
self.speed = 3;
// Laser attack properties
- self.laserMechanic = new LaserMechanic(self, 60, 30, 30); // charge, fire, slide durations
+ self.laserMechanic = new LaserMechanic(self, 60, 30, 39); // charge, fire, slide durations
self.nextAttackTime = LK.ticks + randomRange(60, 180); // 1-3 seconds initial delay
function randomRange(min, max) {
return Math.floor(Math.random() * (max - min + 1)) + min;
}
@@ -1403,31 +1403,35 @@
var CollisionManager = {
checkCollision: function checkCollision(obj1, obj2) {
// Special case for laser beam
if (obj1.constructor.name === 'LaserBeam' || obj1 === 'LaserBeam') {
- // Get laser's parent mechanic
+ // Line segment collision
var laser = activeLaserBeams.find(function (l) {
return l.laserBeam === obj1;
});
- if (!laser || !laser.startPos || !laser.endPos) {
+ if (!laser) {
return false;
}
- // Use more check points and ensure we're using full length
- var numPoints = 20; // Increased number of check points
- var currentLength = obj1.height * obj1.scaleY;
- for (var i = 0; i <= numPoints; i++) {
- var t = i / numPoints;
- var checkPoint = {
- x: laser.startPos.x + (laser.endPos.x - laser.startPos.x) * t,
- y: laser.startPos.y + (laser.endPos.y - laser.startPos.y) * t,
- width: obj1.width,
- height: obj1.height
- };
- if (this.circleCollision(checkPoint, obj2)) {
- return true;
- }
- }
- return false;
+ // Get laser start and end points
+ var laserLength = obj1.height * obj1.scaleY;
+ var startX = obj1.x;
+ var startY = obj1.y;
+ var endX = startX - Math.sin(obj1.rotation) * laserLength;
+ var endY = startY + Math.cos(obj1.rotation) * laserLength;
+ // Get target radius for collision
+ var targetRadius = Math.min(obj2.width, obj2.height) * 0.4;
+ // Check if point-to-line distance is less than target radius
+ var dx = endX - startX;
+ var dy = endY - startY;
+ var len = Math.sqrt(dx * dx + dy * dy);
+ // Get point to line segment distance
+ var t = ((obj2.x - startX) * dx + (obj2.y - startY) * dy) / (len * len);
+ t = Math.max(0, Math.min(1, t));
+ var nearestX = startX + t * dx;
+ var nearestY = startY + t * dy;
+ // Check distance from nearest point
+ var distance = Math.sqrt((obj2.x - nearestX) * (obj2.x - nearestX) + (obj2.y - nearestY) * (obj2.y - nearestY));
+ return distance < targetRadius;
}
return this.circleCollision(obj1, obj2);
},
getObjectRadius: function getObjectRadius(obj) {
@@ -1769,14 +1773,33 @@
LK.showGameOver();
}
}
}
- // Update active laser beams
for (var l = activeLaserBeams.length - 1; l >= 0; l--) {
var laser = activeLaserBeams[l];
if (laser.laserBeam) {
- // Check hero collision with collision box
- if (CollisionManager.checkCollision(laser.laserBeam, hero)) {
+ // Get laser's line segment
+ var length = laser.laserBeam.height * laser.laserBeam.scaleY;
+ var startX = laser.laserBeam.x;
+ var startY = laser.laserBeam.y;
+ var endX = startX - Math.sin(laser.laserBeam.rotation) * length;
+ var endY = startY + Math.cos(laser.laserBeam.rotation) * length;
+ // Get hero's circle
+ var heroRadius = Math.min(hero.width, hero.height) * 0.4;
+ // Check distance from hero to laser line
+ var dx = endX - startX;
+ var dy = endY - startY;
+ var len = Math.sqrt(dx * dx + dy * dy);
+ // Project hero position onto laser line
+ var t = ((hero.x - startX) * dx + (hero.y - startY) * dy) / (len * len);
+ t = Math.max(0, Math.min(1, t)); // Clamp to line segment
+ // Get nearest point on line
+ var nearestX = startX + t * dx;
+ var nearestY = startY + t * dy;
+ // Check distance
+ var distance = Math.sqrt((hero.x - nearestX) * (hero.x - nearestX) + (hero.y - nearestY) * (hero.y - nearestY));
+ if (distance < heroRadius) {
+ // Use existing collision handling
if (hero.shielded) {
hero.shieldLevel -= 1;
if (hero.shieldLevel <= 0) {
hero.shielded = false;
@@ -1796,12 +1819,18 @@
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
- // Check clone collisions
+ // Do the same for clones
for (var i = soldierClones.length - 1; i >= 0; i--) {
var clone = soldierClones[i];
- if (CollisionManager.checkCollision(laser.laserBeam, clone)) {
+ var cloneRadius = Math.min(clone.width, clone.height) * 0.4;
+ t = ((clone.x - startX) * dx + (clone.y - startY) * dy) / (len * len);
+ t = Math.max(0, Math.min(1, t));
+ nearestX = startX + t * dx;
+ nearestY = startY + t * dy;
+ distance = Math.sqrt((clone.x - nearestX) * (clone.x - nearestX) + (clone.y - nearestY) * (clone.y - nearestY));
+ if (distance < cloneRadius) {
clone.destroy();
break;
}
}
@@ -1904,101 +1933,33 @@
return;
}
this.isFiring = true;
this.fireStartTime = LK.ticks;
+ // Create laser at full size immediately
this.laserBeam = LK.getAsset('LaserBeam', {
anchorX: 0.5,
anchorY: 0,
scaleX: 1,
- scaleY: 5
+ scaleY: 20 // Start at full scale
});
game.addChild(this.laserBeam);
activeLaserBeams.push(this);
- // Add highly visible debug markers at start and target
- var startMarker = LK.getAsset('LaserCharge', {
- anchorX: 0.5,
- anchorY: 0.5,
- scale: {
- x: 2,
- y: 2
- },
- // Much bigger
- alpha: 1,
- // Fully visible
- tint: 0xFF0000 // Bright red
- });
- startMarker.x = this.origin.x;
- startMarker.y = this.origin.y;
- game.addChild(startMarker);
- var targetMarker = LK.getAsset('LaserCharge', {
- anchorX: 0.5,
- anchorY: 0.5,
- scale: {
- x: 2,
- y: 2
- },
- alpha: 1,
- tint: 0x00FF00 // Bright green
- });
- targetMarker.x = this.targetX;
- targetMarker.y = this.targetY;
- game.addChild(targetMarker);
- // Store these as properties so we can track them
- this.startMarker = startMarker;
- this.targetMarker = targetMarker;
- // Rest of the function stays the same
- this.startPos = {
- x: this.origin.x,
- y: this.origin.y
- };
- var dirX = this.targetX - this.startPos.x;
- var dirY = this.targetY - this.startPos.y;
- var length = Math.sqrt(dirX * dirX + dirY * dirY);
- this.direction = {
- x: dirX / length,
- y: dirY / length
- };
- this.endPos = {
- x: this.startPos.x,
- y: this.startPos.y
- };
- this.laserBeam.x = this.startPos.x;
- this.laserBeam.y = this.startPos.y;
+ // Position and rotate
+ this.laserBeam.x = this.origin.x;
+ this.laserBeam.y = this.origin.y;
+ var dirX = this.targetX - this.laserBeam.x;
+ var dirY = this.targetY - this.laserBeam.y;
this.laserBeam.rotation = Math.atan2(dirY, dirX) - Math.PI / 2;
};
LaserMechanic.prototype.updateFiring = function () {
if (!this.isFiring) {
return;
}
var fireProgress = (LK.ticks - this.fireStartTime) / this.fireDuration;
if (fireProgress <= 1) {
- // Extend the beam
- this.laserBeam.scaleY += (20 - this.laserBeam.scaleY) * 0.1;
- // Update end position based on FULL current length
- var currentLength = this.laserBeam.height * this.laserBeam.scaleY;
- this.endPos.x = this.startPos.x + this.direction.x * currentLength;
- this.endPos.y = this.startPos.y + this.direction.y * currentLength;
- // Keep beam at start position
- this.laserBeam.x = this.startPos.x;
- this.laserBeam.y = this.startPos.y;
- // Debug markers to visualize collision zone
- var numPoints = 10;
- for (var i = 0; i <= numPoints; i++) {
- var t = i / numPoints;
- var marker = LK.getAsset('LaserCharge', {
- anchorX: 0.5,
- anchorY: 0.5,
- scale: {
- x: 0.5,
- y: 0.5
- },
- alpha: 0.8,
- tint: 0xFF0000
- });
- marker.x = this.startPos.x + (this.endPos.x - this.startPos.x) * t;
- marker.y = this.startPos.y + (this.endPos.y - this.startPos.y) * t;
- game.addChild(marker);
- }
+ // Just maintain position
+ this.laserBeam.x = this.origin.x;
+ this.laserBeam.y = this.origin.y;
} else {
this.isFiring = false;
this.startSliding();
}
@@ -2079,8 +2040,28 @@
this.attackComplete = false;
return true;
};
LaserMechanic.prototype.update = function () {
+ // Add state validation
+ if (!this.isCharging && !this.isFiring && !this.isSliding && this.laserBeam) {
+ // If we have a beam but no state, force sliding state
+ this.isSliding = true;
+ this.slideStartTime = LK.ticks;
+ }
+ // Your existing debug marker
+ var stateMarker = LK.getAsset('LaserCharge', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scale: {
+ x: 1,
+ y: 1
+ },
+ alpha: 0.8,
+ tint: this.isCharging ? 0xFF0000 : this.isFiring ? 0x00FF00 : 0x0000FF
+ });
+ stateMarker.x = 50;
+ stateMarker.y = 50;
+ game.addChild(stateMarker);
if (this.isCharging) {
this.updateCharge();
} else if (this.isFiring) {
this.updateFiring();
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