User prompt
adizioni a variabili due e scori
User prompt
adicione a variável também né
User prompt
Cada vez que uma bala some da tela, você ganha um ponto.
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'move')' in or related to this line: 'player.move(x, y);' Line Number: 256
User prompt
Clique no botão minúsculo, aumente bem mais e coloque mais abaixo do ícone.
User prompt
Em vez de um texto, coloque um botão e coloque no abaixo do ícone.
User prompt
Please fix the bug: 'ReferenceError: player is not defined' in or related to this line: 'if (bullet.intersects(player)) {' Line Number: 236
User prompt
Faça com que o jogo só comece quando apertar o botão começar.
User prompt
Crie uma tela de menu, coloque o ícone.
User prompt
Faça com que o personagem tenha três vidas, e quando perde uma vida, aparece um som de dano.
User prompt
Faça com que o personagem não atire.
User prompt
Adicione os inimigos também aparecendo na tela, para ficar bem mais difícil, e faça com que eles spawnem bem rápido.
User prompt
O personagem não atira, faça com que as balas apareçam nos lados, na diagonal, embaixo e no topo.
User prompt
É pra criar o código.
User prompt
Please fix the bug: 'game.start is not a function' in or related to this line: 'game.start();' Line Number: 92
Initial prompt
Cube bullet hell
/****
* Classes
****/
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5; // Bullet movement speed
// Update method called every game tick
self.update = function () {
self.y += self.speed;
};
});
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Player class representing the player character
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10; // Player movement speed
// Method to move the player
self.move = function (x, y) {
self.x = x;
self.y = y;
};
// Method to shoot a bullet
self.shoot = function () {
var bulletUp = new PlayerBullet();
bulletUp.x = self.x;
bulletUp.y = self.y;
bulletUp.direction = 'up';
game.addChild(bulletUp);
playerBullets.push(bulletUp);
var bulletDown = new PlayerBullet();
bulletDown.x = self.x;
bulletDown.y = self.y;
bulletDown.direction = 'down';
game.addChild(bulletDown);
playerBullets.push(bulletDown);
var bulletLeft = new PlayerBullet();
bulletLeft.x = self.x;
bulletLeft.y = self.y;
bulletLeft.direction = 'left';
game.addChild(bulletLeft);
playerBullets.push(bulletLeft);
var bulletRight = new PlayerBullet();
bulletRight.x = self.x;
bulletRight.y = self.y;
bulletRight.direction = 'right';
game.addChild(bulletRight);
playerBullets.push(bulletRight);
var bulletUpLeft = new PlayerBullet();
bulletUpLeft.x = self.x;
bulletUpLeft.y = self.y;
bulletUpLeft.direction = 'up-left';
game.addChild(bulletUpLeft);
playerBullets.push(bulletUpLeft);
var bulletUpRight = new PlayerBullet();
bulletUpRight.x = self.x;
bulletUpRight.y = self.y;
bulletUpRight.direction = 'up-right';
game.addChild(bulletUpRight);
playerBullets.push(bulletUpRight);
var bulletDownLeft = new PlayerBullet();
bulletDownLeft.x = self.x;
bulletDownLeft.y = self.y;
bulletDownLeft.direction = 'down-left';
game.addChild(bulletDownLeft);
playerBullets.push(bulletDownLeft);
var bulletDownRight = new PlayerBullet();
bulletDownRight.x = self.x;
bulletDownRight.y = self.y;
bulletDownRight.direction = 'down-right';
game.addChild(bulletDownRight);
playerBullets.push(bulletDownRight);
};
});
// PlayerBullet class representing the player's bullets
var PlayerBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -5; // Bullet movement speed
self.direction = 'up'; // Bullet direction
// Update method called every game tick
self.update = function () {
if (self.direction === 'up') {
self.y += self.speed;
} else if (self.direction === 'down') {
self.y -= self.speed;
} else if (self.direction === 'left') {
self.x -= self.speed;
} else if (self.direction === 'right') {
self.x += self.speed;
} else if (self.direction === 'up-left') {
self.y += self.speed;
self.x -= self.speed;
} else if (self.direction === 'up-right') {
self.y += self.speed;
self.x += self.speed;
} else if (self.direction === 'down-left') {
self.y -= self.speed;
self.x -= self.speed;
} else if (self.direction === 'down-right') {
self.y -= self.speed;
self.x += self.speed;
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize player
var player = new Player();
player.x = 2048 / 2;
player.y = 2732 - 200;
game.addChild(player);
// Array to hold bullets
var bullets = [];
var playerBullets = [];
// Function to spawn bullets
function spawnBullet() {
var bullet = new Bullet();
bullet.x = Math.random() * 2048;
bullet.y = -50; // Start above the screen
bullets.push(bullet);
game.addChild(bullet);
}
// Game update function
game.update = function () {
// Update bullets
for (var i = bullets.length - 1; i >= 0; i--) {
var bullet = bullets[i];
bullet.update();
// Check if bullet is off-screen
if (bullet.y > 2732) {
bullet.destroy();
bullets.splice(i, 1);
}
// Check for collision with player
if (bullet.intersects(player)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
// Spawn a new bullet every 30 ticks
// Update player bullets
for (var i = playerBullets.length - 1; i >= 0; i--) {
var bullet = playerBullets[i];
bullet.update();
// Check if bullet is off-screen
if (bullet.y < 0 || bullet.y > 2732 || bullet.x < 0 || bullet.x > 2048) {
bullet.destroy();
playerBullets.splice(i, 1);
}
}
// Spawn a new enemy bullet every 30 ticks
if (LK.ticks % 30 === 0) {
spawnBullet();
}
};
// Handle player movement
game.move = function (x, y, obj) {
player.move(x, y);
};
game.down = function (x, y, obj) {
player.shoot();
}; ===================================================================
--- original.js
+++ change.js
@@ -29,13 +29,56 @@
self.y = y;
};
// Method to shoot a bullet
self.shoot = function () {
- var bullet = new PlayerBullet();
- bullet.x = self.x;
- bullet.y = self.y;
- game.addChild(bullet);
- playerBullets.push(bullet);
+ var bulletUp = new PlayerBullet();
+ bulletUp.x = self.x;
+ bulletUp.y = self.y;
+ bulletUp.direction = 'up';
+ game.addChild(bulletUp);
+ playerBullets.push(bulletUp);
+ var bulletDown = new PlayerBullet();
+ bulletDown.x = self.x;
+ bulletDown.y = self.y;
+ bulletDown.direction = 'down';
+ game.addChild(bulletDown);
+ playerBullets.push(bulletDown);
+ var bulletLeft = new PlayerBullet();
+ bulletLeft.x = self.x;
+ bulletLeft.y = self.y;
+ bulletLeft.direction = 'left';
+ game.addChild(bulletLeft);
+ playerBullets.push(bulletLeft);
+ var bulletRight = new PlayerBullet();
+ bulletRight.x = self.x;
+ bulletRight.y = self.y;
+ bulletRight.direction = 'right';
+ game.addChild(bulletRight);
+ playerBullets.push(bulletRight);
+ var bulletUpLeft = new PlayerBullet();
+ bulletUpLeft.x = self.x;
+ bulletUpLeft.y = self.y;
+ bulletUpLeft.direction = 'up-left';
+ game.addChild(bulletUpLeft);
+ playerBullets.push(bulletUpLeft);
+ var bulletUpRight = new PlayerBullet();
+ bulletUpRight.x = self.x;
+ bulletUpRight.y = self.y;
+ bulletUpRight.direction = 'up-right';
+ game.addChild(bulletUpRight);
+ playerBullets.push(bulletUpRight);
+ var bulletDownLeft = new PlayerBullet();
+ bulletDownLeft.x = self.x;
+ bulletDownLeft.y = self.y;
+ bulletDownLeft.direction = 'down-left';
+ game.addChild(bulletDownLeft);
+ playerBullets.push(bulletDownLeft);
+ var bulletDownRight = new PlayerBullet();
+ bulletDownRight.x = self.x;
+ bulletDownRight.y = self.y;
+ bulletDownRight.direction = 'down-right';
+ game.addChild(bulletDownRight);
+ playerBullets.push(bulletDownRight);
};
});
// PlayerBullet class representing the player's bullets
var PlayerBullet = Container.expand(function () {
@@ -44,11 +87,32 @@
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -5; // Bullet movement speed
+ self.direction = 'up'; // Bullet direction
// Update method called every game tick
self.update = function () {
- self.y += self.speed;
+ if (self.direction === 'up') {
+ self.y += self.speed;
+ } else if (self.direction === 'down') {
+ self.y -= self.speed;
+ } else if (self.direction === 'left') {
+ self.x -= self.speed;
+ } else if (self.direction === 'right') {
+ self.x += self.speed;
+ } else if (self.direction === 'up-left') {
+ self.y += self.speed;
+ self.x -= self.speed;
+ } else if (self.direction === 'up-right') {
+ self.y += self.speed;
+ self.x += self.speed;
+ } else if (self.direction === 'down-left') {
+ self.y -= self.speed;
+ self.x -= self.speed;
+ } else if (self.direction === 'down-right') {
+ self.y -= self.speed;
+ self.x += self.speed;
+ }
};
});
/****
@@ -99,9 +163,9 @@
for (var i = playerBullets.length - 1; i >= 0; i--) {
var bullet = playerBullets[i];
bullet.update();
// Check if bullet is off-screen
- if (bullet.y < 0) {
+ if (bullet.y < 0 || bullet.y > 2732 || bullet.x < 0 || bullet.x > 2048) {
bullet.destroy();
playerBullets.splice(i, 1);
}
}
Cube. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Cube bullet hell icon. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Start_button. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Heart_icon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows