User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'update')' in or related to this line: 'self.update = function () {' Line Number: 27
User prompt
Создай точку выпуска снарядов
User prompt
Верни точку только смести её в лево
User prompt
Удали ту точку которая дальше от центра
User prompt
Добавь две точки которые на расстоянии друг от друга равному ширене коробдя и обе точки находятся на корабле по бокам а предедущию точку удали
User prompt
Исправь ошибку при которой если двигается корабль то точка появление снарядов смещается в бок
User prompt
Соедини корабль и точку спавна патронов в одно целое
User prompt
Сделай так чтоб точка была закреплена на изначальном месте и не одолялась во время передвижения
User prompt
Удали правую точку
User prompt
Удали левую точку
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'width')' in or related to this line: 'var leftEdgeOffset = -player.width / 2 + 0.5 * bulletLeft.width;' Line Number: 302
User prompt
Сделай обе точки в притык корабля
User prompt
Теперь опусти её в низ
User prompt
Еще в право
User prompt
Еще чуть чуть
User prompt
Еще чуть чуть
User prompt
Чуть чуть в право
User prompt
Перемести предедущию точку гораздо левее
User prompt
Добавь слева почти в притык еще одну точку спавна патронов
User prompt
Еще на 2
User prompt
Еще на пиксель влево
User prompt
Еще на 1 пиксель в лево точку спавна пуль
User prompt
Перемести чуть чуть ближе к кораблю
User prompt
Еще совсем капельку в лево
User prompt
Еще чуть чуть в лево
/**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Projectile spawn point (relative to player ship center) // Will be updated in PlayerShip class update var projectileSpawnPoint = { x: 0, y: 0 }; // Update projectile spawn point every frame based on player ship position self.update = function () { // Calculate spawn point at the tip of the ship (center top) // Get ship asset size var shipAsset = self.shipSprite; // must be set in constructor if (!shipAsset) return; // Ship's local center var centerX = self.x; var centerY = self.y; // The tip of the ship (assuming orientation:2, so tip is at y = y - height/2) projectileSpawnPoint.x = centerX; projectileSpawnPoint.y = centerY - shipAsset.height / 2; }; // Attach player ship sprite and set reference for spawn point calculation self.shipSprite = self.attachAsset('playerShipSprite', { anchorX: 0.5, anchorY: 0.5 }); projectileSpawnPoint.x = self.x; projectileSpawnPoint.y = self.y - self.shipSprite.height / 2;
===================================================================
--- original.js
+++ change.js
@@ -1,350 +1,36 @@
/****
-* 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;
-});
-// For when the player's ship is destroyed
-// No plugins are explicitly required for this MVP of Starship Onslaught.
-// Joystick Class: Handles touch input for player movement.
-var Joystick = Container.expand(function (params) {
- var self = Container.call(this);
- params = params || {};
- self.base = self.attachAsset('joystickBaseSprite', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.knob = self.attachAsset('joystickKnobSprite', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- // Calculate radius: if params.radius is provided, use it. Otherwise, calculate based on asset sizes.
- // This makes the knob's travel area fit within the base.
- self.radius = params.radius !== undefined ? params.radius : (self.base.width - self.knob.width) / 2;
- self.active = false;
- self.knobXNormalized = 0; // Normalized displacement (-1 to 1)
- self.knobYNormalized = 0; // Normalized displacement (-1 to 1)
- // Method called when a touch starts, joystick moves to this position
- self.onDown = function (globalX, globalY) {
- // event param removed, x/y renamed for clarity
- // Position the joystick's center at the touch point.
- // (self.x, self.y refers to the Joystick container's center based on asset setup)
- self.x = globalX;
- self.y = globalY;
- self.active = true;
- // The touch is at the new center of the joystick.
- // The knob should be centered on the base initially.
- self.resetKnob(); // This sets knob local x/y to 0 and normalized displacement to 0.
- // No return value needed as game.down will assume joystick is now the dragNode.
- };
- // Method called when the touch moves while joystick is active
- self.onMove = function (x, y, event) {
- if (!self.active) return;
- var localPos = self.toLocal({
- x: x,
- y: y
- });
- self.updateKnobPosition(localPos.x, localPos.y);
- };
- // Method called when the touch is released
- self.onUp = function () {
- if (!self.active) return;
- self.active = false;
- self.resetKnob();
- };
- // Internal method to update the knob's visual position and normalized displacement
- self.updateKnobPosition = function (localX, localY) {
- var angle = Math.atan2(localY, localX);
- var distance = Math.sqrt(localX * localX + localY * localY);
- // Clamp knob movement to the defined radius
- var clampedDistance = Math.min(distance, self.radius);
- self.knob.x = Math.cos(angle) * clampedDistance;
- self.knob.y = Math.sin(angle) * clampedDistance;
- // Store normalized displacement if radius is greater than zero
- if (self.radius > 0) {
- self.knobXNormalized = self.knob.x / self.radius;
- self.knobYNormalized = self.knob.y / self.radius;
- } else {
- self.knobXNormalized = 0;
- self.knobYNormalized = 0;
- }
- };
- // Resets the knob to the center and clears displacement
- self.resetKnob = function () {
- self.knob.x = 0;
- self.knob.y = 0;
- self.knobXNormalized = 0;
- self.knobYNormalized = 0;
- };
- // Returns the current normalized displacement vector
- self.getDisplacement = function () {
- // Return zero displacement if not active, to prevent unwanted movement
- // when touch is released but game loop queries displacement before onUp is fully processed.
- if (!self.active) {
- return {
- dx: 0,
- dy: 0
- };
- }
- return {
- dx: self.knobXNormalized,
- dy: self.knobYNormalized
- };
- };
- // Initialize knob position
- self.resetKnob();
- 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
- });
- // Default speed (pixels per frame)
- self.speed = 30;
- // Direction vector (set on spawn)
- self.direction = {
- dx: 0,
- dy: -1
- }; // Default: up
- // Called automatically by LK engine.
- self.update = function () {
- // Move in the direction set at spawn
- self.x += self.direction.dx * self.speed;
- self.y += self.direction.dy * self.speed;
- };
- return self;
-});
-// 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.
- self.attachAsset('playerShipSprite', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- // Method to spawn a single bullet at the left edge, shifted further left
- self.spawnBullets = function (rotation) {
- var shipAngle = typeof rotation === "number" ? rotation : typeof self.rotation === "number" ? self.rotation : 0;
- var dirX = Math.cos(shipAngle + Math.PI / 2);
- var dirY = Math.sin(shipAngle + Math.PI / 2);
- var playerCenterX = self.x + self.width / 2;
- var playerCenterY = self.y + self.height / 2;
- var tipDistance = self.height / 2;
- var perpX = Math.cos(shipAngle);
- var perpY = Math.sin(shipAngle);
- // Create bullet to access its width for offset calculation
- var leftBullet = new PlayerBullet();
- // Calculate offset for left edge, then shift it further left by 30px
- var leftEdgeOffset = -self.width / 2 + 0.5 * leftBullet.width - 30;
- // Left bullet spawn position
- var leftCannonX = playerCenterX + leftEdgeOffset * perpX + dirX * tipDistance;
- var leftCannonY = playerCenterY + leftEdgeOffset * perpY + dirY * tipDistance;
- leftBullet.x = leftCannonX - leftBullet.width / 2;
- leftBullet.y = leftCannonY - leftBullet.height / 2;
- leftBullet.direction = {
- dx: dirX,
- dy: dirY
- };
- leftBullet.rotation = shipAngle;
- leftBullet.lastY = leftBullet.y;
- return [leftBullet];
- };
- // 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
+ backgroundColor: 0x000000
});
/****
* Game Code
****/
-// Define game-wide constants
-// Initialize assets used in this game.
-// Player's starship
-// Enemy spacecraft
-// Player's bullets
-// Sound effects
-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 PLAYER_MOVE_SPEED = 8; // Speed of the player ship when controlled by joystick
-var GAME_WIDTH = 2048;
-var GAME_HEIGHT = 2732;
-// Declare game state variables
-var player;
-var enemies = [];
-var playerBullets = [];
-var scoreTxt;
-var joystick; // Variable for the joystick controller
-var dragNode = null; // To keep track of the active draggable object (joystick or other elements if any)
-// 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 - 250; // Initial position higher up, joystick will be at bottom
-// Create and position the joystick
-// The Joystick class calculates its own default radius if not provided.
-// An empty object {} is passed to ensure params is defined in the Joystick constructor.
-joystick = new Joystick({});
-game.addChild(joystick);
-// Position the joystick at the bottom-center of the screen
-// joystick.base.width will be available after attachAsset in Joystick constructor
-// Assuming joystick container's (x,y) is its center due to how assets are centered within it.
-// To make joystick.x, joystick.y refer to its center:
-joystick.x = GAME_WIDTH / 2;
-// Position its center a bit up from the bottom edge
-joystick.y = GAME_HEIGHT - joystick.base.height / 2 - 80; // 80px padding from bottom
-// Event handler for touch/mouse down
-game.down = function (x, y, obj) {
- // Joystick always activates and moves its center to the touch position.
- joystick.onDown(x, y); // Pass global coordinates. The 'obj' (event object) is not used by the new Joystick.onDown.
- dragNode = joystick; // Joystick is the active drag target.
+// Projectile spawn point (relative to player ship center)
+// Will be updated in PlayerShip class update
+var projectileSpawnPoint = {
+ x: 0,
+ y: 0
};
-// Event handler for touch/mouse up
-game.up = function (x, y, obj) {
- if (dragNode === joystick) {
- joystick.onUp(); // Deactivate the joystick
- }
- dragNode = null; // Clear the active drag target
+// Update projectile spawn point every frame based on player ship position
+self.update = function () {
+ // Calculate spawn point at the tip of the ship (center top)
+ // Get ship asset size
+ var shipAsset = self.shipSprite; // must be set in constructor
+ if (!shipAsset) return;
+ // Ship's local center
+ var centerX = self.x;
+ var centerY = self.y;
+ // The tip of the ship (assuming orientation:2, so tip is at y = y - height/2)
+ projectileSpawnPoint.x = centerX;
+ projectileSpawnPoint.y = centerY - shipAsset.height / 2;
};
-// The old handleMove function is no longer needed as joystick handles movement logic.
-// The assignment game.move = handleMove; is also removed.
-// A new game.move will be defined next.
-// Event handler for touch/mouse move
-game.move = function (x, y, obj) {
- if (dragNode === joystick) {
- joystick.onMove(x, y, obj); // Pass move event to the joystick
- }
-};
-// Main game update loop, called every frame by the LK engine.
-game.update = function () {
- // Player Movement Logic (based on joystick)
- if (player && joystick) {
- // Ensure player and joystick exist
- var displacement = joystick.getDisplacement(); // Get normalized joystick output
- if (displacement.dx !== 0 || displacement.dy !== 0) {
- var newPlayerX = player.x + displacement.dx * PLAYER_MOVE_SPEED;
- var newPlayerY = player.y + displacement.dy * PLAYER_MOVE_SPEED;
- // Constrain player ship within screen boundaries.
- // Player's x, y is its top-left corner.
- player.x = Math.max(0, Math.min(GAME_WIDTH - player.width, newPlayerX));
- player.y = Math.max(100, Math.min(GAME_HEIGHT - player.height, newPlayerY));
- // --- Rotate player ship to face movement direction ---
- if (typeof player.lastMoveAngle === "undefined") player.lastMoveAngle = 0;
- var angle = Math.atan2(displacement.dy, displacement.dx);
- // Only update rotation if there is movement (avoid NaN when joystick is idle)
- if (displacement.dx !== 0 || displacement.dy !== 0) {
- // The ship's default sprite faces up, so rotate by (angle - Math.PI/2)
- player.rotation = angle - Math.PI / 2;
- player.lastMoveAngle = player.rotation;
- } else {
- // If not moving, keep last rotation
- player.rotation = player.lastMoveAngle;
- }
- }
- }
- // Player Shooting Logic
- if (LK.ticks % PLAYER_SHOOT_INTERVAL_TICKS === 0 && player) {
- // Use the PlayerShip's spawnBullets method to create two bullets at the correct positions
- var bullets = player.spawnBullets();
- for (var b = 0; b < bullets.length; b++) {
- playerBullets.push(bullets[b]);
- game.addChild(bullets[b]);
- }
- 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
+// Attach player ship sprite and set reference for spawn point calculation
+self.shipSprite = self.attachAsset('playerShipSprite', {
+ anchorX: 0.5,
+ anchorY: 0.5
+});
+projectileSpawnPoint.x = self.x;
+projectileSpawnPoint.y = self.y - self.shipSprite.height / 2;
\ No newline at end of file
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