Code edit (18 edits merged)
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play laserShot sond on shoot
Code edit (2 edits merged)
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replace the animation in animateCockpitButton : move cockpitButton and cockpitButtonBase down then up
Code edit (1 edits merged)
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Code edit (1 edits merged)
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in handleScaleAnimation don't use scaleDOwn, just check if the value is the lowest
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now rework animateCockpitButton properly
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no LK.setInterval(function () should pass the value in the parameters
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NO. scaledown is defined outside the setInterval, this can cause errors because the value can change durring the interval, it should be passed through a function call
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and a senior devloper knows that there is a trick with setTimeout scope so he adapts the code accordingly
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No Please rework animateCockpitButton like a senior developer who knows that if animateCockpitButton is called twice originalScaleX should not use current scale. Original scal should be stored in a global const or a proprety of the object that is set only once during the game
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no still ko. rework animateCockpitButton correctly
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write more robust code : when we tap fast, the "original" scale is set to the current reduced scale! ensure the original scale is not changed
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No treat that more seriously : the button doesn't return to its original scale
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hey always revert to inital scale, if not the button will disapear !
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invert the animation (scale down when pressed)
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animate the cockpitButton when pressed (in gamePlayingDown)
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'rotation')' in or related to this line: 'cockpitDisplay.cockpitBase.rotation += -current3DSpaceAngles.deltaH - cockpitDisplay.cockpitBase.rotation >= 0.02 ? 0.1 : 0;' Line Number: 371
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apply the exponential shrink to width and height
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ok but invert it : fast at start, slow at end (doppler effect)
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try exponential instead of log
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add min and max to speed (4 and 20)
/**** * Classes ****/ /***********************************************************************************/ /********************************** BULLET CLASS ***********************************/ /***********************************************************************************/ var Bullet = Container.expand(function (isLeft, isTop) { var self = Container.call(this); self.isTop = isTop; var bulletGraphics = self.attachAsset('3D_bullet', { anchorX: 0.5, anchorY: 0.5, width: 5, height: 100, tint: 0x00FF00, alpha: 0.8 }); self.distanceToCenter = 1024; self.isLeft = isLeft; self.speed = 10; self.update = function () { self.x += self.isLeft ? self.speed : -self.speed; self.y += self.isTop ? self.speed * 0.6 : -self.speed * 0.6; // Calculate distance to center and adjust width accordingly self.distanceToCenter = Math.abs(self.x - 1024); var shrinkRatio = 0.1 + Math.pow(self.distanceToCenter, 1.2) * 5 / Math.pow(1024, 1.2); self.width = Math.max(1, 5 * Math.pow(shrinkRatio, 1.1)); self.height = Math.max(10, 100 * Math.pow(shrinkRatio, 1.1)); self.speed = Math.max(4, Math.min(20, 20 * Math.exp(self.distanceToCenter / 1024 - 1))); ; }; }); /***********************************************************************************/ /********************************** COCKPIT CLASS ***********************************/ /***********************************************************************************/ 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 });*/ self.cockpitButtonBase = self.attachAsset('fireButtonBase', { anchorX: 0.5, anchorY: 0.5, y: 2732 + 128 // Position near the bottom of the screen }); self.cockpitButton = self.attachAsset('fireButton', { anchorX: 0.5, anchorY: 0.5, y: 2732 - 128 // Position near the bottom of the screen }); }); /***********************************************************************************/ /******************************** 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.coords = { x: 0, y: 0, z: 0 }; self.speed = 0.01; self.shoot = function () { // Spawn bullets from side canons var leftBullet = new Bullet(true); leftBullet.x = 0; // Adjust for left canon position leftBullet.y = self.y + 512; // Start the bullet just above the spaceship leftBullet.rotation = Math.PI * 0.30; game.addChildAt(leftBullet, 0); bullets.push(leftBullet); var rightBullet = new Bullet(false); rightBullet.x = game.width; // Adjust for right canon position rightBullet.y = self.y + 512; // Start the bullet just above the spaceship rightBullet.rotation = -Math.PI * 0.30; game.addChildAt(rightBullet, 0); bullets.push(rightBullet); // Adding two more cannons var extraLeftBullet = new Bullet(true, true); extraLeftBullet.x = leftBullet.x + 100; // Slightly to the right of the left canon extraLeftBullet.y = self.y - 512 - 128; // Start the bullet just above the spaceship extraLeftBullet.rotation = Math.PI * 1.75; //game.addChildAt(extraLeftBullet, 0); //bullets.push(extraLeftBullet); var extraRightBullet = new Bullet(false, true); extraRightBullet.x = rightBullet.x - 100; // Slightly to the left of the right canon extraRightBullet.y = self.y - 512 - 128; // Start the bullet just above the spaceship extraRightBullet.rotation = -Math.PI * 1.75; //game.addChildAt(extraRightBullet, 0); //bullets.push(extraRightBullet); }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Initialize game with a black background }); /**** * Game Code ****/ function animateCockpitButton() { var originalScaleX = cockpitDisplay.cockpitButton.scale.x; var originalScaleY = cockpitDisplay.cockpitButton.scale.y; // Animate the button to scale down and then back to original size var scaleDown = true; var animationInterval = LK.setInterval(function () { if (scaleDown) { cockpitDisplay.cockpitButton.scale.x -= 0.05; cockpitDisplay.cockpitButton.scale.y -= 0.05; if (cockpitDisplay.cockpitButton.scale.x <= originalScaleX - 0.2) { scaleDown = false; } } else { cockpitDisplay.cockpitButton.scale.x += 0.05; cockpitDisplay.cockpitButton.scale.y += 0.05; if (cockpitDisplay.cockpitButton.scale.x >= originalScaleX) { cockpitDisplay.cockpitButton.scale.x = originalScaleX; cockpitDisplay.cockpitButton.scale.y = originalScaleY; LK.clearInterval(animationInterval); } } }, 16); // 60 FPS } /* # Space Strike ### Game Design and Planning 1. **Game Objectives**: Defeating all enemy fighters. 2. **Game Levels**: Random map with an increasing number of ennemy figthers per level. 3. **Game Assets**: 4. **Game Mechanics**: 1. **Player Interaction**: 1st person view. Tap to shoot. 4. **Game Loop and Events**: Objects updates occur in the game loop. Input events are handled in input functions. 5. **Scoring and Progression**: Player's score is updated when killing ennemies. When no more ennemies game switches to next level. 6. **Game Over and Reset**: The game is over when player's lives reaches zero. */ /****************************************************************************************** */ /************************************** GLOBAL VARIABLES ********************************** */ /****************************************************************************************** */ // Enumeration for game states var GAME_STATE = { INIT: 'INIT', MENU: 'MENU', HELP: 'HELP', STARTING: 'STARTING', NEW_ROUND: 'NEW_ROUND', PLAYING: 'PLAYING', SCORE: 'SCORE' }; var gameState = GAME_STATE.INIT; var player = { lives: 3 }; var nbStars = 80; var starsSpeed = 10; var stars = []; var current3DSpaceAngles = { horizontalAngle: 0, verticalAngle: 0, deltaH: 0, deltaV: 0 }; var spaceship; var cockpitDisplay; var bullets = []; // Player's bullets var enemies = []; var rotationSpeed = 0.25; var isDebug = true; var fpsText; var lastTick; var frameCount; var debugText; /****************************************************************************************** */ /*********************************** UTILITY FUNCTIONS ************************************ */ /****************************************************************************************** */ function log() { if (isDebug) { var _console; (_console = console).log.apply(_console, arguments); } } /****************************************************************************************** */ /************************************** INPUT HANDLERS ************************************ */ /****************************************************************************************** */ game.on('down', function (x, y, obj) { switch (gameState) { case GAME_STATE.MENU: gameMenuDown(x, y, obj); break; case GAME_STATE.STARTING: gameStartingDown(x, y, obj); break; case GAME_STATE.PLAYING: gamePlayingDown(x, y, obj); break; case GAME_STATE.SCORE: // Handle score display logic here break; } }); function gameMenuDown(x, y, obj) { log("gameMenuDown..."); cleanMenuState(); initStartingState(); } function gameStartingDown(x, y, obj) { // TEMPORARY : Avoid multiple clicks //cleanStartingState(); //initPlayingState(); } function gamePlayingDown(x, y, obj) { log("gamePlayingDown ..."); spaceship.shoot(); animateCockpitButton(); } /****************************************************************************************** */ /************************************* GAME FUNCTIONS **************************************** */ /****************************************************************************************** */ function initStars() { for (var i = 0; i < nbStars; i++) { var star = LK.getAsset('star', { anchorX: 0.5, anchorY: 0.5, alpha: 0.5, x: Math.random() * 2048, y: Math.random() * 2732 }); stars.push(star); game.addChild(star); } // Farther stars for (var i = 0; i < nbStars * 2; i++) { var star = LK.getAsset('star', { anchorX: 0.5, anchorY: 0.5, alpha: Math.random(), x: Math.random() * 2048, y: Math.random() * 2732, slow: true }); stars.push(star); game.addChild(star); } } 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 * (star.slow ? 0 : 1)); // Limit width to 20 star.height = star.width; star.x += directionX * starsSpeed * (star.slow ? Math.random() * 0.1 : 1); // Increase speed to 10 for faster star movement star.y += directionY * starsSpeed * (star.slow ? Math.random() * 0.1 : 1); star.alpha += 0.001; // 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; // Reset height to initial value star.width = Math.random() * 10; star.height = star.width; star.alpha = Math.random() * 0.5; } }); // Move nebulas images here .x-=0.1 } /****************************************************************************************** */ /************************************* GAME STATES **************************************** */ /****************************************************************************************** */ function gameInitialize() { log("Game initialize..."); initStars(); 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 cockpitDisplay = game.addChild(new CockpitDisplay()); cockpitDisplay.x = 2048 / 2; // Center cockpit display horizontally if (isDebug) { var debugMarker = LK.getAsset('debugMarker', { anchorX: 0.5, anchorY: 0.5, x: 2048 * 0.5, y: 2732 / 2 }); game.addChild(debugMarker); fpsText = new Text2('FPS: 0', { size: 50, fill: "#ffffff" }); // Position FPS text at the bottom-right corner fpsText.anchor.set(1, 1); // Anchor to the bottom-right LK.gui.bottomRight.addChild(fpsText); // Update FPS display every second lastTick = Date.now(); frameCount = 0; // Debug text to display cube information debugText = new Text2('Debug Info', { size: 50, fill: "#ffffff" }); debugText.anchor.set(0.5, 0); // Anchor to the bottom-right LK.gui.top.addChild(debugText); } initMenuState(); } // GAME MENU function initMenuState() { log("initMenuState..."); gameState = GAME_STATE.MENU; // TEMPORARY. cleanMenuState(); initStartingState(); } function handleMenuLoop() { // Menu animations here } function cleanMenuState() { log("cleanMenuState..."); } // STARTING function initStartingState() { log("initStartingState..."); gameState = GAME_STATE.STARTING; // Round preparation logic here. // TEMPORARY. cleanStartingState(); initPlayingState(); } function handleStartingLoop() { // Round Starting animations here } function cleanStartingState() { log("cleanStartingState..."); } // PLAYING function initPlayingState() { log("initPlayingState..."); gameState = GAME_STATE.PLAYING; } function handlePlayingLoop() { starFieldAnimation(); // Call the animation function within the game tick for (var i = bullets.length - 1; i >= 0; i--) { if (bullets[i].distanceToCenter <= 4) { // Assuming a small threshold around the center for destruction bullets[i].destroy(); bullets.splice(i, 1); } } // Update space coordinates spaceship.coords.x += Math.sin(current3DSpaceAngles.horizontalAngle) * spaceship.speed; spaceship.coords.y += Math.cos(current3DSpaceAngles.verticalAngle) * spaceship.speed; spaceship.coords.z += Math.sin(current3DSpaceAngles.verticalAngle) * Math.cos(current3DSpaceAngles.horizontalAngle) * spaceship.speed; // Update angles at a lower rate using modulo on ticks if (LK.ticks % 15 == 0) { current3DSpaceAngles.horizontalAngle += current3DSpaceAngles.deltaH; current3DSpaceAngles.verticalAngle += current3DSpaceAngles.deltaV; } // Rotate cockpitDisplay based on current3DSpaceAngles.horizontalAngle if (cockpitDisplay.cockpitBase) { cockpitDisplay.cockpitBase.rotation += -current3DSpaceAngles.deltaH - cockpitDisplay.cockpitBase.rotation >= 0.02 ? 0.1 : 0; cockpitDisplay.cockpitBase.rotation += -current3DSpaceAngles.deltaH - cockpitDisplay.cockpitBase.rotation <= -0.02 ? -0.1 : 0; cockpitDisplay.cockpitBase.rotation = Math.min(Math.PI * 0.3, Math.max(-Math.PI * 0.3, cockpitDisplay.cockpitBase.rotation)); cockpitDisplay.cockpitBase.scale.y = 1.5 + current3DSpaceAngles.deltaV * 0.5; // Illustrate vertical rotation by scaling the wheel } if (isDebug) { debugText.setText("lives: " + player.lives); // FPS var now = Date.now(); frameCount++; if (now - lastTick >= 1000) { // Update every second fpsText.setText('FPS: ' + frameCount); frameCount = 0; lastTick = now; } } } function cleanPlayingState() { log("cleanPlayingState..."); // TODO Remove elements } // SCORE function initScoreState() { log("initScoreState..."); gameState = GAME_STATE.SCORE; // TODO add score elements // TEMPORARY : Avoid multiple clicks cleanScoreState(); } function handleScoreLoop() { // Score display logic here } function cleanScoreState() { log("cleanScoreState..."); LK.showGameOver(); } /***********************************************************************************/ /******************************** MAIN GAME LOOP ***********************************/ /***********************************************************************************/ game.update = function () { switch (gameState) { case GAME_STATE.MENU: handleMenuLoop(); break; case GAME_STATE.STARTING: handleStartingLoop(); break; case GAME_STATE.PLAYING: handlePlayingLoop(); break; case GAME_STATE.SCORE: handleScoreLoop(); break; } }; gameInitialize(); // Initialize the game
===================================================================
--- original.js
+++ change.js
@@ -111,10 +111,10 @@
/****
* Game Code
****/
function animateCockpitButton() {
- var originalScaleX = 1;
- var originalScaleY = 1;
+ var originalScaleX = cockpitDisplay.cockpitButton.scale.x;
+ var originalScaleY = cockpitDisplay.cockpitButton.scale.y;
// Animate the button to scale down and then back to original size
var scaleDown = true;
var animationInterval = LK.setInterval(function () {
if (scaleDown) {
@@ -126,10 +126,10 @@
} else {
cockpitDisplay.cockpitButton.scale.x += 0.05;
cockpitDisplay.cockpitButton.scale.y += 0.05;
if (cockpitDisplay.cockpitButton.scale.x >= originalScaleX) {
- cockpitDisplay.cockpitButton.scale.x = 1;
- cockpitDisplay.cockpitButton.scale.y = 1;
+ cockpitDisplay.cockpitButton.scale.x = originalScaleX;
+ cockpitDisplay.cockpitButton.scale.y = originalScaleY;
LK.clearInterval(animationInterval);
}
}
}, 16); // 60 FPS
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