User prompt
敌人飞机每8秒出现一架,持续出现
User prompt
敌人飞机每8秒出现一架
User prompt
敌人飞机出现的数量越多越多
User prompt
飞机出现的越来越多
User prompt
随着时间增加,坦克和飞机数量出现的越来越多
User prompt
敌人子弹每3秒发射一次,导弹每4秒发射一次
User prompt
敌人子弹每2秒发射一次,导弹每3秒发射一次
User prompt
敌人子弹每1.5秒发射一次
User prompt
敌人子弹每1.2秒发射一次
User prompt
英雄发射一颗子弹就能把敌人的子弹摧毁
User prompt
英雄需要两颗子弹才能把敌人的导弹摧毁
User prompt
飞机至少要间隔8秒才出现一次
User prompt
飞机至少要间隔10秒才出现一次
User prompt
飞机出现的数量要比坦克少
User prompt
撤回上面那条命令
User prompt
飞机一开始大概20秒出现一次,之后随着时间的增加,飞机出现的频率越高,飞机可以自由移动。
User prompt
加个敌人和敌人子弹,敌人为飞机形状,发射导弹
User prompt
Update the game initialization to use the new background asset.
User prompt
更新一下游戏背景
User prompt
怎么更改背景
User prompt
背景图片和背景保持一直
User prompt
添加背景图片,并插入画面中作为游戏背景,一直呈现出来
User prompt
游戏背景可以自己设置
User prompt
游戏背景设置成黄色沙漠
User prompt
游戏背景为黄色
/**** * Classes ****/ var EnemyMissile = Container.expand(function () { var self = Container.call(this); var missileGraphics = self.attachAsset('enemyMissile', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 7; self.hitCount = 0; // Initialize hit count self.move = function () { self.y += self.speed; }; // Increment hit count self.hit = function () { self.hitCount++; if (self.hitCount >= 2) { self.destroy(); } }; }); var EnemyPlane = Container.expand(function () { var self = Container.call(this); var enemyPlaneGraphics = self.attachAsset('enemyPlane', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; self.shootInterval = 4000; // Enemy plane shoots every 4000ms self.lastShotTime = 0; // Last shot time initialization self.move = function () { self.y += self.speed; }; self.shoot = function () { var currentTime = LK.ticks; if (currentTime - self.lastShotTime >= self.shootInterval / (1000 / 60)) { var missile = new EnemyMissile(); missile.x = self.x; missile.y = self.y + self.height / 2; enemyMissiles.push(missile); game.addChild(missile); self.lastShotTime = currentTime; } }; }); // Hero class var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Hero update logic }; self.powerUpActive = false; self.powerUpEndTime = 0; self.shoot = function () { var bullet1 = new HeroBullet(); bullet1.x = self.x - 20; bullet1.y = self.y - self.height / 2; game.addChild(bullet1); heroBullets.push(bullet1); if (self.powerUpActive) { var bullet2 = new HeroBullet(); bullet2.x = self.x + 20; bullet2.y = self.y - self.height / 2; game.addChild(bullet2); heroBullets.push(bullet2); } }; }); // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.shootInterval = 3000; // Enemy shoots every 3000ms self.lastShotTime = 0; // Last shot time initialization self.move = function () { self.y += self.speed; }; self.shoot = function () { var currentTime = LK.ticks; if (currentTime - self.lastShotTime >= self.shootInterval / (1000 / 60)) { var bullet = new EnemyBullet(); bullet.x = self.x; bullet.y = self.y + self.height / 2; enemyBullets.push(bullet); game.addChild(bullet); self.lastShotTime = currentTime; } }; }); // HeroBullet class var HeroBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('heroBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -10; self.move = function () { self.y += self.speed; }; }); // EnemyBullet class var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('enemyBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.move = function () { self.y += self.speed; }; }); // SupplyBox class var SupplyBox = Container.expand(function () { var self = Container.call(this); var supplyBoxGraphics = self.attachAsset('supplyBox', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; // Speed at which the supply box moves self.active = false; self.move = function () { self.y += self.speed; }; self.activatePowerUp = function (hero) { hero.powerUpActive = true; hero.powerUpEndTime = LK.ticks + 10 * 60; // Power-up lasts for 10 seconds at 60FPS }; }); /**** * Initialize Game ****/ var game = new LK.Game({ // Set a custom background image for the game backgroundImage: '65b1e909e418008ae2f938e2', // Ensure the background is always displayed and visible backgroundAlwaysVisible: true, backgroundCover: true }); /**** * Game Code ****/ // Define assets for the hero, enemies, and bullets // Initialize hero var hero = game.addChild(new Hero()); hero.x = 2048 / 2; hero.y = 2732 - 150; // Initialize arrays for bullets and enemies, and declare supplyBox var heroBullets = []; var enemyBullets = []; var enemyMissiles = []; var enemies = []; var supplyBox; // Game tick event LK.on('tick', function () { // Update hero hero.update(); // Move and check hero bullets for (var i = heroBullets.length - 1; i >= 0; i--) { heroBullets[i].move(); // Check collision with enemies for (var k = enemies.length - 1; k >= 0; k--) { if (heroBullets[i] && heroBullets[i].intersects(enemies[k])) { LK.clearInterval(enemies[k].shootTimer); enemies[k].destroy(); enemies.splice(k, 1); heroBullets[i].destroy(); heroBullets.splice(i, 1); break; } } // Check collision with enemy bullets for (var j = enemyBullets.length - 1; j >= 0; j--) { if (heroBullets[i] && heroBullets[i].intersects(enemyBullets[j])) { enemyBullets[j].destroy(); enemyBullets.splice(j, 1); heroBullets[i].destroy(); heroBullets.splice(i, 1); break; } } // Check collision with enemy missiles for (var m = enemyMissiles.length - 1; m >= 0; m--) { if (heroBullets[i] && heroBullets[i].intersects(enemyMissiles[m])) { enemyMissiles[m].hit(); // Call hit method on missile heroBullets[i].destroy(); heroBullets.splice(i, 1); break; } } // Destroy hero bullet if it goes off-screen if (heroBullets[i] && heroBullets[i].y < 0) { heroBullets[i].destroy(); heroBullets.splice(i, 1); } } // Move and check enemy bullets and missiles for (var j = enemyBullets.length - 1; j >= 0; j--) { enemyBullets[j].move(); if (enemyBullets[j].intersects(hero)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } if (enemyBullets[j] && enemyBullets[j].y > 2732) { enemyBullets[j].destroy(); enemyBullets.splice(j, 1); } } // Move and check enemy missiles for (var m = enemyMissiles.length - 1; m >= 0; m--) { enemyMissiles[m].move(); if (enemyMissiles[m].intersects(hero)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } if (enemyMissiles[m] && enemyMissiles[m].y > 2732) { enemyMissiles[m].destroy(); enemyMissiles.splice(m, 1); } } // Move enemies, check for game over, handle supply box collision, and make enemies shoot for (var k = enemies.length - 1; k >= 0; k--) { enemies[k].move(); enemies[k].shoot(); // Enemies will shoot automatically if (enemies[k].y > 2732) { LK.showGameOver(); } } // Handle hero power-up duration if (hero.powerUpActive && LK.ticks > hero.powerUpEndTime) { hero.powerUpActive = false; } // Move supply box and check for off-screen if (supplyBox && !supplyBox.active) { supplyBox.move(); if (supplyBox.y > 2732) { supplyBox.destroy(); supplyBox = null; } } // Check for hero collision with supply box if (supplyBox && !supplyBox.active && hero.intersects(supplyBox)) { supplyBox.activatePowerUp(hero); supplyBox.active = true; supplyBox.destroy(); supplyBox = null; } // Spawn supply box every 10 seconds if (!supplyBox && LK.ticks % (10 * 60) == 0) { supplyBox = new SupplyBox(); supplyBox.x = Math.random() * (2048 - supplyBox.width) + supplyBox.width / 2; supplyBox.y = -supplyBox.height / 2; game.addChild(supplyBox); } // Spawn enemies and enemy planes var enemySpawnRate = Math.max(20, 120 - Math.floor(LK.ticks / 1800)); // Decrease spawn interval every 30 seconds to a minimum of 20 ticks if (LK.ticks % enemySpawnRate == 0) { var newEnemy = new Enemy(); newEnemy.x = Math.random() * (2048 - newEnemy.width) + newEnemy.width / 2; newEnemy.y = -newEnemy.height / 2; enemies.push(newEnemy); game.addChild(newEnemy); // Spawn enemy planes at a different rate var enemyPlaneSpawnRate = Math.max(60, 480 - Math.floor(LK.ticks / 1800)); // Decrease spawn interval of enemy planes every 30 seconds to a minimum of 60 ticks if (LK.ticks % enemyPlaneSpawnRate == 0) { var newEnemyPlane = new EnemyPlane(); newEnemyPlane.x = Math.random() * (2048 - newEnemyPlane.width) + newEnemyPlane.width / 2; newEnemyPlane.y = -newEnemyPlane.height / 2; enemies.push(newEnemyPlane); game.addChild(newEnemyPlane); } } }); // Touch event to move hero // Now hero can move freely in all directions var lastTouchPosition = { x: hero.x, y: hero.y }; game.on('move', function (obj) { var pos = obj.event.getLocalPosition(game); hero.x = lastTouchPosition.x + (pos.x - lastTouchPosition.x); hero.y = lastTouchPosition.y + (pos.y - lastTouchPosition.y); lastTouchPosition = pos; }); game.on('down', function (obj) { lastTouchPosition = obj.event.getLocalPosition(game); }); // Touch event to shoot game.on('up', function (obj) { hero.shoot(); });
===================================================================
--- original.js
+++ change.js
@@ -264,17 +264,18 @@
supplyBox.y = -supplyBox.height / 2;
game.addChild(supplyBox);
}
// Spawn enemies and enemy planes
- var enemySpawnRate = Math.max(30, 120 - Math.floor(LK.ticks / 3600)); // Decrease spawn interval every minute to a minimum of 30 ticks
+ var enemySpawnRate = Math.max(20, 120 - Math.floor(LK.ticks / 1800)); // Decrease spawn interval every 30 seconds to a minimum of 20 ticks
if (LK.ticks % enemySpawnRate == 0) {
var newEnemy = new Enemy();
newEnemy.x = Math.random() * (2048 - newEnemy.width) + newEnemy.width / 2;
newEnemy.y = -newEnemy.height / 2;
enemies.push(newEnemy);
game.addChild(newEnemy);
// Spawn enemy planes at a different rate
- if (LK.ticks % (8 * 60) == 0) {
+ var enemyPlaneSpawnRate = Math.max(60, 480 - Math.floor(LK.ticks / 1800)); // Decrease spawn interval of enemy planes every 30 seconds to a minimum of 60 ticks
+ if (LK.ticks % enemyPlaneSpawnRate == 0) {
var newEnemyPlane = new EnemyPlane();
newEnemyPlane.x = Math.random() * (2048 - newEnemyPlane.width) + newEnemyPlane.width / 2;
newEnemyPlane.y = -newEnemyPlane.height / 2;
enemies.push(newEnemyPlane);
射出的是子弹形状. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
一个圆形的,黄铜色,补给包,里面是一堆子弹. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
一个坦克垂直乡下,炮筒垂直向下. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
坦克常用地形,科幻大片级别的. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
沙漠,大片级别的. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
很酷炫的飞机,科幻大片级别的那种. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
很酷炫的导弹,颜色很酷炫,比较明亮,导弹很长,没有火焰,导弹垂直向上,导弹在画面的正中间,科幻大片级别的那种效果,很逼真. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.