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Similar to tube television, where the screen colors are distorted and shifted.
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Astro-Blaster
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Objective for AI: The objective for an artificial intelligence playing Astro-Blaster would be to maximize its score by: Survival: Prioritizing avoiding collisions with asteroids and enemy projectiles. Target Prioritization: Deciding which enemies to engage first (e.g., higher-threat enemies, enemies that will soon fire, or groups of enemies for efficient clearing). Power-up Collection: Efficiently collecting beneficial power-ups while avoiding those that might put the player in danger. Resource Management: Judiciously using the limited special ability for optimal impact (e.g., clearing the screen during overwhelming situations or for boss damage). Pattern Recognition: Learning and adapting to enemy movement patterns and boss attack sequences. Optimal Pathing: Navigating the asteroid field to create safe zones and maximize firing opportunities.
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Scoring: Points are awarded for destroying asteroids, alien ships, and collecting power-ups. Higher scores are achieved by surviving longer and defeating bosses. Lives System: The player starts with a set number of lives. Losing all lives results in a "Game Over." Visuals: Pixel art style with vibrant colors, simple animations, and classic arcade sound effects. The background scrolls vertically to give the illusion of movement through space.
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Power-ups: Weapon Upgrades: Increase fire rate, add spread shots, or enhance projectile power. Shields: Temporary invincibility. Extra Lives: Grants an additional attempt. Score Multipliers: Boosts the points gained from destroying enemies.
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Power-ups: Weapon Upgrades: Increase fire rate, add spread shots, or enhance projectile power. Shields: Temporary invincibility. Extra Lives: Grants an additional attempt. Score Multipliers: Boosts the points gained from destroying enemies.
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Gameplay Elements: Player Ship: A small, agile spaceship. Enemies: Asteroids: Environmental hazards that must be avoided or destroyed. They come in various sizes. Alien Fighters: Basic enemy ships that fly in formations and fire simple projectiles. Elite Aliens: More durable and aggressive enemies with unique attack patterns. Bosses: Large, multi-stage enemies that appear after a certain number of waves, offering significant score bonuses upon defeat.
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Retro Control Scheme: The game utilizes a very simple, retro control scheme, similar to early arcade games, designed for immediate understanding and quick reactions.
/**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 });
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
8bit asteroid. In-Game asset. 2d. High contrast. No shadows
8bit enemy. In-Game asset. 2d. High contrast. No shadows
8bit enemyBullet. In-Game asset. 2d. High contrast. No shadows
8bit player aeroplane. In-Game asset. 2d. High contrast. No shadows
8bit powerUp. In-Game asset. 2d. High contrast. No shadows