User prompt
have dot fall toward the truck, but never sideways or upwards, just falling toward
User prompt
dot, Make sure that when health = 3, scaleX is set to 1 (full width). If scaleX should represent the proportion of health, adjust accordingly.
User prompt
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.
User prompt
dot, To prevent division by zero, add a condition to check if the distance is greater than a small threshold before updating the position.
User prompt
set the health bar of the dot to stay directly above dot
User prompt
increase speed of dot to 5
User prompt
have dot fly toward truck, if collides, sudtract 15 points
User prompt
display current points at the top of the screen in white letters and numbers, in a retro fount
User prompt
Remove the redundant self.healthBar.y assignment in the initialization or ensure it's correctly updated relative to the DOT's position.
User prompt
Scaling the healthBar using scaleX affects its width but not its position. Adjusting x based on healthBar.width might not correctly center it after scaling.
User prompt
The health bar's y position is set twice—once during initialization and again in the update method. The initial setting might be redundant or could lead to unexpected positioning.
User prompt
remove bullets and missles that go off screen
User prompt
path of pirate is colliding with the truck and causing a game over
User prompt
game is still over almost immediately
User prompt
fix the collision bug. game should only be over if a missle hits the truck
User prompt
have a pitate spawn every 5 seconds
User prompt
have DOT healt bar shrink according to its health
User prompt
only spawn one DOT every 10 seconds
User prompt
delete the waves of space pirates and have them come one at a time
User prompt
Please fix the bug: 'TypeError: LK.isKeyDown is not a function' in or related to this line: 'if (LK.isKeyDown('ArrowLeft')) {' Line Number: 123
User prompt
player moves with keyboard arrows
User prompt
have pirate missiles fire at player
User prompt
create explosion when DOT or Pirates get it by player
User prompt
Put the health bar of the DOT just above it
User prompt
add points, space pirates are 5 points if destroyed and DOT's are worth 15
/**** * 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 if (dy > 0) { // Only move downwards self.y += dy / distance * 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(); } } };
===================================================================
--- original.js
+++ change.js
@@ -63,10 +63,12 @@
var dy = truck.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0.1) {
// Prevent division by zero
- self.x += dx / distance * self.speed;
- self.y += dy / distance * self.speed;
+ if (dy > 0) {
+ // Only move downwards
+ self.y += dy / distance * 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