Code edit (1 edits merged)
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trucks life is decreasing by 2 when hit by missl?
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at 100 points increase rate of fire from pirates, and increase spawn rate of pirates
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decrease the rate of extra life drops
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create +1 life pod the randomly drops and falls when a pirate explodes.
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have missles point in the direction that they're going
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decrease rate of firing missiles from pirates
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rotate dot to point directly at the truck
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give truck 3 lives, display number of lives the truck has below the score banner
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set dot health to 3, do not display a health bar
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remove dot health bar and set health to 1
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increase the size of the score banner
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have dot move towards truck as it falls
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yellow and red stars dissappeared
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stars should fall
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dot falls at consistand speed
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have dot fall toward the truck, but never sideways or upwards, just falling toward
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dot, Make sure that when health = 3, scaleX is set to 1 (full width). If scaleX should represent the proportion of health, adjust accordingly.
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health bar, To make scaling intuitive (i.e., scaling from the left side), set the anchor point's x to 0. This way, scaling will only affect the right side, keeping the left side anchored.
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dot, To prevent division by zero, add a condition to check if the distance is greater than a small threshold before updating the position.
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set the health bar of the dot to stay directly above dot
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increase speed of dot to 5
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have dot fly toward truck, if collides, sudtract 15 points
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display current points at the top of the screen in white letters and numbers, in a retro fount
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Remove the redundant self.healthBar.y assignment in the initialization or ensure it's correctly updated relative to the DOT's position.
/**** * Classes ****/ // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -5; self.update = function () { self.y += self.speed; }; }); // Explosion class var Explosion = Container.expand(function () { var self = Container.call(this); var explosionGraphics = self.attachAsset('explosion', { anchorX: 0.5, anchorY: 0.5 }); self.lifetime = 30; // Duration of the explosion effect self.update = function () { self.lifetime--; if (self.lifetime <= 0) { self.destroy(); } }; }); // Missile class var Missile = Container.expand(function () { var self = Container.call(this); var missileGraphics = self.attachAsset('missile', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { self.x += self.vx; self.y += self.vy; }; }); // Space DOT class var SpaceDOT = Container.expand(function () { var self = Container.call(this); var dotGraphics = self.attachAsset('spaceDOT', { anchorX: 0.0, anchorY: 0.5 }); self.speed = 5; self.health = 3; self.healthBar = self.attachAsset('healthBar', { anchorX: 0.5, anchorY: 0.5 }); // self.healthBar.y = -self.height / 2 - 10; // Position the health bar above the DOT self.healthBar.scaleX = self.health / 3; // self.healthBar.y = self.y - self.height / 2 - 10; // Update the health bar position self.update = function () { // Calculate direction towards the truck var dx = truck.x - self.x; var dy = truck.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0.1) { // Prevent division by zero // Move downwards at a consistent speed self.y += self.speed; } self.healthBar.scaleX = self.health / 3; // Set scaleX to 1 when health is 3 self.healthBar.x = self.x - self.healthBar.width * self.healthBar.scaleX / 2; // Center the health bar horizontally self.healthBar.y = self.y - self.height / 2 - 10; // Position the health bar directly above the DOT if (self.y > 2732) { self.y = -self.height; } }; }); // Space Pirate class var SpacePirate = Container.expand(function () { var self = Container.call(this); var pirateGraphics = self.attachAsset('spacePirate', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.y = -self.height; } // Space pirates fire missiles if (LK.ticks % 60 == 0) { var newMissile = new Missile(); newMissile.x = self.x; newMissile.y = self.y; // Calculate direction towards the truck var dx = truck.x - self.x; var dy = truck.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); newMissile.vx = dx / distance * newMissile.speed; newMissile.vy = dy / distance * newMissile.speed; missiles.push(newMissile); game.addChild(newMissile); } }; }); //<Assets used in the game will automatically appear here> // Truck class var Truck = Container.expand(function () { var self = Container.call(this); var truckGraphics = self.attachAsset('truck', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { // Truck movement logic // Touch-based controls for truck movement game.move = function (x, y, obj) { self.x = x; self.y = y; }; if (LK.ticks % 30 == 0) { var newBullet = new Bullet(); newBullet.x = self.x; newBullet.y = self.y; bullets.push(newBullet); game.addChild(newBullet); } }; self.move = function (x, y, obj) { self.x = x; self.y = y; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize stars for (var i = 0; i < 100; i++) { var redStar = game.addChild(LK.getAsset('redStar', { x: Math.random() * 2048, y: Math.random() * 2732 })); var blueStar = game.addChild(LK.getAsset('blueStar', { x: Math.random() * 2048, y: Math.random() * 2732 })); var yellowStar = game.addChild(LK.getAsset('yellowStar', { x: Math.random() * 2048, y: Math.random() * 2732 })); } // Initialize bullets var bullets = []; // Initialize missiles var missiles = []; // Initialize truck var truck = game.addChild(new Truck()); truck.x = 2048 / 2; truck.y = 2732 - 200; // Initialize space pirates var spacePirates = []; var pirateSpawnInterval = LK.setInterval(function () { var pirate = new SpacePirate(); pirate.x = Math.random() * 2048; pirate.y = Math.random() * -2732; // Ensure pirates spawn off-screen initially spacePirates.push(pirate); game.addChild(pirate); }, 5000); // Spawn a pirate every 5 seconds // Initialize space DOTs var spaceDOTs = []; var dotSpawnInterval = LK.setInterval(function () { var dot = new SpaceDOT(); dot.x = Math.random() * 2048; dot.y = Math.random() * -500; spaceDOTs.push(dot); game.addChild(dot); }, 10000); // Spawn a DOT every 10 seconds // Handle truck movement game.move = function (x, y, obj) { truck.x = x; truck.y = y; }; // Display current points at the top of the screen in white letters and numbers, in a retro font var scoreDisplay = new Text2('Score: 0', { size: 50, fill: "#ffffff", font: "'Press Start 2P', cursive" // Retro font }); scoreDisplay.anchor.set(0.5, 0); // Center the text horizontally LK.gui.top.addChild(scoreDisplay); // Update game logic game.update = function () { // Update score display scoreDisplay.setText('Score: ' + LK.getScore()); // Update game logic // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { bullets[i].update(); // Remove bullets that go off screen if (bullets[i].y < -50) { game.removeChild(bullets[i]); bullets.splice(i, 1); continue; } // Check collision with space pirates for (var j = spacePirates.length - 1; j >= 0; j--) { if (bullets[i].intersects(spacePirates[j])) { game.removeChild(bullets[i]); var explosion = new Explosion(); explosion.x = spacePirates[j].x; explosion.y = spacePirates[j].y; game.addChild(explosion); game.removeChild(spacePirates[j]); bullets.splice(i, 1); spacePirates.splice(j, 1); LK.setScore(LK.getScore() + 5); // Add 5 points for destroying a space pirate break; } } // Check collision with spaceDOTs for (var j = spaceDOTs.length - 1; j >= 0; j--) { if (bullets[i] && bullets[i].intersects(spaceDOTs[j])) { game.removeChild(bullets[i]); bullets.splice(i, 1); spaceDOTs[j].health -= 1; if (spaceDOTs[j].health <= 0) { var explosion = new Explosion(); explosion.x = spaceDOTs[j].x; explosion.y = spaceDOTs[j].y; game.addChild(explosion); game.removeChild(spaceDOTs[j]); spaceDOTs.splice(j, 1); LK.setScore(LK.getScore() + 15); // Add 15 points for destroying a DOT } break; } } } for (var i = 0; i < spacePirates.length; i++) { spacePirates[i].update(); // If a space pirate is destroyed, spawn a new one if (spacePirates.length == 0) { var pirate = new SpacePirate(); pirate.x = Math.random() * 2048; pirate.y = Math.random() * -2732; spacePirates.push(pirate); game.addChild(pirate); } } // Update space DOTs for (var i = 0; i < spaceDOTs.length; i++) { spaceDOTs[i].update(); // Check collision with truck if (spaceDOTs[i].intersects(truck)) { var explosion = new Explosion(); explosion.x = spaceDOTs[i].x; explosion.y = spaceDOTs[i].y; game.addChild(explosion); game.removeChild(spaceDOTs[i]); spaceDOTs.splice(i, 1); LK.setScore(LK.getScore() - 15); // Subtract 15 points for collision with the truck } } // Update missiles for (var i = missiles.length - 1; i >= 0; i--) { missiles[i].update(); // Remove missiles that go off screen if (missiles[i].y > 2732 || missiles[i].x < -50 || missiles[i].x > 2098) { game.removeChild(missiles[i]); missiles.splice(i, 1); continue; } // Check collision with truck if (missiles[i].intersects(truck)) { game.removeChild(missiles[i]); missiles.splice(i, 1); LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } };
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--- original.js
+++ change.js
@@ -63,12 +63,10 @@
var dy = truck.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0.1) {
// Prevent division by zero
- if (dy > 0) {
- // Only move downwards
- self.y += dy / distance * self.speed;
- }
+ // Move downwards at a consistent speed
+ self.y += self.speed;
}
self.healthBar.scaleX = self.health / 3; // Set scaleX to 1 when health is 3
self.healthBar.x = self.x - self.healthBar.width * self.healthBar.scaleX / 2; // Center the health bar horizontally
self.healthBar.y = self.y - self.height / 2 - 10; // Position the health bar directly above the DOT