Code edit (1 edits merged)
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their is a moon ithe corner of the screen in the gameplay can you remove that
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i cant hear the sounds
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very good, can you add more decor to the game in general (not the same assets new ones)
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add a pixelated moon picture at the bottom
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spot on but add more decore on the start screen
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make a screen before the game with a start button when yoh press it it starts the game
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scrap the idea
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its good just can you add a start butten so when you hit it ,it statrts the game
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make a title screen
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make that a asset
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- **Slow Motion:** Temporarily slows down all asteroids when picked up power up
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do dynamic difficulty
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Please fix the bug: 'TypeError: LK.effects.shakeScreen is not a function' in or related to this line: 'LK.effects.shakeScreen(0xff0000, 800, 20); // Strong shake on collision' Line Number: 88
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Please fix the bug: 'TypeError: LK.effects.shake is not a function' in or related to this line: 'LK.effects.shake({' Line Number: 88
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Please fix the bug: 'TypeError: LK.effects.shakeScreen is not a function' in or related to this line: 'LK.effects.shakeScreen(800, 20); // Strong shake on collision' Line Number: 88
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yes do thatt
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Make the score on top.
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Make every astro that the spaceship dodges, make that count as a point.
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No, just make them come down in your direction.
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Yes, but make the asteroids come for you.
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Make it go left to right. It can't move up or down.
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asteroid dodger
/**** * Classes ****/ // Asteroid class var Asteroid = Container.expand(function () { var self = Container.call(this); var asteroidGraphics = self.attachAsset('asteroid', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { self.y += self.speed; }; }); //<Assets used in the game will automatically appear here> // Slow Motion Power-Up class var SlowMotionPowerUp = Container.expand(function () { var self = Container.call(this); var powerupGraphics = self.attachAsset('slowmo', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 6; self.update = function () { self.y += self.speed; }; return self; }); // Spaceship class var Spaceship = Container.expand(function () { var self = Container.call(this); var spaceshipGraphics = self.attachAsset('spaceship', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { // Spaceship update logic if needed }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Dedicated slow motion power-up asset // Initialize spaceship var spaceship = game.addChild(new Spaceship()); spaceship.x = 2048 / 2; spaceship.y = 2732 - 200; // Array to hold asteroids var asteroids = []; // Slow motion power-up variables var slowMotionActive = false; var slowMotionTimer = 0; var SLOW_MOTION_DURATION = 180; // 3 seconds at 60fps var SLOW_MOTION_FACTOR = 0.3; // Asteroids move at 30% speed // Function to handle spaceship movement function handleMove(x, y, obj) { spaceship.x = x; // spaceship.y = y; // Commented out to restrict vertical movement } // Game move event game.move = handleMove; // Game update function game.update = function () { // Dynamic difficulty variables if (typeof asteroidSpawnInterval === "undefined") { var asteroidSpawnInterval = 60; // Initial spawn interval (frames) var asteroidBaseSpeed = 5; // Initial asteroid speed var asteroidMaxSpeed = 30; // Cap asteroid speed var asteroidMinInterval = 15; // Minimum interval between spawns var asteroidDifficultyStep = 10; // Score step for difficulty increase var asteroidLastDifficultyScore = 0; } // Increase difficulty based on score var currentScore = LK.getScore(); if (currentScore - asteroidLastDifficultyScore >= asteroidDifficultyStep) { asteroidLastDifficultyScore = currentScore; // Increase speed, decrease interval asteroidBaseSpeed = Math.min(asteroidBaseSpeed + 1, asteroidMaxSpeed); asteroidSpawnInterval = Math.max(asteroidSpawnInterval - 5, asteroidMinInterval); } // Create new asteroids if (LK.ticks % asteroidSpawnInterval == 0) { var newAsteroid = new Asteroid(); newAsteroid.x = Math.random() * 2048; newAsteroid.y = -50; newAsteroid.speed = asteroidBaseSpeed; asteroids.push(newAsteroid); game.addChild(newAsteroid); // 1 in 10 chance to spawn a slow motion power-up (but not if one is already active or present) if (!slowMotionActive && Math.random() < 0.1 && typeof slowMotionPowerUp === "undefined") { slowMotionPowerUp = new SlowMotionPowerUp(); slowMotionPowerUp.x = Math.random() * 2048; slowMotionPowerUp.y = -100; game.addChild(slowMotionPowerUp); } } // Initialize score display var scoreTxt = new Text2('0', { size: 150, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Update asteroids for (var i = asteroids.length - 1; i >= 0; i--) { var asteroid = asteroids[i]; // Apply slow motion if active if (slowMotionActive) { asteroid.y += asteroid.speed * SLOW_MOTION_FACTOR; } else { asteroid.update(); } // Check for collision with spaceship if (spaceship.intersects(asteroid)) { LK.effects.flashScreen(0xff0000, 1000); // Play collision sound if available if (LK.getSound && LK.getSound('crash')) { LK.getSound('crash').play(); } LK.showGameOver(); return; } // Remove off-screen asteroids and increment score if (asteroid.y > 2732 + 50) { // Near miss visual/audio effect if asteroid was close to spaceship horizontally var dx = Math.abs(asteroid.x - spaceship.x); if (dx < 200) { LK.effects.flashScreen(0xffff00, 200); // Quick yellow flash for near miss // Play near miss sound if available if (LK.getSound && LK.getSound('nearMiss')) { LK.getSound('nearMiss').play(); } } asteroid.destroy(); asteroids.splice(i, 1); LK.setScore(LK.getScore() + 1); // Increment score for each asteroid dodged scoreTxt.setText(LK.getScore()); // Update score display // Play score up sound if available if (LK.getSound && LK.getSound('scoreUp')) { LK.getSound('scoreUp').play(); } // Play asteroid whoosh sound if available if (LK.getSound && LK.getSound('whoosh')) { LK.getSound('whoosh').play(); } } } // Handle slow motion power-up logic if (typeof slowMotionPowerUp !== "undefined" && slowMotionPowerUp) { // Move power-up slowMotionPowerUp.y += slowMotionPowerUp.speed; // Check for collision with spaceship if (spaceship.intersects(slowMotionPowerUp)) { slowMotionActive = true; slowMotionTimer = SLOW_MOTION_DURATION; // Visual feedback for slow motion activation LK.effects.flashScreen(0x3399ff, 400); slowMotionPowerUp.destroy(); slowMotionPowerUp = undefined; } else if (slowMotionPowerUp.y > 2732 + 100) { // Remove if off screen slowMotionPowerUp.destroy(); slowMotionPowerUp = undefined; } } // Handle slow motion timer if (slowMotionActive) { slowMotionTimer--; if (slowMotionTimer <= 0) { slowMotionActive = false; } } };
===================================================================
--- original.js
+++ change.js
@@ -16,14 +16,12 @@
//<Assets used in the game will automatically appear here>
// Slow Motion Power-Up class
var SlowMotionPowerUp = Container.expand(function () {
var self = Container.call(this);
- // Use asteroid asset for now, but tint blue for distinction
- var powerupGraphics = self.attachAsset('asteroid', {
+ var powerupGraphics = self.attachAsset('slowmo', {
anchorX: 0.5,
anchorY: 0.5
});
- powerupGraphics.tint = 0x3399ff;
self.speed = 6;
self.update = function () {
self.y += self.speed;
};
@@ -51,8 +49,9 @@
/****
* Game Code
****/
+// Dedicated slow motion power-up asset
// Initialize spaceship
var spaceship = game.addChild(new Spaceship());
spaceship.x = 2048 / 2;
spaceship.y = 2732 - 200;