User prompt
The hero can take 10 enemies bullets before die
User prompt
Hero must be able to take 10 shots before die
User prompt
Fix all issues with the bullets enemies and hero
User prompt
Thera bullets been created out of nowhere and they are not moving
User prompt
Analyze the enemy bullet logic, debug and fix it.
User prompt
The inly way for a enemy bullet to be created is by been shot by one enemy
User prompt
Thers enemy bullets appearing without been shot
User prompt
Fix Bug: 'ReferenceError: dy is not defined' in this line: 'bullet.angle = Math.atan2(dy, dx);' Line Number: 184
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'dy')' in this line: 'self.y += self.speed * Math.sin(self.parent.lastMoveDirection.dy);' Line Number: 127
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'dy')' in this line: 'self.y += self.speed * Math.sin(self.parent.lastMoveDirection.dy);' Line Number: 127
User prompt
The position of the shoot must be coherent with the vector of movement
User prompt
The bullet is not following enemies in 20 or less
User prompt
The hero bullet should follow enemies that get in the distance of 20 or less from the bullet
User prompt
It's shooting backwards, it's should shoot forward
User prompt
Make the hero shoot at the direction its moving, and stop shoot when it's stops moving
User prompt
Now calculate the angle to shoot in the direction of the closet enemie.
User prompt
It's shooting in only one direction, down.
User prompt
Fix
User prompt
He is shooting at the opposite direction of the enemies, he should shoot in the direction of the enemies
User prompt
The aim logic is not working
User prompt
Improve the aim logic
User prompt
Implement this
User prompt
Fix Bug: 'ReferenceError: closestEnemy is not defined' in this line: 'if (closestEnemy) {' Line Number: 114
User prompt
Fix Bug: 'ReferenceError: closestEnemy is not defined' in this line: 'if (closestEnemy) {' Line Number: 112
User prompt
The hero must aim at the nearest enemy to shoot
var enemies = []; var MiniMap = Container.expand(function () { var self = Container.call(this); var mapGraphics = self.createAsset('miniMap', 'Mini Map Graphics', 0, 0); self.updateMap = function (playerPosition, enemyPositions) {}; }); var WeaponIcon = Container.expand(function (iconAssetId) { var self = Container.call(this); var icon = self.createAsset(iconAssetId, 'Weapon Icon', 0.5, 0.5); self.changeWeapon = function (newIconAssetId) { self.removeChild(icon); icon = self.createAsset(newIconAssetId, 'Weapon Icon', 0.5, 0.5); }; }); var AmmoCounter = Container.expand(function () { var self = Container.call(this); var ammoText = new Text2('Ammo: 0', { size: 50, fill: '#ffffff' }); self.addChild(ammoText); self.updateAmmo = function (ammo) { ammoText.setText('Ammo: ' + ammo); }; }); var HealthBar = Container.expand(function (maxHealth) { var self = Container.call(this); self.maxHealth = maxHealth; self.currentHealth = maxHealth; var background = self.createAsset('healthBarBg', 'Health Bar Background', 0, 0.5); var foreground = self.createAsset('healthBarFg', 'Health Bar Foreground', 0, 0.5); self.updateHealth = function (health) { self.currentHealth = health; foreground.scale.x = health / self.maxHealth; if (self.currentHealth < self.maxHealth * 0.3) { foreground.tint = 0xFF0000; } else if (self.currentHealth < self.maxHealth * 0.6) { foreground.tint = 0xFFFF00; } else { foreground.tint = 0x00FF00; } }; self.reset = function () { self.updateHealth(self.maxHealth); }; }); var HeroBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.createAsset('heroBullet', 'Hero Bullet Graphics', .5, .5); self.initialX = self.x; self.initialY = self.y; self.speed = 100; self.move = function () { var closestEnemy = null; var closestDistance = Number.MAX_VALUE; self.parent.children.forEach(function (obj) { if (obj instanceof Enemy) { var distance = Math.sqrt(Math.pow(self.x - obj.x, 2) + Math.pow(self.y - obj.y, 2)); if (distance < closestDistance) { closestDistance = distance; closestEnemy = obj; } } }); if (closestEnemy) {} else { self.destroy(); if (self.parent && self.parent.heroBullets) { self.parent.heroBullets.splice(self.parent.heroBullets.indexOf(self), 1); } } }; self.checkCollision = function () { var allObjects = self.parent ? self.parent.children : []; for (var i = 0; i < allObjects.length; i++) { var obj = allObjects[i]; if (obj !== self && !(obj instanceof HeroBullet) && !(obj instanceof EnemyBullet) && self.intersects(obj)) { if (obj instanceof Enemy) { obj.takeDamage(1); if (obj.health <= 0) { enemies.splice(enemies.indexOf(obj), 1); } self.destroy(); if (self.parent && self.parent.heroBullets) { self.parent.heroBullets.splice(self.parent.heroBullets.indexOf(self), 1); } return; } } } }; }); var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.createAsset('enemyBullet', 'Enemy Bullet Graphics', .5, .5); self.speed = 5; self.move = function () { self.y += self.speed; if (self.parent && self.parent.hero && self.intersects(self.parent.hero)) { self.parent.hero.takeDamage(1); self.destroy(); } }; }); var Enemy = Container.expand(function () { var self = Container.call(this); self.takeDamage = function () { self.health -= 1; if (self.health <= 0) { enemies.splice(enemies.indexOf(self), 1); self.destroy(); } }; self.health = 3; self.shootCooldown = 180 / 60 * 3; var enemyGraphics = self.createAsset('stormTrooper', 'Stormtrooper Graphics', .5, .5); self.speed = 2; self.move = function () { self.x += self.speed * Math.cos(self.angle); self.y += self.speed * Math.sin(self.angle); }; self.shoot = function (enemyBullets, gameContainer, hero) { if (!self.bullet && self.shootCooldown <= 0) { var bullet = new EnemyBullet(); bullet.x = self.x; bullet.y = self.y + self.height / 2; bullet.angle = Math.atan2(hero.y - bullet.y, hero.x - bullet.x); bullet.move = function () { bullet.x += bullet.speed * Math.cos(bullet.angle); bullet.y += bullet.speed * Math.sin(bullet.angle); }; enemyBullets.push(bullet); gameContainer.addChild(bullet); self.bullet = bullet; self.shootCooldown = 180 / 60 * 3; } }; }); var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.createAsset('hero', 'Hero Graphics', .5, .5); self.shootCooldown = 180 / 60 * 3; self.health = 10; self.targetX = self.x; self.targetY = self.y; self.moveSpeed = 6.75; self.updatePosition = function () { var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > self.moveSpeed) { self.x += dx / distance * self.moveSpeed; self.y += dy / distance * self.moveSpeed; } else { self.x = self.targetX; self.y = self.targetY; } self.rotation = 0; }; self.shoot = function (heroBullets, gameContainer, allObjects) { if (self.shootCooldown <= 0) { var bullet = new HeroBullet(); bullet.x = self.x; bullet.y = self.y - self.height / 2; bullet.angle = Math.atan2(self.targetY - self.y, self.targetX - self.x); bullet.move = function () { bullet.x += bullet.speed * Math.cos(bullet.angle); bullet.y += bullet.speed * Math.sin(bullet.angle); }; self.shootCooldown = 180 / 60 * 3; self.parent.heroBullets.push(bullet); self.parent.addChild(bullet); } }; self.takeDamage = function (damage) { self.health -= damage; if (self.health <= 0) { self.health = 0; LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } }; self.update = function (heroBullets, gameContainer) { if (self.shootCooldown > 0) { self.shootCooldown--; } self.updatePosition(); if (self.targetX !== self.x || self.targetY !== self.y) { self.shoot(heroBullets, gameContainer); } }; }); var Game = Container.expand(function () { var self = Container.call(this); var hero = new Hero(); self.addChild(hero); hero.x = 2048 / 2; hero.y = 2732 - 200; var enemies = []; var enemySpawnTicker = 0; var enemySpawnRate = 120; self.heroBullets = []; var enemyBullets = []; var healthBar = new HealthBar(100); healthBar.x = 100; healthBar.y = 50; self.addChild(healthBar); var ammoCounter = new AmmoCounter(); ammoCounter.x = 2048 - 200; ammoCounter.y = 50; LK.gui.topRight.addChild(ammoCounter); var weaponIcon = new WeaponIcon('defaultWeapon'); weaponIcon.x = 2048 - 400; weaponIcon.y = 50; LK.gui.topRight.addChild(weaponIcon); var miniMap = new MiniMap(); miniMap.x = 2048 - 200; miniMap.y = 2732 - 200; LK.gui.bottomRight.addChild(miniMap); var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(.5, 0); self.addChild(scoreTxt); var dragNode = null; hero.on('down', function (obj) { dragNode = hero; }); function handleMove(obj) { var event = obj.event; var pos = event.getLocalPosition(self); hero.targetX = pos.x; hero.targetY = pos.y; } stage.on('move', handleMove); stage.on('up', function (obj) { dragNode = null; }); LK.on('tick', function () { for (var a = self.heroBullets.length - 1; a >= 0; a--) { self.heroBullets[a].move(); self.heroBullets[a].checkCollision(); if (self.heroBullets[a].y < -50 || self.heroBullets[a].y > 2732 + 50 || self.heroBullets[a].x < -50 || self.heroBullets[a].x > 2048 + 50) { self.heroBullets[a].destroy(); self.heroBullets.splice(a, 1); } } for (var a = enemyBullets.length - 1; a >= 0; a--) { enemyBullets[a].move(); if (enemyBullets[a].y > 2732 + 50) { enemyBullets[a].destroy(); enemyBullets.splice(a, 1); enemies.forEach(function (enemy) { if (enemy.bullet === enemyBullets[a]) { enemy.bullet = null; } }); } else if (hero.intersects(enemyBullets[a])) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); enemyBullets[a].destroy(); enemyBullets.splice(a, 1); enemies.forEach(function (enemy) { if (enemy.bullet === enemyBullets[a]) { enemy.bullet = null; } }); } } hero.update(); if (enemySpawnTicker++ % enemySpawnRate === 0) { var newEnemy = new Enemy(); var spawnEdge = Math.floor(Math.random() * 4); switch (spawnEdge) { case 0: newEnemy.x = Math.random() * 2048; newEnemy.y = -newEnemy.height / 2; break; case 1: newEnemy.x = 2048 + newEnemy.width / 2; newEnemy.y = Math.random() * 2732; break; case 2: newEnemy.x = Math.random() * 2048; newEnemy.y = 2732 + newEnemy.height / 2; break; case 3: newEnemy.x = -newEnemy.width / 2; newEnemy.y = Math.random() * 2732; break; } newEnemy.angle = Math.atan2(hero.y - newEnemy.y, hero.x - newEnemy.x); enemies.push(newEnemy); self.addChild(newEnemy); } for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].move(); if (enemies[i].shootCooldown > 0) { enemies[i].shootCooldown--; } if (enemies[i].y > 2732 + 50) { enemies[i].destroy(); enemies.splice(i, 1); } else if (Math.random() < 0.01) { enemies[i].shoot(enemyBullets, self, hero); } } }); });
===================================================================
--- original.js
+++ change.js
@@ -173,8 +173,9 @@
};
self.takeDamage = function (damage) {
self.health -= damage;
if (self.health <= 0) {
+ self.health = 0;
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
};
pixel art image of a stormtrooper from the Star Wars universe. The stormtrooper should be standing in a defensive pose, with their blaster raised. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a series of pixel art images depicting a blaster shot. The blaster shot should be represented by a small, glowing projectile with a trail of smoke or sparks. The animation should consist of eight frames and loop continuously. Use a limited color palette of 16 colors or less, simple shapes and lines, and transparency for a seamless background. Employ standard pixel art techniques like dithering and anti-aliasing. Bright flash, sizzling sound, swift arc, fading glow.
Create a pixel art sprite of the Mandalorian from the Star Wars universe. The Mandalorian should be standing in a determined pose, with his beskar armor and blaster raised. The sprite should be detailed and recognizable, but also stylized to fit within the pixel art aesthetic. The Mandalorian is a skilled bounty hunter known for his unwavering determination and formidable combat skills. Clad in his signature beskar armor, he wields an array of deadly weapons, including his trusty blaster and a jetpack that allows him to maneuver with incredible agility. Despite his gruff exterior, the Mandalorian possesses a strong sense of honor and a deep-seated loyalty to those he protects.
• Position: The health bar should be positioned at the top of the screen, centered or slightly to the left side, to ensure it remains visible throughout gameplay. • Appearance: The health bar should be a simple horizontal bar with a clear color gradient, typically from green to red, indicating the player's remaining health. The bar should be easily distinguishable from the background and should have a smooth and consistent shape. • Size: The health bar should be large enough to be easily visible without taking up too much screen space. A height of 5-10 pixels is generally sufficient. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.