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.lastX = 0; self.lastY = 0; self.update = function () { self.lastX = self.x; self.lastY = self.y; 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 - self.height / 3; // Offset slightly to start from tank cannon // 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; // Rotate tank to face direction of fire var angle = Math.atan2(dy, dx); self.rotation = angle + Math.PI / 2; // +90 degrees since tank points up } else { // Default upward if no target shell.vx = 0; shell.vy = -32; self.rotation = 0; } playerShells.push(shell); game.addChild(shell); LK.getSound('fire').play(); self.canFire = false; shell.lastX = shell.x; shell.lastY = shell.y; } }; 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; // Rotate tank to face direction var dx = x - player.x; var dy = y - player.y; var angle = Math.atan2(dy, dx); player.rotation = angle + Math.PI / 2; // +90 degrees since tank points up } } 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; autoFireCounter = 0; }; // Tap to fire (anywhere) game.tap = function (x, y, obj) { // Avoid firing if already dragging if (!dragNode) { player.fire(x, y); } }; // Variables for firing control var isFiring = false; var fireTarget = { x: 0, y: 0 }; var autoFireRate = 10; // Fire every 10 frames while holding var autoFireCounter = 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; autoFireCounter = 0; player.fire(fireTarget.x, fireTarget.y); } }; // Main update loop game.update = function () { // Update player player.update(); // Handle continuous firing while holding down if (isFiring) { autoFireCounter++; if (autoFireCounter >= autoFireRate && player.canFire) { player.fire(fireTarget.x, fireTarget.y); autoFireCounter = 0; } } // 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
@@ -93,9 +93,13 @@
self.width = shell.width;
self.height = shell.height;
self.vx = 0;
self.vy = -32; // Default upwards
+ self.lastX = 0;
+ self.lastY = 0;
self.update = function () {
+ self.lastX = self.x;
+ self.lastY = self.y;
self.x += self.vx;
self.y += self.vy;
};
return self;
@@ -126,26 +130,32 @@
self.fire = function (targetX, targetY) {
if (self.canFire) {
var shell = new PlayerShell();
shell.x = self.x;
- shell.y = self.y;
+ shell.y = self.y - self.height / 3; // Offset slightly to start from tank cannon
// 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;
+ // Rotate tank to face direction of fire
+ var angle = Math.atan2(dy, dx);
+ self.rotation = angle + Math.PI / 2; // +90 degrees since tank points up
} else {
// Default upward if no target
shell.vx = 0;
shell.vy = -32;
+ self.rotation = 0;
}
playerShells.push(shell);
game.addChild(shell);
LK.getSound('fire').play();
self.canFire = false;
+ shell.lastX = shell.x;
+ shell.lastY = shell.y;
}
};
return self;
});
@@ -221,8 +231,13 @@
} else if (isFiring) {
// Update firing target if holding down
fireTarget.x = x;
fireTarget.y = y;
+ // Rotate tank to face direction
+ var dx = x - player.x;
+ var dy = y - player.y;
+ var angle = Math.atan2(dy, dx);
+ player.rotation = angle + Math.PI / 2; // +90 degrees since tank points up
}
}
game.move = handleMove;
game.down = function (x, y, obj) {
@@ -237,19 +252,25 @@
};
game.up = function (x, y, obj) {
dragNode = null;
isFiring = false;
+ autoFireCounter = 0;
};
// Tap to fire (anywhere)
game.tap = function (x, y, obj) {
- player.fire(x, y);
+ // Avoid firing if already dragging
+ if (!dragNode) {
+ player.fire(x, y);
+ }
};
// Variables for firing control
var isFiring = false;
var fireTarget = {
x: 0,
y: 0
};
+var autoFireRate = 10; // Fire every 10 frames while holding
+var autoFireCounter = 0;
// For compatibility, also fire on down if not dragging
game.down = function (x, y, obj) {
var local = player.toLocal(game.toGlobal({
x: x,
@@ -261,18 +282,23 @@
// Set firing target and start firing
fireTarget.x = x;
fireTarget.y = y;
isFiring = true;
+ autoFireCounter = 0;
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);
+ if (isFiring) {
+ autoFireCounter++;
+ if (autoFireCounter >= autoFireRate && player.canFire) {
+ player.fire(fireTarget.x, fireTarget.y);
+ autoFireCounter = 0;
+ }
}
// Update player shells
for (var i = playerShells.length - 1; i >= 0; i--) {
var shell = playerShells[i];