User prompt
coloca la imagen boton de inicio en el boton de play
User prompt
elimina el boton de inicio
User prompt
agrega un boton de inicio en medio de la pantalla
User prompt
agrega un boton de inicio invisible debajo de la seleccion de personaje
User prompt
borrar las letras start game
User prompt
la imagen boton de inicio hara la funcion del boton de inicio.
User prompt
agrega una imagen para el boton de inicio
User prompt
agrega un boton de start
User prompt
el sonido disparo enemigo sonara siempre que los enemigos disparen
User prompt
la imagen de fondo cubre toda la pantalla
User prompt
poner un fondo
User prompt
las imagenes de seleccionar tu personaje giralas a la derecha
User prompt
eliminar la bala en la seleccion de personajes
User prompt
elimina los textos de los personajes
User prompt
si mas de 5 enemigos pasan la parte de abajo pierdes el juego
User prompt
agrega otro tipo de enemigo
User prompt
actualiza la interfaz al seleccionar el personaje
User prompt
que las balas de los enemigos sean las mismas que dispara el jugador
User prompt
agrega una customizacion de personaje y crea un
User prompt
agrega un nuevo personaje
User prompt
agrega un menu de inicio
User prompt
quita el color rojo del enemigo rapido. los enemigos tambien disparan al jugador.
User prompt
otro tipo de enemigo
User prompt
has al jugador
User prompt
Space Defender
/**** * Classes ****/ var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -15; self.update = function () { if (self.lastY === undefined) self.lastY = self.y; self.y += self.speed; // Check if bullet went off screen (transition from on-screen to off-screen) if (self.lastY >= -50 && self.y < -50) { self.shouldDestroy = true; } self.lastY = self.y; }; return self; }); var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; self.update = function () { if (self.lastY === undefined) self.lastY = self.y; self.y += self.speed; // Check if enemy went off screen (transition from on-screen to off-screen) if (self.lastY <= 2732 + 50 && self.y > 2732 + 50) { self.shouldDestroy = true; } self.lastY = self.y; }; return self; }); var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); bulletGraphics.tint = 0xff4444; // Red tint for enemy bullets self.speed = 8; self.update = function () { if (self.lastY === undefined) self.lastY = self.y; self.y += self.speed; // Check if bullet went off screen (transition from on-screen to off-screen) if (self.lastY <= 2732 + 50 && self.y > 2732 + 50) { self.shouldDestroy = true; } self.lastY = self.y; }; return self; }); var FastEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('fastEnemy', { anchorX: 0.5, anchorY: 0.5 }); // FastEnemy without red tint for differentiation self.speed = 6; // Faster than regular enemy self.update = function () { if (self.lastY === undefined) self.lastY = self.y; self.y += self.speed; // Check if enemy went off screen (transition from on-screen to off-screen) if (self.lastY <= 2732 + 50 && self.y > 2732 + 50) { self.shouldDestroy = true; } self.lastY = self.y; }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('playerShip', { anchorX: 0.5, anchorY: 0.5 }); return self; }); var TankEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('tankEnemy', { anchorX: 0.5, anchorY: 0.5 }); // Tank enemy properties self.speed = 1.5; // Slower than other enemies self.hitPoints = 3; // Takes 3 hits to destroy self.maxHitPoints = 3; // Visual feedback for damage self.updateTint = function () { var damageRatio = self.hitPoints / self.maxHitPoints; if (damageRatio > 0.66) { enemyGraphics.tint = 0xFFFFFF; // White (no damage) } else if (damageRatio > 0.33) { enemyGraphics.tint = 0xFFAAAA; // Light red (medium damage) } else { enemyGraphics.tint = 0xFF6666; // Red (heavy damage) } }; self.updateTint(); // Initialize tint self.update = function () { if (self.lastY === undefined) self.lastY = self.y; self.y += self.speed; // Check if enemy went off screen (transition from on-screen to off-screen) if (self.lastY <= 2732 + 50 && self.y > 2732 + 50) { self.shouldDestroy = true; } self.lastY = self.y; }; return self; }); /**** * Initialize Game ****/ // Game variables var game = new LK.Game({ backgroundColor: 0x001122 }); /**** * Game Code ****/ // Game variables var gameStarted = false; var startMenu; var player; var bullets = []; var enemyBullets = []; var enemies = []; var enemySpawnTimer = 0; var enemySpawnRate = 60; // Frames between enemy spawns var enemyShootTimer = 0; var dragNode = null; // Score display var scoreTxt = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Create start menu startMenu = new Container(); game.addChild(startMenu); // Menu background var menuBg = LK.getAsset('playerShip', { anchorX: 0.5, anchorY: 0.5, scaleX: 8, scaleY: 8, alpha: 0.3 }); menuBg.x = 2048 / 2; menuBg.y = 2732 / 2 - 200; startMenu.addChild(menuBg); // Game title var titleTxt = new Text2('SPACE DEFENDER', { size: 120, fill: 0xFFFFFF }); titleTxt.anchor.set(0.5, 0.5); titleTxt.x = 2048 / 2; titleTxt.y = 2732 / 2 - 400; startMenu.addChild(titleTxt); // Instructions var instructionsTxt = new Text2('Drag to move\nTap to shoot\nDestroy enemies to score!', { size: 60, fill: 0xCCCCCC }); instructionsTxt.anchor.set(0.5, 0.5); instructionsTxt.x = 2048 / 2; instructionsTxt.y = 2732 / 2 - 100; startMenu.addChild(instructionsTxt); // Start button var startBtnTxt = new Text2('TAP TO START', { size: 80, fill: 0x00FF00 }); startBtnTxt.anchor.set(0.5, 0.5); startBtnTxt.x = 2048 / 2; startBtnTxt.y = 2732 / 2 + 200; startMenu.addChild(startBtnTxt); // Hide game elements initially scoreTxt.visible = false; // Create player player = game.addChild(new Player()); player.x = 2048 / 2; player.y = 2732 - 150; // Position near bottom of screen // Touch/mouse controls game.down = function (x, y, obj) { if (!gameStarted) { // Start the game gameStarted = true; startMenu.visible = false; scoreTxt.visible = true; return; } dragNode = player; player.x = x; // Shoot bullet var bullet = new Bullet(); bullet.x = player.x; bullet.y = player.y - 30; bullets.push(bullet); game.addChild(bullet); LK.getSound('shoot').play(); }; game.move = function (x, y, obj) { if (gameStarted && dragNode) { // Keep player within screen bounds dragNode.x = Math.max(40, Math.min(2048 - 40, x)); } }; game.up = function (x, y, obj) { dragNode = null; }; // Main game update loop game.update = function () { if (!gameStarted) { return; } // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; if (bullet.shouldDestroy) { bullet.destroy(); bullets.splice(i, 1); continue; } // Check bullet vs enemy collisions for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; if (bullet.intersects(enemy)) { // Destroy bullet bullet.destroy(); bullets.splice(i, 1); // Handle different enemy types if (enemy instanceof TankEnemy) { // Tank enemy takes multiple hits enemy.hitPoints--; enemy.updateTint(); // Update visual damage if (enemy.hitPoints <= 0) { enemy.destroy(); enemies.splice(j, 1); LK.setScore(LK.getScore() + 50); // High score for tank scoreTxt.setText('Score: ' + LK.getScore()); } LK.getSound('enemyHit').play(); } else { // Regular and fast enemies destroyed in one hit enemy.destroy(); enemies.splice(j, 1); // Increase score - more points for fast enemies var points = enemy instanceof FastEnemy ? 20 : 10; LK.setScore(LK.getScore() + points); scoreTxt.setText('Score: ' + LK.getScore()); LK.getSound('enemyHit').play(); } break; } } } // Update enemy bullets for (var m = enemyBullets.length - 1; m >= 0; m--) { var enemyBullet = enemyBullets[m]; if (enemyBullet.shouldDestroy) { enemyBullet.destroy(); enemyBullets.splice(m, 1); continue; } // Check enemy bullet vs player collision if (enemyBullet.intersects(player)) { // Game Over LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } } // Update enemies for (var k = enemies.length - 1; k >= 0; k--) { var enemy = enemies[k]; if (enemy.shouldDestroy) { enemy.destroy(); enemies.splice(k, 1); continue; } // Check enemy vs player collision if (enemy.intersects(player)) { // Game Over LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } } // Enemy shooting enemyShootTimer++; if (enemyShootTimer >= 90) { // Enemies shoot every 1.5 seconds enemyShootTimer = 0; // Random enemy shoots if (enemies.length > 0) { var shootingEnemy = enemies[Math.floor(Math.random() * enemies.length)]; var enemyBullet = new EnemyBullet(); enemyBullet.x = shootingEnemy.x; enemyBullet.y = shootingEnemy.y + 30; enemyBullets.push(enemyBullet); game.addChild(enemyBullet); LK.getSound('shoot').play(); } } // Spawn enemies enemySpawnTimer++; if (enemySpawnTimer >= enemySpawnRate) { enemySpawnTimer = 0; var enemy; var randomValue = Math.random(); // 10% chance to spawn tank enemy, 25% fast enemy, 65% regular enemy if (randomValue < 0.1) { enemy = new TankEnemy(); } else if (randomValue < 0.35) { enemy = new FastEnemy(); } else { enemy = new Enemy(); } enemy.x = Math.random() * (2048 - 120) + 60; // Random X position within bounds enemy.y = -30; // Start above screen enemies.push(enemy); game.addChild(enemy); // Gradually increase difficulty if (enemySpawnRate > 20) { enemySpawnRate -= 0.5; } } };
===================================================================
--- original.js
+++ change.js
@@ -82,8 +82,41 @@
anchorY: 0.5
});
return self;
});
+var TankEnemy = Container.expand(function () {
+ var self = Container.call(this);
+ var enemyGraphics = self.attachAsset('tankEnemy', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Tank enemy properties
+ self.speed = 1.5; // Slower than other enemies
+ self.hitPoints = 3; // Takes 3 hits to destroy
+ self.maxHitPoints = 3;
+ // Visual feedback for damage
+ self.updateTint = function () {
+ var damageRatio = self.hitPoints / self.maxHitPoints;
+ if (damageRatio > 0.66) {
+ enemyGraphics.tint = 0xFFFFFF; // White (no damage)
+ } else if (damageRatio > 0.33) {
+ enemyGraphics.tint = 0xFFAAAA; // Light red (medium damage)
+ } else {
+ enemyGraphics.tint = 0xFF6666; // Red (heavy damage)
+ }
+ };
+ self.updateTint(); // Initialize tint
+ self.update = function () {
+ if (self.lastY === undefined) self.lastY = self.y;
+ self.y += self.speed;
+ // Check if enemy went off screen (transition from on-screen to off-screen)
+ if (self.lastY <= 2732 + 50 && self.y > 2732 + 50) {
+ self.shouldDestroy = true;
+ }
+ self.lastY = self.y;
+ };
+ return self;
+});
/****
* Initialize Game
****/
@@ -204,18 +237,33 @@
// Check bullet vs enemy collisions
for (var j = enemies.length - 1; j >= 0; j--) {
var enemy = enemies[j];
if (bullet.intersects(enemy)) {
- // Destroy both bullet and enemy
+ // Destroy bullet
bullet.destroy();
bullets.splice(i, 1);
- enemy.destroy();
- enemies.splice(j, 1);
- // Increase score - more points for fast enemies
- var points = enemy instanceof FastEnemy ? 20 : 10;
- LK.setScore(LK.getScore() + points);
- scoreTxt.setText('Score: ' + LK.getScore());
- LK.getSound('enemyHit').play();
+ // Handle different enemy types
+ if (enemy instanceof TankEnemy) {
+ // Tank enemy takes multiple hits
+ enemy.hitPoints--;
+ enemy.updateTint(); // Update visual damage
+ if (enemy.hitPoints <= 0) {
+ enemy.destroy();
+ enemies.splice(j, 1);
+ LK.setScore(LK.getScore() + 50); // High score for tank
+ scoreTxt.setText('Score: ' + LK.getScore());
+ }
+ LK.getSound('enemyHit').play();
+ } else {
+ // Regular and fast enemies destroyed in one hit
+ enemy.destroy();
+ enemies.splice(j, 1);
+ // Increase score - more points for fast enemies
+ var points = enemy instanceof FastEnemy ? 20 : 10;
+ LK.setScore(LK.getScore() + points);
+ scoreTxt.setText('Score: ' + LK.getScore());
+ LK.getSound('enemyHit').play();
+ }
break;
}
}
}
@@ -271,10 +319,13 @@
enemySpawnTimer++;
if (enemySpawnTimer >= enemySpawnRate) {
enemySpawnTimer = 0;
var enemy;
- // 30% chance to spawn fast enemy
- if (Math.random() < 0.3) {
+ var randomValue = Math.random();
+ // 10% chance to spawn tank enemy, 25% fast enemy, 65% regular enemy
+ if (randomValue < 0.1) {
+ enemy = new TankEnemy();
+ } else if (randomValue < 0.35) {
enemy = new FastEnemy();
} else {
enemy = new Enemy();
}
bala de rifle de asalto hecha con pixeles. In-Game asset. 2d. High contrast. No shadows
una calle muy ancha de un vecindario peligroso hecho con pixeles y la perspectiva desde el cielo In-Game asset. 2d. High contrast. No shadows
una pistola negra hecha con pixeles que diga start en medio In-Game asset. 2d. High contrast. No shadows
chaleco antibalas negro hecho con pixeles.. In-Game asset. 2d. High contrast. No shadows
corazon rojo hecho con pixeles. In-Game asset. 2d. High contrast. No shadows
minigun negra hecha con pixeles.. In-Game asset. 2d. High contrast. No shadows
un rifle de asalto m4 negro que en medio diga seleccion de personaje hecho con pixeles. In-Game asset. 2d. High contrast. No shadows
un cuchillo hecho con pixeles que tenga escrito back. In-Game asset. 2d. High contrast. No shadows
letras negras con contorno blanco que dicen select your character con letra cursiva. In-Game asset. 2d. High contrast. No shadows
texto hecho con pixeles que diga lives. In-Game asset. 2d. High contrast. No shadows
texto hecho con pixeles que diga score. In-Game asset. 2d. High contrast. No shadows
cj de gta san andreas con perspectiva trasera desde arriba usando un arma, hecho con pixeles.
sweet de gta san andreas usando un arma con perspectiva trasera desde arriba hecho con pixeles. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
un pandillero peligroso vestido de verde usando un arma con perspectiva trasera desde arriba hecho con pixeles. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
pandillero de morado hecho con pixeles. con perspectiva desde arriba visto de frente apuntando con un m4 In-Game asset. 2d. High contrast. No shadows
pandillero de amarillo hecho con pixeles con perspectiva desde arriba visto de frente apuntando hacia enfrente con un arma In-Game asset. 2d. High contrast. No shadows
pandillero de morado hecho con pixeles con perspectiva desde arriba visto de frente apuntando hacia enfrente con un arma In-Game asset. 2d. High contrast. No shadows
sicario vestido de negro hecho con pixeles y con armas con perspectiva desde arriba visto de frente apuntando con un arma
letras blancas con un contorno negro con cursiva. que dicen san andreas stories In-Game asset. 2d. High contrast. No shadows con el tipo de letra del el juego gta san andreas
letras que dicen san andreas stories blancas hechas con pixeles. In-Game asset. 2d. High contrast. No shadows