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 ****/ //<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 }; }); /**** * 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 = 2400; // Near the bottom var obstacles = []; 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 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(); } }; // 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); } // Set interval to update score display LK.setInterval(updateScore, 1000);
/****
* Classes
****/
//<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
};
});
/****
* 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 = 2400; // Near the bottom
var obstacles = [];
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 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();
}
};
// 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);
}
// Set interval to update score display
LK.setInterval(updateScore, 1000);