User prompt
When the game starts from right to left, top to bottom, red means enemy tanks should come, they should shoot, our tank should destroy them.
User prompt
When the game starts from right to left, top to bottom, red means enemy tanks should come, they should shoot, our tank should destroy them.
User prompt
Is there a problem? Where are the enemy tanks?
User prompt
Enemy tanks are still gone.
User prompt
Where are the enemy tanks? They haven't come yet. They must come one by one.Where are the enemy tanks? They haven't come yet. They must come one by one.Where are the enemy tanks? They haven't come yet. They must come one by one.
User prompt
Where are the enemy tanks? They haven't come yet. They must come one by one.
User prompt
The tank should move faster. Enemies should move slower and come from the bottom left of the island. It is not realistic when they come from above.
User prompt
You create the best movement system for the game. For the main character.
User prompt
I want to make an animation, so please create the relevant transparencies for me. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Have the enemies look in the direction they are shooting.
User prompt
Make the mechanics of this game really good and make the objects go where I click like in a game. When you hold it down, it shoots in the direction you click. When you hold it down, it shoots. When you click, it goes in that direction.
User prompt
Make the mechanics of this game really good and make the objects go where I click like in a real game. When you hold it down, it fires in the direction you click.Make the mechanics of this game really good and make the objects go where I click like in a real game. When you hold it down, it fires in the direction you click.
Remix started
Copy Frontline Command
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Enemy Shell Class
var EnemyShell = Container.expand(function () {
var self = Container.call(this);
var shell = self.attachAsset('enemyShell', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = shell.width;
self.height = shell.height;
self.vx = 0;
self.vy = 8; // Reduced speed
self.update = function () {
self.x += self.vx;
self.y += self.vy;
};
return self;
});
// Enemy Tank Class
var EnemyTank = Container.expand(function () {
var self = Container.call(this);
var tank = self.attachAsset('enemyTank', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = tank.width;
self.height = tank.height;
// Movement
self.speed = 6 + Math.random() * 2 + Math.floor(LK.getScore() / 10); // Escalate with score
// Firing
self.fireInterval = 120; // 2 seconds at 60fps
self.fireCounter = 0;
self.update = function () {
self.y += self.speed;
self.fireCounter++;
if (self.fireCounter >= self.fireInterval) {
self.fireCounter = 0;
self.fire();
}
};
self.fire = function () {
var shell = new EnemyShell();
shell.x = self.x;
shell.y = self.y + self.height / 2 + shell.height / 2;
// Aim at player
var dx = player.x - shell.x;
var dy = player.y - shell.y;
var mag = Math.sqrt(dx * dx + dy * dy);
// Lowered speed for enemy shells
var shellSpeed = 7 + Math.floor(LK.getScore() / 20);
shell.vx = dx / mag * shellSpeed;
shell.vy = dy / mag * shellSpeed;
enemyShells.push(shell);
game.addChild(shell);
LK.getSound('enemyFire').play();
};
return self;
});
// Explosion effect (for destroyed tanks)
var Explosion = Container.expand(function () {
var self = Container.call(this);
var exp = self.attachAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5
});
exp.alpha = 0.7;
// Animate fade out and destroy
tween(exp, {
alpha: 0
}, {
duration: 350,
easing: tween.linear,
onFinish: function onFinish() {
self.destroy();
}
});
return self;
});
// Player Shell Class
var PlayerShell = Container.expand(function () {
var self = Container.call(this);
var shell = self.attachAsset('playerShell', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = shell.width;
self.height = shell.height;
self.vx = 0;
self.vy = -32; // Default upwards
self.update = function () {
self.x += self.vx;
self.y += self.vy;
};
return self;
});
// Player Tank Class
var PlayerTank = Container.expand(function () {
var self = Container.call(this);
var tank = self.attachAsset('playerTank', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = tank.width;
self.height = tank.height;
// Fire cooldown
self.canFire = true;
self.fireCooldown = 18; // frames (0.3s)
self.cooldownCounter = 0;
self.update = function () {
if (!self.canFire) {
self.cooldownCounter++;
if (self.cooldownCounter >= self.fireCooldown) {
self.canFire = true;
self.cooldownCounter = 0;
}
}
};
// Fire a shell
self.fire = function (targetX, targetY) {
if (self.canFire) {
var shell = new PlayerShell();
shell.x = self.x;
shell.y = self.y;
// Calculate direction
if (targetX !== undefined && targetY !== undefined) {
var dx = targetX - shell.x;
var dy = targetY - shell.y;
var mag = Math.sqrt(dx * dx + dy * dy);
var shellSpeed = 32; // Shell speed
shell.vx = dx / mag * shellSpeed;
shell.vy = dy / mag * shellSpeed;
} else {
// Default upward if no target
shell.vx = 0;
shell.vy = -32;
}
playerShells.push(shell);
game.addChild(shell);
LK.getSound('fire').play();
self.canFire = false;
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x22272b
});
/****
* Game Code
****/
// Sound effects
// Explosion: white ellipse (for flash effect)
// Enemy shell: orange ellipse
// Enemy tank: red box
// Player shell: yellow ellipse
// Player tank: green box
// Game area
var GAME_W = 2048;
var GAME_H = 2732;
// Player
var player = new PlayerTank();
player.x = GAME_W / 2;
player.y = GAME_H - 350;
game.addChild(player);
// Arrays for game objects
var playerShells = [];
var enemyTanks = [];
var enemyShells = [];
// Score display
var scoreTxt = new Text2('0', {
size: 120,
fill: "#fff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Player health
var playerHealth = 5;
var healthTxt = new Text2('❤❤❤❤❤', {
size: 100,
fill: 0xFF4444
});
healthTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(healthTxt);
healthTxt.x = 300;
healthTxt.y = 0;
// Dragging
var dragNode = null;
// Spawn enemy timer
var enemySpawnInterval = 90; // frames (1.5s)
var enemySpawnCounter = 0;
// Difficulty escalation
function getEnemySpawnInterval() {
var s = LK.getScore();
if (s < 10) return 90;
if (s < 25) return 70;
if (s < 50) return 55;
return 40;
}
// Move handler (drag player tank)
function handleMove(x, y, obj) {
if (dragNode) {
// Clamp to game area, avoid top 100px (menu)
var minX = dragNode.width / 2;
var maxX = GAME_W - dragNode.width / 2;
var minY = 100 + dragNode.height / 2;
var maxY = GAME_H - dragNode.height / 2;
dragNode.x = Math.max(minX, Math.min(maxX, x));
dragNode.y = Math.max(minY, Math.min(maxY, y));
} else if (isFiring) {
// Update firing target if holding down
fireTarget.x = x;
fireTarget.y = y;
}
}
game.move = handleMove;
game.down = function (x, y, obj) {
// Only drag if touch is on player tank
var local = player.toLocal(game.toGlobal({
x: x,
y: y
}));
if (local.x > -player.width / 2 && local.x < player.width / 2 && local.y > -player.height / 2 && local.y < player.height / 2) {
dragNode = player;
}
};
game.up = function (x, y, obj) {
dragNode = null;
isFiring = false;
};
// Tap to fire (anywhere)
game.tap = function (x, y, obj) {
player.fire(x, y);
};
// Variables for firing control
var isFiring = false;
var fireTarget = {
x: 0,
y: 0
};
// For compatibility, also fire on down if not dragging
game.down = function (x, y, obj) {
var local = player.toLocal(game.toGlobal({
x: x,
y: y
}));
if (local.x > -player.width / 2 && local.x < player.width / 2 && local.y > -player.height / 2 && local.y < player.height / 2) {
dragNode = player;
} else {
// Set firing target and start firing
fireTarget.x = x;
fireTarget.y = y;
isFiring = true;
player.fire(fireTarget.x, fireTarget.y);
}
};
// Main update loop
game.update = function () {
// Update player
player.update();
// Handle continuous firing while holding down
if (isFiring && player.canFire) {
player.fire(fireTarget.x, fireTarget.y);
}
// Update player shells
for (var i = playerShells.length - 1; i >= 0; i--) {
var shell = playerShells[i];
shell.update();
// Remove if off screen
if (shell.y < -shell.height / 2) {
shell.destroy();
playerShells.splice(i, 1);
continue;
}
// Check collision with enemy tanks
for (var j = enemyTanks.length - 1; j >= 0; j--) {
var enemy = enemyTanks[j];
if (shell.intersects(enemy)) {
// Explosion
var exp = new Explosion();
exp.x = enemy.x;
exp.y = enemy.y;
game.addChild(exp);
LK.getSound('explode').play();
// Remove both
shell.destroy();
playerShells.splice(i, 1);
enemy.destroy();
enemyTanks.splice(j, 1);
// Score
LK.setScore(LK.getScore() + 1);
scoreTxt.setText(LK.getScore());
break;
}
}
}
// Update enemy tanks
for (var i = enemyTanks.length - 1; i >= 0; i--) {
var enemy = enemyTanks[i];
enemy.update();
// Remove if off screen
if (enemy.y > GAME_H + enemy.height / 2) {
enemy.destroy();
enemyTanks.splice(i, 1);
continue;
}
// Check collision with player
if (enemy.intersects(player)) {
// Explosion
var exp = new Explosion();
exp.x = player.x;
exp.y = player.y;
game.addChild(exp);
LK.getSound('explode').play();
LK.effects.flashScreen(0xff0000, 800);
// Decrease health
playerHealth--;
// Update health display
var hearts = '';
for (var h = 0; h < playerHealth; h++) hearts += '❤';
healthTxt.setText(hearts);
if (playerHealth <= 0) {
LK.showGameOver();
return;
}
// Remove enemy tank
enemy.destroy();
enemyTanks.splice(i, 1);
continue;
}
}
// Update enemy shells
for (var i = enemyShells.length - 1; i >= 0; i--) {
var shell = enemyShells[i];
shell.update();
// Remove if off screen
if (shell.y > GAME_H + shell.height / 2 || shell.x < -shell.width / 2 || shell.x > GAME_W + shell.width / 2) {
shell.destroy();
enemyShells.splice(i, 1);
continue;
}
// Check collision with player
if (shell.intersects(player)) {
// Explosion
var exp = new Explosion();
exp.x = player.x;
exp.y = player.y;
game.addChild(exp);
LK.getSound('explode').play();
LK.effects.flashScreen(0xff0000, 800);
// Decrease health
playerHealth--;
// Update health display
var hearts = '';
for (var h = 0; h < playerHealth; h++) hearts += '❤';
healthTxt.setText(hearts);
if (playerHealth <= 0) {
LK.showGameOver();
return;
}
// Remove shell
shell.destroy();
enemyShells.splice(i, 1);
continue;
}
}
// Spawn enemies
enemySpawnCounter++;
if (enemySpawnCounter >= getEnemySpawnInterval()) {
enemySpawnCounter = 0;
var enemy = new EnemyTank();
// Random x, avoid edges
var margin = 200;
enemy.x = margin + Math.random() * (GAME_W - 2 * margin);
enemy.y = -enemy.height / 2;
enemyTanks.push(enemy);
game.addChild(enemy);
}
};
// Set initial score
LK.setScore(0);
scoreTxt.setText('0');
;
// Set initial health
playerHealth = 5;
var hearts = '';
for (var h = 0; h < playerHealth; h++) hearts += '❤';
healthTxt.setText(hearts); ===================================================================
--- original.js
+++ change.js
@@ -91,11 +91,13 @@
anchorY: 0.5
});
self.width = shell.width;
self.height = shell.height;
- self.speed = -32; // Upwards
+ self.vx = 0;
+ self.vy = -32; // Default upwards
self.update = function () {
- self.y += self.speed;
+ self.x += self.vx;
+ self.y += self.vy;
};
return self;
});
// Player Tank Class
@@ -120,13 +122,26 @@
}
}
};
// Fire a shell
- self.fire = function () {
+ self.fire = function (targetX, targetY) {
if (self.canFire) {
var shell = new PlayerShell();
shell.x = self.x;
- shell.y = self.y - self.height / 2 - shell.height / 2;
+ shell.y = self.y;
+ // Calculate direction
+ if (targetX !== undefined && targetY !== undefined) {
+ var dx = targetX - shell.x;
+ var dy = targetY - shell.y;
+ var mag = Math.sqrt(dx * dx + dy * dy);
+ var shellSpeed = 32; // Shell speed
+ shell.vx = dx / mag * shellSpeed;
+ shell.vy = dy / mag * shellSpeed;
+ } else {
+ // Default upward if no target
+ shell.vx = 0;
+ shell.vy = -32;
+ }
playerShells.push(shell);
game.addChild(shell);
LK.getSound('fire').play();
self.canFire = false;
@@ -144,15 +159,15 @@
/****
* Game Code
****/
-// Game area
-// Player tank: green box
-// Player shell: yellow ellipse
-// Enemy tank: red box
-// Enemy shell: orange ellipse
-// Explosion: white ellipse (for flash effect)
// Sound effects
+// Explosion: white ellipse (for flash effect)
+// Enemy shell: orange ellipse
+// Enemy tank: red box
+// Player shell: yellow ellipse
+// Player tank: green box
+// Game area
var GAME_W = 2048;
var GAME_H = 2732;
// Player
var player = new PlayerTank();
@@ -202,8 +217,12 @@
var minY = 100 + dragNode.height / 2;
var maxY = GAME_H - dragNode.height / 2;
dragNode.x = Math.max(minX, Math.min(maxX, x));
dragNode.y = Math.max(minY, Math.min(maxY, y));
+ } else if (isFiring) {
+ // Update firing target if holding down
+ fireTarget.x = x;
+ fireTarget.y = y;
}
}
game.move = handleMove;
game.down = function (x, y, obj) {
@@ -217,13 +236,20 @@
}
};
game.up = function (x, y, obj) {
dragNode = null;
+ isFiring = false;
};
// Tap to fire (anywhere)
game.tap = function (x, y, obj) {
- player.fire();
+ player.fire(x, y);
};
+// Variables for firing control
+var isFiring = false;
+var fireTarget = {
+ x: 0,
+ y: 0
+};
// For compatibility, also fire on down if not dragging
game.down = function (x, y, obj) {
var local = player.toLocal(game.toGlobal({
x: x,
@@ -231,15 +257,23 @@
}));
if (local.x > -player.width / 2 && local.x < player.width / 2 && local.y > -player.height / 2 && local.y < player.height / 2) {
dragNode = player;
} else {
- player.fire();
+ // Set firing target and start firing
+ fireTarget.x = x;
+ fireTarget.y = y;
+ isFiring = true;
+ player.fire(fireTarget.x, fireTarget.y);
}
};
// Main update loop
game.update = function () {
// Update player
player.update();
+ // Handle continuous firing while holding down
+ if (isFiring && player.canFire) {
+ player.fire(fireTarget.x, fireTarget.y);
+ }
// Update player shells
for (var i = playerShells.length - 1; i >= 0; i--) {
var shell = playerShells[i];
shell.update();