User prompt
Add points when player shoots enemy with bullets
User prompt
Make enemy explode when hit by bullets
User prompt
Add enemies that can be shot by bullets
User prompt
Create rocks and randomly placed in path of car car will shoot rocks and they explode
User prompt
Remove bullets shooting up
User prompt
Please fix the bug: 'ReferenceError: groundHoles is not defined' in or related to this line: 'for (var i = 0; i < groundHoles.length; i++) {' Line Number: 65
User prompt
Change bullets shooting up to bullets2 asset
User prompt
Remove holes
User prompt
Please fix the bug: 'ReferenceError: UpBullet is not defined' in or related to this line: 'var upBullet = game.addChild(new UpBullet());' Line Number: 102
User prompt
Shoot right and up simultaneously
User prompt
Have a seperate gun firing up
User prompt
Create torpedoes firing straight up automatically
User prompt
Fire bullets right
User prompt
Fire bullets straight ahead
User prompt
Bullets fire automatically
User prompt
Automatic fire bullets forward and upward
User prompt
Make car shoot out roof and front
User prompt
Make one whole every 10 seconds
User prompt
Make less holes
User prompt
Make less holes
User prompt
Make holes bigger
User prompt
Add holes in ground that car must jump over
User prompt
Make background move faster
User prompt
Remove enemy
User prompt
Create moving background
/**** * Classes ****/ // Define a class for the bullets var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { self.x += self.speed; if (self.y <= -100) { self.destroy(); } }; }); // Define a class for the enemies var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { self.x -= self.speed; if (self.x <= -100) { self.destroy(); } }; }); // Define a class for the moving background var MovingBackground = Container.expand(function () { var self = Container.call(this); var backgroundGraphics = self.attachAsset('background', { anchorX: 0, anchorY: 0 }); self.speed = 5; self.update = function () { self.x -= self.speed; if (self.x <= -2048) { self.x = 2048; } }; }); //<Assets used in the game will automatically appear here> // Define a class for the player character var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.jumpHeight = 40; self.isJumping = false; self.velocityY = 0; self.update = function () { if (self.isJumping) { self.y += self.velocityY; self.velocityY += 0.7; // Decreased gravity effect by 30% var isOnGround = true; // Removed the loop that iterates over groundHoles if (isOnGround && self.y >= 2732 / 2) { // Ground level self.y = 2732 / 2; self.isJumping = false; self.velocityY = 0; } } }; self.jump = function () { if (!self.isJumping) { self.isJumping = true; self.velocityY = -self.jumpHeight; } }; self.shoot = function () { var rightBullet = game.addChild(new RightBullet()); rightBullet.x = self.x; rightBullet.y = self.y; }; }); var RightBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { self.x += self.speed; if (self.x >= 2048 + 100) { self.destroy(); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue background }); /**** * Game Code ****/ // Initialize the moving background var background1 = game.addChild(new MovingBackground()); background1.x = 0; background1.y = 0; var background2 = game.addChild(new MovingBackground()); background2.x = 2048; background2.y = 0; // Initialize player var player = game.addChild(new Player()); player.x = 2048 / 2; player.y = 2732 / 2; var scoreText = new Text2('0', { size: 100, fill: 0xFFFFFF }); // Add the score text to the game GUI at the top center of the screen LK.gui.top.addChild(scoreText); scoreText.x = 2048 / 2; scoreText.y = 0; // Handle game updates game.update = function () { player.update(); background1.update(); background2.update(); // Spawn enemies if (LK.ticks % 60 == 0) { var enemy = game.addChild(new Enemy()); enemy.x = 2048 + 100; enemy.y = Math.random() * 2732; } // Automatic bullet shooting if (LK.ticks % 30 == 0) { player.shoot(); } // Check for bullet and enemy collision for (var i = game.children.length - 1; i >= 0; i--) { var child = game.children[i]; if (child instanceof Bullet) { for (var j = game.children.length - 1; j >= 0; j--) { var otherChild = game.children[j]; if (otherChild instanceof Enemy && child.intersects(otherChild)) { child.destroy(); // Add explosion effect when bullet hits enemy LK.effects.explode(otherChild.x, otherChild.y, 1, 0xff0000, 1000); otherChild.destroy(); // Add points when player shoots enemy with bullets LK.setScore(LK.getScore() + 1); scoreText.setText(LK.getScore()); LK.setScore(LK.getScore() + 1); scoreText.setText(LK.getScore()); break; } } } } }; // Handle player jump and shooting game.down = function (x, y, obj) { player.jump(); }; game.up = function (x, y, obj) { player.shoot(); };
===================================================================
--- original.js
+++ change.js
@@ -153,10 +153,13 @@
child.destroy();
// Add explosion effect when bullet hits enemy
LK.effects.explode(otherChild.x, otherChild.y, 1, 0xff0000, 1000);
otherChild.destroy();
+ // Add points when player shoots enemy with bullets
LK.setScore(LK.getScore() + 1);
scoreText.setText(LK.getScore());
+ LK.setScore(LK.getScore() + 1);
+ scoreText.setText(LK.getScore());
break;
}
}
}
🔥 fire. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Mario driving a tank. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Wario flying an aeroplane. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Waluigi flying a helicopter. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows