Code edit (2 edits merged)
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decrease spawn rate of space pirates when points reach 500
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at score 500 decrease the spawn rate of space pirates
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'spacePirateMotherShip' has health of 10
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'spacePirateMotherShip' not detecting collisions with bullets
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mothership not detecting collisions
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mothership isnt detecting collisions
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mother ship isnt the right asset
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start game with 490 points and 10 lives
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space pirate mother ship has 5 lives
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create space pirate mother ship that appears after 500 points, then stop generating dot and space pirates, space pirate mother ship drops down about 1/4 of the way down and then stops. it then only moves side to side
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after 300 points increase missile speed
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after 250 POINTS, SPAWN PIRATES More FREQUIENTLY
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make truck invincible for .5 seconds after being hit by a missile
Code edit (1 edits merged)
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life banner flashes green when an extra life is added
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scorer banner flashes red anytime pionts are removed
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score banner flashes green anytime points are added
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lives banner flashes red twice when hit by a missle
User prompt
lives banner flashes red twice when a life is removed
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increase speed of missles
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immediately remove the missile that collides with the truck
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decrease truck life by 1 if hit by pirate
Code edit (1 edits merged)
Please save this source code
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trucks life is decreasing by 2 when hit by missl?
/****
* 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();
}
};
});
// LifePod class
var LifePod = Container.expand(function () {
var self = Container.call(this);
var podGraphics = self.attachAsset('cargo', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2; // Falling speed of the life pod
self.update = function () {
self.y += self.speed;
// Check if the life pod goes off screen
if (self.y > 2732) {
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 = 8;
self.update = function () {
self.x += self.vx;
self.y += self.vy;
// Calculate the angle of movement
var angle = Math.atan2(self.vy, self.vx);
// Rotate the missile to point in the direction of movement
missileGraphics.rotation = angle;
};
});
// 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 % 120 == 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);
}
};
});
// Space Pirate Mother Ship class
var SpacePirateMotherShip = Container.expand(function () {
var self = Container.call(this);
var motherShipGraphics = self.attachAsset('spacePirateMotherShip', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3;
self.direction = 1; // 1 for right, -1 for left
self.health = 10; // Initialize mother ship with 10 lives
self.update = function () {
// Move side to side
self.x += self.speed * self.direction;
if (self.x > 2048 - self.width / 2 || self.x < self.width / 2) {
self.direction *= -1; // Change direction
}
};
});
// 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 = 10; // Initialize truck with 10 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
****/
// Flag to check if the mother ship has been spawned
var motherShipSpawned = false;
// 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 score to 490 points
LK.setScore(490);
// 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 () {
// Increase missile speed after reaching 300 points
if (LK.getScore() >= 300) {
for (var i = 0; i < missiles.length; i++) {
missiles[i].speed = 12; // Increase speed
}
}
// Spawn Space Pirate Mother Ship after reaching 500 points
if (LK.getScore() >= 500 && !motherShipSpawned) {
// Stop generating DOTs and space pirates
LK.clearInterval(pirateSpawnInterval);
LK.clearInterval(dotSpawnInterval);
// Spawn the mother ship
var motherShip = new SpacePirateMotherShip();
motherShip.x = 2048 / 2;
motherShip.y = 2732 / 4; // 1/4 down the screen
game.addChild(motherShip);
motherShipSpawned = true;
} else if (LK.getScore() >= 500) {
// Decrease the spawn rate of space pirates
if (LK.ticks % 450 == 0) {
// Spawn a pirate every 7.5 seconds
var pirate = new SpacePirate();
pirate.x = Math.random() * 2048;
pirate.y = Math.random() * -2732;
spacePirates.push(pirate);
game.addChild(pirate);
}
}
// Check if score is 100 or more to increase difficulty
if (LK.getScore() >= 100) {
// Increase pirate fire rate
for (var i = 0; i < spacePirates.length; i++) {
if (LK.ticks % 60 == 0) {
// Fire every second instead of every two seconds
var newMissile = new Missile();
newMissile.x = spacePirates[i].x;
newMissile.y = spacePirates[i].y;
var dx = truck.x - spacePirates[i].x;
var dy = truck.y - spacePirates[i].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);
}
}
// Increase pirate spawn rate
if (LK.getScore() >= 250) {
if (LK.ticks % 150 == 0) {
// Spawn a pirate every 2.5 seconds
var pirate = new SpacePirate();
pirate.x = Math.random() * 2048;
pirate.y = Math.random() * -2732;
spacePirates.push(pirate);
game.addChild(pirate);
}
} else {
if (LK.ticks % 300 == 0) {
// Spawn a pirate every 5 seconds
var pirate = new SpacePirate();
pirate.x = Math.random() * 2048;
pirate.y = Math.random() * -2732;
spacePirates.push(pirate);
game.addChild(pirate);
}
}
}
// 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]);
// 20% chance to spawn a LifePod
if (Math.random() < 0.2) {
var lifePod = new LifePod();
lifePod.x = spacePirates[j].x;
lifePod.y = spacePirates[j].y;
game.addChild(lifePod);
}
bullets.splice(i, 1);
spacePirates.splice(j, 1);
LK.setScore(LK.getScore() + 5); // Add 5 points for destroying a space pirate
scoreDisplay.setStyle({
fill: "#00ff00"
}); // Change text color to green
LK.setTimeout(function () {
scoreDisplay.setStyle({
fill: "#ffffff"
}); // Change text color back to white
}, 200);
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
scoreDisplay.setStyle({
fill: "#00ff00"
}); // Change text color to green
LK.setTimeout(function () {
scoreDisplay.setStyle({
fill: "#ffffff"
}); // Change text color back to white
}, 200);
}
break;
}
// Check collision with SpacePirateMotherShip
if (motherShipSpawned) {
for (var i = bullets.length - 1; i >= 0; i--) {
if (bullets[i].intersects(motherShip)) {
game.removeChild(bullets[i]);
bullets.splice(i, 1);
motherShip.health -= 1;
if (motherShip.health <= 0) {
var explosion = new Explosion();
explosion.x = motherShip.x;
explosion.y = motherShip.y;
game.addChild(explosion);
game.removeChild(motherShip);
LK.setScore(LK.getScore() + 50); // Add 50 points for destroying the mother ship
motherShipSpawned = false; // Reset flag
}
break; // Exit loop after handling collision
}
}
}
}
}
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);
}
// Check collision with truck
if (spacePirates[i].intersects(truck)) {
game.removeChild(spacePirates[i]);
spacePirates.splice(i, 1);
truck.lives -= 1; // Decrease truck lives by 1
livesDisplay.setStyle({
fill: "#ff0000"
}); // Change text color to red
LK.setTimeout(function () {
livesDisplay.setStyle({
fill: "#ffffff"
}); // Change text color back to white
LK.setTimeout(function () {
livesDisplay.setStyle({
fill: "#ff0000"
}); // Change text color to red again
LK.setTimeout(function () {
livesDisplay.setStyle({
fill: "#ffffff"
}); // Change text color back to white
}, 200);
}, 200);
}, 200);
if (truck.lives <= 0) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
}
// 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
scoreDisplay.setStyle({
fill: "#ff0000"
}); // Change text color to red
LK.setTimeout(function () {
scoreDisplay.setStyle({
fill: "#ffffff"
}); // Change text color back to white
}, 200);
}
}
// Update life pods
for (var i = game.children.length - 1; i >= 0; i--) {
var child = game.children[i];
if (child instanceof LifePod) {
child.update();
if (child.intersects(truck)) {
game.removeChild(child);
truck.lives += 1; // Increase truck lives by 1
livesDisplay.setStyle({
fill: "#00ff00"
}); // Change text color to green
LK.setTimeout(function () {
livesDisplay.setStyle({
fill: "#ffffff"
}); // Change text color back to white
}, 200);
}
}
}
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) && !truck.invincible) {
game.removeChild(missiles[i]);
missiles.splice(i, 1);
truck.lives -= 1;
truck.invincible = true; // Make truck invincible
LK.setTimeout(function () {
truck.invincible = false; // Remove invincibility after 0.5 seconds
}, 500);
livesDisplay.setStyle({
fill: "#ff0000"
}); // Change text color to red
LK.setTimeout(function () {
livesDisplay.setStyle({
fill: "#ffffff"
}); // Change text color back to white
LK.setTimeout(function () {
livesDisplay.setStyle({
fill: "#ff0000"
}); // Change text color to red again
LK.setTimeout(function () {
livesDisplay.setStyle({
fill: "#ffffff"
}); // Change text color back to white
}, 200);
}, 200);
}, 200);
if (truck.lives <= 0) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
continue; // Ensure the missile is immediately removed
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -316,8 +316,18 @@
motherShip.x = 2048 / 2;
motherShip.y = 2732 / 4; // 1/4 down the screen
game.addChild(motherShip);
motherShipSpawned = true;
+ } else if (LK.getScore() >= 500) {
+ // Decrease the spawn rate of space pirates
+ if (LK.ticks % 450 == 0) {
+ // Spawn a pirate every 7.5 seconds
+ var pirate = new SpacePirate();
+ pirate.x = Math.random() * 2048;
+ pirate.y = Math.random() * -2732;
+ spacePirates.push(pirate);
+ game.addChild(pirate);
+ }
}
// Check if score is 100 or more to increase difficulty
if (LK.getScore() >= 100) {
// Increase pirate fire rate