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 = 3 + Math.random() * 1.5 + Math.floor(LK.getScore() / 15); // Slower movement, less score scaling
// 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 = 0.25; // Increased acceleration
self.maxSpeed = 45; // Increased max speed
self.friction = 0.94; // Slightly less friction for smoother movement
self.isMoving = false;
self.reachedTarget = true;
self.rotationSpeed = 0.2; // Faster rotation
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;
// Force spawn an enemy if there are none
if (enemyTanks.length === 0) {
var enemy = new EnemyTank();
// Position enemies at bottom left
var margin = 200;
enemy.x = margin / 2 + Math.random() * (GAME_W / 3 - margin);
enemy.y = GAME_H + enemy.height / 2;
// Rotate to face up/right direction
enemy.rotation = -Math.PI / 4; // -45 degrees
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
});
console.log("Spawned enemy tank");
}
// Only spawn additional enemies if we don't have too many already
else if (enemyTanks.length < 5 + Math.floor(LK.getScore() / 10)) {
// Only spawn a new tank if the last one has moved at least 400 pixels into the game area
var lastEnemy = enemyTanks[enemyTanks.length - 1];
if (lastEnemy.y < GAME_H - 400) {
var enemy = new EnemyTank();
// Position enemies at bottom left
var margin = 200;
enemy.x = margin / 2 + Math.random() * (GAME_W / 3 - margin);
enemy.y = GAME_H + enemy.height / 2;
// Rotate to face up/right direction
enemy.rotation = -Math.PI / 4; // -45 degrees
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
});
console.log("Spawned additional enemy tank");
}
}
}
};
// 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
@@ -617,10 +617,10 @@
// Spawn enemies
enemySpawnCounter++;
if (enemySpawnCounter >= getEnemySpawnInterval()) {
enemySpawnCounter = 0;
- // Only spawn if we don't have too many enemies already
- if (enemyTanks.length < 5 + Math.floor(LK.getScore() / 10)) {
+ // Force spawn an enemy if there are none
+ if (enemyTanks.length === 0) {
var enemy = new EnemyTank();
// Position enemies at bottom left
var margin = 200;
enemy.x = margin / 2 + Math.random() * (GAME_W / 3 - margin);
@@ -640,9 +640,39 @@
}, {
duration: 400,
easing: tween.elasticOut
});
+ console.log("Spawned enemy tank");
}
+ // Only spawn additional enemies if we don't have too many already
+ else if (enemyTanks.length < 5 + Math.floor(LK.getScore() / 10)) {
+ // Only spawn a new tank if the last one has moved at least 400 pixels into the game area
+ var lastEnemy = enemyTanks[enemyTanks.length - 1];
+ if (lastEnemy.y < GAME_H - 400) {
+ var enemy = new EnemyTank();
+ // Position enemies at bottom left
+ var margin = 200;
+ enemy.x = margin / 2 + Math.random() * (GAME_W / 3 - margin);
+ enemy.y = GAME_H + enemy.height / 2;
+ // Rotate to face up/right direction
+ enemy.rotation = -Math.PI / 4; // -45 degrees
+ 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
+ });
+ console.log("Spawned additional enemy tank");
+ }
+ }
}
};
// Set initial score
LK.setScore(0);