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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)
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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({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Function to animate the star field for a dynamic background effect function starFieldAnimation() { // Simulate stars approaching by increasing width and height starField.width += 10; starField.height += 15; starField2.width += 10; starField2.height += 15; if (starField.width >= 8192 || starField.height >= 10928) { starField.width = 2048; // Reset width to initial value starField.height = 2732; // Reset height to initial value //starField.visible = false; } if (starField2.width >= 8192 || starField2.height >= 10928) { starField2.width = 2048; // Reset width to initial value starField2.height = 2732; // Reset height to initial value //starField2.visible = false; } } // Update the game tick to include starFieldAnimation LK.on('tick', function () { //starFieldAnimation(); // Call the animation function within the game tick // 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 } }); }); }); // Add starField as an independent asset var starField = LK.getAsset('starField', { anchorX: 0.0, anchorY: 0.0, scaleX: 1, scaleY: 1, x: 0, y: 0 }); var starField2 = LK.getAsset('starField2', { anchorX: 0.0, anchorY: 0.0, scaleX: 1, scaleY: 1, x: 0, y: 0 }); game.addChild(starField); game.addChild(starField2); starField2.visible = true; // Initially hide the second starField starField2.width = 2048 / 2; // Reset width to initial value starField2.height = 2732 / 2; // Reset height to initial value // White color for laser-like bullets // Light Slate Gray for the spaceship 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 } }); }); });
===================================================================
--- original.js
+++ change.js
@@ -99,9 +99,9 @@
}
}
// Update the game tick to include starFieldAnimation
LK.on('tick', function () {
- starFieldAnimation(); // Call the animation function within the game tick
+ //starFieldAnimation(); // Call the animation function within the game tick
// Move bullets
for (var i = bullets.length - 1; i >= 0; i--) {
bullets[i].move();
if (bullets[i].y < 0) {
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