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 ****/ // Define the BlueBlock class var BlueBlock = Container.expand(function () { var self = Container.call(this); var blueBlockGraphics = self.attachAsset('blueBlock', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // BlueBlock update logic }; }); 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 blueBlock = game.addChild(new BlueBlock()); blueBlock.x = Math.random() * 2048; blueBlock.y = Math.random() * 2732; var fire = game.addChild(new Fire()); fire.x = rocket.x; fire.y = rocket.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 (rocket.intersects(blueBlock)) { rocket.lives -= 1; // Decrease rocket lives when hit by blue block if (rocket.lives <= 0) { LK.showGameOver(); // Show game over when rocket 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
****/
+// Define the BlueBlock class
+var BlueBlock = Container.expand(function () {
+ var self = Container.call(this);
+ var blueBlockGraphics = self.attachAsset('blueBlock', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.update = function () {
+ // BlueBlock update logic
+ };
+});
var FieryBullet = Container.expand(function () {
var self = Container.call(this);
var fieryBulletGraphics = self.attachAsset('fieryBullet', {
anchorX: 0.5,
@@ -80,11 +91,11 @@
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 blueBlock = game.addChild(new BlueBlock());
+blueBlock.x = Math.random() * 2048;
+blueBlock.y = Math.random() * 2732;
var fire = game.addChild(new Fire());
fire.x = rocket.x;
fire.y = rocket.y;
var joystick = game.addChild(new Joystick());
@@ -105,10 +116,10 @@
game.addChild(newFieryBullet);
};
// Check for win condition and player lives
game.update = function () {
- if (rocket.intersects(target)) {
- rocket.lives -= 1; // Decrease rocket lives when hit by target
+ if (rocket.intersects(blueBlock)) {
+ rocket.lives -= 1; // Decrease rocket lives when hit by blue block
if (rocket.lives <= 0) {
LK.showGameOver(); // Show game over when rocket has no more lives
}
}
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.