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make a class for an upgrade button
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'var itemGraphic = self.attachAsset(id, {' Line Number: 215
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add a class for a shopitem
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add a background graphic object for the shopwindow.
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make a class for a shopwindow object
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'move_temp')' in or related to this line: 'ufo.move_temp();' Line Number: 489
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'STAR')' in or related to this line: 'self.type = enums.STAR;' Line Number: 189
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write a collision detection check between javelin and the starpowerups where it says 'todo:colliion detection here' in the code
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Please fix the bug: 'TypeError: starpowerups[i].move_not_really_migrated_but_still is not a function' in or related to this line: 't = starpowerups[i].move_not_really_migrated_but_still();' Line Number: 353
/****
* Classes
****/
var Astronaut = Container.expand(function () {
var self = Container.call(this);
var surfaceGraphics = self.attachAsset('athlete', {
anchorX: 0.5,
anchorY: 0.5,
/*
x: 1024,
y: 818,*/
vely: 0
});
self._move_migrated = function () {
self.x += 12;
self.rotation += 0.1;
};
self.vely = 0;
self.x = 1024;
self.y = 818;
});
// DustParticle class
var DustParticle = Container.expand(function () {
var self = Container.call(this);
// Create a simple square shape for the particle
var particleGraphics = self.attachAsset('particle', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = 25 + Math.random() * 25;
self.height = self.width;
// Set initial speed and direction
self.speedX = Math.random() * 20 - 10;
self.speedY = Math.random() * 20 - 10;
// Set the particle to move and fade out over time
self._update_migrated = function () {
self.x += self.speedX;
self.y += self.speedY;
self.speedX *= 0.95; // Reduce speed for spreading effect
self.speedY *= 0.95; // Reduce speed for spreading effect
particleGraphics.alpha *= 0.95; // Increase alpha reduction for quicker disappearance
if (particleGraphics.alpha < 0.01) {
self.destroy();
}
};
});
// GoreParticle class
var GoreParticle = Container.expand(function () {
var self = Container.call(this);
// Create a simple square shape for the particle
var particleGraphics = self.attachAsset('particle2', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = 25 + Math.random() * 25;
self.height = self.width;
// Set initial speed and direction
self.speedX = Math.random() * 20;
self.speedY = Math.random() * 20 - 10;
// Set the particle to move and fade out over time
self._update_migrated = function () {
self.x += self.speedX;
self.y += self.speedY;
self.speedX *= 0.95; // Reduce speed for spreading effect
self.speedY *= 0.95; // Reduce speed for spreading effect
particleGraphics.alpha *= 0.95; // Increase alpha reduction for quicker disappearance
if (particleGraphics.alpha < 0.01) {
self.destroy();
}
};
});
// Assets will be automatically generated based on usage in the code.
// Javelin class
var Javelin = Container.expand(function () {
var self = Container.call(this);
var javelinGraphics1 = self.attachAsset('javelin', {
anchorX: 0.5,
anchorY: 0.5,
rotation: Math.PI / 4
});
var javelinGraphics2 = self.attachAsset('javelin', {
anchorX: 0.5,
anchorY: 0.5,
rotation: Math.PI / 4,
scaleY: -1,
scaleX: -1,
x: 100
});
self.speedX = 0;
self.speedY = 0;
self.scale.x = 0.8;
self.scale.y = 0.8;
self.rotation = -0.30;
self.orbitSpeed = 0.045;
self.angle = 4.6;
self.radius = 570; //670 - 20 * (100 / 20);
//console.log('radius ' + self.radius);
self._move_migrated = function () {
//self.radius = 670 - 20 * (100 / 20);
//self.angle = (self.angle || 0) + self.orbitSpeed;
self.angle = (self.angle || 0) + speed;
self.angle %= Math.PI * 2;
self.x = moonSurface.x + self.radius * Math.cos(self.angle);
self.y = moonSurface.y + self.radius * Math.sin(self.angle);
self.rotation = self.angle + Math.PI / 2 + 0.2;
//self.radius -= 0.075;
self.radius -= Math.random() * 0.02 + 0.055;
if (self.radius < 512) {
landed = true;
self.rotation += 0.05;
createDustExplosion(self.x, self.y, 20);
instructionTxt.setText('Nice throw! ' + LK.getScore() + ' meters');
instructionTxt.alpha = 1;
}
};
self.hitUpdate = function () {
self.x += 12;
self.rotation += 0.1;
};
});
// Moon surface class for visual effect
var MoonSurface = Container.expand(function () {
var self = Container.call(this);
var surfaceGraphics = self.attachAsset('moonSurface', {
anchorX: 0.5,
anchorY: 0.5 // Anchor at the bottom
});
self.x = 1024; // Center horizontally
self.y = 2732 / 2; // Position at the center of the screen
});
var StarPowerup = Container.expand(function () {
var self = Container.call(this);
var starGraphics = self.attachAsset('starpowerup', {
anchorX: 0.5,
anchorY: 0.5,
rotation: Math.random() * (2 * Math.PI)
});
self.x = Math.random() * 2048;
self.y = Math.random() * 2732;
self.rotSpeed = 0.1 - Math.random() * 0.2;
self.speed = Math.random() * 5;
/*
self.move_not_really_migrated_but_still = function () {
//self.x += 12;
self.rotation += self.rotSpeed;
self.x += windSpeedX + self.speed;
self.y += windSpeedY + self.speed;
};*/
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
// Function to create a dust particle explosion
function createDustExplosion(x, y, count) {
for (var i = 0; i < count; i++) {
var particle = new DustParticle();
particle.x = x;
particle.y = y;
game.addChild(particle);
particles.push(particle);
}
}
function createImpactExplosion(x, y, count) {
for (var i = 0; i < count; i++) {
var particle = new GoreParticle();
particle.x = x;
particle.y = y;
game.addChild(particle);
particles.push(particle);
}
}
// Initialize important variables and arrays
var javelins = [];
var starpowerups = [];
var background = game.attachAsset('background', {
anchorX: 0.5,
anchorY: 0.5,
x: 974,
y: 1366,
alpha: 0.5
});
var moonSurface = game.addChild(new MoonSurface());
// Add the astronaut to the scene
var astronaut = game.addChild(new Astronaut());
// Add the game logo to the scene
var gameLogo = game.attachAsset('gameLogo', {
anchorX: 0.5,
anchorY: 0.5,
/*x: 1024,
y: 1366*/
x: 2048 - 250,
y: 250,
scaleX: 0.7,
scaleY: 0.7
});
//TODO: Try other positions of the logo.
game.addChild(gameLogo);
/*var astronaut = game.attachAsset('athlete', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 818,
vely: 0
});
astronaut.move = function () {
self.x += speed;
self.rotation += 0.1;
};*/
var javelin = game.addChild(new Javelin());
javelin.x = astronaut.x - 70;
javelin.y = astronaut.y;
var started = false;
var thrown = false;
var particles = [];
for (var i = 0; i < 30; i++) {
var starpowerup = new StarPowerup();
/* var starpowerup = game.attachAsset('starpowerup', {
anchorX: 0.5,
anchorY: 0.5,
rotation: Math.random() * (2 * Math.PI),
x: Math.random() * 2048,
y: Math.random() * 2732
});*/
starpowerups.push(starpowerup);
game.addChild(starpowerup);
}
// Create a method to launch a javelin
function launchJavelin() {
/*var javelin = new Javelin();
javelin.x = 1024; // Launch from center horizontally
javelin.y = 2500; // Launch from near the bottom
javelin.speedX = Math.random() * 10 - 5; // Random horizontal speed
javelin.speedY = -10 - Math.random() * 5; // Upward speed with a little randomness
javelins.push(javelin);
game.addChild(javelin);*/
javelins.push(javelin);
thrown = true;
}
// Add a text label at the bottom of the screen: "Tap to throw the javelin"
var instructionTxt = new Text2('Tap to throw the javelin', {
size: 100,
fill: "#ffffff",
dropShadow: true,
dropShadowColor: '#000000',
dropShadowAngle: Math.PI / 6,
dropShadowDistance: 5
});
instructionTxt.anchor.set(0.5, 3); // Sets anchor to the center of the bottom edge of the text.
LK.gui.bottom.addChild(instructionTxt);
// Create a score label at the top center of the screen
var scoreTxt = new Text2('0', {
size: 100,
fill: "#ffffff",
dropShadow: true,
dropShadowColor: '#000000',
dropShadowAngle: Math.PI / 6,
dropShadowDistance: 5
});
scoreTxt.anchor.set(0.5, 0); // Sets anchor to the center of the top edge of the text.
LK.gui.top.addChild(scoreTxt);
// Create an action meter at the bottom of the screen
var actionMeter = new Container();
var actionMeterGraphics = actionMeter.attachAsset('actionMeter', {
anchorX: 0.5,
anchorY: 0.5
});
actionMeter.x = 1024; // Center horizontally
actionMeter.y = 2732 - 600; // Position at the bottom of the screen
actionMeter.alpha = 0;
game.addChild(actionMeter);
var actionMeterPointer = new Container();
var actionMeterPointerGraphics = actionMeterPointer.attachAsset('actionMeterPointer', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 4,
scaleY: 4
});
actionMeterPointer.x = 1024; // Center horizontally
actionMeterPointer.y = 2732 - 550;
actionMeterPointer.speed = 30;
actionMeterPointer.alpha = 0;
game.addChild(actionMeterPointer);
var midSpeed = 0.0225;
var minSpeed = 0.02;
var maxSpeed = 0.06; //0.045;
var speed = 0;
var landed = false;
var playerHit = false;
var landedCounter = 0;
var windSpeedX = 2;
var windSpeedY = 2;
// Touch event to launch a javelin
game.on('down', function (x, y, obj) {
if (!started) {
started = true;
//gameLogo.alpha = 0;
instructionTxt.alpha = 0;
actionMeter.alpha = 1;
actionMeterPointer.alpha = 1;
} else if (!thrown) {
//speed = minSpeed + (actionMeterPointer.x - 450) / 1150 * (maxSpeed - minSpeed);
var min = actionMeter.x - actionMeter.width / 2;
var max = actionMeter.x + actionMeter.width / 2;
speed = (actionMeterPointer.x - min) / (max - min);
speed *= midSpeed;
speed += minSpeed;
//speed = maxSpeed - speed;
//console.log('speed ' + speed);
launchJavelin();
//instructionTxt.setText('Tap to jump');
//instructionTxt.alpha = 1;
} else {
//if (astronaut.vely == 0) {
if (!landed) {
instructionTxt.alpha = 0;
}
if (astronaut.y >= 818) {
astronaut.vely += 10;
}
}
});
// Game tick event
LK.on('tick', function () {
windSpeedX = Math.sin() * LK.ticks;
windSpeedY = Math.cos() * LK.ticks;
var t;
for (var i = starpowerups.length - 1; i >= 0; i--) {
// Removed the call to the non-existent function and directly applied the intended movement and rotation logic
starpowerups[i].rotation += starpowerups[i].rotSpeed;
starpowerups[i].x += windSpeedX + starpowerups[i].speed;
starpowerups[i].y += windSpeedY + starpowerups[i].speed;
}
if (started && !thrown) {
actionMeterPointer.x += actionMeterPointer.speed;
if (actionMeterPointer.x > 1600 || actionMeterPointer.x < 450) {
actionMeterPointer.speed *= -1;
}
}
if (thrown && !landed) {
if (astronaut.scale.x == 1 && LK.getScore() > 200) {
astronaut.scale.x = -1;
instructionTxt.setText("Don't get hit! Tap to jump!");
instructionTxt.alpha = 1;
instructionTxt.y = -1200;
}
for (var i = javelins.length - 1; i >= 0; i--) {
// Update the score and scorelabel text every frame when thrown is true.
LK.setScore(LK.getScore() + 100 * speed);
scoreTxt.setText(LK.getScore());
javelins[i]._move_migrated();
if (LK.getScore() > 300 && javelins[i].intersects(astronaut) && astronaut.y >= 818) {
landed = true;
createImpactExplosion(astronaut.x, astronaut.y, 20);
astronaut.removeChildAt(0);
astronaut.attachAsset('athlete-hit', {
anchorX: 0.5,
anchorY: 0.5,
rotation: Math.PI / 2
});
javelins[i]._move_migrated = javelins[i].hitUpdate;
playerHit = true;
//instructionTxt.setText('Uh oh :(\nTry again');
instructionTxt.alpha = 1;
instructionTxt.setText('Uh oh!');
}
}
actionMeter.alpha -= 0.01;
actionMeterPointer.alpha -= 0.01;
}
if (astronaut.vely > 0) {
astronaut.y -= astronaut.vely;
astronaut.vely -= 0.2;
if (astronaut.vely < 0) {
astronaut.vely = 0;
}
}
if (astronaut.y < 818) {
astronaut.y += 3;
}
if (landed) {
landedCounter++;
if (landedCounter >= 120) {
LK.showGameOver();
}
}
if (playerHit) {
javelin._move_migrated();
astronaut._move_migrated();
if (javelin.x > 2500) {
LK.showGameOver();
}
}
for (var i = particles.length - 1; i >= 0; i--) {
particles[i]._update_migrated();
}
});
pixelart. a beautiful moon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixelart a beautiful starry sky seen in empty outer space.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixelart. a javelin used for olympic games and athletics. Just the spear itself, horizontally laid out in the image. It should be a slim metal spear, pointy in both ends, and with a grip somewhere off center of the shaft.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixelart. a metallic triangular pointer.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixelart lettering of the word 'LUNAR' with some blank space around it.
replace inpainted area with transparency.
pixelart. asteroid with craters. subtle shading.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixelart. asteroid with craters. subtle shading.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A small light yellow star.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
delete the inpainted areas.
Pixelart. A background window for an in-game shop, with a space theme. The center part should be a large blank area with space for the items and labels for sale in the game shop. The blank space could have the form of a black computer screen inside a spaceship.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Pixelart. An icon of a an arm holding javelin with fire around it.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Turn in-painted area solid blue like the area around it.
Pixelart. A rectangular silvery button with the text 'CLOSE'.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.