User prompt
minimize level, lives and score 0.5.
User prompt
tap to start will disappear from the screen when the game starts.
User prompt
The background of the tap to start place should be a dark gray background and cover the entire text.
User prompt
minimize the tap to start location very slightly and add a gray background.
User prompt
move the lives place very slightly to the left.
User prompt
move your lives a little to the right.
User prompt
move your lives a little to the right.
User prompt
move your lives a little to the left.
User prompt
shift the level slightly to the left.
User prompt
Move the level a little to the right and down.
User prompt
Let's move the score a little lower.
User prompt
just enlarge the text by 2 times
Code edit (2 edits merged)
Please save this source code
User prompt
enlarge all articles by 2x ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
User prompt
Asteroid Battle Blitz
Initial prompt
asteroid breast war
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Asteroid = Container.expand(function (size, memeType) { var self = Container.call(this); // Size can be 0 (small), 1 (medium), or 2 (large) self.size = size || 2; // Create a container for the asteroid var asteroidGraphics = new Container(); self.addChild(asteroidGraphics); // Store the meme type or generate a random one if not provided self.memeType = memeType !== undefined ? memeType : Math.floor(Math.random() * 10); // Create the asteroid image based on size var assetId; if (self.size === 0) { assetId = 'memeSmall'; } else if (self.size === 1) { assetId = 'memeMedium'; } else { assetId = 'meme' + self.memeType; } // Add the meme image as the asteroid var memeImage = LK.getAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); asteroidGraphics.addChild(memeImage); // Random velocity var speed = (3 - self.size) * 0.8 + 0.5; // Smaller asteroids move faster var angle = Math.random() * Math.PI * 2; self.velocity = { x: Math.cos(angle) * speed, y: Math.sin(angle) * speed }; // Random rotation self.rotationSpeed = (Math.random() - 0.5) * 0.05; self.update = function () { // Move self.x += self.velocity.x; self.y += self.velocity.y; // Rotate asteroidGraphics.rotation += self.rotationSpeed; // Wrap around screen edges if (self.x < -50) { self.x = 2098; } if (self.x > 2098) { self.x = -50; } if (self.y < -50) { self.y = 2782; } if (self.y > 2782) { self.y = -50; } }; self.getPoints = function () { return (3 - self.size) * 100; // Small: 300, Medium: 200, Large: 100 }; return self; }); var Bullet = Container.expand(function () { var self = Container.call(this); // Create a container for pixel art bullet var bulletGraphics = new Container(); self.addChild(bulletGraphics); // Create a small pixel art square (bullet) var bulletSize = 24; // Doubled from 12 to 24 var pixelSize = 6; // Doubled from 3 to 6 var pixelGap = 1; // Gap between pixels for hollow effect // Draw the outline of the square var points = [{ x: -bulletSize / 2, y: -bulletSize / 2 }, // Top left { x: bulletSize / 2, y: -bulletSize / 2 }, // Top right { x: bulletSize / 2, y: bulletSize / 2 }, // Bottom right { x: -bulletSize / 2, y: bulletSize / 2 } // Bottom left ]; // Draw the square outline for (var i = 0; i < 4; i++) { var startPoint = points[i]; var endPoint = points[(i + 1) % 4]; // Calculate steps var dx = endPoint.x - startPoint.x; var dy = endPoint.y - startPoint.y; var steps = Math.max(Math.abs(dx), Math.abs(dy)) / pixelSize; // Draw pixels along the line for (var step = 0; step <= steps; step++) { var px = startPoint.x + dx * (step / steps); var py = startPoint.y + dy * (step / steps); var pixel = LK.getAsset('bulletShape', { anchorX: 0.5, anchorY: 0.5, width: pixelSize - pixelGap, height: pixelSize - pixelGap, x: px, y: py, tint: 0xFF8000 // Orange color }); bulletGraphics.addChild(pixel); } } self.speed = 10; self.velocity = { x: 0, y: 0 }; self.lifespan = 60; // 1 second at 60fps self.age = 0; self.update = function () { self.x += self.velocity.x; self.y += self.velocity.y; self.age++; // Wrap around screen edges if (self.x < 0) { self.x = 2048; } if (self.x > 2048) { self.x = 0; } if (self.y < 0) { self.y = 2732; } if (self.y > 2732) { self.y = 0; } }; return self; }); var Button = Container.expand(function (assetId) { var self = Container.call(this); // Create button as a solid shape var buttonGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); buttonGraphics.alpha = 0.5; // Determine button shape based on assetId var isCircle = assetId === 'fireButton' || assetId === 'forwardButton'; var buttonSize = 60; // Radius or half-width self.isPressed = false; self.down = function (x, y, obj) { self.isPressed = true; buttonGraphics.alpha = 0.8; }; self.up = function (x, y, obj) { self.isPressed = false; buttonGraphics.alpha = 0.5; }; return self; }); var Ship = Container.expand(function () { var self = Container.call(this); // Create a custom triangle ship var shipGraphics = new Container(); self.addChild(shipGraphics); // Create a pixel art triangle var triangleSize = 72; // Scale up to 1.5 times larger from 48 to 72 var pixelSize = 12; // Increase pixel size for more distinct lines var pixelGap = 1; // Gap between pixels for hollow effect // Create triangle points - pointing right by default (0 degrees = right) var points = [{ x: triangleSize, y: 0 }, // Front tip (pointing right) { x: -triangleSize / 2, y: -triangleSize / 2 }, // Top left { x: -triangleSize / 2, y: triangleSize / 2 } // Bottom left ]; // Draw the outline with pixel art style for (var i = 0; i < 3; i++) { var startPoint = points[i]; var endPoint = points[(i + 1) % 3]; // Calculate step count based on distance var dx = endPoint.x - startPoint.x; var dy = endPoint.y - startPoint.y; var steps = Math.max(Math.abs(dx), Math.abs(dy)) / pixelSize; // Draw pixels along the line for (var step = 0; step <= steps; step++) { var px = startPoint.x + dx * (step / steps); var py = startPoint.y + dy * (step / steps); var pixel = LK.getAsset('shipShape', { anchorX: 0.5, anchorY: 0.5, width: pixelSize - pixelGap, height: pixelSize - pixelGap, x: px, y: py, tint: 0xFF8000 // Orange color }); shipGraphics.addChild(pixel); } } shipGraphics.x = 0; shipGraphics.y = 0; // Ship properties self.rot = 0; // Start pointing right (0 radians) self.rotationSpeed = 0.05; // Reduced rotation speed for less sensitive steering self.isRotatingLeft = false; self.isRotatingRight = false; self.isFiring = false; self.fireDelay = 15; // frames between shots self.fireTimer = 0; self.invulnerable = false; self.invulnerableTime = 0; // Physics-based movement properties - much simpler direct movement self.thrustPower = 0.15; // Reduced thrust power for slower acceleration self.dragFactor = 0.97; // Slightly increased drag to slow down faster self.maxSpeed = 6; // Lower maximum speed self.velocity = { x: 0, y: 0 }; // Track previous position for movement calculations self.lastX = 0; self.lastY = 0; // Apply rotation to ship graphics shipGraphics.rotation = self.rot; self.update = function () { // Store last position self.lastX = self.x; self.lastY = self.y; // Handle rotation if (self.isRotatingLeft) { self.rot -= self.rotationSpeed; } if (self.isRotatingRight) { self.rot += self.rotationSpeed; } // Apply rotation to ship visual shipGraphics.rotation = self.rot; // Calculate direction vector from rotation // 0 = right, PI/2 = down, PI = left, -PI/2 = up var dirX = Math.cos(self.rot); var dirY = Math.sin(self.rot); // Apply thrust force in direction ship is facing (always moving) self.velocity.x += dirX * self.thrustPower; self.velocity.y += dirY * self.thrustPower; // Apply drag/friction self.velocity.x *= self.dragFactor; self.velocity.y *= self.dragFactor; // Calculate current speed var speed = Math.sqrt(self.velocity.x * self.velocity.x + self.velocity.y * self.velocity.y); // Apply speed limit if necessary if (speed > self.maxSpeed) { self.velocity.x = self.velocity.x / speed * self.maxSpeed; self.velocity.y = self.velocity.y / speed * self.maxSpeed; } // Create thrust particles if (speed > 0.5 && LK.ticks % 3 === 0) { var particle = new ThrustParticle(); // Position at the back of the ship (opposite of direction) var backX = self.x - dirX * triangleSize * 0.5; var backY = self.y - dirY * triangleSize * 0.5; // Add some randomness backX += (Math.random() - 0.5) * 10; backY += (Math.random() - 0.5) * 10; particle.x = backX; particle.y = backY; // Set velocity opposite to ship direction with some randomness particle.velocity.x = -dirX * (1 + Math.random()) + (Math.random() - 0.5) * 0.5; particle.velocity.y = -dirY * (1 + Math.random()) + (Math.random() - 0.5) * 0.5; // Add to game via event if (typeof game.addThrustParticle === 'function') { game.addThrustParticle(particle); } } // Update position based on velocity self.x += self.velocity.x; self.y += self.velocity.y; // Wrap around screen edges if (self.x < 0) { self.x = 2048; } if (self.x > 2048) { self.x = 0; } if (self.y < 0) { self.y = 2732; } if (self.y > 2732) { self.y = 0; } // Handle firing if (self.isFiring) { if (self.fireTimer <= 0) { self.fireTimer = self.fireDelay; return true; // Signal to create a bullet } } if (self.fireTimer > 0) { self.fireTimer--; } // Handle invulnerability if (self.invulnerable) { self.invulnerableTime--; shipGraphics.alpha = Math.sin(LK.ticks * 0.5) * 0.5 + 0.5; if (self.invulnerableTime <= 0) { self.invulnerable = false; shipGraphics.alpha = 1; } } return false; }; self.makeInvulnerable = function (frames) { self.invulnerable = true; self.invulnerableTime = frames; }; return self; }); var ThrustParticle = Container.expand(function () { var self = Container.call(this); // Create particle visual - larger and more visible var particleGraphics = LK.getAsset('bulletShape', { anchorX: 0.5, anchorY: 0.5, width: 8, height: 8, tint: 0xFF8000 // Orange color }); particleGraphics.alpha = 0.9; self.addChild(particleGraphics); // Particle properties self.velocity = { x: 0, y: 0 }; self.lifespan = 25; // Longer lifespan for better visibility self.age = 0; self.update = function () { // Move according to velocity self.x += self.velocity.x; self.y += self.velocity.y; // Age the particle self.age++; // Fade out as it ages, with a faster tail-end fade var lifeRatio = self.age / self.lifespan; particleGraphics.alpha = 0.9 * (1 - lifeRatio * lifeRatio); // Return true if particle should be removed return self.age >= self.lifespan; }; return self; }); /**** * Initialize Game ****/ // Function to add thrust particles - called from Ship update var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Sound for the rhythmic beat // Sound for starting a new level // Sound for tapping to start // Add sound assets for each meme asteroid (meme0 to meme9) // Game variables var ship; var bullets = []; var asteroids = []; var thrustParticles = []; // Array to store thrust particles var score = 0; var lives = 3; var level = 1; var gameStarted = false; var gameOver = false; var triangleSize = 36; // Ship triangle size for bullet positioning (half of the size now) // UI elements var leftButton; var rightButton; var fireButton; var scoreTxt; var livesTxt; var levelTxt; var startText; // Initialize the game function initGame() { // Create ship ship = new Ship(); ship.x = 2048 / 2; ship.y = 200; // Position at top middle ship.makeInvulnerable(120); // 2 seconds // Add visual effect to indicate ship is ready for movement tween(ship, { alpha: 0.5 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(ship, { alpha: 1 }, { duration: 500, easing: tween.easeInOut }); } }); game.addChild(ship); // Create control buttons leftButton = new Button('rotateLeftButton'); leftButton.x = 300; // Position on the left side leftButton.y = 2732 - 200; // Position at the bottom leftButton.scale.set(2, 2); // Make button bigger game.addChild(leftButton); // Fire button in the middle fireButton = new Button('fireButton'); fireButton.x = 2048 / 2; // Position in middle fireButton.y = 2732 - 200; // Position at the bottom fireButton.scale.set(2, 2); // Make button bigger game.addChild(fireButton); // No forward button needed - ship will constantly move forward // Right rotation button rightButton = new Button('rotateRightButton'); rightButton.x = 2048 - 300; // Position on the right side rightButton.y = 2732 - 200; // Position at the bottom rightButton.scale.set(2, 2); // Make button bigger game.addChild(rightButton); // Create UI text // Create Glaud text in orange var glaudText = new Text2('Glaud', { size: 60, fill: 0xFF8000 // Orange color }); glaudText.anchor.set(1, 0); // Right-align text glaudText.x = -20; // Add padding from right edge glaudText.y = 0; // Position at very top LK.gui.topRight.addChild(glaudText); scoreTxt = new Text2('SCORE: 0', { size: 40, fill: 0xFFFFFF }); scoreTxt.anchor.set(1, 0); // Right-align text scoreTxt.x = -20; // Add padding from right edge scoreTxt.y = 80; // Position further below the Glaud text LK.gui.topRight.addChild(scoreTxt); livesTxt = new Text2('LIVES: 3', { size: 40, fill: 0xFFFFFF }); livesTxt.anchor.set(0.5, 0); // Center anchor horizontally livesTxt.x = 70; // Moved slightly to the left LK.gui.top.addChild(livesTxt); levelTxt = new Text2('LEVEL: 1', { size: 40, fill: 0xFFFFFF }); levelTxt.anchor.set(0, 0); // Left-align text levelTxt.x = 180; // Move further right from top-left menu icon but slightly to the left levelTxt.y = 80; // Move lower down from top edge LK.gui.topLeft.addChild(levelTxt); // Start screen text if (!gameStarted) { // Create gray background for start text var startBackground = new Container(); var bgShape = LK.getAsset('bulletShape', { anchorX: 0.5, anchorY: 0.5, width: 1000, height: 250, tint: 0x333333 }); bgShape.alpha = 0.9; startBackground.addChild(bgShape); startText = new Text2('TAP TO START', { size: 140, // Slightly smaller size fill: 0xFFFFFF }); startText.anchor.set(0.5, 0.5); startBackground.addChild(startText); LK.gui.center.addChild(startBackground); } // Clear any existing game objects bullets = []; asteroids = []; thrustParticles = []; // Initialize asteroids for the first level createAsteroidsForLevel(level); // Start game music LK.playMusic('gameMusic', { loop: true }); } function createAsteroidsForLevel(level) { // Number of asteroids based on level var numAsteroids = Math.min(4 + level, 12); for (var i = 0; i < numAsteroids; i++) { // Create a random meme type (0-9) var memeType = Math.floor(Math.random() * 10); var asteroid = new Asteroid(2, memeType); // Start with large asteroids and specific meme type // Position the asteroid away from the player do { asteroid.x = Math.random() * 2048; asteroid.y = Math.random() * 2732; } while (distance(asteroid.x, asteroid.y, ship.x, ship.y) < 300); asteroids.push(asteroid); game.addChild(asteroid); } } function distance(x1, y1, x2, y2) { return Math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1)); } function createBullet() { var bullet = new Bullet(); // Use ship's rotation directly var angle = ship.rot; // Calculate the position at the tip of the ship based on the triangle geometry // For the redesigned ship (pointing up at 0 rotation), the tip is -triangleSize units in Y var offsetX = Math.cos(angle) * triangleSize; var offsetY = Math.sin(angle) * triangleSize; // Position bullet at the tip of the ship bullet.x = ship.x + offsetX; bullet.y = ship.y + offsetY; // Set bullet velocity to match ship's exact facing direction bullet.velocity.x = Math.cos(angle) * bullet.speed; bullet.velocity.y = Math.sin(angle) * bullet.speed; // Add bullet to game bullets.push(bullet); game.addChild(bullet); // Play shoot sound LK.getSound('shoot').play(); } function updateAsteroids() { for (var i = asteroids.length - 1; i >= 0; i--) { var asteroid = asteroids[i]; asteroid.update(); // Check for collision with the ship if (!ship.invulnerable && asteroid.intersects(ship)) { // Player loses a life lives--; livesTxt.setText('LIVES: ' + lives); // Play explosion sound LK.getSound('explosion').play(); // Flash screen LK.effects.flashScreen(0xFF0000, 500); // Make ship invulnerable for a few seconds ship.makeInvulnerable(180); // Game over if no lives left if (lives <= 0) { LK.setScore(score); LK.showGameOver(); gameOver = true; return; } } } } function updateBullets() { for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; bullet.update(); // Remove bullets that have lived too long if (bullet.age > bullet.lifespan) { game.removeChild(bullet); bullets.splice(i, 1); continue; } // Check for collisions with asteroids var hitAsteroid = false; for (var j = asteroids.length - 1; j >= 0; j--) { var asteroid = asteroids[j]; if (bullet.intersects(asteroid)) { hitAsteroid = true; // Add score based on asteroid size score += asteroid.getPoints(); scoreTxt.setText('SCORE: ' + score); // Play specific meme sound based on asteroid type if (asteroid.memeType !== undefined && LK.getSound('meme' + asteroid.memeType)) { LK.getSound('meme' + asteroid.memeType).play(); } // Break asteroid into smaller pieces only if it's medium or large if (asteroid.size > 1) { for (var k = 0; k < 2; k++) { var newAsteroid = new Asteroid(asteroid.size - 1, asteroid.memeType); newAsteroid.x = asteroid.x; newAsteroid.y = asteroid.y; // No velocity inheritance - just use the default size-based velocity asteroids.push(newAsteroid); game.addChild(newAsteroid); } } // Remove the asteroid game.removeChild(asteroid); asteroids.splice(j, 1); break; } } if (hitAsteroid) { // Remove the bullet game.removeChild(bullet); bullets.splice(i, 1); } } // Check if all asteroids are destroyed if (asteroids.length === 0) { // Next level level++; levelTxt.setText('LEVEL: ' + level); // Play level start sound LK.getSound('levelStart').play(); // Create new asteroids for the next level createAsteroidsForLevel(level); } } // Main game update function game.update = function () { if (!gameStarted) { return; } // Update ship controls based on button state ship.isRotatingLeft = leftButton.isPressed; ship.isRotatingRight = rightButton.isPressed; ship.isFiring = fireButton.isPressed; // Ship constantly moves forward, no need for isMoving toggle // Update ship if (ship.update()) { createBullet(); } // Update bullets and check for collisions updateBullets(); // Update asteroids and check for collisions updateAsteroids(); // Update thrust particles updateThrustParticles(); }; // Event handlers game.down = function (x, y, obj) { if (!gameStarted) { gameStarted = true; LK.getSound('gameStart').play(); // Play start sound if (startText && startText.parent) { startText.parent.parent.removeChild(startText.parent); startText = null; } // Start the rhythmic beat sound LK.setInterval(function () { // Check if the game is still running and not game over to avoid sound clutter if (gameStarted && !gameOver) { LK.getSound('beatSound').play(); } }, 500); // Play every 500ms (adjust timing as needed for desired beat) } // Fire bullet when clicking anywhere on screen (if game started) if (gameStarted && ship && !gameOver) { createBullet(); } // Ensure buttons can detect touch events when pressed var local; // Check left button local = leftButton.toLocal({ x: x, y: y }); if (local.x >= -leftButton.width / 2 && local.x <= leftButton.width / 2 && local.y >= -leftButton.height / 2 && local.y <= leftButton.height / 2) { leftButton.down(local.x, local.y, {}); } // Check fire button local = fireButton.toLocal({ x: x, y: y }); if (local.x >= -fireButton.width / 2 && local.x <= fireButton.width / 2 && local.y >= -fireButton.height / 2 && local.y <= fireButton.height / 2) { fireButton.down(local.x, local.y, {}); } // Forward button removed - ship moves constantly // Check right button local = rightButton.toLocal({ x: x, y: y }); if (local.x >= -rightButton.width / 2 && local.x <= rightButton.width / 2 && local.y >= -rightButton.height / 2 && local.y <= rightButton.height / 2) { rightButton.down(local.x, local.y, {}); } }; // Add up handler to handle releasing buttons game.up = function (x, y, obj) { // Reset all button states when touch/click is released leftButton.up(0, 0, {}); fireButton.up(0, 0, {}); rightButton.up(0, 0, {}); }; // Initialize the game when this script runs initGame(); // Function to add thrust particles - called from Ship update game.addThrustParticle = function (particle) { thrustParticles.push(particle); game.addChild(particle); }; // Function to update thrust particles function updateThrustParticles() { for (var i = thrustParticles.length - 1; i >= 0; i--) { var particle = thrustParticles[i]; // If particle update returns true, it means the particle should be removed if (particle.update()) { game.removeChild(particle); thrustParticles.splice(i, 1); } } }
===================================================================
--- original.js
+++ change.js
@@ -456,24 +456,24 @@
glaudText.x = -20; // Add padding from right edge
glaudText.y = 0; // Position at very top
LK.gui.topRight.addChild(glaudText);
scoreTxt = new Text2('SCORE: 0', {
- size: 80,
+ size: 40,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(1, 0); // Right-align text
scoreTxt.x = -20; // Add padding from right edge
scoreTxt.y = 80; // Position further below the Glaud text
LK.gui.topRight.addChild(scoreTxt);
livesTxt = new Text2('LIVES: 3', {
- size: 80,
+ size: 40,
fill: 0xFFFFFF
});
livesTxt.anchor.set(0.5, 0); // Center anchor horizontally
livesTxt.x = 70; // Moved slightly to the left
LK.gui.top.addChild(livesTxt);
levelTxt = new Text2('LEVEL: 1', {
- size: 80,
+ size: 40,
fill: 0xFFFFFF
});
levelTxt.anchor.set(0, 0); // Left-align text
levelTxt.x = 180; // Move further right from top-left menu icon but slightly to the left
bulletShape. In-Game asset. 2d. High contrast. No shadows
fireButton is round and orange with a bullet pattern.. In-Game asset. 2d. High contrast. No shadows
rotateLeftButton is a square button with an arrow towards the left side.. In-Game asset. 2d. High contrast. No shadows
amungas memes no text one cracter. In-Game asset. 2d. High contrast. No shadows
trol face no text one cracter. In-Game asset. 2d. High contrast. No shadows
make those famous dog memes that are so well known.one cracter. head. In-Game asset. 2d. High contrast. No shadows
very well known pickles make Rick memes. single character. no writing.. In-Game asset. 2d. High contrast. No shadows
making very well known cat memes. single character. no writing.. In-Game asset. 2d. High contrast. No shadows
make very well known white ghost memes. single character. no writing.. In-Game asset. 2d. High contrast. No shadows
make very well known frog memes. single character. no writing. just head grinning. In-Game asset. 2d. High contrast. No shadows
make very well known duck memes. single character. no writing.. In-Game asset. 2d. High contrast. No shadows
make very well known rainbow cat memes. single character. no writing.. In-Game asset. 2d. High contrast. No shadows
very well known squid game just make cookie memes. single character. no writing.. In-Game asset. 2d. High contrast. No shadows
make very well known minecraft memes. single character. no writing.. In-Game asset. 2d. High contrast. No shadows
It's a spaceship made of orange pixels, reminiscent of arcade games.. In-Game asset. 2d. High contrast. No shadows
Not the hand with the cat.
A stylish orange letter G.. In-Game asset. 2d. High contrast. No shadows
shoot
Sound effect
meme0Explosion
Sound effect
meme1Explosion
Sound effect
meme2Explosion
Sound effect
meme3Explosion
Sound effect
meme4Explosion
Sound effect
meme5Explosion
Sound effect
meme6Explosion
Sound effect
meme7Explosion
Sound effect
meme8Explosion
Sound effect
meme9Explosion
Sound effect
levelStart
Sound effect
gameStart
Sound effect
beatSound
Sound effect
gameMusic1
Music
gameMusic2
Music
introMusic
Sound effect
gameMusic3
Music
meme10Explosion
Sound effect
meme11Explosion
Sound effect
meme12Explosion
Sound effect
outroMusic
Music