User prompt
show how many bullets are left in the bottom right of the screen
User prompt
Make there be a limit of bullets that can be fired before the ship has to reload
User prompt
when a bullet hits the enemies, make a smaller explosion appear where they collided
User prompt
make the hero continue to shoot bullets
User prompt
make the enemies fire their own bullets
User prompt
make the enemies move from side to side while avoiding the asteroids
User prompt
Make the asteroids rotate and move faster
User prompt
when the hero collides with an asteroid, the hero vanishes off the screen
User prompt
Delay the game over trigger so that it appears 3 seconds after the hero dies
User prompt
If the hero collides with an asteroid make an explosion appear where they met
User prompt
move the hero further upwards
User prompt
Increase the speed of the asteroids
User prompt
Make the hero only be able to move from side to side
User prompt
rotate the bullets 45 degrees to the right
User prompt
rotate the enemies 90 degrees to the left
User prompt
rotate the enemies by 45 degrees to the right
User prompt
make the asteroids continuously rotate
User prompt
make the enemies move from left to right in random patterns while slowly moving downwards
User prompt
Please fix the bug: 'ReferenceError: enemyBullets is not defined' in or related to this line: 'for (var m = enemyBullets.length - 1; m >= 0; m--) {' Line Number: 180
User prompt
make the enemies fire bullets at the hero
User prompt
make the enemies fire bullets at the hero
Initial prompt
Up down space shooter game
/**** * Classes ****/ // Asteroid class var Asteroid = Container.expand(function () { var self = Container.call(this); var asteroidGraphics = self.attachAsset('asteroid', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 15; self.rotationSpeed = 0.02; self.update = function () { self.y += self.speed; self.rotation += self.rotationSpeed; if (self.y > 2732) { self.destroy(); } }; }); // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5, rotation: 0.785398 // Rotate by 45 degrees to the right }); self.speed = -15; self.update = function () { self.y += self.speed; if (self.y < 0) { self.destroy(); } }; }); // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); enemyGraphics.rotation = -0.785398; // Rotate by 90 degrees to the left self.speed = 7; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; }); // EnemyBullet class var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5, rotation: -0.785398 // Rotate by 45 degrees to the left }); self.speed = 15; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; }); // Explosion class var Explosion = Container.expand(function () { var self = Container.call(this); var explosionGraphics = self.attachAsset('explosion', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Reduce the size of the explosion over time self.scale.x -= 0.01; self.scale.y -= 0.01; // Once the explosion has disappeared, destroy it if (self.scale.x <= 0 || self.scale.y <= 0) { self.destroy(); } }; }); //<Assets used in the game will automatically appear here> // Hero class var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { // Hero update logic }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Function for enemies to shoot bullets function shootEnemyBullet(enemy) { var bullet = new EnemyBullet(); bullet.x = enemy.x; bullet.y = enemy.y + 50; enemyBullets.push(bullet); game.addChild(bullet); } // Initialize hero var hero = game.addChild(new Hero()); hero.x = 2048 / 2; hero.y = 2732 - 400; // Initialize arrays for asteroids, enemies, hero bullets, and enemy bullets var asteroids = []; var enemies = []; var heroBullets = []; var enemyBullets = []; // Function to handle hero movement function handleMove(x, y, obj) { hero.x = x; } // Function to shoot hero bullets function shootHeroBullet() { var bullet = new HeroBullet(); bullet.x = hero.x; bullet.y = hero.y - 50; heroBullets.push(bullet); game.addChild(bullet); } // Function to spawn asteroids function spawnAsteroid() { var asteroid = new Asteroid(); asteroid.x = Math.random() * 2048; asteroid.y = -50; asteroids.push(asteroid); game.addChild(asteroid); } // Function to spawn enemies function spawnEnemy() { var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = -50; enemies.push(enemy); game.addChild(enemy); } // Handle game move event game.move = handleMove; // Handle game down event to shoot hero bullets game.down = function (x, y, obj) { shootHeroBullet(); }; // Update game logic game.update = function () { // Update asteroids for (var i = asteroids.length - 1; i >= 0; i--) { asteroids[i].update(); if (asteroids[i].intersects(hero)) { LK.effects.flashScreen(0xff0000, 1000); // Create an explosion at the point of collision var explosion = new Explosion(); explosion.x = hero.x; explosion.y = hero.y; game.addChild(explosion); // Make the hero vanish off the screen hero.x = -1000; hero.y = -1000; LK.setTimeout(function () { LK.showGameOver(); }, 3000); } } // Update enemies for (var j = enemies.length - 1; j >= 0; j--) { enemies[j].update(); if (enemies[j].intersects(hero)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } // Make enemies shoot bullets periodically if (LK.ticks % 120 == 0) { shootEnemyBullet(enemies[j]); } } // Update hero bullets for (var k = heroBullets.length - 1; k >= 0; k--) { heroBullets[k].update(); for (var l = enemies.length - 1; l >= 0; l--) { if (heroBullets[k].intersects(enemies[l])) { heroBullets[k].destroy(); enemies[l].destroy(); heroBullets.splice(k, 1); enemies.splice(l, 1); break; } } } // Update enemy bullets for (var m = enemyBullets.length - 1; m >= 0; m--) { enemyBullets[m].update(); if (enemyBullets[m].intersects(hero)) { LK.effects.flashScreen(0xff0000, 1000); // Create an explosion at the point of collision var explosion = new Explosion(); explosion.x = hero.x; explosion.y = hero.y; game.addChild(explosion); // Make the hero vanish off the screen hero.x = -1000; hero.y = -1000; LK.setTimeout(function () { LK.showGameOver(); }, 3000); enemyBullets[m].destroy(); enemyBullets.splice(m, 1); break; } } // Spawn asteroids and enemies periodically if (LK.ticks % 60 == 0) { spawnAsteroid(); } if (LK.ticks % 120 == 0) { spawnEnemy(); } };
===================================================================
--- original.js
+++ change.js
@@ -42,16 +42,26 @@
anchorY: 0.5
});
enemyGraphics.rotation = -0.785398; // Rotate by 90 degrees to the left
self.speed = 7;
- self.direction = Math.random() < 0.5 ? -1 : 1; // Randomly set direction to left (-1) or right (1)
self.update = function () {
self.y += self.speed;
- self.x += self.direction * 5; // Move the enemy to the side based on the direction
- // If the enemy hits the side of the screen, reverse direction
- if (self.x < 0 || self.x > 2048) {
- self.direction *= -1;
+ if (self.y > 2732) {
+ self.destroy();
}
+ };
+});
+// EnemyBullet class
+var EnemyBullet = Container.expand(function () {
+ var self = Container.call(this);
+ var bulletGraphics = self.attachAsset('bullet', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ rotation: -0.785398 // Rotate by 45 degrees to the left
+ });
+ self.speed = 15;
+ self.update = function () {
+ self.y += self.speed;
if (self.y > 2732) {
self.destroy();
}
};
@@ -96,26 +106,35 @@
/****
* Game Code
****/
+// Function for enemies to shoot bullets
+function shootEnemyBullet(enemy) {
+ var bullet = new EnemyBullet();
+ bullet.x = enemy.x;
+ bullet.y = enemy.y + 50;
+ enemyBullets.push(bullet);
+ game.addChild(bullet);
+}
// Initialize hero
var hero = game.addChild(new Hero());
hero.x = 2048 / 2;
hero.y = 2732 - 400;
-// Initialize arrays for asteroids, enemies, and bullets
+// Initialize arrays for asteroids, enemies, hero bullets, and enemy bullets
var asteroids = [];
var enemies = [];
-var bullets = [];
+var heroBullets = [];
+var enemyBullets = [];
// Function to handle hero movement
function handleMove(x, y, obj) {
hero.x = x;
}
-// Function to shoot bullets
-function shootBullet() {
- var bullet = new Bullet();
+// Function to shoot hero bullets
+function shootHeroBullet() {
+ var bullet = new HeroBullet();
bullet.x = hero.x;
bullet.y = hero.y - 50;
- bullets.push(bullet);
+ heroBullets.push(bullet);
game.addChild(bullet);
}
// Function to spawn asteroids
function spawnAsteroid() {
@@ -134,11 +153,11 @@
game.addChild(enemy);
}
// Handle game move event
game.move = handleMove;
-// Handle game down event to shoot bullets
+// Handle game down event to shoot hero bullets
game.down = function (x, y, obj) {
- shootBullet();
+ shootHeroBullet();
};
// Update game logic
game.update = function () {
// Update asteroids
@@ -164,35 +183,48 @@
enemies[j].update();
if (enemies[j].intersects(hero)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
- } else {
- // Check if the enemy collides with any asteroid
- for (var m = asteroids.length - 1; m >= 0; m--) {
- if (enemies[j].intersects(asteroids[m])) {
- // Destroy the enemy and the asteroid
- enemies[j].destroy();
- asteroids[m].destroy();
- enemies.splice(j, 1);
- asteroids.splice(m, 1);
- break;
- }
- }
}
+ // Make enemies shoot bullets periodically
+ if (LK.ticks % 120 == 0) {
+ shootEnemyBullet(enemies[j]);
+ }
}
- // Update bullets
- for (var k = bullets.length - 1; k >= 0; k--) {
- bullets[k].update();
+ // Update hero bullets
+ for (var k = heroBullets.length - 1; k >= 0; k--) {
+ heroBullets[k].update();
for (var l = enemies.length - 1; l >= 0; l--) {
- if (bullets[k].intersects(enemies[l])) {
- bullets[k].destroy();
+ if (heroBullets[k].intersects(enemies[l])) {
+ heroBullets[k].destroy();
enemies[l].destroy();
- bullets.splice(k, 1);
+ heroBullets.splice(k, 1);
enemies.splice(l, 1);
break;
}
}
}
+ // Update enemy bullets
+ for (var m = enemyBullets.length - 1; m >= 0; m--) {
+ enemyBullets[m].update();
+ if (enemyBullets[m].intersects(hero)) {
+ LK.effects.flashScreen(0xff0000, 1000);
+ // Create an explosion at the point of collision
+ var explosion = new Explosion();
+ explosion.x = hero.x;
+ explosion.y = hero.y;
+ game.addChild(explosion);
+ // Make the hero vanish off the screen
+ hero.x = -1000;
+ hero.y = -1000;
+ LK.setTimeout(function () {
+ LK.showGameOver();
+ }, 3000);
+ enemyBullets[m].destroy();
+ enemyBullets.splice(m, 1);
+ break;
+ }
+ }
// Spawn asteroids and enemies periodically
if (LK.ticks % 60 == 0) {
spawnAsteroid();
}
asteroid. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Single enemy spaceship flying straight downwards viewed from above in colour. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Single futuristic spaceship flying straight upwards viewed from above in colour without any background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Single space torpedo flying upwards in colour. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
explosion in colour. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
large enemy space ship with massive cannons flying downwards viewed from on top in colour. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.