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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.
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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
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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
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Please fix the bug: 'Script error.' in or related to this line: 'dragNode = {' Line Number: 354
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Move game logo initialization 20% down on title screen
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Move logo 20% down on screen.
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Make sure title screen is initialized on game load
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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
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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
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Slow down the scrolling of CityBackgroundHD. Railings and road stay the same speed.
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Slow down the scrolling of city background to make it look far away.
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Use high definition image for city background
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Set CityBackground as scrolling background underneath RoadScroll layer for parallax effect.
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Center road2
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Adjust road2 x position to match road.
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Change railing right to function the same way.
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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.
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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 }); } }; });
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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.
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Move position of RailingRight left by 3%
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Move railing right left 3%
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Move railing right left 4%
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While keeping the exact same functionality, combine road and road2 classes into RoadScroll class. Change update accordingly.
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Make sure railing left is added to game.update
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Change the variable names in game code from railing1 and railing2 to railingLeft1 and railingLeft2
===================================================================
--- original.js
+++ change.js
@@ -222,9 +222,9 @@
railingRight1.y = 0;
railingRight2.y = -2732;
// Initialize game state variables
var isStarted = false;
-var isTitle = true;
+var isTitle = true; // Set initial game state to isTitle
// Initialize title screen elements
var gameLogo = LK.getAsset('GameLogo', {
anchorX: 0.5,
anchorY: 0.5,
@@ -334,11 +334,16 @@
};
// Handle touch input for hero movement
var dragNode = null;
game.down = function (x, y, obj) {
- dragNode = hero;
+ if (!isTitle) {
+ dragNode = {
+ x: hero.x,
+ y: hero.y
+ };
+ }
// Add a tilt-back effect during initial movement
- hero.rotation = x > hero.x ? Math.PI / 180 : -Math.PI / 180;
+ 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
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