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 ****/ // Title screen state and UI var gameState = "title"; var titleContainer = new Container(); var startButton = null; var titleText = null; // Decorative asteroid (left) var decoAsteroidL = LK.getAsset('asteroid', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2 }); decoAsteroidL.x = 2048 * 0.25; decoAsteroidL.y = 650; titleContainer.addChild(decoAsteroidL); // Decorative asteroid (right) var decoAsteroidR = LK.getAsset('asteroid', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2 }); decoAsteroidR.x = 2048 * 0.75; decoAsteroidR.y = 650; titleContainer.addChild(decoAsteroidR); // Decorative slowmo powerup (left) var decoPowerupL = LK.getAsset('slowmo', { anchorX: 0.5, anchorY: 0.5, scaleX: 1, scaleY: 1 }); decoPowerupL.x = 2048 * 0.18; decoPowerupL.y = 1100; titleContainer.addChild(decoPowerupL); // Decorative slowmo powerup (right) var decoPowerupR = LK.getAsset('slowmo', { anchorX: 0.5, anchorY: 0.5, scaleX: 1, scaleY: 1 }); decoPowerupR.x = 2048 * 0.82; decoPowerupR.y = 1100; titleContainer.addChild(decoPowerupR); // Decorative spaceship (center, above title) var decoShip = LK.getAsset('spaceship', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.3, scaleY: 1.3 }); decoShip.x = 2048 / 2; decoShip.y = 600; titleContainer.addChild(decoShip); // Decorative pixelated moon at the bottom center // Use a placeholder moon asset (add to Assets if not present) var decoMoon = LK.getAsset('moon', { anchorX: 0.5, anchorY: 1, scaleX: 1.5, scaleY: 1.5 }); decoMoon.x = 2048 / 2; decoMoon.y = 2732 - 40; titleContainer.addChild(decoMoon); // Title text titleText = new Text2("ASTEROID DODGE", { size: 180, fill: 0xffffff }); titleText.anchor.set(0.5, 0.5); titleText.x = 2048 / 2; titleText.y = 900; titleContainer.addChild(titleText); // Decorative subtitle var subtitleText = new Text2("Dodge asteroids, grab power-ups, survive!", { size: 80, fill: 0xccccff }); subtitleText.anchor.set(0.5, 0.5); subtitleText.x = 2048 / 2; subtitleText.y = 1080; titleContainer.addChild(subtitleText); // Start button startButton = new Container(); var btnBg = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 1.2, tint: 0x3399ff }); btnBg.x = 0; btnBg.y = 0; startButton.addChild(btnBg); var btnText = new Text2("START", { size: 120, fill: 0xffffff }); btnText.anchor.set(0.5, 0.5); btnText.x = 0; btnText.y = 0; startButton.addChild(btnText); startButton.x = 2048 / 2; startButton.y = 1400; titleContainer.addChild(startButton); // Add titleContainer to game game.addChild(titleContainer); // Spaceship and asteroids (initialized after pressing start) var spaceship = null; 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 // Score text (initialized after pressing start) var scoreTxt = null; // Start button event startButton.down = function (x, y, obj) { if (gameState !== "title") return; // Remove title UI titleContainer.visible = false; // Start game gameState = "playing"; // Initialize spaceship spaceship = game.addChild(new Spaceship()); spaceship.x = 2048 / 2; spaceship.y = 2732 - 200; // Initialize asteroids array asteroids = []; // Reset slow motion slowMotionActive = false; slowMotionTimer = 0; // Initialize score LK.setScore(0); // Score display if (scoreTxt) { scoreTxt.setText("0"); scoreTxt.visible = true; } else { scoreTxt = new Text2('0', { size: 150, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); } }; // Function to handle spaceship movement function handleMove(x, y, obj) { if (gameState !== "playing" || !spaceship) return; spaceship.x = x; // spaceship.y = y; // Commented out to restrict vertical movement } // Game move event game.move = function (x, y, obj) { if (gameState === "title") return; handleMove(x, y, obj); }; // Game update function game.update = function () { // Title screen logic if (gameState === "title") { // Show title UI, hide gameplay UI if (titleContainer) titleContainer.visible = true; if (scoreTxt) scoreTxt.visible = false; return; } // Show gameplay UI, hide title UI if (titleContainer) titleContainer.visible = false; if (scoreTxt) scoreTxt.visible = true; // 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); } } // 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 && spaceship.intersects(asteroid)) { LK.effects.flashScreen(0xff0000, 1000); // Play collision sound if available if (LK.getSound && LK.getSound('crash')) { LK.getSound('crash').play(); } // Show game over LK.showGameOver(); // Reset to title screen after game over gameState = "title"; // Remove spaceship and asteroids if (spaceship) { spaceship.destroy(); spaceship = null; } for (var j = 0; j < asteroids.length; j++) { if (asteroids[j]) asteroids[j].destroy(); } asteroids = []; // Remove powerup if present if (typeof slowMotionPowerUp !== "undefined" && slowMotionPowerUp) { slowMotionPowerUp.destroy(); slowMotionPowerUp = undefined; } // Hide score if (scoreTxt) scoreTxt.visible = false; // Show title UI if (titleContainer) titleContainer.visible = true; 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 = spaceship ? Math.abs(asteroid.x - spaceship.x) : 9999; 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 if (scoreTxt) 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 && 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; } } };
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--- original.js
+++ change.js
@@ -104,8 +104,19 @@
});
decoShip.x = 2048 / 2;
decoShip.y = 600;
titleContainer.addChild(decoShip);
+// Decorative pixelated moon at the bottom center
+// Use a placeholder moon asset (add to Assets if not present)
+var decoMoon = LK.getAsset('moon', {
+ anchorX: 0.5,
+ anchorY: 1,
+ scaleX: 1.5,
+ scaleY: 1.5
+});
+decoMoon.x = 2048 / 2;
+decoMoon.y = 2732 - 40;
+titleContainer.addChild(decoMoon);
// Title text
titleText = new Text2("ASTEROID DODGE", {
size: 180,
fill: 0xffffff