User prompt
import pygame import random # Initialize Pygame pygame.init() # Screen dimensions (1D - just width) width = 800 height = 600 # Even though it's 1D, we need a height for the window screen = pygame.display.set_mode((width, height)) pygame.display.set_caption("1D Shooter") # Colors white = (255, 255, 255) black = (0, 0, 0) red = (255, 0, 0) # Player player_width = 50 player_height = 20 player_x = width // 2 - player_width // 2 player_y = height - player_height - 10 # Bottom of the screen player_speed = 5 # Bullet bullet_width = 5 bullet_height = 10 bullet_speed = 10 bullets = # Store active bullets # Target target_width = 30 target_height = 20 target_x = random.randint(0, width - target_width) target_y = 50 target_speed = 2 # Game variables score = 0 font = pygame.font.Font(None, 36) game_over = False # Game loop running = True clock = pygame.time.Clock() while running: for event in pygame.event.get(): if event.type == pygame.QUIT: running = False if event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE: # Shoot bullet_x = player_x + player_width // 2 - bullet_width // 2 bullet_y = player_y - bullet_height bullets.append([bullet_x, bullet_y]) # Player movement keys = pygame.key.get_pressed() if keys[pygame.K_LEFT] and player_x > 0: player_x -= player_speed if keys[pygame.K_RIGHT] and player_x < width - player_width: player_x += player_speed # Bullet movement and collision for bullet in bullets[:]: # Iterate over a copy to safely remove items bullet -= bullet_speed if bullet < 0: bullets.remove(bullet) elif ( bullet < target_x + target_width and bullet + bullet_width > target_x and bullet < target_y + target_height and bullet + bullet_height > target_y ): bullets.remove(bullet) target_x = random.randint(0, width - target_width) score += 1 target_speed += 0.1 # Increase difficulty # Target movement (simple horizontal movement) target_x += target_speed if target_x > width - target_width or target_x < 0: target_speed *= -1 # Draw everything screen.fill(black) # Draw player pygame.draw.rect(screen, white, (player_x, player_y, player_width, player_height)) # Draw bullets for bullet in bullets: pygame.draw.rect(screen, red, (bullet, bullet, bullet_width, bullet_height)) # Draw target pygame.draw.rect(screen, white, (target_x, target_y, target_width, target_height)) # Draw score score_text = font.render("Score: " + str(score), 1, white) screen.blit(score_text, (10, 10)) # Update the display pygame.display.flip() # Control frame rate clock.tick(60) pygame.quit()
Initial prompt
Crusher shooting tycoon
/**** 
* Classes
****/ 
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.y += self.speed;
		if (self.y < 0) {
			self.destroy();
		}
	};
});
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Define a class for the main character
var Character = Container.expand(function () {
	var self = Container.call(this);
	var characterGraphics = self.attachAsset('character', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.update = function () {
		// Character update logic
	};
});
// Define a class for obstacles
var Obstacle = Container.expand(function () {
	var self = Container.call(this);
	var obstacleGraphics = self.attachAsset('obstacle', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.update = function () {
		// Obstacle update logic
	};
});
var Target = Container.expand(function () {
	var self = Container.call(this);
	var targetGraphics = self.attachAsset('target', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 2;
	self.update = function () {
		self.x += self.speed;
		if (self.x > 2048 - 100 || self.x < 0) {
			self.speed *= -1;
		}
	};
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000 //Init game with black background 
});
/**** 
* Game Code
****/ 
// Initialize game variables
var character = game.addChild(new Character());
character.x = 1024; // Center horizontally
character.y = 2600; // Near the bottom
var bullets = [];
var target = game.addChild(new Target());
target.x = Math.random() * 2048;
target.y = 200;
var score = 0;
// Function to handle character movement
function moveCharacter(x, y, obj) {
	character.x = x;
	character.y = y;
}
// Function to create obstacles
function createObstacle() {
	var obstacle = new Obstacle();
	obstacle.x = Math.random() * 2048; // Random horizontal position
	obstacle.y = 0; // Start at the top
	obstacles.push(obstacle);
	game.addChild(obstacle);
}
// Game update function
game.update = function () {
	// Update bullets
	for (var i = bullets.length - 1; i >= 0; i--) {
		var bullet = bullets[i];
		bullet.update();
		if (bullet.intersects(target)) {
			bullet.destroy();
			bullets.splice(i, 1);
			target.x = Math.random() * 2048;
			score++;
			target.speed += 0.1; // Increase difficulty
		}
	}
	// Fire bullet
	if (LK.ticks % 30 == 0) {
		var newBullet = new Bullet();
		newBullet.x = character.x;
		newBullet.y = character.y;
		bullets.push(newBullet);
		game.addChild(newBullet);
	}
};
// Handle touch/mouse events
game.down = function (x, y, obj) {
	moveCharacter(x, y, obj);
};
game.move = function (x, y, obj) {
	moveCharacter(x, y, obj);
};
game.up = function (x, y, obj) {
	// Stop character movement
};
// Display score
var scoreTxt = new Text2('0', {
	size: 150,
	fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Update score display
function updateScore() {
	scoreTxt.setText("Score: " + score);
}
// Set interval to update score display
LK.setInterval(updateScore, 1000); ===================================================================
--- original.js
+++ change.js
@@ -1,104 +1,134 @@
-/****
+/**** 
 * Classes
-****/
+****/ 
+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.y += self.speed;
+		if (self.y < 0) {
+			self.destroy();
+		}
+	};
+});
 //<Assets used in the game will automatically appear here>
 //<Write imports for supported plugins here>
 // Define a class for the main character
 var Character = Container.expand(function () {
-  var self = Container.call(this);
-  var characterGraphics = self.attachAsset('character', {
-    anchorX: 0.5,
-    anchorY: 0.5
-  });
-  self.update = function () {
-    // Character update logic
-  };
+	var self = Container.call(this);
+	var characterGraphics = self.attachAsset('character', {
+		anchorX: 0.5,
+		anchorY: 0.5
+	});
+	self.update = function () {
+		// Character update logic
+	};
 });
 // Define a class for obstacles
 var Obstacle = Container.expand(function () {
-  var self = Container.call(this);
-  var obstacleGraphics = self.attachAsset('obstacle', {
-    anchorX: 0.5,
-    anchorY: 0.5
-  });
-  self.update = function () {
-    // Obstacle update logic
-  };
+	var self = Container.call(this);
+	var obstacleGraphics = self.attachAsset('obstacle', {
+		anchorX: 0.5,
+		anchorY: 0.5
+	});
+	self.update = function () {
+		// Obstacle update logic
+	};
 });
+var Target = Container.expand(function () {
+	var self = Container.call(this);
+	var targetGraphics = self.attachAsset('target', {
+		anchorX: 0.5,
+		anchorY: 0.5
+	});
+	self.speed = 2;
+	self.update = function () {
+		self.x += self.speed;
+		if (self.x > 2048 - 100 || self.x < 0) {
+			self.speed *= -1;
+		}
+	};
+});
 
-/****
+/**** 
 * Initialize Game
-****/
+****/ 
 var game = new LK.Game({
-  backgroundColor: 0x000000 //Init game with black background 
+	backgroundColor: 0x000000 //Init game with black background 
 });
 
-/****
+/**** 
 * Game Code
-****/
+****/ 
 // Initialize game variables
 var character = game.addChild(new Character());
 character.x = 1024; // Center horizontally
-character.y = 2400; // Near the bottom
-var obstacles = [];
+character.y = 2600; // Near the bottom
+var bullets = [];
+var target = game.addChild(new Target());
+target.x = Math.random() * 2048;
+target.y = 200;
 var score = 0;
 // Function to handle character movement
 function moveCharacter(x, y, obj) {
-  character.x = x;
-  character.y = y;
+	character.x = x;
+	character.y = y;
 }
 // Function to create obstacles
 function createObstacle() {
-  var obstacle = new Obstacle();
-  obstacle.x = Math.random() * 2048; // Random horizontal position
-  obstacle.y = 0; // Start at the top
-  obstacles.push(obstacle);
-  game.addChild(obstacle);
+	var obstacle = new Obstacle();
+	obstacle.x = Math.random() * 2048; // Random horizontal position
+	obstacle.y = 0; // Start at the top
+	obstacles.push(obstacle);
+	game.addChild(obstacle);
 }
 // Game update function
 game.update = function () {
-  // Update obstacles
-  for (var i = obstacles.length - 1; i >= 0; i--) {
-    var obstacle = obstacles[i];
-    obstacle.y += 5; // Move downwards
-    // Check for collision with character
-    if (character.intersects(obstacle)) {
-      LK.effects.flashScreen(0xff0000, 1000);
-      LK.showGameOver();
-      return;
-    }
-    // Remove off-screen obstacles
-    if (obstacle.y > 2732) {
-      obstacle.destroy();
-      obstacles.splice(i, 1);
-      score++;
-    }
-  }
-  // Create new obstacles periodically
-  if (LK.ticks % 60 == 0) {
-    createObstacle();
-  }
+	// Update bullets
+	for (var i = bullets.length - 1; i >= 0; i--) {
+		var bullet = bullets[i];
+		bullet.update();
+		if (bullet.intersects(target)) {
+			bullet.destroy();
+			bullets.splice(i, 1);
+			target.x = Math.random() * 2048;
+			score++;
+			target.speed += 0.1; // Increase difficulty
+		}
+	}
+	// Fire bullet
+	if (LK.ticks % 30 == 0) {
+		var newBullet = new Bullet();
+		newBullet.x = character.x;
+		newBullet.y = character.y;
+		bullets.push(newBullet);
+		game.addChild(newBullet);
+	}
 };
 // Handle touch/mouse events
 game.down = function (x, y, obj) {
-  moveCharacter(x, y, obj);
+	moveCharacter(x, y, obj);
 };
 game.move = function (x, y, obj) {
-  moveCharacter(x, y, obj);
+	moveCharacter(x, y, obj);
 };
 game.up = function (x, y, obj) {
-  // Stop character movement
+	// Stop character movement
 };
 // Display score
 var scoreTxt = new Text2('0', {
-  size: 150,
-  fill: 0xFFFFFF
+	size: 150,
+	fill: 0xFFFFFF
 });
 scoreTxt.anchor.set(0.5, 0);
 LK.gui.top.addChild(scoreTxt);
 // Update score display
 function updateScore() {
-  scoreTxt.setText(score);
+	scoreTxt.setText("Score: " + score);
 }
 // Set interval to update score display
 LK.setInterval(updateScore, 1000);
\ No newline at end of file