Code edit (11 edits merged)
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Code edit (2 edits merged)
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User prompt
You are a professional game developer. Please update my 2D space shooter so that each temporary power-up icon is loaded at runtime from the project’s Assets folder rather than hard-coded. The AI should generate: - A `PowerUpUI` manager that, on startup, scans `Assets/PowerUps/Icons/` for all PNG files and builds a dictionary mapping each file name (without extension) to a Sprite. - A `GetIconSprite(string id)` method that returns the corresponding sprite or a default placeholder if the file isn’t found. - A `ShowPowerUp(string id, float duration)` function that: 1. Retrieves the icon via `GetIconSprite(id)` 2. Instantiates it in the next available UI slot (with image and countdown text) 3. Starts a 10-second timer updating the countdown every second 4. On expiry, plays a fade-out animation and removes the slot, shifting remaining icons left. - Instructions for designers to add or replace icons simply by dropping PNGs named after the power-up IDs into `Assets/PowerUps/Icons/`. Structure the response into: 1. Project setup & asset folder layout 2. Runtime asset loading logic 3. UI slot management & countdown 4. Designer instructions for adding icons Provide this as a complete prompt for an AI code generator—no implementation code itself, just the prompt text.```
User prompt
You are a professional game developer. Please update the 2D space shooter game so that temporary power-ups (boosts) appear visibly on screen with customizable icons. Follow these requirements:
1. **Power-Up UI Slot**
- Reserve a fixed area (e.g. top-right corner) showing up to three active power-up slots.
- Each slot displays an icon image, a border or background frame, and a small countdown timer underneath.
2. **Customizable Icons**
- Load icon textures from an “Assets/PowerUps/Icons” folder.
- In code, reference each icon by filename (e.g. “speed_boost.png”, “double_shot.png”, “invincible.png”).
- If no custom icon is provided, use a default placeholder sprite.
3. **Power-Up Activation & Expiry**
- When the player collects a boost:
- Instantiate its icon in the next empty slot.
- Start a 10-second timer that updates the countdown text every second.
- When the timer reaches zero:
- Play an expiry animation (e.g. icon fades out).
- Remove the icon and shift any remaining slots to fill gaps.
4. **Implementation Details**
- In [your chosen framework/language], create a `PowerUpUI` manager class or module that:
- Holds references to UI slot GameObjects or canvas elements.
- Provides `ShowPowerUp(type, duration)` and `HidePowerUp(type)` methods.
- Example pseudocode for Unity C#:
```csharp
public void ShowPowerUp(string type, float duration) {
var slot = GetNextEmptySlot();
var icon = Resources.Load
Code edit (1 edits merged)
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User prompt
add background_music2 for background music
User prompt
You are a professional game developer. Please generate a complete 2D shooter game based on the following enhanced specifications: 1. **Core Gameplay & Progression** - Start with a gentle difficulty: slow enemy spawn rate, easy movement patterns. - As the player’s score increases or time passes, gradually ramp up difficulty by spawning more enemies, increasing their speed, and adding complex behaviors. 2. **Temporary Power-Ups (10-Second Duration)** - **Speed Boost**: Doubles player ship movement speed for 10 seconds. - **Double Shot**: Fires two bullets per shot for 10 seconds. - **Invincibility**: Player ship is immune to damage for 10 seconds. - **Other Ideas**: Rapid-fire (increased fire rate), shield recharge, score multiplier. 3. **Power-Up Spawning** - Power-ups appear at random positions, drifting downward like enemies. - Only one power-up active on screen at a time; new one spawns 5–8 seconds after the previous expires or is collected. - Use distinct icons/colors for each power-up type. 4. **Implementation Requirements** - Include code examples in [your chosen framework/language] (e.g., Unity C#, HTML5 Canvas + JS, Godot GDScript). - Show how to: - Track and trigger difficulty scaling (by score or time). - Spawn and time-limit power-ups. - Apply and expire each boost effect cleanly. - Update UI to display active boost icon and remaining duration. 5. **UI & Feedback** - Display player score and kill count at top. - Show small icons for active boosts with a countdown timer. - Play distinct sound and particle effects when picking up and when boost expires. Structure your response into clear sections: - Project Setup - Difficulty Progression System - Power-Up Types & Logic - Input & Controls - UI & Effects - Build & Export Instructions Thank you!
User prompt
You are a professional game developer. Please generate a complete 2D shooter game based on the following enhanced specifications: 1. **Core Gameplay & Progression** - Start with a gentle difficulty: slow enemy spawn rate, easy movement patterns. - As the player’s score increases or time passes, gradually ramp up difficulty by spawning more enemies, increasing their speed, and adding complex behaviors. 2. **Temporary Power-Ups (10-Second Duration)** - **Speed Boost**: Doubles player ship movement speed for 10 seconds. - **Double Shot**: Fires two bullets per shot for 10 seconds. - **Invincibility**: Player ship is immune to damage for 10 seconds. - **Other Ideas**: Rapid-fire (increased fire rate), shield recharge, score multiplier. 3. **Power-Up Spawning** - Power-ups appear at random positions, drifting downward like enemies. - Only one power-up active on screen at a time; new one spawns 5–8 seconds after the previous expires or is collected. - Use distinct icons/colors for each power-up type. 4. **Implementation Requirements** - Include code examples in [your chosen framework/language] (e.g., Unity C#, HTML5 Canvas + JS, Godot GDScript). - Show how to: - Track and trigger difficulty scaling (by score or time). - Spawn and time-limit power-ups. - Apply and expire each boost effect cleanly. - Update UI to display active boost icon and remaining duration. 5. **UI & Feedback** - Display player score and kill count at top. - Show small icons for active boosts with a countdown timer. - Play distinct sound and particle effects when picking up and when boost expires. Structure your response into clear sections: - Project Setup - Difficulty Progression System - Power-Up Types & Logic - Input & Controls - UI & Effects - Build & Export Instructions Thank you!
Code edit (1 edits merged)
Please save this source code
Initial prompt
Starfield Assault
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Enemy bullet
var EnemyBullet = Container.expand(function () {
var self = Container.call(this);
var bullet = self.attachAsset('enemyBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 18;
self.update = function () {
self.y += self.speed;
};
return self;
});
// Enemy ship
var EnemyShip = Container.expand(function () {
var self = Container.call(this);
var ship = self.attachAsset('enemyShip', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = ship.width;
self.height = ship.height;
self.speed = 6;
self.shootCooldown = 0;
self.update = function () {
self.y += self.speed;
if (self.shootCooldown > 0) self.shootCooldown--;
};
return self;
});
// Explosion effect (MVP: fade out and destroy)
var Explosion = Container.expand(function () {
var self = Container.call(this);
var exp = self.attachAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5
});
exp.alpha = 1;
tween(exp, {
alpha: 0
}, {
duration: 400,
easing: tween.linear,
onFinish: function onFinish() {
self.destroy();
}
});
return self;
});
// Player bullet
var PlayerBullet = Container.expand(function () {
var self = Container.call(this);
var bullet = self.attachAsset('playerBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -28;
self.update = function () {
self.y += self.speed;
};
return self;
});
// Player ship
var PlayerShip = Container.expand(function () {
var self = Container.call(this);
var ship = self.attachAsset('playerShip', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = ship.width;
self.height = ship.height;
self.lives = 3;
self.invincible = false;
self.invincibleTicks = 0;
self.update = function () {
if (self.invincible) {
self.invincibleTicks--;
ship.alpha = self.invincibleTicks % 10 < 5 ? 0.4 : 1;
if (self.invincibleTicks <= 0) {
self.invincible = false;
ship.alpha = 1;
}
}
};
// Flash for damage
self.flash = function () {
LK.effects.flashObject(self, 0xffffff, 400);
};
return self;
});
// Starfield background star
var Star = Container.expand(function () {
var self = Container.call(this);
var star = self.attachAsset('star', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 0;
self.update = function () {
self.y += self.speed;
if (self.y > 2732 + 10) {
self.y = -10;
self.x = 50 + Math.random() * (2048 - 100);
self.speed = 2 + Math.random() * 4;
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000010
});
/****
* Game Code
****/
// Music (placeholder, not played in MVP)
// Sounds
// Explosion: green box (for MVP, will flash and fade)
// Star: white ellipse
// Enemy bullet: orange ellipse
// Player bullet: yellow ellipse
// Enemy ship: red box
// Player ship: blue box
// Starfield
var stars = [];
for (var i = 0; i < 60; i++) {
var star = new Star();
star.x = 50 + Math.random() * (2048 - 100);
star.y = Math.random() * 2732;
star.speed = 2 + Math.random() * 4;
stars.push(star);
game.addChild(star);
}
// Player
var player = new PlayerShip();
player.x = 2048 / 2;
player.y = 2732 - 300;
game.addChild(player);
// Player bullets
var playerBullets = [];
// Enemies
var enemies = [];
var enemyBullets = [];
// Explosions
var explosions = [];
// Score and lives
var score = 0;
var scoreTxt = new Text2('0', {
size: 120,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
var livesTxt = new Text2('♥♥♥', {
size: 90,
fill: 0xFF6666
});
livesTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(livesTxt);
// Dragging
var dragNode = null;
// Enemy spawn control
var enemySpawnTicks = 0;
var enemySpawnInterval = 60; // ticks (1s)
var enemySpeed = 6;
var minEnemySpawnInterval = 24; // fastest spawn (0.4s)
var maxEnemySpeed = 18;
// Player shoot control
var playerShootCooldown = 0;
var playerShootInterval = 12; // ticks (0.2s)
// Game state
var gameOver = false;
// Move handler
function handleMove(x, y, obj) {
if (dragNode && !gameOver) {
// Clamp to game area (leave 60px margin)
var halfW = player.width / 2;
var halfH = player.height / 2;
var nx = Math.max(halfW + 60, Math.min(2048 - halfW - 60, x));
var ny = Math.max(halfH + 120, Math.min(2732 - halfH - 60, y));
player.x = nx;
player.y = ny;
}
}
game.move = handleMove;
game.down = function (x, y, obj) {
if (!gameOver) {
dragNode = player;
handleMove(x, y, obj);
}
};
game.up = function (x, y, obj) {
dragNode = null;
};
// Update function
game.update = function () {
if (gameOver) return;
// Update starfield
for (var i = 0; i < stars.length; i++) {
stars[i].update();
}
// Update player
player.update();
// Player shooting
if (playerShootCooldown > 0) playerShootCooldown--;
if (dragNode && playerShootCooldown <= 0) {
// Fire bullet
var pb = new PlayerBullet();
pb.x = player.x;
pb.y = player.y - player.height / 2 - 10;
playerBullets.push(pb);
game.addChild(pb);
playerShootCooldown = playerShootInterval;
LK.getSound('shoot').play();
}
// Update player bullets
for (var i = playerBullets.length - 1; i >= 0; i--) {
var b = playerBullets[i];
b.update();
// Remove if off screen
if (b.y < -40) {
b.destroy();
playerBullets.splice(i, 1);
continue;
}
// Check collision with enemies
for (var j = enemies.length - 1; j >= 0; j--) {
var e = enemies[j];
if (b.intersects(e)) {
// Explosion
var exp = new Explosion();
exp.x = e.x;
exp.y = e.y;
explosions.push(exp);
game.addChild(exp);
LK.getSound('explosion').play();
// Remove enemy and bullet
e.destroy();
enemies.splice(j, 1);
b.destroy();
playerBullets.splice(i, 1);
// Score
score++;
scoreTxt.setText(score);
// Difficulty up
if (score % 10 === 0 && enemySpawnInterval > minEnemySpawnInterval) {
enemySpawnInterval -= 6;
if (enemySpawnInterval < minEnemySpawnInterval) enemySpawnInterval = minEnemySpawnInterval;
}
if (score % 15 === 0 && enemySpeed < maxEnemySpeed) {
enemySpeed += 2;
if (enemySpeed > maxEnemySpeed) enemySpeed = maxEnemySpeed;
}
break;
}
}
}
// Spawn enemies
enemySpawnTicks++;
if (enemySpawnTicks >= enemySpawnInterval) {
enemySpawnTicks = 0;
var e = new EnemyShip();
e.x = 100 + Math.random() * (2048 - 200);
e.y = -80;
e.speed = enemySpeed;
e.shootCooldown = 30 + Math.floor(Math.random() * 40);
enemies.push(e);
game.addChild(e);
}
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
var e = enemies[i];
e.update();
// Remove if off screen
if (e.y > 2732 + 100) {
e.destroy();
enemies.splice(i, 1);
continue;
}
// Enemy shooting
if (e.shootCooldown <= 0) {
var eb = new EnemyBullet();
eb.x = e.x;
eb.y = e.y + e.height / 2 + 10;
enemyBullets.push(eb);
game.addChild(eb);
e.shootCooldown = 60 + Math.floor(Math.random() * 40);
LK.getSound('enemyShoot').play();
}
}
// Update enemy bullets
for (var i = enemyBullets.length - 1; i >= 0; i--) {
var eb = enemyBullets[i];
eb.update();
// Remove if off screen
if (eb.y > 2732 + 40) {
eb.destroy();
enemyBullets.splice(i, 1);
continue;
}
// Check collision with player
if (!player.invincible && eb.intersects(player)) {
eb.destroy();
enemyBullets.splice(i, 1);
// Damage player
player.lives--;
player.invincible = true;
player.invincibleTicks = 60;
player.flash();
// Update lives display
var livesStr = '';
for (var l = 0; l < player.lives; l++) livesStr += '♥';
livesTxt.setText(livesStr);
// Explosion
var exp = new Explosion();
exp.x = player.x;
exp.y = player.y;
explosions.push(exp);
game.addChild(exp);
LK.getSound('explosion').play();
// Game over
if (player.lives <= 0) {
gameOver = true;
LK.effects.flashScreen(0xff0000, 1200);
LK.showGameOver();
return;
}
}
}
// Update explosions (auto-destroyed by tween)
// No need to update, but clean up destroyed ones
for (var i = explosions.length - 1; i >= 0; i--) {
if (explosions[i].destroyed) {
explosions.splice(i, 1);
}
}
};
// Play music (optional, not required for MVP)
// LK.playMusic('bgmusic', {fade: {start: 0, end: 1, duration: 1000}}); ===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,351 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+
+/****
+* Classes
+****/
+// Enemy bullet
+var EnemyBullet = Container.expand(function () {
+ var self = Container.call(this);
+ var bullet = self.attachAsset('enemyBullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 18;
+ self.update = function () {
+ self.y += self.speed;
+ };
+ return self;
+});
+// Enemy ship
+var EnemyShip = Container.expand(function () {
+ var self = Container.call(this);
+ var ship = self.attachAsset('enemyShip', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.width = ship.width;
+ self.height = ship.height;
+ self.speed = 6;
+ self.shootCooldown = 0;
+ self.update = function () {
+ self.y += self.speed;
+ if (self.shootCooldown > 0) self.shootCooldown--;
+ };
+ return self;
+});
+// Explosion effect (MVP: fade out and destroy)
+var Explosion = Container.expand(function () {
+ var self = Container.call(this);
+ var exp = self.attachAsset('explosion', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ exp.alpha = 1;
+ tween(exp, {
+ alpha: 0
+ }, {
+ duration: 400,
+ easing: tween.linear,
+ onFinish: function onFinish() {
+ self.destroy();
+ }
+ });
+ return self;
+});
+// Player bullet
+var PlayerBullet = Container.expand(function () {
+ var self = Container.call(this);
+ var bullet = self.attachAsset('playerBullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = -28;
+ self.update = function () {
+ self.y += self.speed;
+ };
+ return self;
+});
+// Player ship
+var PlayerShip = Container.expand(function () {
+ var self = Container.call(this);
+ var ship = self.attachAsset('playerShip', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.width = ship.width;
+ self.height = ship.height;
+ self.lives = 3;
+ self.invincible = false;
+ self.invincibleTicks = 0;
+ self.update = function () {
+ if (self.invincible) {
+ self.invincibleTicks--;
+ ship.alpha = self.invincibleTicks % 10 < 5 ? 0.4 : 1;
+ if (self.invincibleTicks <= 0) {
+ self.invincible = false;
+ ship.alpha = 1;
+ }
+ }
+ };
+ // Flash for damage
+ self.flash = function () {
+ LK.effects.flashObject(self, 0xffffff, 400);
+ };
+ return self;
+});
+// Starfield background star
+var Star = Container.expand(function () {
+ var self = Container.call(this);
+ var star = self.attachAsset('star', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 0;
+ self.update = function () {
+ self.y += self.speed;
+ if (self.y > 2732 + 10) {
+ self.y = -10;
+ self.x = 50 + Math.random() * (2048 - 100);
+ self.speed = 2 + Math.random() * 4;
+ }
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x000010
+});
+
+/****
+* Game Code
+****/
+// Music (placeholder, not played in MVP)
+// Sounds
+// Explosion: green box (for MVP, will flash and fade)
+// Star: white ellipse
+// Enemy bullet: orange ellipse
+// Player bullet: yellow ellipse
+// Enemy ship: red box
+// Player ship: blue box
+// Starfield
+var stars = [];
+for (var i = 0; i < 60; i++) {
+ var star = new Star();
+ star.x = 50 + Math.random() * (2048 - 100);
+ star.y = Math.random() * 2732;
+ star.speed = 2 + Math.random() * 4;
+ stars.push(star);
+ game.addChild(star);
+}
+// Player
+var player = new PlayerShip();
+player.x = 2048 / 2;
+player.y = 2732 - 300;
+game.addChild(player);
+// Player bullets
+var playerBullets = [];
+// Enemies
+var enemies = [];
+var enemyBullets = [];
+// Explosions
+var explosions = [];
+// Score and lives
+var score = 0;
+var scoreTxt = new Text2('0', {
+ size: 120,
+ fill: 0xFFFFFF
+});
+scoreTxt.anchor.set(0.5, 0);
+LK.gui.top.addChild(scoreTxt);
+var livesTxt = new Text2('♥♥♥', {
+ size: 90,
+ fill: 0xFF6666
+});
+livesTxt.anchor.set(1, 0);
+LK.gui.topRight.addChild(livesTxt);
+// Dragging
+var dragNode = null;
+// Enemy spawn control
+var enemySpawnTicks = 0;
+var enemySpawnInterval = 60; // ticks (1s)
+var enemySpeed = 6;
+var minEnemySpawnInterval = 24; // fastest spawn (0.4s)
+var maxEnemySpeed = 18;
+// Player shoot control
+var playerShootCooldown = 0;
+var playerShootInterval = 12; // ticks (0.2s)
+// Game state
+var gameOver = false;
+// Move handler
+function handleMove(x, y, obj) {
+ if (dragNode && !gameOver) {
+ // Clamp to game area (leave 60px margin)
+ var halfW = player.width / 2;
+ var halfH = player.height / 2;
+ var nx = Math.max(halfW + 60, Math.min(2048 - halfW - 60, x));
+ var ny = Math.max(halfH + 120, Math.min(2732 - halfH - 60, y));
+ player.x = nx;
+ player.y = ny;
+ }
+}
+game.move = handleMove;
+game.down = function (x, y, obj) {
+ if (!gameOver) {
+ dragNode = player;
+ handleMove(x, y, obj);
+ }
+};
+game.up = function (x, y, obj) {
+ dragNode = null;
+};
+// Update function
+game.update = function () {
+ if (gameOver) return;
+ // Update starfield
+ for (var i = 0; i < stars.length; i++) {
+ stars[i].update();
+ }
+ // Update player
+ player.update();
+ // Player shooting
+ if (playerShootCooldown > 0) playerShootCooldown--;
+ if (dragNode && playerShootCooldown <= 0) {
+ // Fire bullet
+ var pb = new PlayerBullet();
+ pb.x = player.x;
+ pb.y = player.y - player.height / 2 - 10;
+ playerBullets.push(pb);
+ game.addChild(pb);
+ playerShootCooldown = playerShootInterval;
+ LK.getSound('shoot').play();
+ }
+ // Update player bullets
+ for (var i = playerBullets.length - 1; i >= 0; i--) {
+ var b = playerBullets[i];
+ b.update();
+ // Remove if off screen
+ if (b.y < -40) {
+ b.destroy();
+ playerBullets.splice(i, 1);
+ continue;
+ }
+ // Check collision with enemies
+ for (var j = enemies.length - 1; j >= 0; j--) {
+ var e = enemies[j];
+ if (b.intersects(e)) {
+ // Explosion
+ var exp = new Explosion();
+ exp.x = e.x;
+ exp.y = e.y;
+ explosions.push(exp);
+ game.addChild(exp);
+ LK.getSound('explosion').play();
+ // Remove enemy and bullet
+ e.destroy();
+ enemies.splice(j, 1);
+ b.destroy();
+ playerBullets.splice(i, 1);
+ // Score
+ score++;
+ scoreTxt.setText(score);
+ // Difficulty up
+ if (score % 10 === 0 && enemySpawnInterval > minEnemySpawnInterval) {
+ enemySpawnInterval -= 6;
+ if (enemySpawnInterval < minEnemySpawnInterval) enemySpawnInterval = minEnemySpawnInterval;
+ }
+ if (score % 15 === 0 && enemySpeed < maxEnemySpeed) {
+ enemySpeed += 2;
+ if (enemySpeed > maxEnemySpeed) enemySpeed = maxEnemySpeed;
+ }
+ break;
+ }
+ }
+ }
+ // Spawn enemies
+ enemySpawnTicks++;
+ if (enemySpawnTicks >= enemySpawnInterval) {
+ enemySpawnTicks = 0;
+ var e = new EnemyShip();
+ e.x = 100 + Math.random() * (2048 - 200);
+ e.y = -80;
+ e.speed = enemySpeed;
+ e.shootCooldown = 30 + Math.floor(Math.random() * 40);
+ enemies.push(e);
+ game.addChild(e);
+ }
+ // Update enemies
+ for (var i = enemies.length - 1; i >= 0; i--) {
+ var e = enemies[i];
+ e.update();
+ // Remove if off screen
+ if (e.y > 2732 + 100) {
+ e.destroy();
+ enemies.splice(i, 1);
+ continue;
+ }
+ // Enemy shooting
+ if (e.shootCooldown <= 0) {
+ var eb = new EnemyBullet();
+ eb.x = e.x;
+ eb.y = e.y + e.height / 2 + 10;
+ enemyBullets.push(eb);
+ game.addChild(eb);
+ e.shootCooldown = 60 + Math.floor(Math.random() * 40);
+ LK.getSound('enemyShoot').play();
+ }
+ }
+ // Update enemy bullets
+ for (var i = enemyBullets.length - 1; i >= 0; i--) {
+ var eb = enemyBullets[i];
+ eb.update();
+ // Remove if off screen
+ if (eb.y > 2732 + 40) {
+ eb.destroy();
+ enemyBullets.splice(i, 1);
+ continue;
+ }
+ // Check collision with player
+ if (!player.invincible && eb.intersects(player)) {
+ eb.destroy();
+ enemyBullets.splice(i, 1);
+ // Damage player
+ player.lives--;
+ player.invincible = true;
+ player.invincibleTicks = 60;
+ player.flash();
+ // Update lives display
+ var livesStr = '';
+ for (var l = 0; l < player.lives; l++) livesStr += '♥';
+ livesTxt.setText(livesStr);
+ // Explosion
+ var exp = new Explosion();
+ exp.x = player.x;
+ exp.y = player.y;
+ explosions.push(exp);
+ game.addChild(exp);
+ LK.getSound('explosion').play();
+ // Game over
+ if (player.lives <= 0) {
+ gameOver = true;
+ LK.effects.flashScreen(0xff0000, 1200);
+ LK.showGameOver();
+ return;
+ }
+ }
+ }
+ // Update explosions (auto-destroyed by tween)
+ // No need to update, but clean up destroyed ones
+ for (var i = explosions.length - 1; i >= 0; i--) {
+ if (explosions[i].destroyed) {
+ explosions.splice(i, 1);
+ }
+ }
+};
+// Play music (optional, not required for MVP)
+// LK.playMusic('bgmusic', {fade: {start: 0, end: 1, duration: 1000}});
\ No newline at end of file
give me a low polly bullet look under. In-Game asset. 2d. High contrast. No shadows
explosion. In-Game asset. 2d. High contrast. No shadows
low polly white star. In-Game asset. 2d. High contrast. No shadows
i need general boost img. In-Game asset. 2d. High contrast. No shadows
add fire on ass
add fire on ass