User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'addChild')' in this line: 'this.parent.addChild(bullet);' Line Number: 131
User prompt
Fix Bug: 'ReferenceError: hero is not defined' in this line: 'bullet.angle = Math.atan2(hero.targetY - bullet.y, hero.targetX - bullet.x);' Line Number: 162
User prompt
The hero can shoot in every direction
User prompt
The hero must shoot one shot at time, and it's must disappear once hot an enemy or is out of the screen
User prompt
Fix the hero shoot code, it's crashing the game.
User prompt
Hero must shoot at the enemies, the bullet speed must be 100
User prompt
The hero shoot is not moving forward When shoot
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Hero are not shooting
User prompt
Reset the shot code for the hero shot
User prompt
The hero must shoot at the enemies
User prompt
The hero must move to the direction touched in the screen
User prompt
Reset the movement code for the hero movement
User prompt
Reset the movement code for the hero
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'children')' in this line: 'var allObjects = self.parent.children;' Line Number: 75
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'heroBullets')' in this line: 'self.parent.heroBullets.splice(self.parent.heroBullets.indexOf(self), 1);' Line Number: 86
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'heroBullets')' in this line: 'self.parent.heroBullets.splice(self.parent.heroBullets.indexOf(self), 1);' Line Number: 86
User prompt
Fix Bug: 'ReferenceError: heroBullets is not defined' in this line: 'heroBullets.splice(heroBullets.indexOf(self), 1);' Line Number: 86
User prompt
Fix Bug: 'ReferenceError: heroBullets is not defined' in this line: 'heroBullets.splice(heroBullets.indexOf(self), 1);' Line Number: 86
User prompt
Fix it
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Analyze the movement of the hero and fix it
User prompt
Fix the movement of the hero
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The hero is not moving adoring to the pointer
User prompt
Fix it
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Enemies must be destroyed and disappear from the screen when hit by the hero
User prompt
Shots from the hero must kill
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 = -5; 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) { self.angle = Math.atan2(closestEnemy.y - self.y, closestEnemy.x - self.x); self.x += self.speed * Math.cos(self.angle); self.y += self.speed * Math.sin(self.angle); } else { self.destroy(); heroBullets.splice(heroBullets.indexOf(self), 1); } var allObjects = 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(); heroBullets.splice(heroBullets.indexOf(self), 1); break; } } }; }); 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.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); this.parent.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 = 0; self.targetX = self.x; self.targetY = self.y; self.moveSpeed = 6.75; self.updatePosition = function () { if (self.x !== self.targetX || self.y !== self.targetY) { var deltaX = self.targetX - self.x; var deltaY = self.targetY - self.y; var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); if (distance < self.moveSpeed) { self.x = self.targetX; self.y = self.targetY; } else { var moveRatio = self.moveSpeed / distance; self.x += deltaX * moveRatio; self.y += deltaY * moveRatio; } } self.rotation = Math.atan2(deltaY, deltaX); }; 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 = 0; bullet.move = function () { bullet.x += bullet.speed * Math.cos(bullet.angle); bullet.y += bullet.speed * Math.sin(bullet.angle); }; self.parent.heroBullets.push(bullet); self.parent.addChild(bullet); self.shootCooldown = 60; } }; self.update = function (heroBullets, gameContainer) { if (self.shootCooldown > 0) { self.shootCooldown--; } self.updatePosition(); 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; }); stage.on('down', function (obj) { if (!dragNode) { hero.shoot(self.heroBullets, self); } }); function handleMove(obj) { var event = obj.event; var pos = event.getLocalPosition(self); if (dragNode) { dragNode.targetX = pos.x; dragNode.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(); if (self.heroBullets[a].y < -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
@@ -144,10 +144,11 @@
if (distance < self.moveSpeed) {
self.x = self.targetX;
self.y = self.targetY;
} else {
- self.x += deltaX / distance * self.moveSpeed;
- self.y += deltaY / distance * self.moveSpeed;
+ var moveRatio = self.moveSpeed / distance;
+ self.x += deltaX * moveRatio;
+ self.y += deltaY * moveRatio;
}
}
self.rotation = Math.atan2(deltaY, deltaX);
};
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.