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); // 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 // 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, scaleX: 0.1, scaleY: 0.1 }); exp.alpha = 0.9; // Animate explosion growth and fade tween(exp, { scaleX: 2.5, scaleY: 2.5, alpha: 0.7 }, { duration: 150, easing: tween.easeOut }); // Animate fade out and destroy tween(exp, { alpha: 0 }, { duration: 450, 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; // Movement physics self.targetX = 0; self.targetY = 0; self.velocityX = 0; self.velocityY = 0; self.acceleration = 0.15; self.maxSpeed = 30; self.friction = 0.92; self.isMoving = false; self.reachedTarget = true; self.rotationSpeed = 0.15; self.tracksFX = null; // Move to a position with physics self.moveTo = function (x, y) { self.targetX = x; self.targetY = y; self.isMoving = true; self.reachedTarget = false; // Create dust/tracks effect if (!self.tracksFX) { self.createTracksFX(); } }; // Create track/dust effect self.createTracksFX = function () { if (self.tracksFX) { self.tracksFX.alpha = 0.7; return; } self.tracksFX = self.attachAsset('explosion', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.3, scaleY: 0.3 }); self.tracksFX.y = self.height / 3; self.tracksFX.alpha = 0.3; self.tracksFX.tint = 0xCCCCCC; }; // Stop movement self.stopMoving = function () { self.isMoving = false; if (self.tracksFX) { tween(self.tracksFX, { alpha: 0 }, { duration: 300, easing: tween.easeOut }); } }; self.update = function () { // Handle fire cooldown if (!self.canFire) { self.cooldownCounter++; if (self.cooldownCounter >= self.fireCooldown) { self.canFire = true; self.cooldownCounter = 0; } } // Handle physics-based movement if (self.isMoving) { // Calculate distance and direction to target var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distSq = dx * dx + dy * dy; // Calculate desired direction var targetAngle = Math.atan2(dy, dx) + Math.PI / 2; // Smoothly rotate toward target direction var angleDiff = targetAngle - self.rotation; // Normalize angle difference to -PI to PI while (angleDiff > Math.PI) angleDiff -= Math.PI * 2; while (angleDiff < -Math.PI) angleDiff += Math.PI * 2; self.rotation += angleDiff * self.rotationSpeed; // If we're close to target, slow down if (distSq < 10000) { // 100*100 self.velocityX *= 0.9; self.velocityY *= 0.9; if (distSq < 100) { // 10*10 self.reachedTarget = true; self.velocityX = 0; self.velocityY = 0; self.stopMoving(); } } else { // Accelerate toward target based on tank's orientation var facingX = Math.sin(self.rotation); var facingY = -Math.cos(self.rotation); // Only accelerate if facing approximately the right direction var dotProduct = facingX * dx + facingY * dy; if (dotProduct > 0 || distSq > 90000) { // Allow movement if far away regardless of direction self.velocityX += facingX * self.acceleration; self.velocityY += facingY * self.acceleration; } } // Apply friction and speed limits self.velocityX *= self.friction; self.velocityY *= self.friction; // Limit max speed var speed = Math.sqrt(self.velocityX * self.velocityX + self.velocityY * self.velocityY); if (speed > self.maxSpeed) { self.velocityX = self.velocityX / speed * self.maxSpeed; self.velocityY = self.velocityY / speed * self.maxSpeed; } // Apply velocity self.x += self.velocityX; self.y += self.velocityY; // Animate tracks effect if (self.tracksFX && speed > 0.5) { self.tracksFX.rotation = Math.random() * 0.2 - 0.1; self.tracksFX.alpha = Math.min(0.2 + speed / 30, 0.7); self.tracksFX.scaleX = 0.3 + Math.random() * 0.1; self.tracksFX.scaleY = 0.3 + Math.random() * 0.1; } } }; // 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; // Animate recoil effect on firing var originalY = self.y; tween(self, { y: self.y + 20 }, { duration: 50, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { y: originalY }, { duration: 150, easing: tween.elasticOut }); } }); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x22272b }); /**** * 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 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 (physics-based tank movement) function handleMove(x, y, obj) { if (dragNode) { // Calculate target position with bounds checking 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; var targetX = Math.max(minX, Math.min(maxX, x)); var targetY = Math.max(minY, Math.min(maxY, y)); // If it's the player tank, use the physics system if (dragNode === player) { player.moveTo(targetX, targetY); } else { // For other objects, use direct positioning dragNode.x = targetX; dragNode.y = targetY; } } 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) { // If we were dragging the player, let it continue to its last target if (dragNode === player) { // Already set target in handleMove, just release drag indicator } dragNode = null; isFiring = false; autoFireCounter = 0; }; // Tap to move and fire game.tap = function (x, y, obj) { // Avoid firing if already dragging if (!dragNode) { // Move the tank to the target position (using physics) player.moveTo(x, y); // Fire toward target 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; // Handle both movement and firing 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; // When clicking on tank, start listening for drag } else { // When clicking elsewhere, move tank there and fire // Set firing target and start firing fireTarget.x = x; fireTarget.y = y; isFiring = true; autoFireCounter = 0; // Move the tank to the target position (using physics) player.moveTo(x, y); // Fire toward target 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; } // Animate player hit effect tween.stop(player, { rotation: true, scaleX: true, scaleY: true, alpha: true }); tween(player, { scaleX: 1.3, scaleY: 1.3, alpha: 0.6 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(player, { scaleX: 1, scaleY: 1, alpha: 1 }, { duration: 300, easing: tween.elasticOut }); } }); // 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 = shell.x; exp.y = shell.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; } // Animate player hit by shell tween.stop(player, { rotation: true, alpha: true }); // Push player slightly in the direction of the hit var pushX = (player.x - shell.x) * 0.05; var pushY = (player.y - shell.y) * 0.05; var origX = player.x; var origY = player.y; tween(player, { x: player.x + pushX, y: player.y + pushY, alpha: 0.7 }, { duration: 120, easing: tween.easeOut, onFinish: function onFinish() { tween(player, { x: origX, y: origY, alpha: 1 }, { duration: 280, easing: tween.easeInOut }); } }); // 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); // Add spawn animation enemy.alpha = 0; enemy.scaleX = 0.2; enemy.scaleY = 0.2; tween(enemy, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 400, easing: tween.elasticOut }); } }; // 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
@@ -130,16 +130,126 @@
// Fire cooldown
self.canFire = true;
self.fireCooldown = 18; // frames (0.3s)
self.cooldownCounter = 0;
+ // Movement physics
+ self.targetX = 0;
+ self.targetY = 0;
+ self.velocityX = 0;
+ self.velocityY = 0;
+ self.acceleration = 0.15;
+ self.maxSpeed = 30;
+ self.friction = 0.92;
+ self.isMoving = false;
+ self.reachedTarget = true;
+ self.rotationSpeed = 0.15;
+ self.tracksFX = null;
+ // Move to a position with physics
+ self.moveTo = function (x, y) {
+ self.targetX = x;
+ self.targetY = y;
+ self.isMoving = true;
+ self.reachedTarget = false;
+ // Create dust/tracks effect
+ if (!self.tracksFX) {
+ self.createTracksFX();
+ }
+ };
+ // Create track/dust effect
+ self.createTracksFX = function () {
+ if (self.tracksFX) {
+ self.tracksFX.alpha = 0.7;
+ return;
+ }
+ self.tracksFX = self.attachAsset('explosion', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 0.3,
+ scaleY: 0.3
+ });
+ self.tracksFX.y = self.height / 3;
+ self.tracksFX.alpha = 0.3;
+ self.tracksFX.tint = 0xCCCCCC;
+ };
+ // Stop movement
+ self.stopMoving = function () {
+ self.isMoving = false;
+ if (self.tracksFX) {
+ tween(self.tracksFX, {
+ alpha: 0
+ }, {
+ duration: 300,
+ easing: tween.easeOut
+ });
+ }
+ };
self.update = function () {
+ // Handle fire cooldown
if (!self.canFire) {
self.cooldownCounter++;
if (self.cooldownCounter >= self.fireCooldown) {
self.canFire = true;
self.cooldownCounter = 0;
}
}
+ // Handle physics-based movement
+ if (self.isMoving) {
+ // Calculate distance and direction to target
+ var dx = self.targetX - self.x;
+ var dy = self.targetY - self.y;
+ var distSq = dx * dx + dy * dy;
+ // Calculate desired direction
+ var targetAngle = Math.atan2(dy, dx) + Math.PI / 2;
+ // Smoothly rotate toward target direction
+ var angleDiff = targetAngle - self.rotation;
+ // Normalize angle difference to -PI to PI
+ while (angleDiff > Math.PI) angleDiff -= Math.PI * 2;
+ while (angleDiff < -Math.PI) angleDiff += Math.PI * 2;
+ self.rotation += angleDiff * self.rotationSpeed;
+ // If we're close to target, slow down
+ if (distSq < 10000) {
+ // 100*100
+ self.velocityX *= 0.9;
+ self.velocityY *= 0.9;
+ if (distSq < 100) {
+ // 10*10
+ self.reachedTarget = true;
+ self.velocityX = 0;
+ self.velocityY = 0;
+ self.stopMoving();
+ }
+ } else {
+ // Accelerate toward target based on tank's orientation
+ var facingX = Math.sin(self.rotation);
+ var facingY = -Math.cos(self.rotation);
+ // Only accelerate if facing approximately the right direction
+ var dotProduct = facingX * dx + facingY * dy;
+ if (dotProduct > 0 || distSq > 90000) {
+ // Allow movement if far away regardless of direction
+ self.velocityX += facingX * self.acceleration;
+ self.velocityY += facingY * self.acceleration;
+ }
+ }
+ // Apply friction and speed limits
+ self.velocityX *= self.friction;
+ self.velocityY *= self.friction;
+ // Limit max speed
+ var speed = Math.sqrt(self.velocityX * self.velocityX + self.velocityY * self.velocityY);
+ if (speed > self.maxSpeed) {
+ self.velocityX = self.velocityX / speed * self.maxSpeed;
+ self.velocityY = self.velocityY / speed * self.maxSpeed;
+ }
+ // Apply velocity
+ self.x += self.velocityX;
+ self.y += self.velocityY;
+ // Animate tracks effect
+ if (self.tracksFX && speed > 0.5) {
+ self.tracksFX.rotation = Math.random() * 0.2 - 0.1;
+ self.tracksFX.alpha = Math.min(0.2 + speed / 30, 0.7);
+ self.tracksFX.scaleX = 0.3 + Math.random() * 0.1;
+ self.tracksFX.scaleY = 0.3 + Math.random() * 0.1;
+ }
+ }
};
// Fire a shell
self.fire = function (targetX, targetY) {
if (self.canFire) {
@@ -199,15 +309,15 @@
/****
* 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
+// Player tank: green box
+// Player shell: yellow ellipse
+// Enemy tank: red box
+// Enemy shell: orange ellipse
+// Explosion: white ellipse (for flash effect)
+// Sound effects
var GAME_W = 2048;
var GAME_H = 2732;
// Player
var player = new PlayerTank();
@@ -247,18 +357,26 @@
if (s < 25) return 70;
if (s < 50) return 55;
return 40;
}
-// Move handler (drag player tank)
+// Move handler (physics-based tank movement)
function handleMove(x, y, obj) {
if (dragNode) {
- // Clamp to game area, avoid top 100px (menu)
+ // Calculate target position with bounds checking
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));
+ var targetX = Math.max(minX, Math.min(maxX, x));
+ var targetY = Math.max(minY, Math.min(maxY, y));
+ // If it's the player tank, use the physics system
+ if (dragNode === player) {
+ player.moveTo(targetX, targetY);
+ } else {
+ // For other objects, use direct positioning
+ dragNode.x = targetX;
+ dragNode.y = targetY;
+ }
} else if (isFiring) {
// Update firing target if holding down
fireTarget.x = x;
fireTarget.y = y;
@@ -280,16 +398,23 @@
dragNode = player;
}
};
game.up = function (x, y, obj) {
+ // If we were dragging the player, let it continue to its last target
+ if (dragNode === player) {
+ // Already set target in handleMove, just release drag indicator
+ }
dragNode = null;
isFiring = false;
autoFireCounter = 0;
};
-// Tap to fire (anywhere)
+// Tap to move and fire
game.tap = function (x, y, obj) {
// Avoid firing if already dragging
if (!dragNode) {
+ // Move the tank to the target position (using physics)
+ player.moveTo(x, y);
+ // Fire toward target
player.fire(x, y);
}
};
// Variables for firing control
@@ -299,22 +424,27 @@
y: 0
};
var autoFireRate = 10; // Fire every 10 frames while holding
var autoFireCounter = 0;
-// For compatibility, also fire on down if not dragging
+// Handle both movement and firing
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;
+ // When clicking on tank, start listening for drag
} else {
+ // When clicking elsewhere, move tank there and fire
// Set firing target and start firing
fireTarget.x = x;
fireTarget.y = y;
isFiring = true;
autoFireCounter = 0;
+ // Move the tank to the target position (using physics)
+ player.moveTo(x, y);
+ // Fire toward target
player.fire(fireTarget.x, fireTarget.y);
}
};
// Main update loop