User prompt
修复频繁点击鼠标过快时,player出现位置错误的情况
User prompt
添加仅个别加速的trackingMissile出现时播放警报声warning
User prompt
修复仅个别加速的trackingMissile才能追踪player,其它的trackingMissile去掉
User prompt
修复有些没有追踪的trackingMissile就不要播放掉落声
User prompt
添加trackingMissile放弃追踪播放一个掉落声音
User prompt
背景的线性流动速度,超快
User prompt
金币添加浮动的动态效果
User prompt
金币添加动态效果
User prompt
missile添加旋转效果
User prompt
删掉背景bgm
User prompt
将被trackingMissile追踪时发出警报声改为 trackingMissile出现时发出警报声
User prompt
添加被trackingMissile追踪时发出警报声
User prompt
添加拾取金币播放拾取声音
User prompt
顶部1/300没改
User prompt
改为拾取够100个游戏胜利并且给出胜利条件。如:1/100
User prompt
拾取够300个游戏胜利并且给出胜利条件改为。拾取够100个即可如:1/100
User prompt
拾取够300金币改为100金币
User prompt
添加金币道具,player可以拾取,并在顶部显示数量,拾取够300个游戏胜利并且给出胜利条件。如:1/300
User prompt
背景的线性垂直流动式的循环效果再快一点
User prompt
背景加线性垂直流动式的循环效果
User prompt
给自动追踪的missile换一个资产
User prompt
注意,个别自动追踪player的missile应该追终3秒后放弃追踪,或者这种追踪player的missile能被player躲避
User prompt
注意,个别自动追踪player的missile应该追终一段距离后放弃追踪,或者这种追踪player的missile能被player躲避
User prompt
ok,然后,个别missile具有自动追踪player的效果
User prompt
注意,是个别missile具有加速下坠效果,不是全部
/**** * Classes ****/ // Define the Coin class var Coin = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; }); //<Assets used in the game will automatically appear here> // Define the Missile class var Missile = Container.expand(function () { var self = Container.call(this); var missileGraphics = self.attachAsset('missile', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { if (self.acceleration) { self.speed += self.acceleration; // Increase speed by acceleration each frame } // Update missile direction to track player if tracking is enabled and missile has acceleration if (self.tracking && self.acceleration) { if (!self.trackingStart) { self.trackingStart = LK.ticks; } if (LK.ticks - self.trackingStart < 180) { // 3 seconds * 60 FPS var dx = player.x - self.x; var dy = player.y - self.y; var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; } else { if (self.tracking) { LK.getSound('drop').play(); self.tracking = false; } } } else { self.y += self.speed; } // Add rotation effect to the missile missileGraphics.rotation += 0.1; if (self.y > 2732) { self.destroy(); } }; }); // Define the Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.down = function (x, y, obj) { // Add a dodge mechanic: if the player is clicked/touched, it will move to a random position on the screen self.x = Math.random() * 2048; self.y = Math.random() * (2732 - 200); }; self.update = function () { // Create a floating effect by slightly adjusting the y position self.y += Math.sin(LK.ticks / 10) * 2; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Attach the background image to the game var background = game.attachAsset('background', { anchorX: 0.5, anchorY: 0.5 }); background.x = 2048 / 2; background.y = 2732 / 2; // Initialize player var player = game.addChild(new Player()); // Initialize coins array var coins = []; // Initialize score text var scoreTxt = new Text2('0/100', { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); player.x = 2048 / 2; player.y = 2732 - 200; // Initialize missiles array var missiles = []; // Handle player movement var lastMoveTime = 0; var moveCooldown = 100; // 100 milliseconds cooldown game.down = function (x, y, obj) { var currentTime = Date.now(); if (currentTime - lastMoveTime > moveCooldown) { player.x = x; player.y = y; lastMoveTime = currentTime; } }; // Update game state game.update = function () { // Add a linear vertical scrolling effect to the background background.y += 4; if (background.y > 2732) { background.y = 0; } // Spawn coins if (LK.ticks % 30 == 0) { var newCoin = new Coin(); newCoin.x = Math.random() * 2048; newCoin.y = -50; coins.push(newCoin); game.addChild(newCoin); } // Spawn missiles if (LK.ticks % 60 == 0) { var newMissile = new Missile(); newMissile.x = Math.random() * 2048; newMissile.y = -50; // Add acceleration effect to some missiles if (Math.random() < 0.5) { newMissile.acceleration = 0.1; } // Add tracking effect to some missiles if (Math.random() < 0.5) { newMissile.tracking = true; newMissile.attachAsset('trackingMissile', { anchorX: 0.5, anchorY: 0.5 }); // Play warning sound if the missile has acceleration if (newMissile.acceleration) { LK.getSound('warning').play(); } } missiles.push(newMissile); game.addChild(newMissile); } // Update coins for (var i = coins.length - 1; i >= 0; i--) { if (coins[i].intersects(player)) { coins[i].destroy(); coins.splice(i, 1); LK.setScore(LK.getScore() + 1); scoreTxt.setText(LK.getScore() + '/100'); LK.getSound('coinPickup').play(); if (LK.getScore() >= 100) { LK.showVictory(); } } if (coins[i] && coins[i].y > 2732) { coins[i].destroy(); coins.splice(i, 1); } } // Update missiles for (var i = missiles.length - 1; i >= 0; i--) { if (missiles[i].intersects(player)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } if (missiles[i].y > 2732) { missiles[i].destroy(); missiles.splice(i, 1); } } };
===================================================================
--- original.js
+++ change.js
@@ -107,11 +107,17 @@
player.y = 2732 - 200;
// Initialize missiles array
var missiles = [];
// Handle player movement
+var lastMoveTime = 0;
+var moveCooldown = 100; // 100 milliseconds cooldown
game.down = function (x, y, obj) {
- player.x = x;
- player.y = y;
+ var currentTime = Date.now();
+ if (currentTime - lastMoveTime > moveCooldown) {
+ player.x = x;
+ player.y = y;
+ lastMoveTime = currentTime;
+ }
};
// Update game state
game.update = function () {
// Add a linear vertical scrolling effect to the background
一颗陨石. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
一个宇航员,卡通风格. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
一个太空星空背景,唯美,浪漫. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
一颗陨石,卡通风格. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
一个金币,卡通. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.