Code edit (11 edits merged)
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stop the movement when user release
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for movement use current3DSpaceAngles not spaceship.move. add a delta to current3DSpaceAngles.deltaH when pressing left of right, and a delta to current3DSpaceAngles.deltaV when pressing up or down
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replace the drag movement system by a simple press on the sides of the screen
Code edit (4 edits merged)
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Please fix the bug: 'ReferenceError: math is not defined' in or related to this line: 'cockpitDisplay.cockpitBase.rotation = Math.max(math.PI, cockpitDisplay.cockpitBase.rotation + 0.1 * Math.sign(current3DSpaceAngles.deltaH));' Line Number: 229
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find a way to illustrate vertical rotation with the wheel
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`cockpitDisplay.cockpitBase.rotation = -current3DSpaceAngles.deltaH;` makes jerky moves. make it more fluid
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change cockpitDisplay anchor so that it rotates on itself
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rotate cockpitDisplay with ship X rotation
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create a 2D representation of the ship in the cockpit,
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In move handler, implement a slight ease effect to make the movement more fluid
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speed up stars movement
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limit the star.width to 20
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deltaH and deltaV should be restored to 0 after player stops moving
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update deltaH and deltaV during the player movement
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cool :) Now in current3DSpaceAngles, add a deltaH and a deltaV
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in starFieldAnimation, Add an offset so that the stars follow the rotation of the ship
/**** * 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; }; }); // Cockpit representation class for the spaceship var CockpitDisplay = Container.expand(function () { var self = Container.call(this); // Create a simple 2D representation of the ship's cockpit self.cockpitBase = self.attachAsset('flywheel', { anchorX: 0.5, anchorY: 0.5, // Anchor at the bottom center to simulate cockpit view scaleX: 1, // Scale down to fit within the screen appropriately scaleY: 1.5, y: 2732 - 400 // Position near the bottom of the screen }); // Additional cockpit elements can be added here }); // Enemy class removed as per task requirement. // 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 ****/ // Debug text to display current 3D space angles var debugText = new Text2('Angles: 0, 0', { size: 50, fill: "#ffffff" }); debugText.x = 10; // Position at top left debugText.y = 10; LK.gui.topLeft.addChild(debugText); // Update debug text every tick to reflect current angles LK.on('tick', function () { debugText.setText('Angles: ' + Math.round(current3DSpaceAngles.horizontalAngle * (180 / Math.PI)) + ', ' + Math.round(current3DSpaceAngles.verticalAngle * (180 / Math.PI))); }); // Global object to hold the current horizontal and vertical angle in the 3D space var current3DSpaceAngles = { horizontalAngle: 0, verticalAngle: 0, deltaH: 0, deltaV: 0 }; // Update angles based on user drag var initialTouchPosition = null; game.on('down', function (obj) { initialTouchPosition = obj.event.getLocalPosition(game); }); game.on('move', function (obj) { if (initialTouchPosition) { var currentTouchPosition = obj.event.getLocalPosition(game); var deltaX = currentTouchPosition.x - initialTouchPosition.x; var deltaY = currentTouchPosition.y - initialTouchPosition.y; // Update angles and deltas based on drag distance current3DSpaceAngles.deltaH = deltaX / 100; current3DSpaceAngles.deltaV = deltaY / 100; current3DSpaceAngles.horizontalAngle = (current3DSpaceAngles.horizontalAngle + current3DSpaceAngles.deltaH) % (2 * Math.PI); current3DSpaceAngles.verticalAngle = (current3DSpaceAngles.verticalAngle + current3DSpaceAngles.deltaV) % (2 * Math.PI); // Reset initial touch position for continuous update initialTouchPosition = currentTouchPosition; } }); game.on('up', function (obj) { initialTouchPosition = null; // Reset on touch end // Restore deltaH and deltaV to 0 after player stops moving current3DSpaceAngles.deltaH = 0; current3DSpaceAngles.deltaV = 0; }); // Function to animate the star field for a dynamic background effect function starFieldImageAnimation() { // TODO : Move starField background to go with current movement } function starFieldAnimation() { stars.forEach(function (star) { // Calculate direction vector from center to star var directionX = star.x - 1024; // 1024 is half the width of the screen var directionY = star.y - 1366; // 1366 is half the height of the screen // Normalize direction var length = Math.sqrt(directionX * directionX + directionY * directionY); if (length === 0) { // Prevent division by zero length = 1; } directionX /= length; directionY /= length; // Add offset based on current3DSpaceAngles directionX += current3DSpaceAngles.deltaH * 10; //.horizontalAngle; directionY += current3DSpaceAngles.deltaV * 10; //.verticalAngle; // Move star away from center // Increase star size as it moves away to simulate faster movement var sizeIncrease = Math.min(Math.abs(directionX * 2), Math.abs(directionY * 2)); star.width = Math.min(20, star.width + sizeIncrease * 0.05); // Limit width to 20 star.height = star.width; star.x += directionX * starsSpeed; // Increase speed to 10 for faster star movement star.y += directionY * starsSpeed; // Reset star position if it moves off screen if (star.x < 0 || star.x > 2048 || star.y < 0 || star.y > 2732) { star.x = Math.random() * 2048; star.y = Math.random() * 2732; star.width = Math.random() * 10; // Limit width to 20 star.height = star.width; // Reset height to initial value } }); } var nbStars = 80; var starsSpeed = 10; var stars = []; for (var i = 0; i < nbStars; i++) { var star = LK.getAsset('star', { anchorX: 0.5, anchorY: 0.5, x: Math.random() * 2048, // Random position across the screen width y: Math.random() * 2732 // Random position across the screen height }); stars.push(star); game.addChild(star); } // 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); } } // Enemy movement and shooting logic removed as per task requirement. // Enemy and bullet collision detection logic removed as per task requirement. }); // 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); starField.visible = false; // Initially hide the second starField starField2.visible = false; // 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 = 2048 / 2; // Center spaceship horizontally spaceship.y = 2732 - spaceship.height / 2; // Position spaceship near the bottom of the screen // Add the cockpit display to the game and rotate with ship X rotation var cockpitDisplay = game.addChild(new CockpitDisplay()); cockpitDisplay.x = 2048 / 2; // Center cockpit display horizontally // Rotate cockpitDisplay based on current3DSpaceAngles.horizontalAngle LK.on('tick', function () { // Adjust cockpitDisplay rotation for both horizontal and vertical movements cockpitDisplay.cockpitBase.rotation += (-current3DSpaceAngles.deltaH - 0) * 0.12; cockpitDisplay.cockpitBase.scale.y = 1.5 + current3DSpaceAngles.deltaV * 0.5; // Illustrate vertical rotation by scaling the wheel }); 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(); }); // Enemy spawning logic removed as per task requirement. // 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
@@ -213,9 +213,9 @@
cockpitDisplay.x = 2048 / 2; // Center cockpit display horizontally
// Rotate cockpitDisplay based on current3DSpaceAngles.horizontalAngle
LK.on('tick', function () {
// Adjust cockpitDisplay rotation for both horizontal and vertical movements
- cockpitDisplay.cockpitBase.rotation += (-current3DSpaceAngles.deltaH - cockpitDisplay.cockpitBase.rotation) * 0.12;
+ cockpitDisplay.cockpitBase.rotation += (-current3DSpaceAngles.deltaH - 0) * 0.12;
cockpitDisplay.cockpitBase.scale.y = 1.5 + current3DSpaceAngles.deltaV * 0.5; // Illustrate vertical rotation by scaling the wheel
});
var bullets = []; // Player's bullets
var enemyBullets = []; // Enemy's bullets
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