User prompt
Добавь звук
User prompt
Please fix the bug: 'ReferenceError: pos is not defined' in or related to this line: 'var crosshairGraphics = game.attachAsset('crosshair', {' Line Number: 66
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Перекрестье появляеться на месте выстрела
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Please fix the bug: 'Timeout.tick error: crosshairGraphics is not defined' in or related to this line: 'self.removeChild(crosshairGraphics);' Line Number: 68
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Перекрестье появляеться даже если игрок не попал по утке
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При встрели появляеться перекрестье
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Как сделать такой же счёт но смаленькими изменениями
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Добавь анимацию утке
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Please fix the bug: 'Cannot read properties of undefined (reading 'toString')' in or related to this line: 'var bulletsCounterTxt = new Text2(bulletsLeft.toString(), {' Line Number: 71
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Оптимизируй игру
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'toString')' in or related to this line: 'var bulletsCounterTxt = new Text2(bulletsLeft.toString(), {' Line Number: 78
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С низув правом углу добавь счетчик патронов
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Сделай перезарядку после 7 выстрелов
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Сделай так чтоб труп утки падал до низа экрана
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Сделай так чтоб при выстрели мы видели труп утки
Initial prompt
Shot, duck shot
/**** * Classes ****/ // Assets are automatically created based on usage in the code. // Duck class var Duck = Container.expand(function () { var self = Container.call(this); // Initialize duck animation frames var duckFrame1 = self.attachAsset('duck', { anchorX: 0.5, anchorY: 0.5 }); var duckFrame2 = self.attachAsset('duckFlap', { anchorX: 0.5, anchorY: 0.5 }); // Set initial duck graphic to frame 1 var duckGraphics = duckFrame1; // Animation state self.animating = false; self.animationFrame = 1; // Method to update duck animation self.animateDuck = function () { if (!self.animating) { return; } self.animationFrame = self.animationFrame === 1 ? 2 : 1; duckGraphics = self.animationFrame === 1 ? duckFrame1 : duckFrame2; // Toggle visibility to simulate frame change duckFrame1.visible = self.animationFrame === 1; duckFrame2.visible = self.animationFrame === 2; }; // Start animating on creation self.animating = true; self.speed = Math.random() * 2 + 1; // Random speed between 1 and 3 self.direction = Math.random() < 0.5 ? -1 : 1; // Random direction left or right self.move = function () { self.x += self.speed * self.direction; // Reverse direction if hitting screen bounds if (self.x < 0 || self.x > 2048) { self.direction *= -1; } }; self.on('down', function () { // Check if there are bullets left before registering a hit if (bulletsLeft > 0) { // Decrease bullets left bulletsLeft--; // Increase score when duck is tapped LK.setScore(LK.getScore() + 1); scoreTxt.setText(LK.getScore()); // This block is intentionally left empty as the code above is removed to avoid duplication. } else { // If no bullets left, ignore the tap console.log("Out of bullets! Reload to continue."); } // Moved crosshair attachment logic to global scope to show on any screen tap // Change duck to a dead duck asset after showing crosshair LK.setTimeout(function () { self.removeChild(crosshairGraphics); var deadDuckGraphics = self.attachAsset('deadDuck', { anchorX: 0.5, anchorY: 0.5 }); }, 200); // Display crosshair for 200ms before switching to deadDuck // Remove movement and falling logic self.move = function () { self.y += 5; // Make the dead duck fall down }; // Remove duck from game after it falls off the screen LK.on('tick', function () { if (self.y > 2732) { // Check if duck has fallen off the screen self.destroy(); } }); }); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Light blue background to simulate sky }); /**** * Game Code ****/ // This line is intentionally left empty as the duplicate initialization of bulletsLeft is removed. var bulletsLeft = 7; // Initialize bullets left for reload // Initialize bullets counter text display var bulletsCounterTxt = new Text2(bulletsLeft.toString(), { size: 100, fill: "#ffffff" }); // Position bullets counter in the bottom-right corner of the screen bulletsCounterTxt.anchor.set(1, 1); // Anchor to the bottom-right bulletsCounterTxt.x = 2048; // Position at the right edge of the screen bulletsCounterTxt.y = 2732; // Position at the bottom edge of the screen LK.gui.bottomRight.addChild(bulletsCounterTxt); // Add bullets counter to the GUI var ducks = []; // Array to keep track of ducks var bulletsLeft = 7; // Initialize bullets left for reload var maxBullets = 7; // Maximum bullets before reload var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); LK.gui.top.addChild(scoreTxt); // Add score text to the top-center of the screen // Function to spawn a duck function spawnDuck() { var duck = new Duck(); duck.x = Math.random() * 2048; // Random starting x position duck.y = Math.random() * 2732 / 2; // Random starting y position, only in the top half of the screen game.addChild(duck); ducks.push(duck); } // Game tick function LK.on('tick', function () { // Move each duck and mark for removal if necessary var ducksToRemove = []; ducks.forEach(function (duck) { duck.move(); duck.animateDuck(); if (duck.y < -50 || duck.y > 2732) { // Check if duck is out of bounds ducksToRemove.push(duck); } }); // Remove marked ducks from game and array ducksToRemove.forEach(function (duck) { duck.destroy(); var index = ducks.indexOf(duck); if (index > -1) { ducks.splice(index, 1); } }); // Reload bullets every 2 seconds if out if (bulletsLeft <= 0 && LK.ticks % 120 == 0) { bulletsLeft = maxBullets; console.log("Bullets reloaded!"); } // Spawn a new duck every 60 frames (about 1 second) if (LK.ticks % 60 == 0) { spawnDuck(); } });
===================================================================
--- original.js
+++ change.js
@@ -53,13 +53,9 @@
} else {
// If no bullets left, ignore the tap
console.log("Out of bullets! Reload to continue.");
}
- // Attach crosshair asset to indicate a hit
- var crosshairGraphics = self.attachAsset('crosshair', {
- anchorX: 0.5,
- anchorY: 0.5
- });
+ // Moved crosshair attachment logic to global scope to show on any screen tap
// Change duck to a dead duck asset after showing crosshair
LK.setTimeout(function () {
self.removeChild(crosshairGraphics);
var deadDuckGraphics = self.attachAsset('deadDuck', {
Измени счёт который щас используется у этого объекта. Текстура для 2д утки с полета утка из одиночной игры про охоту рисунков анмации
Прицел. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Падующий труп утки. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Пейжаз болота с авто пикапом. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.