User prompt
Create fire obstacles. Player dies if they hit fore
User prompt
Stop fire moving
User prompt
Speed up background
User prompt
Car must jump fire
User prompt
Make jump pad appear twice every screen
User prompt
Create jump pads to bounce on
User prompt
Create hoops to jump through
User prompt
Stop bullets
User prompt
Remove rocks
User prompt
Make rock stay still in one spot increase rock size
User prompt
Bullet must destroy rock
User prompt
Create obstacles randomly placed in front of car
User prompt
Please fix the bug: 'ReferenceError: player is not defined' in or related to this line: 'player.update();' Line Number: 165
User prompt
I want the point of this game to be the car shoots at the enemy and scores point when enemy is killed
User prompt
Create explosion when bullet hits enemy enemy disappear
User prompt
Bullets kill enemy
User prompt
Create random spawning enemy
User prompt
Swipe left to slow car down. Swipe right to speed up swipe up to jump
User prompt
Remove enemy
User prompt
Car cannot leave screen
User prompt
Slow car down
User prompt
Change game to be like Moon patrol
User prompt
Make the cars gun a weapon that destroys whatever it hits
User prompt
Remove enemy
User prompt
Enemy disappear when they get shot
/**** * Classes ****/ // Define a class for the jump pad var JumpPad = Container.expand(function () { var self = Container.call(this); var jumpPadGraphics = self.attachAsset('jump_pad', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Check if the player is on the jump pad if (self.intersects(player)) { // Make the player jump player.jump(); } }; }); // 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% if (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; } }; }); /**** * 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; // Initialize jump pad var jumpPad = game.addChild(new JumpPad()); jumpPad.x = 2048 / 2; jumpPad.y = 2732 / 2 + 200; // Position the jump pad 200 pixels below the player 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(); jumpPad.update(); // Update the jump pad // Spawn enemies }; // Handle player jump game.down = function (x, y, obj) { player.jump(); };
===================================================================
--- original.js
+++ change.js
@@ -1,37 +1,22 @@
/****
* Classes
****/
-// Define a class for the bullets
-var Bullet = Container.expand(function () {
+// Define a class for the jump pad
+var JumpPad = Container.expand(function () {
var self = Container.call(this);
- var bulletGraphics = self.attachAsset('bullet', {
+ var jumpPadGraphics = self.attachAsset('jump_pad', {
anchorX: 0.5,
anchorY: 0.5
});
- self.speed = 10;
self.update = function () {
- self.x += self.speed;
- if (self.y <= -100) {
- self.destroy();
+ // Check if the player is on the jump pad
+ if (self.intersects(player)) {
+ // Make the player jump
+ player.jump();
}
};
});
-// Define a class for the hoops
-var Hoop = Container.expand(function () {
- var self = Container.call(this);
- var hoopGraphics = self.attachAsset('hoop', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.speed = 5;
- self.update = function () {
- self.y -= self.speed;
- if (self.y <= -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', {
@@ -61,11 +46,9 @@
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) {
+ if (self.y >= 2732 / 2) {
// Ground level
self.y = 2732 / 2;
self.isJumping = false;
self.velocityY = 0;
@@ -77,28 +60,9 @@
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
****/
@@ -119,8 +83,12 @@
// Initialize player
var player = game.addChild(new Player());
player.x = 2048 / 2;
player.y = 2732 / 2;
+// Initialize jump pad
+var jumpPad = game.addChild(new JumpPad());
+jumpPad.x = 2048 / 2;
+jumpPad.y = 2732 / 2 + 200; // Position the jump pad 200 pixels below the player
var scoreText = new Text2('0', {
size: 100,
fill: 0xFFFFFF
});
@@ -132,18 +100,11 @@
game.update = function () {
player.update();
background1.update();
background2.update();
- // Spawn hoops randomly
- if (LK.ticks % 120 == 0) {
- var hoop = game.addChild(new Hoop());
- hoop.x = Math.random() * 2048;
- hoop.y = 2732;
- }
+ jumpPad.update(); // Update the jump pad
+ // Spawn enemies
};
-// Handle player jump and shooting
+// Handle player jump
game.down = function (x, y, obj) {
player.jump();
-};
-game.up = function (x, y, obj) {
- // player.shoot();
};
\ No newline at end of file
🔥 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