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 Enemy class
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2;
self.update = function () {
self.y += self.speed;
};
});
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;
};
});
//<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 = 40;
self.update = function () {
// Rocket update logic
};
self.move = function (x, y) {
self.x = x;
self.y = y;
};
});
// Define the Score class
var Score = Container.expand(function () {
var self = Container.call(this);
var scoreGraphics = self.attachAsset('score', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Score update logic
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize player, target, fire, enemies, joystick and score
var rocket = game.addChild(new Rocket());
rocket.x = 2048 / 2;
rocket.y = 2732 - 200;
rocket.lives = 3; // Initialize rocket with 3 lives
var score = game.addChild(new Score());
score.x = 2048 / 2;
score.y = 50;
var fieryBullets = [];
var fire = game.addChild(new Fire());
fire.x = rocket.x;
fire.y = rocket.y;
var enemies = [];
for (var i = 0; i < 5; i++) {
var enemy = game.addChild(new Enemy());
enemy.x = Math.random() * 2048;
enemy.y = 0;
enemies.push(enemy);
}
// Handle player movement and fire breathing
game.down = function (x, y, obj) {
var dx = x - rocket.x;
var dy = 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, player lives and enemy movement
game.update = function () {
if (rocket.lives <= 0) {
LK.showGameOver(); // Show game over when rocket has no more lives
}
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
if (enemy.y > 2732) {
enemy.y = 0;
enemy.x = Math.random() * 2048;
}
if (enemy.intersects(rocket)) {
rocket.lives--;
enemy.y = 0;
enemy.x = Math.random() * 2048;
}
for (var j = fieryBullets.length - 1; j >= 0; j--) {
var fieryBullet = fieryBullets[j];
if (fieryBullet.intersects(enemy)) {
enemy.destroy();
enemies.splice(i, 1);
fieryBullet.destroy();
fieryBullets.splice(j, 1);
// Increase the score by 1 each time an enemy is destroyed
score.setText(parseInt(score.getText()) + 1);
}
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -52,17 +52,17 @@
self.x = x;
self.y = y;
};
});
-// Define the Target class
-var Target = Container.expand(function () {
+// Define the Score class
+var Score = Container.expand(function () {
var self = Container.call(this);
- var targetGraphics = self.attachAsset('target', {
+ var scoreGraphics = self.attachAsset('score', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
- // Target update logic
+ // Score update logic
};
});
/****
@@ -74,13 +74,16 @@
/****
* Game Code
****/
-// Initialize player, target, fire, enemies and joystick
+// Initialize player, target, fire, enemies, joystick and score
var rocket = game.addChild(new Rocket());
rocket.x = 2048 / 2;
rocket.y = 2732 - 200;
rocket.lives = 3; // Initialize rocket with 3 lives
+var score = game.addChild(new Score());
+score.x = 2048 / 2;
+score.y = 50;
var fieryBullets = [];
var fire = game.addChild(new Fire());
fire.x = rocket.x;
fire.y = rocket.y;
@@ -126,8 +129,10 @@
enemy.destroy();
enemies.splice(i, 1);
fieryBullet.destroy();
fieryBullets.splice(j, 1);
+ // Increase the score by 1 each time an enemy is destroyed
+ score.setText(parseInt(score.getText()) + 1);
}
}
}
};
\ No newline at end of file
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.