User prompt
Enemies can fire multiple times, once every 3 seconds
User prompt
Enemies can shot one bullet every 3 seconds
User prompt
Enemies should shot only one bullet at time
User prompt
The bullets are not moving, write a prompt to fix it
User prompt
Bullet now will move forward to the hero position when fired
User prompt
Includ the moving method on the bullets
User prompt
The enemy bullets should act like bullets and move in a straight line in the direction of the hero
User prompt
The shots should move at the hero position
User prompt
All enemies should shot only one shot at the time each
User prompt
The enemy shots should be a single laser shot
User prompt
Fix Bug: 'TypeError: self.createAnimatedAsset is not a function' in this line: 'var enemyGraphics = self.createAnimatedAsset('animatedStormTrooper', 'Animated Stormtrooper Graphics', .5, .5);' Line Number: 19
User prompt
The enemies should not be a frozen image, but to have animated characteristics
User prompt
The enemies must shoot at the player
User prompt
Enemies must come from all directions, and the background should be space
User prompt
Enemies should looked like this Create a pixel art image of a stormtrooper from the Star Wars universe. The stormtrooper should be standing in a defensive pose, with their blaster raised. The image should be 16x16 pixels in size.
User prompt
Shape the enemy as storm troops
User prompt
Add enemies
User prompt
Add enemies
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'move')' in this line: 'heroBullets[a].move();' Line Number: 60
Initial prompt
Mandalorian - shoot away
var HeroBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.createAsset('heroBullet', 'Hero Bullet Graphics', .5, .5); self.speed = -5; self.move = function () { self.y += self.speed; }; }); 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; }; }); var Enemy = Container.expand(function () { var self = Container.call(this); 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); }); var Game = Container.expand(function () { var self = Container.call(this); LK.stageContainer.setBackgroundColor(0x000000); var hero = self.addChild(new Hero()); hero.x = 2048 / 2; hero.y = 2732 - 200; var enemies = []; var enemySpawnTicker = 0; var enemySpawnRate = 120; var heroBullets = []; var enemyBullets = []; var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(.5, 0); LK.gui.topCenter.addChild(scoreTxt); var dragNode = null; hero.on('down', function (obj) { dragNode = hero; }); stage.on('down', function (obj) { dragNode = hero; }); function handleMove(obj) { var event = obj.event; var pos = event.getLocalPosition(self); if (dragNode) { dragNode.x = pos.x; dragNode.y = pos.y; } } stage.on('move', handleMove); stage.on('up', function (obj) { dragNode = null; }); LK.on('tick', function () { for (var a = heroBullets.length - 1; a >= 0; a--) { heroBullets[a].move(); if (heroBullets[a].y < -50) { heroBullets[a].destroy(); heroBullets.splice(a, 1); } } for (var a = enemyBullets.length - 1; a >= 0; a--) { enemyBullets[a].move(); if (enemyBullets[a].y > 2732 + 50) { var enemy = enemyBullets[a].owner; if (enemy) { enemy.bullet = null; } enemyBullets[a].destroy(); enemyBullets.splice(a, 1); } } 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); } } for (var a = enemies.length - 1; a >= 0; a--) { if (enemies[a].intersects(hero)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } }); });
===================================================================
--- original.js
+++ change.js
@@ -15,9 +15,9 @@
};
});
var Enemy = Container.expand(function () {
var self = Container.call(this);
- self.shootCooldown = 180;
+ 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);
@@ -35,9 +35,9 @@
};
enemyBullets.push(bullet);
gameContainer.addChild(bullet);
self.bullet = bullet;
- self.shootCooldown = 180;
+ self.shootCooldown = 180 / 60 * 3;
}
};
});
var Hero = Container.expand(function () {
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.