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 ****/ // EnemyShip Class: Represents an enemy spacecraft. var EnemyShip = Container.expand(function () { var self = Container.call(this); self.attachAsset('enemyShipSprite', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 4; // Pixels per frame, moving downwards. Can be varied for difficulty. // Called automatically by LK engine if the instance is added to the game stage. self.update = function () { self.y += self.speed; }; return self; }); // PlayerBullet Class: Represents bullets fired by the player. var PlayerBullet = Container.expand(function () { var self = Container.call(this); self.attachAsset('playerBulletSprite', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -15; // Pixels per frame, negative for moving upwards. // Called automatically by LK engine. self.update = function () { self.y += self.speed; }; return self; }); // For when the player's ship is destroyed // No plugins are explicitly required for this MVP of Starship Onslaught. // PlayerShip Class: Represents the player's controllable starship. var PlayerShip = Container.expand(function () { var self = Container.call(this); // Attach the visual asset for the player's ship. // The asset is anchored by its center within the container. // The container's (self) x,y coordinates remain its top-left. self.attachAsset('playerShipSprite', { anchorX: 0.5, anchorY: 0.5 // The graphic's local position is set to be the center of the container, // assuming the container's width/height match the sprite's dimensions. // This is implicitly handled if the container sizes to its children. // For an 80x100 sprite, this places its center at container's (40,50). // However, standard behavior for attachAsset might be that the child is added at (0,0) locally, // and anchorX/Y refers to the texture anchor. So the visual sprite is centered around (0,0) of PlayerShip's local space. // The container will automatically size based on its children. If the sprite is 80x100, // centered at local (0,0), its bounds are -40 to +40 (x) and -50 to +50 (y). // This means player.width and player.height would be 80 and 100, and player.x/y refers to its visual center. // Let's stick to LK example: anchorX/Y for the *asset*, container x/y is top-left. // The asset child will be added at (0,0) in container space. If its own anchor is 0.5,0.5, // its visual center is at its (0,0) local position. // The container's width/height will be that of the asset. // Thus, player.x, player.y means the top-left of the bounding box of the player ship. }); // Player movement and shooting are handled in the main game logic. return self; }); /**** * Initialize Game ****/ // Create the game instance with a dark space-like background. var game = new LK.Game({ backgroundColor: 0x0A0A20 // Dark blue, almost black }); /**** * Game Code ****/ // Sound effects // Player's bullets // Enemy spacecraft // Player's starship // Initialize assets used in this game. // Define game-wide constants var PLAYER_SHOOT_INTERVAL_TICKS = 25; // Player shoots roughly every 0.4 seconds (60/25) var ENEMY_SPAWN_INTERVAL_TICKS = 75; // New enemy spawns roughly every 1.25 seconds (60/75) var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; // Declare game state variables var player; var enemies = []; var playerBullets = []; var scoreTxt; var dragNode = null; // To keep track of the object being dragged (player's ship) // Initialize and display the score scoreTxt = new Text2('Score: 0', { // Added "Score: " prefix for clarity size: 80, // Readable size for mobile fill: 0xE0E0E0 // Light gray for score text }); scoreTxt.anchor.set(0.5, 0); // Anchor to the horizontal center and vertical top of the text // Position score display at the top-center of the GUI layer LK.gui.top.addChild(scoreTxt); scoreTxt.y = 30; // Provide some padding from the very top edge, clear of potential top-left menu icon // Create and position the player's ship player = new PlayerShip(); game.addChild(player); // Set initial position: horizontally centered, towards the bottom of the screen. // player.width/height are dimensions of the PlayerShip container, derived from its sprite. // player.x, player.y refers to the top-left corner of the player ship container. player.x = (GAME_WIDTH - player.width) / 2; player.y = GAME_HEIGHT - player.height - 60; // 60px padding from the bottom edge // Event handler for touch/mouse down (start of drag) game.down = function (x, y, obj) { // Assume any touch/click initiates player control dragNode = player; // Immediately update player position based on the touch/click handleMove(x, y, obj); }; // Event handler for touch/mouse up (end of drag) game.up = function (x, y, obj) { dragNode = null; // Stop dragging }; // Unified move handler for player ship control function handleMove(x, y, obj) { if (dragNode) { // The incoming x, y are in game coordinates. // Adjust so the player's visual center follows the touch point. var newPlayerX = x - dragNode.width / 2; var newPlayerY = y - dragNode.height / 2; // Constrain player ship within screen boundaries. // dragNode.x, dragNode.y is top-left of the player ship. dragNode.x = Math.max(0, Math.min(GAME_WIDTH - dragNode.width, newPlayerX)); dragNode.y = Math.max(0, Math.min(GAME_HEIGHT - dragNode.height, newPlayerY)); } } // Assign the move handler to the game's move event. game.move = handleMove; // Main game update loop, called every frame by the LK engine. game.update = function () { // Player Shooting Logic if (LK.ticks % PLAYER_SHOOT_INTERVAL_TICKS === 0) { var newBullet = new PlayerBullet(); // Spawn bullet from the player ship's "nose" (top-center). // newBullet.x, newBullet.y is top-left of the bullet container. newBullet.x = player.x + player.width / 2 - newBullet.width / 2; newBullet.y = player.y - newBullet.height; // Bullet appears just above the player newBullet.lastY = newBullet.y; // Initialize for off-screen transition detection playerBullets.push(newBullet); game.addChild(newBullet); LK.getSound('playerShootSound').play(); } // Enemy Spawning Logic if (LK.ticks % ENEMY_SPAWN_INTERVAL_TICKS === 0) { var newEnemy = new EnemyShip(); // Spawn enemy at a random X position, just off-screen at the top. newEnemy.x = Math.random() * (GAME_WIDTH - newEnemy.width); newEnemy.y = -newEnemy.height; // Starts just above the visible screen newEnemy.lastY = newEnemy.y; // Initialize for off-screen transition newEnemy.lastPlayerIntersecting = false; // Initialize for player collision transition enemies.push(newEnemy); game.addChild(newEnemy); } // Update Player Bullets (movement, off-screen removal, collision with enemies) for (var i = playerBullets.length - 1; i >= 0; i--) { var bullet = playerBullets[i]; // bullet.update() is automatically called by LK engine for movement. // Off-screen check (bullet moving upwards) // Check if bullet's bottom edge (bullet.y + bullet.height) has crossed screen top (y=0) if (bullet.y + bullet.height < 0 && bullet.lastY + bullet.height >= 0) { bullet.destroy(); playerBullets.splice(i, 1); continue; // Skip to next bullet } bullet.lastY = bullet.y; // Update lastY for next frame's transition check // Collision with Enemies for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; if (bullet.intersects(enemy)) { LK.setScore(LK.getScore() + 10); // Increment score scoreTxt.setText('Score: ' + LK.getScore()); // Update score display LK.getSound('enemyExplosionSound').play(); bullet.destroy(); // Destroy the bullet playerBullets.splice(i, 1); enemy.destroy(); // Destroy the enemy enemies.splice(j, 1); break; // Bullet hit one enemy, so it's gone. } } } // Update Enemies (movement, off-screen removal, collision with player) for (var k = enemies.length - 1; k >= 0; k--) { var enemy = enemies[k]; // enemy.update() is automatically called by LK engine. // Off-screen check (enemy moving downwards) // Check if enemy's top edge (enemy.y) has crossed screen bottom (y=GAME_HEIGHT) if (enemy.y > GAME_HEIGHT && enemy.lastY <= GAME_HEIGHT) { enemy.destroy(); enemies.splice(k, 1); continue; // Skip to next enemy } enemy.lastY = enemy.y; // Update lastY for next frame // Collision with Player var currentPlayerIntersecting = player.intersects(enemy); // Trigger game over only on the frame the intersection starts. if (!enemy.lastPlayerIntersecting && currentPlayerIntersecting) { LK.getSound('playerExplosionSound').play(); // LK.effects.flashScreen(0xFF0000, 300); // Optional screen flash LK.showGameOver(); // End the game return; // Exit update loop as game is over. } enemy.lastPlayerIntersecting = currentPlayerIntersecting; // Update intersection state } };
===================================================================
--- original.js
+++ change.js
@@ -1,101 +1,209 @@
/****
* Classes
****/
-var PlayerShip = Container.expand(function () {
+// EnemyShip Class: Represents an enemy spacecraft.
+var EnemyShip = 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));
+ self.attachAsset('enemyShipSprite', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 4; // Pixels per frame, moving downwards. Can be varied for difficulty.
+ // Called automatically by LK engine if the instance is added to the game stage.
+ self.update = function () {
+ self.y += self.speed;
};
- // ---- 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!
+ return self;
+});
+// PlayerBullet Class: Represents bullets fired by the player.
+var PlayerBullet = Container.expand(function () {
+ var self = Container.call(this);
+ self.attachAsset('playerBulletSprite', {
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!
+ self.speed = -15; // Pixels per frame, negative for moving upwards.
+ // Called automatically by LK engine.
+ self.update = function () {
+ self.y += self.speed;
+ };
+ return self;
});
+// For when the player's ship is destroyed
+// No plugins are explicitly required for this MVP of Starship Onslaught.
+// PlayerShip Class: Represents the player's controllable starship.
+var PlayerShip = Container.expand(function () {
+ var self = Container.call(this);
+ // Attach the visual asset for the player's ship.
+ // The asset is anchored by its center within the container.
+ // The container's (self) x,y coordinates remain its top-left.
+ self.attachAsset('playerShipSprite', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ // The graphic's local position is set to be the center of the container,
+ // assuming the container's width/height match the sprite's dimensions.
+ // This is implicitly handled if the container sizes to its children.
+ // For an 80x100 sprite, this places its center at container's (40,50).
+ // However, standard behavior for attachAsset might be that the child is added at (0,0) locally,
+ // and anchorX/Y refers to the texture anchor. So the visual sprite is centered around (0,0) of PlayerShip's local space.
+ // The container will automatically size based on its children. If the sprite is 80x100,
+ // centered at local (0,0), its bounds are -40 to +40 (x) and -50 to +50 (y).
+ // This means player.width and player.height would be 80 and 100, and player.x/y refers to its visual center.
+ // Let's stick to LK example: anchorX/Y for the *asset*, container x/y is top-left.
+ // The asset child will be added at (0,0) in container space. If its own anchor is 0.5,0.5,
+ // its visual center is at its (0,0) local position.
+ // The container's width/height will be that of the asset.
+ // Thus, player.x, player.y means the top-left of the bounding box of the player ship.
+ });
+ // Player movement and shooting are handled in the main game logic.
+ return self;
+});
/****
* Initialize Game
****/
-// Global variables for game state
+// Create the game instance with a dark space-like background.
var game = new LK.Game({
- backgroundColor: 0x100030 // A nice dark blue/purple for the vastness of space!
+ backgroundColor: 0x0A0A20 // Dark blue, almost black
});
/****
* 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
+// Sound effects
+// Player's bullets
+// Enemy spacecraft
+// Player's starship
+// Initialize assets used in this game.
+// Define game-wide constants
+var PLAYER_SHOOT_INTERVAL_TICKS = 25; // Player shoots roughly every 0.4 seconds (60/25)
+var ENEMY_SPAWN_INTERVAL_TICKS = 75; // New enemy spawns roughly every 1.25 seconds (60/75)
+var GAME_WIDTH = 2048;
+var GAME_HEIGHT = 2732;
+// Declare game state variables
+var player;
+var enemies = [];
+var playerBullets = [];
+var scoreTxt;
+var dragNode = null; // To keep track of the object being dragged (player's ship)
+// Initialize and display the score
+scoreTxt = new Text2('Score: 0', {
+ // Added "Score: " prefix for clarity
+ size: 80,
+ // Readable size for mobile
+ fill: 0xE0E0E0 // Light gray for score text
+});
+scoreTxt.anchor.set(0.5, 0); // Anchor to the horizontal center and vertical top of the text
+// Position score display at the top-center of the GUI layer
+LK.gui.top.addChild(scoreTxt);
+scoreTxt.y = 30; // Provide some padding from the very top edge, clear of potential top-left menu icon
+// Create and position the player's ship
+player = new PlayerShip();
+game.addChild(player);
+// Set initial position: horizontally centered, towards the bottom of the screen.
+// player.width/height are dimensions of the PlayerShip container, derived from its sprite.
+// player.x, player.y refers to the top-left corner of the player ship container.
+player.x = (GAME_WIDTH - player.width) / 2;
+player.y = GAME_HEIGHT - player.height - 60; // 60px padding from the bottom edge
+// Event handler for touch/mouse down (start of drag)
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
- }
+ // Assume any touch/click initiates player control
+ dragNode = player;
+ // Immediately update player position based on the touch/click
+ handleMove(x, y, obj);
};
-// 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
+// Event handler for touch/mouse up (end of drag)
game.up = function (x, y, obj) {
- draggingPlayer = false; // Stop dragging
+ dragNode = null; // Stop dragging
};
-// Main game update loop - will be used for more game logic later!
+// Unified move handler for player ship control
+function handleMove(x, y, obj) {
+ if (dragNode) {
+ // The incoming x, y are in game coordinates.
+ // Adjust so the player's visual center follows the touch point.
+ var newPlayerX = x - dragNode.width / 2;
+ var newPlayerY = y - dragNode.height / 2;
+ // Constrain player ship within screen boundaries.
+ // dragNode.x, dragNode.y is top-left of the player ship.
+ dragNode.x = Math.max(0, Math.min(GAME_WIDTH - dragNode.width, newPlayerX));
+ dragNode.y = Math.max(0, Math.min(GAME_HEIGHT - dragNode.height, newPlayerY));
+ }
+}
+// Assign the move handler to the game's move event.
+game.move = handleMove;
+// Main game update loop, called every frame by the LK engine.
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.
+ // Player Shooting Logic
+ if (LK.ticks % PLAYER_SHOOT_INTERVAL_TICKS === 0) {
+ var newBullet = new PlayerBullet();
+ // Spawn bullet from the player ship's "nose" (top-center).
+ // newBullet.x, newBullet.y is top-left of the bullet container.
+ newBullet.x = player.x + player.width / 2 - newBullet.width / 2;
+ newBullet.y = player.y - newBullet.height; // Bullet appears just above the player
+ newBullet.lastY = newBullet.y; // Initialize for off-screen transition detection
+ playerBullets.push(newBullet);
+ game.addChild(newBullet);
+ LK.getSound('playerShootSound').play();
+ }
+ // Enemy Spawning Logic
+ if (LK.ticks % ENEMY_SPAWN_INTERVAL_TICKS === 0) {
+ var newEnemy = new EnemyShip();
+ // Spawn enemy at a random X position, just off-screen at the top.
+ newEnemy.x = Math.random() * (GAME_WIDTH - newEnemy.width);
+ newEnemy.y = -newEnemy.height; // Starts just above the visible screen
+ newEnemy.lastY = newEnemy.y; // Initialize for off-screen transition
+ newEnemy.lastPlayerIntersecting = false; // Initialize for player collision transition
+ enemies.push(newEnemy);
+ game.addChild(newEnemy);
+ }
+ // Update Player Bullets (movement, off-screen removal, collision with enemies)
+ for (var i = playerBullets.length - 1; i >= 0; i--) {
+ var bullet = playerBullets[i];
+ // bullet.update() is automatically called by LK engine for movement.
+ // Off-screen check (bullet moving upwards)
+ // Check if bullet's bottom edge (bullet.y + bullet.height) has crossed screen top (y=0)
+ if (bullet.y + bullet.height < 0 && bullet.lastY + bullet.height >= 0) {
+ bullet.destroy();
+ playerBullets.splice(i, 1);
+ continue; // Skip to next bullet
+ }
+ bullet.lastY = bullet.y; // Update lastY for next frame's transition check
+ // Collision with Enemies
+ for (var j = enemies.length - 1; j >= 0; j--) {
+ var enemy = enemies[j];
+ if (bullet.intersects(enemy)) {
+ LK.setScore(LK.getScore() + 10); // Increment score
+ scoreTxt.setText('Score: ' + LK.getScore()); // Update score display
+ LK.getSound('enemyExplosionSound').play();
+ bullet.destroy(); // Destroy the bullet
+ playerBullets.splice(i, 1);
+ enemy.destroy(); // Destroy the enemy
+ enemies.splice(j, 1);
+ break; // Bullet hit one enemy, so it's gone.
+ }
+ }
+ }
+ // Update Enemies (movement, off-screen removal, collision with player)
+ for (var k = enemies.length - 1; k >= 0; k--) {
+ var enemy = enemies[k];
+ // enemy.update() is automatically called by LK engine.
+ // Off-screen check (enemy moving downwards)
+ // Check if enemy's top edge (enemy.y) has crossed screen bottom (y=GAME_HEIGHT)
+ if (enemy.y > GAME_HEIGHT && enemy.lastY <= GAME_HEIGHT) {
+ enemy.destroy();
+ enemies.splice(k, 1);
+ continue; // Skip to next enemy
+ }
+ enemy.lastY = enemy.y; // Update lastY for next frame
+ // Collision with Player
+ var currentPlayerIntersecting = player.intersects(enemy);
+ // Trigger game over only on the frame the intersection starts.
+ if (!enemy.lastPlayerIntersecting && currentPlayerIntersecting) {
+ LK.getSound('playerExplosionSound').play();
+ // LK.effects.flashScreen(0xFF0000, 300); // Optional screen flash
+ LK.showGameOver(); // End the game
+ return; // Exit update loop as game is over.
+ }
+ enemy.lastPlayerIntersecting = currentPlayerIntersecting; // Update intersection state
+ }
};
\ No newline at end of file
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