User prompt
spawn more enemies
User prompt
move the score icon 14 pixels to the right
User prompt
move the score icon 35 pixels up
User prompt
move the score icon 200 pixels to the left and 185 pixels down
User prompt
move the score icond 1000 pixels to the right
User prompt
move the score icon to the top middle of the screen
User prompt
Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in this line: 'scoreIcon.x = scoreText.x + scoreText.width / 2 + scoreIcon.width / 2;' Line Number: 8
User prompt
move the score image on the right of the score on the top middle
User prompt
move the score to the tope middle of the screen
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fill the screen with the background
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add a background
User prompt
when the player is moving add some wiggle
User prompt
when the player is moving from the right left to right invert the player image. when the player is moving from left to right invert the player image. When the game starts and the player moves left from the original position the image stays as it is. When the game starts and the player moves right from the original position the player image is inverted.
User prompt
Invert the player image when the player is moving right.Reset the player image orientation when the player is moving left.
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invert the player image when player is moving right.
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when the player moves to the left the player image stays as it is. when the player moves to the right the player image is inverted
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Fix Bug: 'ReferenceError: Enemy is not defined' in this line: 'var newEnemy = new Enemy();' Line Number: 142
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Fix Bug: 'ReferenceError: Enemy is not defined' in this line: 'var newEnemy = new Enemy();' Line Number: 142
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each enemy instance has a distinct movement pattern.
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remove the bee enemy class and everything related to it
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Modify the Enemy class to add a wiggle movement on the x-axis
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add the enemy to the screen. if the player collides with the enemy and their score reaches zero then it is game over.
User prompt
add a bee enemy. if the player collides with a bee it looses 6 pointe from the score
User prompt
reduce the wiggle
/**** * Classes ****/ var ScoreCounter = Container.expand(function () { var self = Container.call(this); var score = 0; var scoreIcon = self.createAsset('scoreIcon', 'Score Icon', 0, 0.5); scoreIcon.x += 814; scoreIcon.y += 150; var scoreText = new Text2(score.toString(), { size: 150, fill: '#ffffff', align: 'left' }); scoreText.anchor.set(0.5, 0); scoreText.x = game.width / 2; scoreText.y = scoreIcon.height / 2; self.addChild(scoreIcon); self.addChild(scoreText); self.updateScore = function (newScore) { score = newScore; scoreText.setText(score.toString()); }; }); var Timer = Container.expand(function () { var self = Container.call(this); var timeLeft = 120; var timerText = new Text2(timeLeft.toString(), { size: 150, fill: '#ffffff' }); self.addChild(timerText); timerText.setText(timeLeft); self.update = function () { if (timeLeft > 0) { timeLeft -= 1 / 60; timerText.setText(Math.ceil(timeLeft)); } else { LK.showGameOver(); } }; }); var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.createAsset('enemy', 'Enemy Graphics', 0.5, 0.5); self.direction = Math.random() < 0.5 ? 1 : -1; self.diagonal = Math.random() < 0.33; self.speed = (2 + Math.random() * 3) * 2; self.move = function () { self.x += self.speed * self.direction + Math.sin(LK.ticks / 10) * 5; if (self.direction === 1) { enemyGraphics.scale.x = -1; } else if (self.direction === -1) { enemyGraphics.scale.x = 1; } // Add wiggle movement on the y-axis with increased amplitude self.y += Math.sin(LK.ticks / 10) * 10; if (self.diagonal) { self.y += self.speed * (Math.random() < 0.5 ? 1 : -1); } if (self.x < -enemyGraphics.width || self.x > 2048 + enemyGraphics.width || self.y < -enemyGraphics.height || self.y > 2732 + enemyGraphics.height) { self.destroy(); } }; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.createAsset('player', 'Player Graphics', 0.5, 0.5); playerGraphics.scale.set(3); self.speed = 5; self.move = function (direction) { var wiggle = Math.sin(LK.ticks / 5) * 3; switch (direction) { case 'left': self.x -= self.speed + wiggle; break; case 'right': self.x += self.speed + wiggle; break; case 'up': self.y -= self.speed + wiggle; break; case 'down': self.y += self.speed + wiggle; break; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Add background asset var background = game.createAsset('background', 'Game Background', 0, 0); background.width = game.width; background.height = game.height; background.x = game.width / 2; background.y = game.height / 2; background.pivot.set(background.width / 2, background.height / 2); game.addChild(background); var playerInstance = game.addChild(new Player()); playerInstance.x = game.width / 2; playerInstance.y = game.height - playerInstance.height; LK.on('tick', function () { timerInstance.update(); scoreCounterInstance.updateScore(LK.getScore()); }); var enemies = []; function initializeEnemies() { for (var i = 0; i < 5; i++) { var newEnemy = new Enemy(); newEnemy.x = Math.random() * (2048 - newEnemy.width) + newEnemy.width / 2; newEnemy.y = Math.random() * (2732 - newEnemy.height) + newEnemy.height / 2; enemies.push(newEnemy); game.addChild(newEnemy); } } initializeEnemies(); LK.on('tick', function () { timerInstance.update(); scoreCounterInstance.updateScore(LK.getScore()); manageEnemies(); }); function manageEnemies() { if (LK.ticks % 60 === 0) { for (var i = 0; i < 2; i++) { var newEnemy = new Enemy(); newEnemy.x = Math.random() * (2048 - newEnemy.width) + newEnemy.width / 2; newEnemy.y = Math.random() * (2732 - newEnemy.height) + newEnemy.height / 2; enemies.push(newEnemy); game.addChild(newEnemy); } } for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].move(); if (playerInstance.intersects(enemies[i])) { LK.setScore(LK.getScore() + 5); scoreCounterInstance.updateScore(LK.getScore()); enemies[i].destroy(); enemies.splice(i, 1); } else if (!enemies[i].parent) { enemies.splice(i, 1); } } } var dragNode = null; function handleMove(obj) { var event = obj.event; var pos = event.getLocalPosition(game); if (dragNode) { dragNode.x = pos.x; dragNode.y = pos.y; } } game.on('move', handleMove); game.on('down', function (obj) { dragNode = playerInstance; handleMove(obj); }); game.on('up', function (obj) { dragNode = null; }); var timerInstance = game.addChild(new Timer()); timerInstance.x = game.width - timerInstance.width - 20; timerInstance.y = 20; var scoreCounterInstance = game.addChild(new ScoreCounter()); scoreCounterInstance.x = 20; scoreCounterInstance.y = 20; game.addChild(scoreCounterInstance);
===================================================================
--- original.js
+++ change.js
@@ -113,9 +113,9 @@
scoreCounterInstance.updateScore(LK.getScore());
});
var enemies = [];
function initializeEnemies() {
- for (var i = 0; i < 3; i++) {
+ for (var i = 0; i < 5; i++) {
var newEnemy = new Enemy();
newEnemy.x = Math.random() * (2048 - newEnemy.width) + newEnemy.width / 2;
newEnemy.y = Math.random() * (2732 - newEnemy.height) + newEnemy.height / 2;
enemies.push(newEnemy);
@@ -128,14 +128,16 @@
scoreCounterInstance.updateScore(LK.getScore());
manageEnemies();
});
function manageEnemies() {
- if (LK.ticks % 120 === 0) {
- var newEnemy = new Enemy();
- newEnemy.x = Math.random() * (2048 - newEnemy.width) + newEnemy.width / 2;
- newEnemy.y = Math.random() * (2732 - newEnemy.height) + newEnemy.height / 2;
- enemies.push(newEnemy);
- game.addChild(newEnemy);
+ if (LK.ticks % 60 === 0) {
+ for (var i = 0; i < 2; i++) {
+ var newEnemy = new Enemy();
+ newEnemy.x = Math.random() * (2048 - newEnemy.width) + newEnemy.width / 2;
+ newEnemy.y = Math.random() * (2732 - newEnemy.height) + newEnemy.height / 2;
+ enemies.push(newEnemy);
+ game.addChild(newEnemy);
+ }
}
for (var i = enemies.length - 1; i >= 0; i--) {
enemies[i].move();
if (playerInstance.intersects(enemies[i])) {
pixel butterfly. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel butterfly looking left, showing the left profile. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Remove it and make it transparent
pixel sunny field height is bigger than width.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.