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