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;
};
});
// EnemyBullet class representing the enemy's bullets
var EnemyBullet = 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 = 'down'; // Bullet direction
// Update method called every game tick
self.update = function () {
if (self.direction === 'down') {
self.y += self.speed;
}
};
});
var Menu = Container.expand(function () {
var self = Container.call(this);
var menuGraphics = self.attachAsset('Cube_bullet_hell_icon', {
anchorX: 0.5,
anchorY: 0.5
});
// Create a start button
var startButton = self.attachAsset('Start_button', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
// Increase size horizontally
scaleY: 2 // Increase size vertically
});
startButton.y = 500; // Position further below the icon
self.addChild(startButton);
// Add event listener for the start button
startButton.down = function () {
self.visible = false; // Hide the menu
game.startGame(); // Start the game
};
});
//<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
self.lives = 3; // Player lives
// 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
****/
var menu = new Menu();
menu.x = 2048 / 2;
menu.y = 2732 / 2;
game.addChild(menu);
// Define player in the global scope
var player;
var due = 0; // Variable to track a secondary score
// Function to start the game
var lastX, lastY; // Variables to track player's last position
game.startGame = function () {
// Initialize player
player = new Player();
player.x = 2048 / 2;
player.y = 2732 - 200;
game.addChild(player);
};
// Array to hold bullets
var bullets = [];
var playerBullets = [];
var enemyBullets = [];
// Function to spawn bullets
function spawnBullet() {
var bullet = new EnemyBullet();
bullet.x = Math.random() * 2048;
bullet.y = -50; // Start above the screen
enemyBullets.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);
LK.setScore(LK.getScore() + 1); // Increase score by 1
scoreTxt.setText(LK.getScore()); // Update score display
due += 1; // Increase 'due' by 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);
}
}
// Update enemy bullets
for (var i = enemyBullets.length - 1; i >= 0; i--) {
var bullet = enemyBullets[i];
bullet.update();
// Check if bullet is off-screen
if (bullet.y > 2732) {
bullet.destroy();
enemyBullets.splice(i, 1);
}
// Check for collision with player
if (bullet.intersects(player)) {
LK.effects.flashScreen(0xff0000, 1000);
player.lives -= 1;
LK.getSound('Hit').play();
if (player.lives <= 0) {
LK.showGameOver();
}
}
}
// Spawn a new enemy bullet every 10 ticks
if (LK.ticks % 10 === 0) {
spawnBullet();
}
};
// Handle player movement
game.move = function (x, y, obj) {
if (player) {
player.move(x, y);
}
};
game.down = function (x, y, obj) {
// player.shoot();
}; ===================================================================
--- original.js
+++ change.js
@@ -169,8 +169,9 @@
menu.y = 2732 / 2;
game.addChild(menu);
// Define player in the global scope
var player;
+var due = 0; // Variable to track a secondary score
// Function to start the game
var lastX, lastY; // Variables to track player's last position
game.startGame = function () {
// Initialize player
@@ -202,8 +203,9 @@
bullet.destroy();
bullets.splice(i, 1);
LK.setScore(LK.getScore() + 1); // Increase score by 1
scoreTxt.setText(LK.getScore()); // Update score display
+ due += 1; // Increase 'due' by 1
}
// Check for collision with player
if (bullet.intersects(player)) {
LK.effects.flashScreen(0xff0000, 1000);
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