User prompt
If there are no touches left, players touches do not make any projectiles.
User prompt
When there are no targets left, wait until all projectiles are also destroyed. Then, show a message "Level completed"
User prompt
When there are no targets left, level is completed.
User prompt
Move Touches Left and Targets left to the right side of the scene
User prompt
Put all text in one line, centered horizontally.
User prompt
Put level text in the bottom
User prompt
Text is not completely visible on the screen. Fix it.
User prompt
Reduce font size by 30%
User prompt
reduce font size of text fields. They should be visible on the screen completely.
User prompt
Reduce font size of levelText, touchesLeftText, and targetsLeftText. Place levelText in the lower left corner.
User prompt
Reduce text fields font size and make them in one row
User prompt
When touches left is 0, game is over.
User prompt
Touches left can not be < 0
User prompt
When there are no targets left, generate 10 targets (in each level the number of start targets increases by 5). Reset touches left to 5.
User prompt
When Targets left becomes 0, the level is over.
User prompt
Player starts on Level 1. Show on screen these data: Level, touches left and targets left.
User prompt
Player starts with 5 "touches" left. That is - how many times player has right to tap the scene.
User prompt
Double the speed of projectiles. When a projectile hits one of the targets, projectile gets destroyed but the target explodes as well, creating 4 new projectiles.
User prompt
Projectiles are bullets, they should fly not be static
User prompt
When player touches the scene, 4 new objects are generated on the touched place. Call them Projectiles. Each of those 4 projectiles should go in the different direction: up, down, left and right.
User prompt
Make projectiles fly, 2 times faster than targets.
User prompt
Projectiles go in four directions from the place of creation (up, down, left and right). They are 4 times faster than targets.
User prompt
When player touches the scene, on the touch place, 4 new objects are generated. Call them Projectiles.
User prompt
When player touches the scene, on the touch place, 4 new objects are generated. Call them projectiles. Projectiles go in four directions from the place of creation. They are 4 times faster than targets.
User prompt
Reduce target speed by 30%
var Projectile = Container.expand(function () { var self = Container.call(this); var projectileGraphics = self.createAsset('projectile', 'Projectile Graphics', .5, .5); self.speed = 14; self.direction = ''; self.move = function () { if (self.direction === 'up') self.y -= self.speed; if (self.direction === 'down') self.y += self.speed; if (self.direction === 'left') self.x -= self.speed; if (self.direction === 'right') self.x += self.speed; }; }); var Target = Container.expand(function () { var self = Container.call(this); var targetGraphics = self.createAsset('target', 'Target Graphics', .5, .5); self.speed = 7; self.direction = Math.random() < 0.5 ? 'horizontal' : 'vertical'; self.move = function () { if (self.direction === 'horizontal') { self.x += self.speed; if (self.x > 2048) self.x = 0; if (self.x < 0) self.x = 2048; } else { self.y += self.speed; if (self.y > 2732) self.y = 0; if (self.y < 0) self.y = 2732; } }; }); var Game = Container.expand(function () { var self = Container.call(this); self.level = 1; self.touchesLeft = 5; self.targetsLeft = 5; var levelText = new Text2('Level: ' + self.level, { size: 100, fill: "#ffffff" }); levelText.anchor.set(0.5, 0); LK.gui.topLeft.addChild(levelText); var touchesLeftText = new Text2('Touches Left: ' + self.touchesLeft, { size: 100, fill: "#ffffff" }); touchesLeftText.anchor.set(0.5, 0); touchesLeftText.y = 120; LK.gui.topLeft.addChild(touchesLeftText); var targetsLeftText = new Text2('Targets Left: ' + self.targetsLeft, { size: 100, fill: "#ffffff" }); targetsLeftText.anchor.set(0.5, 0); targetsLeftText.y = 240; LK.gui.topLeft.addChild(targetsLeftText); var enemyBullets = []; var enemies = []; var targets = []; var touchesLeft = 5; for (var i = 0; i < 5; i++) { var target = new Target(); target.x = Math.random() * 2048; target.y = Math.random() * 2732; targets.push(target); self.addChild(target); } var spawnEnemy = function () { var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = 0; enemies.push(enemy); self.addChild(enemy); }; var fireEnemyBullet = function (enemy) { var bullet = new EnemyBullet(); bullet.x = enemy.x; bullet.y = enemy.y; enemyBullets.push(bullet); self.addChild(bullet); }; LK.on('tick', function () { for (var i = 0; i < targets.length; i++) { targets[i].move(); } for (var i = 0; i < self.children.length; i++) { if (self.children[i] instanceof Projectile) { self.children[i].move(); for (var j = 0; j < targets.length; j++) { if (self.children[i].intersects(targets[j])) { var directions = ['up', 'down', 'left', 'right']; for (var k = 0; k < 4; k++) { var newProjectile = new Projectile(); newProjectile.x = targets[j].x; newProjectile.y = targets[j].y; newProjectile.direction = directions[k]; self.addChild(newProjectile); } self.children[i].destroy(); targets[j].destroy(); self.targetsLeft--; targets.splice(j, 1); targetsLeftText.setText('Targets Left: ' + self.targetsLeft); if (self.targetsLeft === 0) { self.level++; self.touchesLeft = 5; touchesLeftText.setText('Touches Left: ' + self.touchesLeft); for (var l = 0; l < self.level * 5; l++) { var newTarget = new Target(); newTarget.x = Math.random() * 2048; newTarget.y = Math.random() * 2732; targets.push(newTarget); self.addChild(newTarget); } self.targetsLeft = self.level * 5; targetsLeftText.setText('Targets Left: ' + self.targetsLeft); } } } } } }); stage.on('down', function (obj) { if (touchesLeft > 0) { var pos = obj.event.getLocalPosition(self); var directions = ['up', 'down', 'left', 'right']; for (var i = 0; i < 4; i++) { var projectile = new Projectile(); projectile.x = pos.x; projectile.y = pos.y; projectile.direction = directions[i]; self.addChild(projectile); } self.touchesLeft--; touchesLeftText.setText('Touches Left: ' + self.touchesLeft); } }); });
===================================================================
--- original.js
+++ change.js
@@ -98,10 +98,21 @@
targets[j].destroy();
self.targetsLeft--;
targets.splice(j, 1);
targetsLeftText.setText('Targets Left: ' + self.targetsLeft);
- if (self.targetsLeft <= 0) {
- LK.showGameOver();
+ if (self.targetsLeft === 0) {
+ self.level++;
+ self.touchesLeft = 5;
+ touchesLeftText.setText('Touches Left: ' + self.touchesLeft);
+ for (var l = 0; l < self.level * 5; l++) {
+ var newTarget = new Target();
+ newTarget.x = Math.random() * 2048;
+ newTarget.y = Math.random() * 2732;
+ targets.push(newTarget);
+ self.addChild(newTarget);
+ }
+ self.targetsLeft = self.level * 5;
+ targetsLeftText.setText('Targets Left: ' + self.targetsLeft);
}
}
}
}
Simple flat icon, 200x200pixels, one bright color square with border. No shadows, top down view, transparent background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Simple flat icon, 200x200pixels, one bright color circle with border. No shadows, top down view, transparent background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Simple flat icon, 200x200pixels, one bright color diamond with border. No shadows, top down view, transparent background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Simple flat icon, 200x200pixels, one bright color romb with border. No shadows, top down view, transparent background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Simple flat icon, 200x200pixels, one bright color smiley with border. No shadows, top down view, transparent background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
1024x1366 pixels, totally black no more than 20 very small, barely visible, stars here and there. Simple Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Single Game Texture, 50x50pix. In-Game asset. 2d. Blank background. High contrast. No shadows. Light green circle with border. Simple. No other objects. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.