User prompt
Quando o laser toca no asteróide, ele diminuí 25% de seu tamanho
User prompt
Se o asteroide diminuír todo seu tamanho, ele explodirá em partículas que voam por ai,
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'intersects')' in or related to this line: 'if (lasers[i].intersects(asteroids[j])) {' Line Number: 236
User prompt
Se o laser acertar o asteroide, o asteroide diminuí 10% do tamanho dele
User prompt
Terá um sinturão de asteróides no meio, (12 asteróides) girando 109 por minuto
User prompt
Deixe a lua girando também, por 120 por minuto
User prompt
Deixe a terra girando por 341 por minuto
User prompt
Adicione o planeta Terra ao lado esquerdo, e a lua no lado direito mais pra baixo girando na velocidade 260
User prompt
Remova o contador de segundos
User prompt
Adicione um contador de segundos para saber quando o inimigo vai chegar
User prompt
O inimigo aparecerá há cada 5 segundos
User prompt
O inimigo terá 100 de vidas, se atirar nele ele perdeu -1 de vida, e aparecerá um contador de vidas deles quando ele aparecer
User prompt
Terá um contador de minutos, para quando vai aparecer o inimigo
User prompt
Terá um contador de minutos para aparecer o inimigo
User prompt
O fundo será preto mesmo
User prompt
O fundo será um ativo
User prompt
O fundo será amarelo
User prompt
Há cada 1 minuto, aparece dois inimigo (uma nave vermelha), eles atiram em você há cada 2 segundos com o maior laser que dá só 10 de dano, e você tem 400 vidas, terá um contador de vidas em cima
User prompt
As particulas se espalham
User prompt
Faça partículas pequenas!, (bolinhas) que desaparecem há 3 segundos com animação
User prompt
O raio laser deve ser vermelho e mais grosso, e sai partículas do laser com animação
Initial prompt
SpaceGate
/**** * Classes ****/ // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); self.health = 100; var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5, color: 0xFF0000, shape: 'box', width: 50, height: 50 }); self.healthTxt = new Text2('Health: ' + self.health, { size: 50, fill: "#ffffff" }); self.healthTxt.anchor.set(0.5, 0); self.addChild(self.healthTxt); // Enemy movement speed self.speed = 1; // Enemy's laser shooting method self.shoot = function () { var laser = new Laser(); laser.x = self.x; laser.y = self.y; game.addChild(laser); lasers.push(laser); }; // Update method for the enemy self.update = function () { self.y += self.speed; // Remove the enemy if it goes off-screen if (self.y > 2732) { self.destroy(); enemies.splice(enemies.indexOf(self), 1); } }; }); // Laser class var Laser = Container.expand(function () { var self = Container.call(this); var laserGraphics = self.attachAsset('laser', { anchorX: 0.5, anchorY: 0.5, color: 0xFF0000, // Red color for the laser shape: 'box', width: 10, height: 40 }); // Laser movement speed self.speed = 10; // Update method for the laser self.update = function () { self.y -= self.speed; // Add particle animation var particle = LK.getAsset('particle', { anchorX: 0.5, anchorY: 0.5, color: 0xFF0000, shape: 'box', width: 2, height: 2 }); particle.x = self.x; particle.y = self.y; // Add random spread to the particles particle.vx = Math.random() * 2 - 1; particle.vy = Math.random() * 2 - 1; game.addChild(particle); // Remove the laser and particle if they go off-screen if (self.y < 0) { self.destroy(); lasers.splice(lasers.indexOf(self), 1); particle.destroy(); } else { for (var i = 0; i < enemies.length; i++) { if (self.intersects(enemies[i])) { enemies[i].health -= 1; enemies[i].healthTxt.setText('Health: ' + enemies[i].health); self.destroy(); lasers.splice(lasers.indexOf(self), 1); particle.destroy(); } } } }; }); // Particle class var Particle = Container.expand(function () { var self = Container.call(this); var particleGraphics = self.attachAsset('particle', { anchorX: 0.5, anchorY: 0.5, color: 0xFF0000, shape: 'box', width: 2, height: 2 }); // Particle movement speed self.speed = 1; // Particle lifespan self.lifespan = 180; // 3 seconds at 60FPS // Update method for the particle self.update = function () { self.x += self.vx * self.speed; self.y += self.vy * self.speed; self.lifespan--; // Remove the particle if it goes off-screen or lifespan ends if (self.y < 0 || self.lifespan <= 0) { self.destroy(); particles.splice(particles.indexOf(self), 1); } }; }); // Assets will be automatically created and loaded by the LK engine based on usage in the code. // Ship class var Ship = Container.expand(function () { var self = Container.call(this); var shipGraphics = self.attachAsset('ship', { anchorX: 0.5, anchorY: 0.5 }); // Ship's laser shooting method self.shoot = function () { var laser = new Laser(); laser.x = self.x; laser.y = self.y; game.addChild(laser); lasers.push(laser); // Create a particle at the same position as the laser var particle = new Particle(); particle.x = self.x; particle.y = self.y; game.addChild(particle); particles.push(particle); }; // Ship movement handler self.move = function (x, y) { self.x = x; self.y = y; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Initialize game with a black background }); /**** * Game Code ****/ var healthTxt = new Text2('Health: ' + health, { size: 50, fill: "#ffffff" }); healthTxt.anchor.set(0.5, 0); LK.gui.top.addChild(healthTxt); // Initialize variables var ship; var earth; var moon; var lasers = []; var particles = []; var enemies = []; var health = 400; var timeInMinutes = 0; // Create the ship and position it at the bottom center of the screen earth = game.addChild(LK.getAsset('earth', { anchorX: 0.5, anchorY: 0.5, x: 500, y: 1366 })); moon = game.addChild(LK.getAsset('moon', { anchorX: 0.5, anchorY: 0.5, x: 1548, y: 2000 })); ship = game.addChild(new Ship()); ship.x = 2048 / 2; // Center horizontally ship.y = 2732 - 100; // Position from the bottom // Event listener for moving the ship game.down = function (x, y, obj) { var gamePos = game.toLocal(obj.global); ship.move(gamePos.x, gamePos.y); ship.shoot(); // Shoot a laser when the ship is touched }; // Update function to handle game logic game.update = function () { // Update lasers for (var i = lasers.length - 1; i >= 0; i--) { lasers[i].update(); } // Update particles for (var i = particles.length - 1; i >= 0; i--) { particles[i].update(); } // Rotate the Moon moon.rotation += 260 / 60 / 360; // 260 degrees per second }; // Note: The LK engine automatically handles asset creation, game reset, and dynamic resizing. // This code assumes the existence of 'ship' and 'laser' assets within the LK engine. // Spawn an enemy every 5 seconds if (LK.ticks % 300 == 0) { var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = 0; game.addChild(enemy); enemies.push(enemy); } // Make enemies shoot every 2 seconds if (LK.ticks % 120 == 0) { for (var i = 0; i < enemies.length; i++) { enemies[i].shoot(); } } // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].update(); // Check for collisions with the player's ship if (enemies[i].intersects(ship)) { health -= 10; if (health <= 0) { LK.showGameOver(); } } } healthTxt.setText('Health: ' + health);
===================================================================
--- original.js
+++ change.js
@@ -162,14 +162,28 @@
healthTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(healthTxt);
// Initialize variables
var ship;
+var earth;
+var moon;
var lasers = [];
var particles = [];
var enemies = [];
var health = 400;
var timeInMinutes = 0;
// Create the ship and position it at the bottom center of the screen
+earth = game.addChild(LK.getAsset('earth', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 500,
+ y: 1366
+}));
+moon = game.addChild(LK.getAsset('moon', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 1548,
+ y: 2000
+}));
ship = game.addChild(new Ship());
ship.x = 2048 / 2; // Center horizontally
ship.y = 2732 - 100; // Position from the bottom
// Event listener for moving the ship
@@ -187,8 +201,10 @@
// Update particles
for (var i = particles.length - 1; i >= 0; i--) {
particles[i].update();
}
+ // Rotate the Moon
+ moon.rotation += 260 / 60 / 360; // 260 degrees per second
};
// Note: The LK engine automatically handles asset creation, game reset, and dynamic resizing.
// This code assumes the existence of 'ship' and 'laser' assets within the LK engine.
// Spawn an enemy every 5 seconds
Uma nave virada para cima intergalactica, branca fundo png. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Uma particula vermelha com gradiente preto torto. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Uma nave vermelha com patas de aranha de ferro intergalactico fundo png. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
O planeta Terra fundo png. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A lua fundo png. A lua, fundo png jogo 2d
Um asteroide torto com crateras, 2d jogo, fundo png. Asteroide torto