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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in this line: 'for (var m = enemyMissiles.length - 1; m >= 0; m--) {' Line Number: 106
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in this line: 'for (var m = enemyMissiles.length - 1; m >= 0; m--) {' Line Number: 106
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make enemy shoot missile into Grendizer
Code edit (3 edits merged)
Please save this source code
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make Grendizer move with mouse direction
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make heroBullets looks like fire ball
Code edit (1 edits merged)
Please save this source code
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make Grendizer move faster by 15
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make Grendizer move faster
Initial prompt
ufo robot grendizer
/**** * Classes ****/ // Define the Grendizer (player's character) class var Grendizer = Container.expand(function () { var self = Container.call(this); var grendizerGraphics = self.createAsset('grendizer', 'Player character', 0.5, 0.5); self.speed = 50; self.moveTo = function (x) { self.x = Math.max(self.width / 2, Math.min(2048 - self.width / 2, x)); }; self.update = function () { // Update logic for Grendizer }; }); // Define the Bullet class for Grendizer var HeroBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.createAsset('fireBall', 'Hero Fireball', 0.5, 0.5); self.speed = -10; self.move = function () { self.y += self.speed; }; }); // Define the Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.createAsset('enemy', 'Enemy character', 0.5, 0.5); self.speed = 2; self.move = function () { self.y += self.speed; }; }); // Define the Boost class var Boost = Container.expand(function () { var self = Container.call(this); var boostGraphics = self.createAsset('boost', 'Boost item', 0.5, 0.5); self.speed = 2; self.move = function () { self.y += self.speed; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Initialize important asset arrays game.on('move', function (obj) { var touchPos = obj.event.getLocalPosition(game); player.moveTo(touchPos.x); }); var heroBullets = []; var enemies = []; var boosts = []; // Create the player's character var player = game.addChild(new Grendizer()); player.x = 2048 / 2; player.y = 2732 - player.height; // Game tick event LK.on('tick', function () { // Update player player.update(); // Move and check hero bullets for (var i = heroBullets.length - 1; i >= 0; i--) { heroBullets[i].move(); if (heroBullets[i].y < -heroBullets[i].height) { heroBullets[i].destroy(); heroBullets.splice(i, 1); } } // Move and check enemies for (var j = enemies.length - 1; j >= 0; j--) { enemies[j].move(); if (enemies[j].y > 2732 + enemies[j].height) { enemies[j].destroy(); enemies.splice(j, 1); } } // Move and check boosts for (var k = boosts.length - 1; k >= 0; k--) { boosts[k].move(); if (boosts[k].y > 2732 + boosts[k].height) { boosts[k].destroy(); boosts.splice(k, 1); } } // Spawn enemies and boosts if (LK.ticks % 120 == 0) { var newEnemy = new Enemy(); newEnemy.x = Math.random() * (2048 - newEnemy.width) + newEnemy.width / 2; newEnemy.y = -newEnemy.height; enemies.push(newEnemy); game.addChild(newEnemy); } if (LK.ticks % 300 == 0) { var newBoost = new Boost(); newBoost.x = Math.random() * (2048 - newBoost.width) + newBoost.width / 2; newBoost.y = -newBoost.height; boosts.push(newBoost); game.addChild(newBoost); } // Check for collisions enemies.forEach(function (enemy) { if (player.intersects(enemy)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } heroBullets.forEach(function (bullet) { if (bullet.intersects(enemy)) { enemy.destroy(); bullet.destroy(); enemies.splice(enemies.indexOf(enemy), 1); heroBullets.splice(heroBullets.indexOf(bullet), 1); } }); }); boosts.forEach(function (boost) { if (player.intersects(boost)) { boost.destroy(); boosts.splice(boosts.indexOf(boost), 1); // Implement boost effect here } }); }); // Touch event listeners for player movement game.on('down', function (obj) { var touchPos = obj.event.getLocalPosition(game); player.moveTo(touchPos.x); }); // Fire bullets game.on('down', function (obj) { var newBullet = new HeroBullet(); newBullet.x = player.x; newBullet.y = player.y - player.height / 2; heroBullets.push(newBullet); game.addChild(newBullet); });
===================================================================
--- original.js
+++ change.js
@@ -5,14 +5,11 @@
var Grendizer = Container.expand(function () {
var self = Container.call(this);
var grendizerGraphics = self.createAsset('grendizer', 'Player character', 0.5, 0.5);
self.speed = 50;
- self.moveLeft = function () {
- self.x = Math.max(self.width / 2, self.x - self.speed);
+ self.moveTo = function (x) {
+ self.x = Math.max(self.width / 2, Math.min(2048 - self.width / 2, x));
};
- self.moveRight = function () {
- self.x = Math.min(2048 - self.width / 2, self.x + self.speed);
- };
self.update = function () {
// Update logic for Grendizer
};
});
@@ -54,8 +51,12 @@
/****
* Game Code
****/
// Initialize important asset arrays
+game.on('move', function (obj) {
+ var touchPos = obj.event.getLocalPosition(game);
+ player.moveTo(touchPos.x);
+});
var heroBullets = [];
var enemies = [];
var boosts = [];
// Create the player's character
@@ -130,13 +131,9 @@
});
// Touch event listeners for player movement
game.on('down', function (obj) {
var touchPos = obj.event.getLocalPosition(game);
- if (touchPos.x < player.x) {
- player.moveLeft();
- } else {
- player.moveRight();
- }
+ player.moveTo(touchPos.x);
});
// Fire bullets
game.on('down', function (obj) {
var newBullet = new HeroBullet();
mini ufo. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
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delete
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