User prompt
游戏背景为画面的下方,一直呈现出来
User prompt
添加一个游戏背景为黄色举行
User prompt
添加游戏背景
User prompt
游戏背景设置成沙漠地形
User prompt
插入游戏背景
User prompt
把游戏的背景设置成黄色的地形
User prompt
把游戏的背景设置成坦克常用地图
User prompt
随着时间的增加,敌人的数量越来越多
User prompt
把英雄形状换成坦克的样子可以吗
User prompt
英雄可以上下左右自由移动
User prompt
英雄的形状换成坦克
User prompt
绿色补给箱每10秒出现一次,出现后持续向前运动,直到消失,英雄碰到绿色补给箱后,可以每次发出两颗子弹。
User prompt
游戏每10秒出现一次绿色盒子
User prompt
加一个绿色盒子,每10秒出现一次,要出现在画面中,每次只发射一颗子弹,英雄碰到绿色补给箱后,可以每次发出两颗子弹。
User prompt
加一个绿色盒子,每10秒出现一次,每次只发射一颗子弹,雄碰到绿色补给箱后,可以每次发出两颗子弹
User prompt
加一个红色盒子,每10秒出现一次,每次只发射一颗子弹,雄碰到红色补给箱后,可以每次发出两颗子弹
User prompt
红色补给箱每5秒钟出现一次,英雄碰到红色补给箱后,可以每次发出两颗子弹
User prompt
英雄发出的子弹碰到敌人子弹时,敌人的子弹消失
User prompt
The red supply crate appears every 10 seconds, and when the hero encounters it, they can simultaneously fire two bullets each time.
User prompt
加一个红色子弹,每10秒出现一次,英雄碰到红色子弹后,可以每次发出两颗子弹,持续时间5秒,之后又恢复到一次只能射出一颗子弹。
User prompt
英雄子弹碰到敌人子弹后,敌人的子弹就会自动消失。
User prompt
敌人自动发射子弹
User prompt
敌人发射子弹,平均每两秒发射一颗子弹
User prompt
加一个补给箱,颜色为红色,每20秒出现一次,英雄碰到补给箱的时候,可以每次发出两颗子弹,持续时间10秒,之后又恢复到一次只能射出一颗子弹。
User prompt
加一个补给箱,颜色为红色,每20秒出现一个,英雄碰到补给箱的时候,可以每次发出两颗子弹,持续时间10秒,之后又恢复到一次只能射出一颗子弹。
/**** * Classes ****/ // 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 = 2000; // Enemy shoots every 2000ms 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({ backgroundImage: 'background', backgroundY: 2732 - LK.getAsset('background', {}).height // Set background image to always appear at the bottom of the screen }); /**** * Game Code ****/ // Initialize hero // Define assets for the hero, enemies, and bullets 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 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); } } // 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 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 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 var enemySpawnRate = Math.max(30, 120 - Math.floor(LK.ticks / 3600)); // Decrease spawn interval every minute to a minimum of 30 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); } }); // 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
@@ -98,9 +98,10 @@
/****
* Initialize Game
****/
var game = new LK.Game({
- backgroundImage: 'background' // Set game background
+ backgroundImage: 'background',
+ backgroundY: 2732 - LK.getAsset('background', {}).height // Set background image to always appear at the bottom of the screen
});
/****
* Game Code
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.