User prompt
Lower
User prompt
Make the heart spawn lower.
User prompt
Make the hearts appear mid-game.
User prompt
Whenever the player kills all enemy ships, make it spawn more, and also make hearts appear.
User prompt
Make you have, like, more health.
User prompt
Make the players respawn after kill.
User prompt
make the enemy ships unsynchronized like make them like in the middle of the map on top of the map like
User prompt
make it stop glitching like like it the game like fully stops
User prompt
Make the player able to move.
User prompt
When the enemies shoot, make them moving and also make their shots like unsynchronized and don't make it
User prompt
hello buddy can you please make the ships moving and can you make the ship shoot at you back
Initial prompt
space invaders
/**** * Classes ****/ // Define the Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -10; self.update = function () { self.y += self.speed; }; }); // Define the Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemyShip', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Enemy update logic // Move enemy self.x += Math.sin(LK.ticks / 10) * 5; // Fire bullet every 60 ticks with a random offset if (LK.ticks % (60 + Math.floor(Math.random() * 30)) == 0) { var newBullet = new EnemyBullet(); newBullet.x = self.x; newBullet.y = self.y; game.addChild(newBullet); } }; }); // Define the EnemyBullet class var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { self.y += self.speed; }; }); // Define the Heart class var Heart = Container.expand(function () { var self = Container.call(this); var heartGraphics = self.attachAsset('heart', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Heart update logic, if any }; }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Define the Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('playerShip', { anchorX: 0.5, anchorY: 0.5 }); self.health = 3; // Initialize player health self.update = function () { // Player update logic // Move player left if it's not at the left edge of the screen if (self.x > 0) { self.x -= 5; } // Move player right if it's not at the right edge of the screen if (self.x < 2048) { self.x += 5; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize game over state game.isGameOver = false; var healthTxt = new Text2('Health: 3', { size: 100, fill: 0xFFFFFF }); healthTxt.anchor.set(0.5, 0); LK.gui.top.addChild(healthTxt); var player = game.addChild(new Player()); player.x = 2048 / 2; player.y = 2732 - 200; // Initialize enemies var enemies = []; for (var i = 0; i < 5; i++) { var enemy = new Enemy(); enemy.x = 400 + i * 300; enemy.y = 100 + Math.random() * 200; // Randomize Y position for unsynchronized movement enemies.push(enemy); game.addChild(enemy); } // Initialize bullets var bullets = []; // Handle shooting game.down = function (x, y, obj) { var bullet = new Bullet(); bullet.x = player.x; bullet.y = player.y; bullets.push(bullet); game.addChild(bullet); }; game.move = function (x, y, obj) { // Move player to the position of the touch or mouse cursor player.x = x; }; // Update game state game.update = function () { // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; bullet.update(); if (bullet.y < -50) { bullet.destroy(); bullets.splice(i, 1); } } // Update enemies for (var j = 0; j < enemies.length; j++) { var enemy = enemies[j]; enemy.update(); // Check for collision with bullets for (var k = bullets.length - 1; k >= 0; k--) { var bullet = bullets[k]; if (bullet.intersects(enemy)) { bullet.destroy(); bullets.splice(k, 1); enemy.destroy(); enemies.splice(j, 1); break; } } } // Check if all enemies are destroyed if (enemies.length === 0) { // Spawn more enemies for (var i = 0; i < 5; i++) { var newEnemy = new Enemy(); newEnemy.x = 400 + i * 300; newEnemy.y = 100 + Math.random() * 200; enemies.push(newEnemy); game.addChild(newEnemy); } } // Spawn hearts mid-game if (LK.ticks % 300 == 0) { // Every 5 seconds for (var h = 0; h < 3; h++) { var heart = new Heart(); heart.x = Math.random() * 2048; heart.y = Math.random() * 1000 + 1000; // Increase the Y position to make the heart spawn lower game.addChild(heart); } } // Check for collision with enemy bullets for (var l = game.children.length - 1; l >= 0; l--) { var child = game.children[l]; if (child instanceof EnemyBullet && child.intersects(player)) { child.destroy(); player.health -= 1; // Decrease health by 1 healthTxt.setText('Health: ' + player.health); // Update health display if (player.health <= 0 && !game.isGameOver) { game.isGameOver = true; LK.showGameOver(); // Set a timeout to respawn the player after 3 seconds LK.setTimeout(function () { game.isGameOver = false; player.x = 2048 / 2; player.y = 2732 - 200; player.health = 3; // Reset health }, 3000); } break; } } };
===================================================================
--- original.js
+++ change.js
@@ -166,9 +166,9 @@
// Every 5 seconds
for (var h = 0; h < 3; h++) {
var heart = new Heart();
heart.x = Math.random() * 2048;
- heart.y = Math.random() * 1000 + 500; // Increase the Y position to make the heart spawn lower
+ heart.y = Math.random() * 1000 + 1000; // Increase the Y position to make the heart spawn lower
game.addChild(heart);
}
}
// Check for collision with enemy bullets
bullet'. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
space ship facing up. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
heart. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
enemy ship facing up. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows