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