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);
 		}
 	}
:quality(85)/https://cdn.frvr.ai/679a9a289fac75cf14173363.png%3F3) 
 Cube. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/679a9c129fac75cf1417337c.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/679bf1df6d4a9a00c2ea7fae.png%3F3) 
 Cube bullet hell icon. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
:quality(85)/https://cdn.frvr.ai/679bf2906d4a9a00c2ea7fc4.png%3F3) 
 Start_button. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/679d1195f1bec1b24bcb5536.png%3F3) 
 Heart_icon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows