User prompt
Fix Bug: 'ReferenceError: supplyBox is not defined' in or related to this line: 'if (supplyBox && !supplyBox.active && hero.intersects(supplyBox)) {' Line Number: 153
User prompt
Fix Bug: 'ReferenceError: supplyBox is not defined' in or related to this line: 'if (supplyBox && !supplyBox.active && hero.intersects(supplyBox)) {' Line Number: 153
User prompt
加一个补给箱,颜色为红色,英雄碰到补给箱的时候,可以每次发出两颗子弹,持续时间20秒,之后又恢复到一次只能射出一颗子弹。
User prompt
你好
User prompt
敌人受到英雄子弹攻击的时候就会自动毁灭
User prompt
受到子弹的攻击以后,就会自动消失
Initial prompt
Tank World
/**** * 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 () { if (self.powerUpActive) { var bullet1 = new HeroBullet(); bullet1.x = self.x - 20; bullet1.y = self.y - self.height / 2; game.addChild(bullet1); var bullet2 = new HeroBullet(); bullet2.x = self.x + 20; bullet2.y = self.y - self.height / 2; game.addChild(bullet2); heroBullets.push(bullet1, bullet2); } else { var bullet = new HeroBullet(); bullet.x = self.x; bullet.y = self.y - self.height / 2; heroBullets.push(bullet); game.addChild(bullet); } }; }); // 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.move = function () { self.y += self.speed; }; self.shoot = function () { // Enemy shooting logic }; }); // 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.active = false; self.activatePowerUp = function (hero) { hero.powerUpActive = true; hero.powerUpEndTime = LK.ticks + 20 * 60; // 20 seconds at 60FPS }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * 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 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(); for (var k = enemies.length - 1; k >= 0; k--) { if (heroBullets[i] && heroBullets[i].intersects(enemies[k])) { enemies[k].destroy(); enemies.splice(k, 1); heroBullets[i].destroy(); heroBullets.splice(i, 1); break; } } 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, and handle supply box collision for (var k = enemies.length - 1; k >= 0; k--) { enemies[k].move(); if (enemies[k].y > 2732) { LK.showGameOver(); } } // Handle hero power-up duration if (hero.powerUpActive && LK.ticks > hero.powerUpEndTime) { hero.powerUpActive = false; } // 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 at a random interval if (!supplyBox && LK.ticks % 600 == 0) { // Every 10 seconds supplyBox = new SupplyBox(); supplyBox.x = Math.random() * (2048 - supplyBox.width) + supplyBox.width / 2; supplyBox.y = -supplyBox.height / 2; game.addChild(supplyBox); } // Spawn enemies if (LK.ticks % 120 == 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 game.on('down', function (obj) { var pos = obj.event.getLocalPosition(game); hero.x = pos.x; }); // Touch event to shoot game.on('up', function (obj) { var bullet = new HeroBullet(); bullet.x = hero.x; bullet.y = hero.y - hero.height / 2; heroBullets.push(bullet); game.addChild(bullet); });
===================================================================
--- original.js
+++ change.js
@@ -104,9 +104,9 @@
// Initialize arrays for bullets and enemies, and declare supplyBox
var heroBullets = [];
var enemyBullets = [];
var enemies = [];
-var supplyBox = null;
+var supplyBox;
// Game tick event
LK.on('tick', function () {
// Update hero
hero.update();
@@ -157,9 +157,9 @@
supplyBox.destroy();
supplyBox = null;
}
// Spawn supply box at a random interval
- if (LK.ticks % 600 == 0) {
+ if (!supplyBox && LK.ticks % 600 == 0) {
// Every 10 seconds
supplyBox = new SupplyBox();
supplyBox.x = Math.random() * (2048 - supplyBox.width) + supplyBox.width / 2;
supplyBox.y = -supplyBox.height / 2;
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.