User prompt
make a sound for when you score
User prompt
make sure the music loops
User prompt
create background music
User prompt
make the background an asset
User prompt
make a background
User prompt
remove missiles
User prompt
make getting near missiles worth 5 points
User prompt
Please fix the bug: 'ReferenceError: missiles is not defined' in or related to this line: 'var missileDistance = Math.sqrt(Math.pow(missiles[i].x - player.x, 2) + Math.pow(missiles[i].y - player.y, 2));' Line Number: 177
User prompt
make getting near missiles worth 5 points
User prompt
make missiles kill on contact
User prompt
make make missiles faster
User prompt
make them faster and make it so you score five when you get close to them
User prompt
make missiles spawn in the same area as the bullets
User prompt
make missiles that follow the player but stop after a while
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make it so the player only scores after the bullet is no longer close
User prompt
if player scores as they die remove the last point
User prompt
make sure player scores after bullet is close so they don't score when they die
User prompt
put the score below the instructional text
User prompt
have text at the beginning that lets the player know how to score
User prompt
have the score only go up once per bullet
User prompt
add proximity score counter at the top
User prompt
add a score counter that goes up whenever the player is very close to a bullet, excluding when they get hit
User prompt
make bullets spawn way more frequently
User prompt
make bullets get faster and spawn more frequently as the game progresses
User prompt
make bullets spawn more frequently
/**** * 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.direction = { x: 0, y: 0 }; self.scored = false; // Flag to track if score has been counted for this bullet self.update = function () { self.x += self.speed * self.direction.x; self.y += self.speed * self.direction.y; if (self.x < 0 || self.x > 2048 || self.y < 0 || self.y > 2732) { self.destroy(); } }; }); // Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { // Player update logic }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Temporary background color }); /**** * Game Code ****/ var background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChild(background); // Add instructional text at the beginning to inform the player how to score var instructionText = new Text2('Stay close to bullets to score!', { size: 80, fill: "#ffffff" }); instructionText.anchor.set(0.5, 0); LK.gui.top.addChild(instructionText); // Play background music LK.playMusic('TechnoMusic1', { loop: true }); var player = game.addChild(new Player()); player.x = 2048 / 2; player.y = 2732 / 2; // Initialize and display proximity score text var proximityScoreTxt = new Text2('0', { size: 100, fill: "#ffffff" }); proximityScoreTxt.anchor.set(0.5, 0); proximityScoreTxt.y = instructionText.height; // Position below the instructional text LK.gui.top.addChild(proximityScoreTxt); // Initialize bullets array var bullets = []; var bulletSpeed = 5; // Function to spawn bullets from random directions function spawnBullet() { var bullet = new Bullet(); bullet.speed = bulletSpeed; var edge = Math.floor(Math.random() * 4); switch (edge) { case 0: // Top bullet.x = Math.random() * 2048; bullet.y = 0; bullet.direction = { x: 0, y: 1 }; break; case 1: // Bottom bullet.x = Math.random() * 2048; bullet.y = 2732; bullet.direction = { x: 0, y: -1 }; break; case 2: // Left bullet.x = 0; bullet.y = Math.random() * 2732; bullet.direction = { x: 1, y: 0 }; break; case 3: // Right bullet.x = 2048; bullet.y = Math.random() * 2732; bullet.direction = { x: -1, y: 0 }; break; } bullets.push(bullet); game.addChild(bullet); } // Function to handle player movement function handleMove(x, y, obj) { player.x = x; player.y = y; } // Event listeners for player movement game.move = handleMove; game.down = handleMove; game.up = function (x, y, obj) { // Stop player movement }; // Game update function game.update = function () { // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { bullets[i].update(); // Check proximity to player var dx = bullets[i].x - player.x; var dy = bullets[i].y - player.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 150 && !bullets[i].scored) { bullets[i].scored = true; // Mark bullet as scored // Arbitrary proximity threshold LK.setScore(LK.getScore() + 1); proximityScoreTxt.setText(LK.getScore()); LK.getSound('scoreSound').play(); } if (bullets[i].intersects(player)) { if (bullets[i].scored) { // Remove the last point if the player scores as they die LK.setScore(LK.getScore() - 1); proximityScoreTxt.setText(LK.getScore()); } LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } // Increase bullet speed and spawn frequency over time if (LK.ticks % 600 == 0) { // Every 10 seconds bulletSpeed += 1; } // Spawn bullets periodically if (LK.ticks % Math.max(5, 15 - Math.floor(LK.ticks / 600)) == 0) { // Increase spawn rate over time spawnBullet(); } // Spawn missiles periodically };
===================================================================
--- original.js
+++ change.js
@@ -147,8 +147,9 @@
bullets[i].scored = true; // Mark bullet as scored
// Arbitrary proximity threshold
LK.setScore(LK.getScore() + 1);
proximityScoreTxt.setText(LK.getScore());
+ LK.getSound('scoreSound').play();
}
if (bullets[i].intersects(player)) {
if (bullets[i].scored) {
// Remove the last point if the player scores as they die