User prompt
now use a pixelated spaceship sprite for the spaceship next
User prompt
there should be no cooldown to how fast u can click
User prompt
try using a pixely asteroid sprite instead of these ellipses
User prompt
the laser instantly destroys asteroids it touches, and i changed my mind, cooldown is 10 seconds
Code edit (1 edits merged)
Please save this source code
User prompt
Asteroid Blaster
Initial prompt
there is a spaceship in the bottom of the screen that follows the cursors x position, when you tap, the spaceship shoots a bullet, asteroids are falling endlessly, when you successfully hit an asteroid, you get one score, if the asteroid is not min size, it gets 1 size smaller, you can swipe up to shoot a laser, but it has a 20 second cooldown
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Asteroid = Container.expand(function (size) { var self = Container.call(this); self.size = size || 'large'; // large, medium, small // Define size properties if (self.size === 'large') { self.health = 3; self.speed = 2; self.points = 3; self.assetId = 'largeAsteroid'; } else if (self.size === 'medium') { self.health = 2; self.speed = 3; self.points = 2; self.assetId = 'mediumAsteroid'; } else { self.health = 1; self.speed = 4; self.points = 1; self.assetId = 'smallAsteroid'; } // Create and attach asteroid graphic self.graphic = self.attachAsset(self.assetId, { anchorX: 0.5, anchorY: 0.5, tint: 0x999999 }); // Add pixelated appearance to the asteroid var pixels = new Container(); var pixelSize = self.size === 'large' ? 20 : self.size === 'medium' ? 14 : 8; var baseSize = self.graphic.width; var pixelCount = Math.floor(baseSize / pixelSize); var colors = [0x777777, 0x555555, 0x444444, 0x666666, 0x333333]; // Create pixelated effect with small boxes for (var i = 0; i < pixelCount; i++) { for (var j = 0; j < pixelCount; j++) { if (Math.random() > 0.3) { // Some pixels empty for irregular shape var pixel = LK.getAsset(self.assetId, { anchorX: 0.5, anchorY: 0.5, width: pixelSize, height: pixelSize, tint: colors[Math.floor(Math.random() * colors.length)] }); pixel.x = (i - pixelCount / 2) * pixelSize + pixelSize / 2; pixel.y = (j - pixelCount / 2) * pixelSize + pixelSize / 2; pixels.addChild(pixel); } } } self.addChild(pixels); // Hide the original graphic self.graphic.alpha = 0; // Add rotation property self.rotationSpeed = (Math.random() - 0.5) * 0.05; // Add hit method self.hit = function () { self.health--; // Flash the asteroid red LK.effects.flashObject(self, 0xff0000, 300); // If health is depleted, destroy or split if (self.health <= 0) { // Add score LK.setScore(LK.getScore() + self.points); // Split asteroid if it's not small if (self.size !== 'small') { // Play asteroid break sound LK.getSound('asteroidBreak').play(); // Create smaller asteroids var newSize = self.size === 'large' ? 'medium' : 'small'; var count = self.size === 'large' ? 2 : 1; for (var i = 0; i < count; i++) { var newAsteroid = new Asteroid(newSize); newAsteroid.x = self.x + (Math.random() * 40 - 20); newAsteroid.y = self.y + (Math.random() * 40 - 20); asteroids.push(newAsteroid); game.addChild(newAsteroid); } } else { // Play explosion sound LK.getSound('explosion').play(); } // Remove this asteroid return true; } return false; }; // Update method called on each tick self.update = function () { // Move asteroid down self.y += self.speed; // Rotate asteroid self.rotation += self.rotationSpeed; // If asteroid is off-screen, remove it if (self.y > 2832) { return true; // Return true to indicate asteroid should be removed } return false; }; return self; }); var Bullet = Container.expand(function () { var self = Container.call(this); // Create and attach bullet graphic var bulletGraphic = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); // Set bullet speed self.speed = -15; // Update method called on each tick self.update = function () { self.y += self.speed; // If bullet is off-screen, remove it if (self.y < -50) { return true; // Return true to indicate bullet should be removed } return false; }; return self; }); var Ship = Container.expand(function () { var self = Container.call(this); // Create pixelated spaceship sprite var shipContainer = new Container(); self.addChild(shipContainer); // Define spaceship base color and pixel size var baseColor = 0x1e90ff; var pixelSize = 8; var width = 80; var height = 100; var colors = [baseColor, 0x0066cc, 0x66b3ff]; // Create pixelated effect for spaceship // Ship body for (var i = 0; i < width / pixelSize; i++) { for (var j = 0; j < height / pixelSize; j++) { // Skip some pixels for shape if ((i < 2 || i > width / pixelSize - 3) && j < height / pixelSize * 0.3) continue; if ((i < 3 || i > width / pixelSize - 4) && j < height / pixelSize * 0.1) continue; if ((i < 3 || i > width / pixelSize - 4) && j > height / pixelSize * 0.7) continue; // Create pixel var pixel = LK.getAsset('ship', { anchorX: 0.5, anchorY: 0.5, width: pixelSize, height: pixelSize, tint: colors[Math.floor(Math.random() * colors.length)] }); // Position pixel relative to ship center pixel.x = (i - width / pixelSize / 2) * pixelSize + pixelSize / 2; pixel.y = (j - height / pixelSize / 2) * pixelSize + pixelSize / 2; // Add engine glow for bottom pixels if (j > height / pixelSize * 0.7 && i > width / pixelSize * 0.3 && i < width / pixelSize * 0.7) { pixel.tint = Math.random() > 0.5 ? 0xff6600 : 0xff9933; // Orange/yellow engine glow } // Add cockpit highlight if (j < height / pixelSize * 0.3 && i > width / pixelSize * 0.3 && i < width / pixelSize * 0.7) { pixel.tint = 0xb3d9ff; // Light blue cockpit } shipContainer.addChild(pixel); } } // Hide original ship graphic, but use it for collision detection var shipGraphic = self.attachAsset('ship', { anchorX: 0.5, anchorY: 0.5 }); shipGraphic.alpha = 0; // Make invisible but keep for collision // Set ship properties self.canShoot = true; self.canFireLaser = true; self.laserCooldown = 0; // Shoot method self.shoot = function () { // Removed cooldown check to allow shooting as fast as player can click var bullet = new Bullet(); bullet.x = self.x; bullet.y = self.y - 50; bullets.push(bullet); game.addChild(bullet); // Play shoot sound LK.getSound('shoot').play(); // Removed cooldown timer to allow unlimited shooting speed }; // Fire laser method self.fireLaser = function () { if (!self.canFireLaser) return; // Create laser beam var laser = LK.getAsset('laser', { anchorX: 0.5, anchorY: 1.0 }); laser.x = self.x; laser.y = self.y - 50; game.addChild(laser); // Play laser sound LK.getSound('laserBeam').play(); // Flash the laser tween(laser, { alpha: 0 }, { duration: 1000, onFinish: function onFinish() { laser.destroy(); } }); // Destroy all asteroids the laser touches for (var i = asteroids.length - 1; i >= 0; i--) { var asteroid = asteroids[i]; // Check if asteroid is within laser beam width if (Math.abs(asteroid.x - self.x) < laser.width / 2 + asteroid.graphic.width / 2) { // Destroy the asteroid and get points LK.setScore(LK.getScore() + asteroid.points); asteroids.splice(i, 1); asteroid.destroy(); // Play explosion sound LK.getSound('explosion').play(); } } // Set cooldown for laser self.canFireLaser = false; self.laserCooldown = 10000; // 10 seconds // Update cooldown bar updateCooldownBar(); }; // Update method called on each tick self.update = function () { // Update laser cooldown if (!self.canFireLaser) { self.laserCooldown -= 16.67; // Approx time per tick at 60 FPS if (self.laserCooldown <= 0) { self.canFireLaser = true; updateCooldownBar(); } else { // Update cooldown bar periodically if (LK.ticks % 10 === 0) { updateCooldownBar(); } } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Create ship var ship = new Ship(); ship.x = 2048 / 2; ship.y = 2732 - 150; game.addChild(ship); // Create game containers var bullets = []; var asteroids = []; var lastAsteroidSpawn = 0; var spawnInterval = 1500; // Start with 1.5 seconds between asteroid spawns var gameStartTime = Date.now(); var swipeStartY = null; // Create score display var scoreTxt = new Text2('0', { size: 80, fill: 0xFFFFFF }); scoreTxt.anchor.set(1.0, 0); scoreTxt.x = -20; // Offset from right edge scoreTxt.y = 20; // Offset from top LK.gui.topRight.addChild(scoreTxt); // Create cooldown bar var cooldownBarBackground = LK.getAsset('cooldownBar', { anchorX: 0, anchorY: 0, tint: 0x333333 }); cooldownBarBackground.x = 20; cooldownBarBackground.y = 20; LK.gui.topLeft.addChild(cooldownBarBackground); var cooldownBarFill = LK.getAsset('cooldownBar', { anchorX: 0, anchorY: 0 }); cooldownBarFill.x = 20; cooldownBarFill.y = 20; LK.gui.topLeft.addChild(cooldownBarFill); // Create cooldown text var cooldownText = new Text2('LASER READY', { size: 30, fill: 0xFFFFFF }); cooldownText.anchor.set(0.5, 0.5); cooldownText.x = cooldownBarBackground.x + 150; cooldownText.y = cooldownBarBackground.y + 15; LK.gui.topLeft.addChild(cooldownText); // Function to update cooldown bar function updateCooldownBar() { if (ship.canFireLaser) { cooldownBarFill.width = 300; cooldownText.setText('LASER READY'); } else { var percentage = ship.laserCooldown / 10000; cooldownBarFill.width = 300 * (1 - percentage); cooldownText.setText('COOLDOWN: ' + Math.ceil(ship.laserCooldown / 1000) + 's'); } } // Function to spawn asteroid function spawnAsteroid() { var asteroid = new Asteroid(); asteroid.x = Math.random() * 2048; asteroid.y = -100; asteroids.push(asteroid); game.addChild(asteroid); lastAsteroidSpawn = LK.ticks; } // Mouse/touch down handler game.down = function (x, y, obj) { // Store swipe start position swipeStartY = y; // Normal click shoots ship.shoot(); }; // Mouse/touch up handler game.up = function (x, y, obj) { // Check for swipe up (must be minimum 200px) if (swipeStartY !== null && swipeStartY - y > 200) { ship.fireLaser(); } swipeStartY = null; }; // Mouse/touch move handler game.move = function (x, y, obj) { // Move ship to follow cursor X-position ship.x = x; }; // Game update function (called each tick) game.update = function () { // Update score display scoreTxt.setText(LK.getScore()); // Increase difficulty over time var gameTimeSeconds = (Date.now() - gameStartTime) / 1000; spawnInterval = Math.max(300, 1500 - gameTimeSeconds * 5); // Decrease spawn interval over time, minimum 300ms // Spawn asteroids if (LK.ticks - lastAsteroidSpawn > spawnInterval / 16.67) { // Convert ms to ticks (60 FPS) spawnAsteroid(); } // Update ship ship.update(); // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; // Update bullet position and check if it should be removed if (bullet.update()) { bullets.splice(i, 1); bullet.destroy(); continue; } // Check for collisions with asteroids for (var j = asteroids.length - 1; j >= 0; j--) { var asteroid = asteroids[j]; if (bullet.intersects(asteroid)) { // Bullet hit asteroid if (asteroid.hit()) { asteroids.splice(j, 1); asteroid.destroy(); } // Remove bullet bullets.splice(i, 1); bullet.destroy(); break; } } } // Update asteroids for (var k = asteroids.length - 1; k >= 0; k--) { var asteroid = asteroids[k]; // Update asteroid position and check if it should be removed if (asteroid.update()) { asteroids.splice(k, 1); asteroid.destroy(); continue; } // Check for collision with ship if (ship.intersects(asteroid)) { // Game over LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } } }; // Start background music LK.playMusic('backgroundMusic', { fade: { start: 0, end: 0.3, duration: 1000 } });
===================================================================
--- original.js
+++ change.js
@@ -129,13 +129,53 @@
return self;
});
var Ship = Container.expand(function () {
var self = Container.call(this);
- // Create and attach ship graphic
+ // Create pixelated spaceship sprite
+ var shipContainer = new Container();
+ self.addChild(shipContainer);
+ // Define spaceship base color and pixel size
+ var baseColor = 0x1e90ff;
+ var pixelSize = 8;
+ var width = 80;
+ var height = 100;
+ var colors = [baseColor, 0x0066cc, 0x66b3ff];
+ // Create pixelated effect for spaceship
+ // Ship body
+ for (var i = 0; i < width / pixelSize; i++) {
+ for (var j = 0; j < height / pixelSize; j++) {
+ // Skip some pixels for shape
+ if ((i < 2 || i > width / pixelSize - 3) && j < height / pixelSize * 0.3) continue;
+ if ((i < 3 || i > width / pixelSize - 4) && j < height / pixelSize * 0.1) continue;
+ if ((i < 3 || i > width / pixelSize - 4) && j > height / pixelSize * 0.7) continue;
+ // Create pixel
+ var pixel = LK.getAsset('ship', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ width: pixelSize,
+ height: pixelSize,
+ tint: colors[Math.floor(Math.random() * colors.length)]
+ });
+ // Position pixel relative to ship center
+ pixel.x = (i - width / pixelSize / 2) * pixelSize + pixelSize / 2;
+ pixel.y = (j - height / pixelSize / 2) * pixelSize + pixelSize / 2;
+ // Add engine glow for bottom pixels
+ if (j > height / pixelSize * 0.7 && i > width / pixelSize * 0.3 && i < width / pixelSize * 0.7) {
+ pixel.tint = Math.random() > 0.5 ? 0xff6600 : 0xff9933; // Orange/yellow engine glow
+ }
+ // Add cockpit highlight
+ if (j < height / pixelSize * 0.3 && i > width / pixelSize * 0.3 && i < width / pixelSize * 0.7) {
+ pixel.tint = 0xb3d9ff; // Light blue cockpit
+ }
+ shipContainer.addChild(pixel);
+ }
+ }
+ // Hide original ship graphic, but use it for collision detection
var shipGraphic = self.attachAsset('ship', {
anchorX: 0.5,
anchorY: 0.5
});
+ shipGraphic.alpha = 0; // Make invisible but keep for collision
// Set ship properties
self.canShoot = true;
self.canFireLaser = true;
self.laserCooldown = 0;