User prompt
Сделай так чтоб мы могли их убить
User prompt
Сделай так чтоб в игрулу прилетали другие корабли врага в количестве 2
User prompt
Сделай так чтоб корабль летел туда куда смотрит
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'identifier')' in or related to this line: 'activeJoystickTouchId = obj.event.identifier; // Assign this touch to control the joystick' Line Number: 254
User prompt
Сделай так что если джойстик используется то его нельзя переместить при нажатии другого пальца
User prompt
Добавь кнопку стрельбы в левый нижний экран
User prompt
Добавь кнопку стрельбы
User prompt
Сделай так чтоб можно было двигать джойстик и чтоб джойстик шел за пальцем игрока
User prompt
Добавь джойстик как в стэндове для управления
User prompt
Сделай точку которая стреляет потрогами
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
/****
* Classes
****/
var Joystick = Container.expand(function () {
var self = Container.call(this);
self.baseSprite = self.attachAsset('joystickBaseSprite', {
anchorX: 0.5,
anchorY: 0.5
});
self.knobSprite = self.attachAsset('joystickKnobSprite', {
anchorX: 0.5,
anchorY: 0.5
});
// Maximum distance the knob's center can move from the base's center
self.radius = self.baseSprite.width / 2 - self.knobSprite.width / 2;
if (self.radius <= 0) {
// Ensure a sensible minimum radius
self.radius = self.baseSprite.width > 0 ? self.baseSprite.width / 4 : 50; // Use 1/4 of base width or 50 if base has no width
}
self.isDragging = false;
self.inputVector = {
x: 0,
y: 0
}; // Normalized output (-1 to 1)
self.handleDown = function (localX, localY) {
// localX, localY are relative to the joystick's center (its origin)
// Check if the touch is within the larger base area to start dragging
var distSqFromCenter = localX * localX + localY * localY;
if (distSqFromCenter <= self.baseSprite.width / 2 * (self.baseSprite.width / 2)) {
self.isDragging = true;
self.handleMove(localX, localY); // Snap knob to initial touch position
return true; // Indicates joystick took control
}
return false; // Joystick not activated
};
self.handleMove = function (localX, localY) {
if (!self.isDragging) return;
var dist = Math.sqrt(localX * localX + localY * localY);
if (dist > self.radius) {
// Normalize and scale to radius if touch is outside draggable area
self.knobSprite.x = localX / dist * self.radius;
self.knobSprite.y = localY / dist * self.radius;
} else {
self.knobSprite.x = localX;
self.knobSprite.y = localY;
}
// Calculate normalized input vector
if (self.radius > 0) {
self.inputVector.x = self.knobSprite.x / self.radius;
self.inputVector.y = self.knobSprite.y / self.radius;
} else {
// Avoid division by zero if radius is zero
self.inputVector.x = 0;
self.inputVector.y = 0;
}
};
self.handleUp = function () {
if (self.isDragging) {
self.isDragging = false;
// Reset knob to center and clear input vector
self.knobSprite.x = 0;
self.knobSprite.y = 0;
self.inputVector.x = 0;
self.inputVector.y = 0;
}
};
self.getInput = function () {
return self.inputVector;
};
self.isActive = function () {
return self.isDragging;
};
return self;
});
// Projectile class for player's bullets
var PlayerProjectile = Container.expand(function () {
var self = Container.call(this);
// Attach bullet sprite
self.bulletSprite = self.attachAsset('playerBulletSprite', {
anchorX: 0.5,
anchorY: 0.5
});
// Set initial speed (upwards)
self.speedY = -20;
// Track lastY for off-screen detection
self.lastY = self.y;
// Update method to move projectile
self.update = function () {
self.lastY = self.y;
self.y += self.speedY;
// Destroy if off screen (top)
if (self.lastY >= -50 && self.y < -50) {
self.destroy();
}
};
return self;
});
// PlayerShip class to handle player ship logic and projectile spawn point calculation
var PlayerShip = Container.expand(function () {
var self = Container.call(this);
// Attach player ship sprite and set reference for spawn point calculation
self.shipSprite = self.attachAsset('playerShipSprite', {
anchorX: 0.5,
anchorY: 0.5
});
self.moveSpeed = 10; // Pixels per tick for movement speed
// Initialize projectile spawn point (remains important)
// This will be updated relative to the ship's current position in self.update()
// Initial dummy values, will be set correctly on first update.
projectileSpawnPoint.x = 0;
projectileSpawnPoint.y = 0;
self.applyJoystickInput = function (inputX, inputY) {
self.x += inputX * self.moveSpeed;
self.y += inputY * self.moveSpeed;
// Boundary checks to keep ship on screen
var halfWidth = self.shipSprite.width / 2;
var halfHeight = self.shipSprite.height / 2;
var gameWidth = 2048;
var gameHeight = 2732;
var topSafeMargin = 100; // Top 100px area is reserved
if (self.x - halfWidth < 0) self.x = halfWidth;
if (self.x + halfWidth > gameWidth) self.x = gameWidth - halfWidth;
if (self.y - halfHeight < topSafeMargin) self.y = topSafeMargin + halfHeight;
if (self.y + halfHeight > gameHeight) self.y = gameHeight - halfHeight;
};
// 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)
var shipAsset = self.shipSprite;
if (!shipAsset) return;
// Ship's global center (which is self.x, self.y due to anchor)
var centerX = self.x;
var centerY = self.y;
// The tip of the ship
projectileSpawnPoint.x = centerX;
projectileSpawnPoint.y = centerY - shipAsset.height / 2;
};
return self;
});
/****
* 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
};
var joystick; // Declare joystick instance
// Array to keep track of all player projectiles
var playerProjectiles = [];
// Create player ship and add to game
var playerShip = new PlayerShip();
game.addChild(playerShip);
// Center player ship horizontally, place near bottom
playerShip.x = 2048 / 2;
playerShip.y = 2732 - 350;
// Create and position Joystick
joystick = new Joystick();
game.addChild(joystick);
// Position joystick in the bottom-left area of the screen
// Ensure it's not too close to the edges and large enough to be usable
joystick.x = joystick.baseSprite.width / 2 + 150; // Centered x position for joystick base
joystick.y = 2732 - joystick.baseSprite.height / 2 - 150; // Centered y position for joystick base
// Game event handlers
game.down = function (x, y, obj) {
// x, y are global game coordinates
var joystickLocalPos = joystick.toLocal({
x: x,
y: y
}); // Convert global to joystick's local coordinates
// Try to activate the joystick
if (joystick.handleDown(joystickLocalPos.x, joystickLocalPos.y)) {
// Joystick was successfully activated by this press
} else {
// If joystick was not activated by this press, fire a projectile
var proj = new PlayerProjectile();
proj.x = projectileSpawnPoint.x;
proj.y = projectileSpawnPoint.y;
playerProjectiles.push(proj);
game.addChild(proj);
}
};
game.move = function (x, y, obj) {
if (joystick.isActive()) {
var joystickLocalPos = joystick.toLocal({
x: x,
y: y
});
joystick.handleMove(joystickLocalPos.x, joystickLocalPos.y);
}
};
game.up = function (x, y, obj) {
if (joystick.isActive()) {
joystick.handleUp();
}
};
// Update game state
game.update = function () {
// Apply joystick input to player ship movement
if (joystick && playerShip && playerShip.applyJoystickInput) {
var input = joystick.getInput();
playerShip.applyJoystickInput(input.x, input.y);
}
// Update player ship (e.g., to recalculate projectileSpawnPoint after moving)
if (playerShip && playerShip.update) {
playerShip.update();
}
// Update and clean up projectiles
for (var i = playerProjectiles.length - 1; i >= 0; i--) {
var proj = playerProjectiles[i];
if (proj.update) proj.update();
// Remove destroyed projectiles (if they went off-screen, etc.)
if (proj.y < -50) {
// Assuming projectiles are destroyed if y < -50
// LK engine should handle destroy, but if not, ensure it's removed from array.
// proj.destroy(); // This is good practice.
playerProjectiles.splice(i, 1);
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -1,7 +1,78 @@
/****
* Classes
****/
+var Joystick = Container.expand(function () {
+ var self = Container.call(this);
+ self.baseSprite = self.attachAsset('joystickBaseSprite', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.knobSprite = self.attachAsset('joystickKnobSprite', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Maximum distance the knob's center can move from the base's center
+ self.radius = self.baseSprite.width / 2 - self.knobSprite.width / 2;
+ if (self.radius <= 0) {
+ // Ensure a sensible minimum radius
+ self.radius = self.baseSprite.width > 0 ? self.baseSprite.width / 4 : 50; // Use 1/4 of base width or 50 if base has no width
+ }
+ self.isDragging = false;
+ self.inputVector = {
+ x: 0,
+ y: 0
+ }; // Normalized output (-1 to 1)
+ self.handleDown = function (localX, localY) {
+ // localX, localY are relative to the joystick's center (its origin)
+ // Check if the touch is within the larger base area to start dragging
+ var distSqFromCenter = localX * localX + localY * localY;
+ if (distSqFromCenter <= self.baseSprite.width / 2 * (self.baseSprite.width / 2)) {
+ self.isDragging = true;
+ self.handleMove(localX, localY); // Snap knob to initial touch position
+ return true; // Indicates joystick took control
+ }
+ return false; // Joystick not activated
+ };
+ self.handleMove = function (localX, localY) {
+ if (!self.isDragging) return;
+ var dist = Math.sqrt(localX * localX + localY * localY);
+ if (dist > self.radius) {
+ // Normalize and scale to radius if touch is outside draggable area
+ self.knobSprite.x = localX / dist * self.radius;
+ self.knobSprite.y = localY / dist * self.radius;
+ } else {
+ self.knobSprite.x = localX;
+ self.knobSprite.y = localY;
+ }
+ // Calculate normalized input vector
+ if (self.radius > 0) {
+ self.inputVector.x = self.knobSprite.x / self.radius;
+ self.inputVector.y = self.knobSprite.y / self.radius;
+ } else {
+ // Avoid division by zero if radius is zero
+ self.inputVector.x = 0;
+ self.inputVector.y = 0;
+ }
+ };
+ self.handleUp = function () {
+ if (self.isDragging) {
+ self.isDragging = false;
+ // Reset knob to center and clear input vector
+ self.knobSprite.x = 0;
+ self.knobSprite.y = 0;
+ self.inputVector.x = 0;
+ self.inputVector.y = 0;
+ }
+ };
+ self.getInput = function () {
+ return self.inputVector;
+ };
+ self.isActive = function () {
+ return self.isDragging;
+ };
+ return self;
+});
// Projectile class for player's bullets
var PlayerProjectile = Container.expand(function () {
var self = Container.call(this);
// Attach bullet sprite
@@ -31,21 +102,37 @@
self.shipSprite = self.attachAsset('playerShipSprite', {
anchorX: 0.5,
anchorY: 0.5
});
- // Initialize projectile spawn point
- projectileSpawnPoint.x = self.x;
- projectileSpawnPoint.y = self.y - self.shipSprite.height / 2;
+ self.moveSpeed = 10; // Pixels per tick for movement speed
+ // Initialize projectile spawn point (remains important)
+ // This will be updated relative to the ship's current position in self.update()
+ // Initial dummy values, will be set correctly on first update.
+ projectileSpawnPoint.x = 0;
+ projectileSpawnPoint.y = 0;
+ self.applyJoystickInput = function (inputX, inputY) {
+ self.x += inputX * self.moveSpeed;
+ self.y += inputY * self.moveSpeed;
+ // Boundary checks to keep ship on screen
+ var halfWidth = self.shipSprite.width / 2;
+ var halfHeight = self.shipSprite.height / 2;
+ var gameWidth = 2048;
+ var gameHeight = 2732;
+ var topSafeMargin = 100; // Top 100px area is reserved
+ if (self.x - halfWidth < 0) self.x = halfWidth;
+ if (self.x + halfWidth > gameWidth) self.x = gameWidth - halfWidth;
+ if (self.y - halfHeight < topSafeMargin) self.y = topSafeMargin + halfHeight;
+ if (self.y + halfHeight > gameHeight) self.y = gameHeight - halfHeight;
+ };
// 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
+ var shipAsset = self.shipSprite;
if (!shipAsset) return;
- // Ship's local center
+ // Ship's global center (which is self.x, self.y due to anchor)
var centerX = self.x;
var centerY = self.y;
- // The tip of the ship (assuming orientation:2, so tip is at y = y - height/2)
+ // The tip of the ship
projectileSpawnPoint.x = centerX;
projectileSpawnPoint.y = centerY - shipAsset.height / 2;
};
return self;
@@ -66,36 +153,77 @@
var projectileSpawnPoint = {
x: 0,
y: 0
};
+var joystick; // Declare joystick instance
// Array to keep track of all player projectiles
var playerProjectiles = [];
// Create player ship and add to game
var playerShip = new PlayerShip();
game.addChild(playerShip);
// Center player ship horizontally, place near bottom
playerShip.x = 2048 / 2;
playerShip.y = 2732 - 350;
-// Fire projectile on screen tap
+// Create and position Joystick
+joystick = new Joystick();
+game.addChild(joystick);
+// Position joystick in the bottom-left area of the screen
+// Ensure it's not too close to the edges and large enough to be usable
+joystick.x = joystick.baseSprite.width / 2 + 150; // Centered x position for joystick base
+joystick.y = 2732 - joystick.baseSprite.height / 2 - 150; // Centered y position for joystick base
+// Game event handlers
game.down = function (x, y, obj) {
- // Create a new projectile at the current spawn point
- var proj = new PlayerProjectile();
- proj.x = projectileSpawnPoint.x;
- proj.y = projectileSpawnPoint.y;
- playerProjectiles.push(proj);
- game.addChild(proj);
+ // x, y are global game coordinates
+ var joystickLocalPos = joystick.toLocal({
+ x: x,
+ y: y
+ }); // Convert global to joystick's local coordinates
+ // Try to activate the joystick
+ if (joystick.handleDown(joystickLocalPos.x, joystickLocalPos.y)) {
+ // Joystick was successfully activated by this press
+ } else {
+ // If joystick was not activated by this press, fire a projectile
+ var proj = new PlayerProjectile();
+ proj.x = projectileSpawnPoint.x;
+ proj.y = projectileSpawnPoint.y;
+ playerProjectiles.push(proj);
+ game.addChild(proj);
+ }
};
-// Update all projectiles and remove off-screen ones
+game.move = function (x, y, obj) {
+ if (joystick.isActive()) {
+ var joystickLocalPos = joystick.toLocal({
+ x: x,
+ y: y
+ });
+ joystick.handleMove(joystickLocalPos.x, joystickLocalPos.y);
+ }
+};
+game.up = function (x, y, obj) {
+ if (joystick.isActive()) {
+ joystick.handleUp();
+ }
+};
+// Update game state
game.update = function () {
- // Update player ship (to update spawn point)
- if (playerShip && playerShip.update) playerShip.update();
+ // Apply joystick input to player ship movement
+ if (joystick && playerShip && playerShip.applyJoystickInput) {
+ var input = joystick.getInput();
+ playerShip.applyJoystickInput(input.x, input.y);
+ }
+ // Update player ship (e.g., to recalculate projectileSpawnPoint after moving)
+ if (playerShip && playerShip.update) {
+ playerShip.update();
+ }
// Update and clean up projectiles
for (var i = playerProjectiles.length - 1; i >= 0; i--) {
var proj = playerProjectiles[i];
if (proj.update) proj.update();
- // Remove destroyed projectiles
+ // Remove destroyed projectiles (if they went off-screen, etc.)
if (proj.y < -50) {
- proj.destroy();
+ // Assuming projectiles are destroyed if y < -50
+ // LK engine should handle destroy, but if not, ensure it's removed from array.
+ // proj.destroy(); // This is good practice.
playerProjectiles.splice(i, 1);
}
}
};
\ No newline at end of file
Звездолет вид сверху два д для 2d игры пиксельный. In-Game asset
Красный лазерный луч пиксельный вид сверху. In-Game asset. 2d. High contrast. No shadows
Пиксельная шестерёнка с гаечным ключом. In-Game asset. 2d. High contrast. No shadows
Карточка с изоброжение скорости атака пиксельная карточка улучшения пиксельная космическая. In-Game asset. 2d. High contrast. No shadows
Карта усиления пиксельная усиливает скорость игрока космическая 2д пиксели. In-Game asset. 2d. High contrast. No shadows
Бронированный летающий корабль звездолет пиксельный вид сверху 2д. In-Game asset. 2d. High contrast. No shadows
Start в космической пмксельном стиле. In-Game asset. 2d. High contrast. No shadows
pixel inscription battle of starships in the style of space pixel art. In-Game asset. 2d. High contrast. No shadows
Карта усиления дающие + хп пиксельная космическая. In-Game asset. 2d. High contrast. No shadows
Пиксельная карта усиления атаки космос битва. In-Game asset. 2d. High contrast. No shadows
Карточка улучшения раздватвает атаку пиксельная в стиле космоса. In-Game asset. 2d. High contrast. No shadows
Пиксельная круглая кнопка атаки. In-Game asset. 2d. High contrast. No shadows
Пиксельный корабль сверху с нарисованным огнем спереди вид сверху. In-Game asset. 2d. High contrast. No shadows
Звездолет оформление в стиле призрака пиксельный вид сверху. In-Game asset. 2d. High contrast. No shadows
Пиксельная черная дыра желто черного цвета. In-Game asset. 2d. High contrast. No shadows