User prompt
Make score chart
User prompt
Make enemies disappear when shot
User prompt
Increase player speed by a bunch
User prompt
Make player move faster
User prompt
Make enemy lives decrease by 1 live when hit
User prompt
Make enemies at top of game
User prompt
Delete lightblue block
User prompt
Delete light blue block
User prompt
Please fix the bug: 'ReferenceError: target is not defined' in or related to this line: 'if (fire.intersects(target)) {' Line Number: 136
User prompt
Make blue blocks bad guys
User prompt
Please fix the bug: 'ReferenceError: player is not defined' in or related to this line: 'if (player.intersects(target)) {' Line Number: 118
User prompt
Please fix the bug: 'Uncaught ReferenceError: player is not defined' in or related to this line: 'fire.x = player.x;' Line Number: 97
User prompt
Make a rocket that shoots red fiery bullets
User prompt
Make player have 3 lives
User prompt
Make joystick for player
User prompt
Make a fire breathing monster
Initial prompt
Creeper99iscool
/**** 
* Classes
****/ 
var FieryBullet = Container.expand(function () {
	var self = Container.call(this);
	var fieryBulletGraphics = self.attachAsset('fieryBullet', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 5;
	self.update = function () {
		self.y -= self.speed;
	};
});
// Define the Fire class
var Fire = Container.expand(function () {
	var self = Container.call(this);
	var fireGraphics = self.attachAsset('fire', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 5;
	self.update = function () {
		self.y -= self.speed;
	};
});
// Define the Joystick class
var Joystick = Container.expand(function () {
	var self = Container.call(this);
	var joystickGraphics = self.attachAsset('joystick', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.move = function (x, y) {
		self.x = x;
		self.y = y;
	};
});
//<Assets used in the game will automatically appear here>
// Define the Player class
var Rocket = Container.expand(function () {
	var self = Container.call(this);
	var rocketGraphics = self.attachAsset('rocket', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 10;
	self.update = function () {
		// Rocket update logic
	};
	self.move = function (x, y) {
		self.x = x;
		self.y = y;
	};
});
// Define the Target class
var Target = Container.expand(function () {
	var self = Container.call(this);
	var targetGraphics = self.attachAsset('target', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.update = function () {
		// Target update logic
	};
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000 //Init game with black background 
});
/**** 
* Game Code
****/ 
// Initialize player, target, fire and joystick
var rocket = game.addChild(new Rocket());
rocket.x = 2048 / 2;
rocket.y = 2732 - 200;
rocket.lives = 3; // Initialize rocket with 3 lives
var fieryBullets = [];
var target = game.addChild(new Target());
target.x = Math.random() * 2048;
target.y = Math.random() * 2732;
var fire = game.addChild(new Fire());
fire.x = player.x;
fire.y = player.y;
var joystick = game.addChild(new Joystick());
joystick.x = 200;
joystick.y = 2732 - 200;
// Handle player movement and fire breathing
game.down = function (x, y, obj) {
	joystick.move(x, y);
	var dx = joystick.x - rocket.x;
	var dy = joystick.y - rocket.y;
	var angle = Math.atan2(dy, dx);
	rocket.x += Math.cos(angle) * rocket.speed;
	rocket.y += Math.sin(angle) * rocket.speed;
	var newFieryBullet = new FieryBullet();
	newFieryBullet.x = rocket.x;
	newFieryBullet.y = rocket.y;
	fieryBullets.push(newFieryBullet);
	game.addChild(newFieryBullet);
};
// Check for win condition and player lives
game.update = function () {
	if (player.intersects(target)) {
		player.lives -= 1; // Decrease player lives when hit by target
		if (player.lives <= 0) {
			LK.showGameOver(); // Show game over when player has no more lives
		}
	}
	if (fire.intersects(target)) {
		target.x = Math.random() * 2048;
		target.y = Math.random() * 2732;
	}
}; ===================================================================
--- original.js
+++ change.js
@@ -1,7 +1,18 @@
 /**** 
 * Classes
 ****/ 
+var FieryBullet = Container.expand(function () {
+	var self = Container.call(this);
+	var fieryBulletGraphics = self.attachAsset('fieryBullet', {
+		anchorX: 0.5,
+		anchorY: 0.5
+	});
+	self.speed = 5;
+	self.update = function () {
+		self.y -= self.speed;
+	};
+});
 // Define the Fire class
 var Fire = Container.expand(function () {
 	var self = Container.call(this);
 	var fireGraphics = self.attachAsset('fire', {
@@ -26,17 +37,17 @@
 	};
 });
 //<Assets used in the game will automatically appear here>
 // Define the Player class
-var Player = Container.expand(function () {
+var Rocket = Container.expand(function () {
 	var self = Container.call(this);
-	var playerGraphics = self.attachAsset('player', {
+	var rocketGraphics = self.attachAsset('rocket', {
 		anchorX: 0.5,
 		anchorY: 0.5
 	});
 	self.speed = 10;
 	self.update = function () {
-		// Player update logic
+		// Rocket update logic
 	};
 	self.move = function (x, y) {
 		self.x = x;
 		self.y = y;
@@ -64,12 +75,13 @@
 /**** 
 * Game Code
 ****/ 
 // Initialize player, target, fire and joystick
-var player = game.addChild(new Player());
-player.x = 2048 / 2;
-player.y = 2732 - 200;
-player.lives = 3; // Initialize player with 3 lives
+var rocket = game.addChild(new Rocket());
+rocket.x = 2048 / 2;
+rocket.y = 2732 - 200;
+rocket.lives = 3; // Initialize rocket with 3 lives
+var fieryBullets = [];
 var target = game.addChild(new Target());
 target.x = Math.random() * 2048;
 target.y = Math.random() * 2732;
 var fire = game.addChild(new Fire());
@@ -80,15 +92,18 @@
 joystick.y = 2732 - 200;
 // Handle player movement and fire breathing
 game.down = function (x, y, obj) {
 	joystick.move(x, y);
-	var dx = joystick.x - player.x;
-	var dy = joystick.y - player.y;
+	var dx = joystick.x - rocket.x;
+	var dy = joystick.y - rocket.y;
 	var angle = Math.atan2(dy, dx);
-	player.x += Math.cos(angle) * player.speed;
-	player.y += Math.sin(angle) * player.speed;
-	fire.x = player.x;
-	fire.y = player.y;
+	rocket.x += Math.cos(angle) * rocket.speed;
+	rocket.y += Math.sin(angle) * rocket.speed;
+	var newFieryBullet = new FieryBullet();
+	newFieryBullet.x = rocket.x;
+	newFieryBullet.y = rocket.y;
+	fieryBullets.push(newFieryBullet);
+	game.addChild(newFieryBullet);
 };
 // Check for win condition and player lives
 game.update = function () {
 	if (player.intersects(target)) {
 Red fiery bullet. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
 Monster. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
 Rocket. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
 Space scene that would be good for an app background. Single Game Texture. In-Game asset. 3d. Blank background. High contrast. No shadows.
 Bullet dropping downward. Single Game Texture. In-Game asset. 3D. Blank background. High contrast. No shadows.