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reset stars size when reseting their position
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reset stars size
Code edit (5 edits merged)
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add a little width and heigth increase to stars as they approch the borders to increase the movement simulation
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call starFieldAnimation
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implement starFieldAnimation so that stars move away from the center to simulate a movement in space
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initiate nbStars star assets and put them in stars array
Code edit (4 edits merged)
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in starFieldAnimation double the final sizes
Code edit (1 edits merged)
Please save this source code
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in starFieldAnimation, loop
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in starFieldAnimation double the final size
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use 2 assets to simulate a continuous movement of growth. keep the current animation, don't change it to a vertical scroll please
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use 2 assets to simulate a continuous movement of growth
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use 2 assets to simulate a continuous movement
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in starFieldAnimation make the starField grow in width and height to simulate stars approching. don't use scaleX/scaleY use width and heigth
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in starFieldAnimation make the starField grow in width and height to simulate stars approching
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in starFieldAnimation make the starField grow in size to simulate stars approching
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add a starFieldAnimation function
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add the spacefield asset in the game but as an independent asset not as backgroundImage
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add the spacefield asset in the game but as an independent asset not as backgroundImage
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add the spacefield asset in the game
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Please fix the bug: 'Uncaught TypeError: game.setBackgroundImage is not a function' in or related to this line: 'game.setBackgroundImage('starField'); // Set game background to star field' Line Number: 91
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add the spacefield asset to the game
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add the spacefield to the game
/**** * Classes ****/ // Bullet class for the spaceship var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('3D_bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.move = function () { self.y -= self.speed; }; }); // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('3D_enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.shootInterval = null; self.move = function () { self.y += self.speed; }; self.shoot = function () { var enemyBullet = new Bullet(); enemyBullet.color = 0xFF0000; // Red color for enemy bullets enemyBullet.x = self.x; enemyBullet.y = self.y + 50; // Start the bullet just below the enemy game.addChild(enemyBullet); enemyBullets.push(enemyBullet); }; self.startShooting = function () { if (!self.shootInterval) { self.shootInterval = LK.setInterval(self.shoot, 2000); // Enemy shoots every 2 seconds } }; self.stopShooting = function () { if (self.shootInterval) { LK.clearInterval(self.shootInterval); self.shootInterval = null; } }; }); // Assets will be automatically generated based on usage in the code. // Player's spaceship class var Spaceship = Container.expand(function () { var self = Container.call(this); var spaceshipGraphics = self.attachAsset('3D_spaceship', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.move = function (direction) { if (direction === 'left' && self.x > 0) { self.x -= self.speed; } else if (direction === 'right' && self.x < 2048) { self.x += self.speed; } }; self.shoot = function () { var bullet = new Bullet(); bullet.x = self.x; bullet.y = self.y - 50; // Start the bullet just above the spaceship game.addChild(bullet); bullets.push(bullet); }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundImage: 'starField' // Set game background to star field }); /**** * Game Code ****/ // Light Slate Gray for the spaceship // White color for laser-like bullets var spaceship = game.addChild(new Spaceship()); spaceship.x = 1024; // Start in the middle of the screen spaceship.y = 2500; // Start near the bottom of the screen var bullets = []; // Player's bullets var enemyBullets = []; // Enemy's bullets var enemies = []; // Touch event to move and shoot game.on('down', function (obj) { var touchPosition = obj.event.getLocalPosition(game); if (touchPosition.x < 1024) { spaceship.move('left'); } else { spaceship.move('right'); } spaceship.shoot(); }); // Spawn enemies LK.setInterval(function () { var enemy = new Enemy(); enemy.x = Math.random() * 2048; // Random position across the screen width enemy.y = 0; // Start at the top of the screen game.addChild(enemy); enemy.startShooting(); // Start enemy shooting upon creation enemies.push(enemy); }, 2000); // Spawn an enemy every 2 seconds // Game tick LK.on('tick', function () { // Move bullets for (var i = bullets.length - 1; i >= 0; i--) { bullets[i].move(); if (bullets[i].y < 0) { bullets[i].destroy(); bullets.splice(i, 1); } } // Move enemy bullets for (var k = enemyBullets.length - 1; k >= 0; k--) { enemyBullets[k].move(); if (enemyBullets[k].y > 2732) { enemyBullets[k].destroy(); enemyBullets.splice(k, 1); } } // Move enemies for (var j = enemies.length - 1; j >= 0; j--) { enemies[j].move(); enemies[j].startShooting(); // Start shooting when moving if (enemies[j].y > 2732) { // If the enemy goes off the bottom of the screen enemies[j].stopShooting(); // Stop shooting when destroyed enemies[j].destroy(); enemies.splice(j, 1); } } // Collision detection (simplified) bullets.forEach(function (bullet) { enemies.forEach(function (enemy, index) { if (bullet.intersects(enemy)) { enemy.destroy(); enemies.splice(index, 1); bullet.destroy(); bullets.splice(bullets.indexOf(bullet), 1); // Increase score or trigger explosion effect here } }); }); });
/****
* Classes
****/
// Bullet class for the spaceship
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('3D_bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.move = function () {
self.y -= self.speed;
};
});
// Enemy class
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('3D_enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2;
self.shootInterval = null;
self.move = function () {
self.y += self.speed;
};
self.shoot = function () {
var enemyBullet = new Bullet();
enemyBullet.color = 0xFF0000; // Red color for enemy bullets
enemyBullet.x = self.x;
enemyBullet.y = self.y + 50; // Start the bullet just below the enemy
game.addChild(enemyBullet);
enemyBullets.push(enemyBullet);
};
self.startShooting = function () {
if (!self.shootInterval) {
self.shootInterval = LK.setInterval(self.shoot, 2000); // Enemy shoots every 2 seconds
}
};
self.stopShooting = function () {
if (self.shootInterval) {
LK.clearInterval(self.shootInterval);
self.shootInterval = null;
}
};
});
// Assets will be automatically generated based on usage in the code.
// Player's spaceship class
var Spaceship = Container.expand(function () {
var self = Container.call(this);
var spaceshipGraphics = self.attachAsset('3D_spaceship', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.move = function (direction) {
if (direction === 'left' && self.x > 0) {
self.x -= self.speed;
} else if (direction === 'right' && self.x < 2048) {
self.x += self.speed;
}
};
self.shoot = function () {
var bullet = new Bullet();
bullet.x = self.x;
bullet.y = self.y - 50; // Start the bullet just above the spaceship
game.addChild(bullet);
bullets.push(bullet);
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundImage: 'starField' // Set game background to star field
});
/****
* Game Code
****/
// Light Slate Gray for the spaceship
// White color for laser-like bullets
var spaceship = game.addChild(new Spaceship());
spaceship.x = 1024; // Start in the middle of the screen
spaceship.y = 2500; // Start near the bottom of the screen
var bullets = []; // Player's bullets
var enemyBullets = []; // Enemy's bullets
var enemies = [];
// Touch event to move and shoot
game.on('down', function (obj) {
var touchPosition = obj.event.getLocalPosition(game);
if (touchPosition.x < 1024) {
spaceship.move('left');
} else {
spaceship.move('right');
}
spaceship.shoot();
});
// Spawn enemies
LK.setInterval(function () {
var enemy = new Enemy();
enemy.x = Math.random() * 2048; // Random position across the screen width
enemy.y = 0; // Start at the top of the screen
game.addChild(enemy);
enemy.startShooting(); // Start enemy shooting upon creation
enemies.push(enemy);
}, 2000); // Spawn an enemy every 2 seconds
// Game tick
LK.on('tick', function () {
// Move bullets
for (var i = bullets.length - 1; i >= 0; i--) {
bullets[i].move();
if (bullets[i].y < 0) {
bullets[i].destroy();
bullets.splice(i, 1);
}
}
// Move enemy bullets
for (var k = enemyBullets.length - 1; k >= 0; k--) {
enemyBullets[k].move();
if (enemyBullets[k].y > 2732) {
enemyBullets[k].destroy();
enemyBullets.splice(k, 1);
}
}
// Move enemies
for (var j = enemies.length - 1; j >= 0; j--) {
enemies[j].move();
enemies[j].startShooting(); // Start shooting when moving
if (enemies[j].y > 2732) {
// If the enemy goes off the bottom of the screen
enemies[j].stopShooting(); // Stop shooting when destroyed
enemies[j].destroy();
enemies.splice(j, 1);
}
}
// Collision detection (simplified)
bullets.forEach(function (bullet) {
enemies.forEach(function (enemy, index) {
if (bullet.intersects(enemy)) {
enemy.destroy();
enemies.splice(index, 1);
bullet.destroy();
bullets.splice(bullets.indexOf(bullet), 1);
// Increase score or trigger explosion effect here
}
});
});
});
starfield.
remove
elongated futuristic laser canon gun green. top view
explosion from top. zenith view
white triangle.
black background ethereal blue gas.
black background ethereal centered galaxy.
black background ethereal centered galaxy.
black background ethereal centered planet.
close up of a giant red star. black background
planet with rings. black background. full, with margin.
metalic oval border with bevel. Black. Electronic style. empty inside. no background
futuristic space fighter.. full front view
Space scene with full earth (europe and africa side). High definition
elegant white rose in a long transparent futuristic glass tube.
laserShot
Sound effect
bgMusic
Sound effect
explosion
Sound effect
laserShot2
Sound effect
detectionBeep1
Sound effect
fighterPassing
Sound effect
targetFoundBeep
Sound effect
damage
Sound effect
warning
Sound effect
startSound
Sound effect
acceleration
Sound effect
teamKill
Sound effect
finalExplosion
Sound effect