Code edit (1 edits merged)
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User prompt
add a box at the center of the screen
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Still I see no contraolPAnel !
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fix CommandPanel still not visible !
User prompt
fix CommandPanel isn't visible
User prompt
fix CommandPanel isn't visible
Code edit (2 edits merged)
Please save this source code
User prompt
add an asset for the command Panel named 'boardBackground'
User prompt
Command Panel Layout: The command panel is where players will issue orders to their units and buildings. This could be a section of the screen that displays buttons for different commands. The layout should be intuitive and efficient, grouping related commands together.The panel will be at the bottom of the screen with a height of game.height*0.25
Code edit (1 edits merged)
Please save this source code
Initial prompt
Dune 2 - A new dawn
===================================================================
--- original.js
+++ change.js
@@ -1,147 +1,19 @@
-/****
-* Classes
-****/
-// Hero class
-var Hero = Container.expand(function () {
- var self = Container.call(this);
- var heroGraphics = self.attachAsset('hero', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.move = function (x, y) {
- self.x = x;
- self.y = y;
- };
- self.shoot = function () {
- var bullet = new HeroBullet();
- bullet.x = self.x;
- bullet.y = self.y;
- game.addChild(bullet);
- return bullet;
- };
-});
-// Enemy class
-var Enemy = Container.expand(function () {
- var self = Container.call(this);
- var enemyGraphics = self.attachAsset('enemy', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.move = function () {
- // Enemy movement logic
- };
- self.shoot = function () {
- var bullet = new EnemyBullet();
- bullet.x = self.x;
- bullet.y = self.y;
- game.addChild(bullet);
- return bullet;
- };
-});
-// HeroBullet class
-var HeroBullet = Container.expand(function () {
- var self = Container.call(this);
- var bulletGraphics = self.attachAsset('heroBullet', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.speed = 5;
- self.move = function () {
- self.y -= self.speed;
- };
-});
-// EnemyBullet class
-var EnemyBullet = Container.expand(function () {
- var self = Container.call(this);
- var bulletGraphics = self.attachAsset('enemyBullet', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.speed = 3;
- self.move = function () {
- self.y += self.speed;
- };
-});
-// Base class
-var Base = Container.expand(function () {
- var self = Container.call(this);
- var baseGraphics = self.attachAsset('base', {
- anchorX: 0.5,
- anchorY: 0.5
- });
-});
-
-/****
+/****
* Initialize Game
****/
var game = new LK.Game({
- backgroundColor: 0x000000 // Init game with black background
+ backgroundColor: 0x000000 // Init game with black background
});
-/****
+/****
* Game Code
****/
-// Initialize game elements
// Initialize assets used in this game.
-var hero = game.addChild(new Hero());
-hero.x = game.width / 2;
-hero.y = game.height - hero.height;
-var enemies = [];
-for (var i = 0; i < 5; i++) {
- var enemy = game.addChild(new Enemy());
- enemy.x = 100 + i * 150;
- enemy.y = 100;
- enemies.push(enemy);
-}
-var heroBullets = [];
-var enemyBullets = [];
-var base = game.addChild(new Base());
-base.x = game.width / 2;
-base.y = game.height - base.height / 2;
+// Initialize game elements
// Event listeners
game.on('down', function (obj) {
- var pos = obj.event.getLocalPosition(game);
- hero.move(pos.x, pos.y);
+ var pos = obj.event.getLocalPosition(game);
});
-game.on('up', function (obj) {
- heroBullets.push(hero.shoot());
-});
+game.on('up', function (obj) {});
// Game tick
-LK.on('tick', function () {
- // Move hero bullets
- for (var i = heroBullets.length - 1; i >= 0; i--) {
- heroBullets[i].move();
- if (heroBullets[i].y < 0) {
- heroBullets[i].destroy();
- heroBullets.splice(i, 1);
- }
- }
- // Move enemy bullets
- for (var j = enemyBullets.length - 1; j >= 0; j--) {
- enemyBullets[j].move();
- if (enemyBullets[j].y > game.height) {
- enemyBullets[j].destroy();
- enemyBullets.splice(j, 1);
- }
- }
- // Enemy actions
- for (var k = 0; k < enemies.length; k++) {
- enemies[k].move();
- if (LK.ticks % 120 === 0) {
- // Every 2 seconds
- enemyBullets.push(enemies[k].shoot());
- }
- }
- // Collision detection
- for (var l = heroBullets.length - 1; l >= 0; l--) {
- for (var m = enemies.length - 1; m >= 0; m--) {
- if (heroBullets[l].intersects(enemies[m])) {
- heroBullets[l].destroy();
- heroBullets.splice(l, 1);
- enemies[m].destroy();
- enemies.splice(m, 1);
- break;
- }
- }
- }
-});
\ No newline at end of file
+LK.on('tick', function () {});
\ No newline at end of file
a tileable sand terrain tile.
A square tileable rock terrain tile WITHOUT BBORDER. Single Game Texture. In-Game asset. 2d. No shadows. No Border
Zenith view of Dune's Wind Trap power facility square fence. Ressembles a bit to Sydney's Opera. Zenith view Directly from above.
grey cancel icon. UI
thin white circle empty.
0x5e86ff
Zenith view of a white rectangular Harvester shape of a garbage truck with a triangular head. Harvesting on sand, with flowing spice in the back. inside a square fence. Zenith view. Directly overhead. Plumb view.
Minimal Ui icon of an right sign aside with an icon of a target. sand background
Minimal icon of a home with direction icon pointing to the home. sand background
3 white flat isometric concentric circles like a target.
Remove background
Gray background
Minimal Ui icon of target sign on a fire icon.. sand background
top view of an explosion effect.
Simple heavy army tank factory buiding a tank with a crane. Square fence... Zenith view Directly overhead. Plumb view.
an empty black popup UI. UI