Code edit (1 edits merged)
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User prompt
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;
};
});
// Red Star class
var RedStar = Container.expand(function () {
var self = Container.call(this);
var starGraphics = self.attachAsset('redStar', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 1; // Set a consistent falling speed for stars
self.update = function () {
self.y += self.speed;
if (self.y > 2732) {
self.y = -self.height; // Reset position to top when it goes off screen
}
};
});
// 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.y = self.y - self.height / 2 - 10; // Update the health bar position
self.update = function () {
// Calculate angle towards the truck
var angle = Math.atan2(truck.y - self.y, truck.x - self.x);
// Rotate the SpaceDOT to point towards the truck
dotGraphics.rotation = angle;
// 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
// Calculate movement towards the truck
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
}
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);
}
};
});
// Star class
var Star = Container.expand(function () {
var self = Container.call(this);
var starGraphics = self.attachAsset('blueStar', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 1; // Set a consistent falling speed for stars
self.update = function () {
self.y += self.speed;
if (self.y > 2732) {
self.y = -self.height; // Reset position to top when it goes off screen
}
};
});
//<Assets used in the game will automatically appear here>
// Truck class
var Truck = Container.expand(function () {
var self = Container.call(this);
self.lives = 3; // Initialize truck with 3 lives
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;
};
});
// Yellow Star class
var YellowStar = Container.expand(function () {
var self = Container.call(this);
var starGraphics = self.attachAsset('yellowStar', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 1; // Set a consistent falling speed for stars
self.update = function () {
self.y += self.speed;
if (self.y > 2732) {
self.y = -self.height; // Reset position to top when it goes off screen
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize stars
var stars = [];
for (var i = 0; i < 100; i++) {
var star;
var randomType = Math.random();
if (randomType < 0.33) {
star = new Star();
} else if (randomType < 0.66) {
star = new RedStar();
} else {
star = new YellowStar();
}
star.x = Math.random() * 2048;
star.y = Math.random() * 2732;
stars.push(star);
game.addChild(star);
}
// Update stars
for (var i = 0; i < stars.length; i++) {
stars[i].update();
}
// 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: 100,
// Increased size for the score banner
fill: "#ffffff",
font: "'Press Start 2P', cursive" // Retro font
});
scoreDisplay.anchor.set(0.5, 0); // Center the text horizontally
LK.gui.top.addChild(scoreDisplay);
// Display truck lives below the score banner
var livesDisplay = new Text2('Lives: 3', {
size: 80,
fill: "#ffffff",
font: "'Press Start 2P', cursive"
});
livesDisplay.anchor.set(0.5, 0);
livesDisplay.y = scoreDisplay.height; // Position below the score banner
LK.gui.top.addChild(livesDisplay);
// Update game logic
game.update = function () {
// Update lives display
livesDisplay.setText('Lives: ' + truck.lives);
// 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);
truck.lives -= 1; // Decrease truck lives by 1
if (truck.lives <= 0) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -66,8 +66,12 @@
self.speed = 5;
self.health = 3;
// self.healthBar.y = self.y - self.height / 2 - 10; // Update the health bar position
self.update = function () {
+ // Calculate angle towards the truck
+ var angle = Math.atan2(truck.y - self.y, truck.x - self.x);
+ // Rotate the SpaceDOT to point towards the truck
+ dotGraphics.rotation = angle;
// 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);