User prompt
Теперь отдали левую точку
User prompt
Еще чуть чуть
User prompt
Еще приблизь точку
User prompt
Приблизь эту точку
User prompt
Отдали вторую точку от первой
User prompt
Добавь две точки выпуска снарядов и сделай вторую точку с другого бока корабля
User prompt
Перемести точку вылета снаряда на центр корабля игров
User prompt
Сделай так чтоб джойстик удобно перемещаться за пальцем и двигал корабль игрока в сторону перемещения
User prompt
Добавь в нижнию часть центра экрана джойстик для управления кораблём
User prompt
Добавь в углу экрана кружок с точкой сверху корабль движется относительно этой точки
Code edit (1 edits merged)
Please save this source code
User prompt
Зойздай корабль игрока
User prompt
Starship Onslaught
Initial prompt
Игра про космос ты играешь за звездолет и выживаешь в волнах врагов других звездолетов
/**** * Classes ****/ var PlayerShip = Container.expand(function () { var self = Container.call(this); // ---- METHODS ---- // Call this to move the ship. Coordinates are in game space. self.moveTo = function (x, y) { // Ensure shipGraphics exists and has dimensions before using them. // Fallback values are based on the asset definition if shipGraphics isn't ready, // though it should be after attachAsset. var halfWidth = self.shipGraphics ? self.shipGraphics.width / 2 : 50; // Default based on 100 width var halfHeight = self.shipGraphics ? self.shipGraphics.height / 2 : 60; // Default based on 120 height // Define screen boundaries for clamping // Top boundary must ensure the ship's top edge is below y=100 (LK menu area) var minY = 100 + halfHeight; var maxY = 2732 - halfHeight; // Game height is 2732 var minX = halfWidth; var maxX = 2048 - halfWidth; // Game width is 2048 self.x = Math.max(minX, Math.min(x, maxX)); self.y = Math.max(minY, Math.min(y, maxY)); }; // ---- INITIALIZATION ---- // Attach the visual asset for the player ship. // The LK engine will automatically create 'playerShipAsset' based on these properties // if it doesn't exist. self.shipGraphics = self.attachAsset('playerShipAsset', { width: 100, // The width of our ship height: 120, // The height of our ship color: 0x00EE00, // A vibrant green! shape: 'box', // For now, a simple box. We can make it cooler later! anchorX: 0.5, // Anchor to the center for easier rotation and positioning anchorY: 0.5 }); // If our ship asset was, for example, drawn facing right, and we want it to point upwards: // self.shipGraphics.rotation = -Math.PI / 2; // Rotates -90 degrees return self; // Absolutely essential for class structure! }); /**** * Initialize Game ****/ // Global variables for game state var game = new LK.Game({ backgroundColor: 0x100030 // A nice dark blue/purple for the vastness of space! }); /**** * Game Code ****/ // Global variables for game state var playerShip; // Our hero, the player's ship! var draggingPlayer = false; // To track if we're currently dragging the ship // Initialize the PlayerShip playerShip = new PlayerShip(); // Set the initial position for the player ship. // We want it centered horizontally and near the bottom of the screen. var initialPlayerX = 2048 / 2; // Ensure shipGraphics and its height are available for positioning. // Default to asset's defined height (120) if somehow not ready. var shipHeight = playerShip.shipGraphics ? playerShip.shipGraphics.height : 120; var initialPlayerY = 2732 - shipHeight * 1.5; // Positioned 1.5 times its height from the bottom playerShip.x = initialPlayerX; playerShip.y = initialPlayerY; // Call moveTo once to ensure the initial position is clamped correctly within bounds. if (playerShip.moveTo) { // Check if moveTo method exists playerShip.moveTo(playerShip.x, playerShip.y); } game.addChild(playerShip); // Add our shiny new ship to the game! // Touch Controls for Player Movement // These handlers will use the x, y coordinates provided by LK, // which are already in game space. // Called when a touch/mouse press begins anywhere on the game screen game.down = function (x, y, obj) { // Let's assume any touch down is intended to control the player ship draggingPlayer = true; if (playerShip && playerShip.moveTo) { playerShip.moveTo(x, y); // Move ship to the initial touch point } }; // Called when a touch/mouse is moved while pressed game.move = function (x, y, obj) { if (draggingPlayer && playerShip && playerShip.moveTo) { playerShip.moveTo(x, y); // Update ship's position to the current touch point } }; // Called when a touch/mouse press is released game.up = function (x, y, obj) { draggingPlayer = false; // Stop dragging }; // Main game update loop - will be used for more game logic later! game.update = function () { // For now, player movement is event-driven. // We can add other per-frame logic here, like checking for collisions or firing bullets. };
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,101 @@
-/****
+/****
+* Classes
+****/
+var PlayerShip = Container.expand(function () {
+ var self = Container.call(this);
+ // ---- METHODS ----
+ // Call this to move the ship. Coordinates are in game space.
+ self.moveTo = function (x, y) {
+ // Ensure shipGraphics exists and has dimensions before using them.
+ // Fallback values are based on the asset definition if shipGraphics isn't ready,
+ // though it should be after attachAsset.
+ var halfWidth = self.shipGraphics ? self.shipGraphics.width / 2 : 50; // Default based on 100 width
+ var halfHeight = self.shipGraphics ? self.shipGraphics.height / 2 : 60; // Default based on 120 height
+ // Define screen boundaries for clamping
+ // Top boundary must ensure the ship's top edge is below y=100 (LK menu area)
+ var minY = 100 + halfHeight;
+ var maxY = 2732 - halfHeight; // Game height is 2732
+ var minX = halfWidth;
+ var maxX = 2048 - halfWidth; // Game width is 2048
+ self.x = Math.max(minX, Math.min(x, maxX));
+ self.y = Math.max(minY, Math.min(y, maxY));
+ };
+ // ---- INITIALIZATION ----
+ // Attach the visual asset for the player ship.
+ // The LK engine will automatically create 'playerShipAsset' based on these properties
+ // if it doesn't exist.
+ self.shipGraphics = self.attachAsset('playerShipAsset', {
+ width: 100,
+ // The width of our ship
+ height: 120,
+ // The height of our ship
+ color: 0x00EE00,
+ // A vibrant green!
+ shape: 'box',
+ // For now, a simple box. We can make it cooler later!
+ anchorX: 0.5,
+ // Anchor to the center for easier rotation and positioning
+ anchorY: 0.5
+ });
+ // If our ship asset was, for example, drawn facing right, and we want it to point upwards:
+ // self.shipGraphics.rotation = -Math.PI / 2; // Rotates -90 degrees
+ return self; // Absolutely essential for class structure!
+});
+
+/****
* Initialize Game
-****/
+****/
+// Global variables for game state
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x100030 // A nice dark blue/purple for the vastness of space!
+});
+
+/****
+* Game Code
+****/
+// Global variables for game state
+var playerShip; // Our hero, the player's ship!
+var draggingPlayer = false; // To track if we're currently dragging the ship
+// Initialize the PlayerShip
+playerShip = new PlayerShip();
+// Set the initial position for the player ship.
+// We want it centered horizontally and near the bottom of the screen.
+var initialPlayerX = 2048 / 2;
+// Ensure shipGraphics and its height are available for positioning.
+// Default to asset's defined height (120) if somehow not ready.
+var shipHeight = playerShip.shipGraphics ? playerShip.shipGraphics.height : 120;
+var initialPlayerY = 2732 - shipHeight * 1.5; // Positioned 1.5 times its height from the bottom
+playerShip.x = initialPlayerX;
+playerShip.y = initialPlayerY;
+// Call moveTo once to ensure the initial position is clamped correctly within bounds.
+if (playerShip.moveTo) {
+ // Check if moveTo method exists
+ playerShip.moveTo(playerShip.x, playerShip.y);
+}
+game.addChild(playerShip); // Add our shiny new ship to the game!
+// Touch Controls for Player Movement
+// These handlers will use the x, y coordinates provided by LK,
+// which are already in game space.
+// Called when a touch/mouse press begins anywhere on the game screen
+game.down = function (x, y, obj) {
+ // Let's assume any touch down is intended to control the player ship
+ draggingPlayer = true;
+ if (playerShip && playerShip.moveTo) {
+ playerShip.moveTo(x, y); // Move ship to the initial touch point
+ }
+};
+// Called when a touch/mouse is moved while pressed
+game.move = function (x, y, obj) {
+ if (draggingPlayer && playerShip && playerShip.moveTo) {
+ playerShip.moveTo(x, y); // Update ship's position to the current touch point
+ }
+};
+// Called when a touch/mouse press is released
+game.up = function (x, y, obj) {
+ draggingPlayer = false; // Stop dragging
+};
+// Main game update loop - will be used for more game logic later!
+game.update = function () {
+ // For now, player movement is event-driven.
+ // We can add other per-frame logic here, like checking for collisions or firing bullets.
+};
\ No newline at end of file
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