User prompt
Увелич сердца в два раза
User prompt
Сделай так чтоб при поднятие восстановление здоровья сердце восстанавливалось но предел трех сердец превысить нельзя
User prompt
Добавь три сердца верхнем левом углу
User prompt
Показывай жизни как сердечки сверху в углу экрана
User prompt
Сделай так чтоб при поднятие восстановление здоровья утраченные жизни возвращались
User prompt
Сделай так чтоб с 25% загсом из врагов выпадала восстановление здоровья
User prompt
Сделай еще больше врагов
User prompt
Сделай так чтоб со временем врагов становилось гораздо больше
User prompt
Сделай так чтоб приубийстве врага появлялся звук boom
User prompt
Добавляй врагов чаще
User prompt
Увеличивай количество врагов со временем
User prompt
Сделай так чтоб враг стремился убить игрока и летел на него
User prompt
Сделай так чтоб на фоне играла музыка под названием space
User prompt
Сделай так чтоб они тоже стреляли
User prompt
Сделай так чтоб врагкорабаль двигался туда куда смотрит
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
/**** * Classes ****/ var FireButton = Container.expand(function () { var self = Container.call(this); // Assuming 'fireButtonSprite' is an asset like: // LK.init.shape('fireButtonSprite', {width:200, height:200, color:0xFF0000, shape:'ellipse'}) // The engine will handle its creation. self.buttonSprite = self.attachAsset('fireButtonSprite', { anchorX: 0.5, anchorY: 0.5 }); // Event handler called when a press happens on this button. self.down = function (x, y, event) { // Call the global function to fire a projectile. if (typeof firePlayerProjectile === 'function') { firePlayerProjectile(); } // Event is consumed by this button, so it won't propagate to game.down typically. }; return self; }); 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 = []; var fireButton; // Declare fire button instance variable // Function to fire a player projectile function firePlayerProjectile() { if (!playerShip || typeof projectileSpawnPoint === 'undefined') { // Safety check to ensure player ship and spawn point are available return; } var newProjectile = new PlayerProjectile(); newProjectile.x = projectileSpawnPoint.x; newProjectile.y = projectileSpawnPoint.y; // Explicitly set lastY after positioning, as PlayerProjectile's initial lastY might be based on self.y = 0 newProjectile.lastY = newProjectile.y; playerProjectiles.push(newProjectile); game.addChild(newProjectile); // Play shoot sound if available var shootSound = LK.getSound('shoot'); // Assuming 'shoot' sound is defined if (shootSound && typeof shootSound.play === 'function') { shootSound.play(); } } // 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 Joystick joystick = new Joystick(); game.addChild(joystick); // Set initial position (e.g., 0,0), though it will jump to touch. joystick.x = 0; joystick.y = 0; joystick.visible = false; // Joystick starts hidden and will appear at touch position // Create and position Fire Button fireButton = new FireButton(); // Position the fire button in the bottom-right area. // We access buttonSprite.width/height assuming 'fireButtonSprite' asset is e.g. 200x200. // The anchor for buttonSprite is 0.5, 0.5 within the FireButton container. // So, fireButton.x, fireButton.y refers to the center of the button. var fireButtonWidth = fireButton.buttonSprite ? fireButton.buttonSprite.width : 200; // Default if sprite not ready var fireButtonHeight = fireButton.buttonSprite ? fireButton.buttonSprite.height : 200; // Default if sprite not ready var padding = 50; // 50px padding from screen edges fireButton.x = 2048 - fireButtonWidth / 2 - padding; fireButton.y = 2732 - fireButtonHeight / 2 - padding; game.addChild(fireButton); // Game event handlers game.down = function (x, y, obj) { // x, y are global game coordinates // Move the joystick to the touch position joystick.x = x; joystick.y = y; joystick.visible = true; // Activate the joystick. Since the joystick's origin is now at the touch point (x,y), // the local coordinates for the touch within the joystick are (0,0). // This centers the knob under the finger and initiates dragging. joystick.handleDown(0, 0); // Pass (0,0) as local coordinates // Note: With this "floating joystick" implementation, the joystick activates on any screen press. // The previous mechanic, where tapping away from a fixed joystick fired projectiles, // is superseded. Further design would be needed for a separate firing mechanism. }; 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(); // Resets knob, inputVector, and isDragging flag joystick.visible = false; // Hide the joystick when the touch is released } }; // 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 +1,26 @@
/****
* Classes
****/
+var FireButton = Container.expand(function () {
+ var self = Container.call(this);
+ // Assuming 'fireButtonSprite' is an asset like:
+ // LK.init.shape('fireButtonSprite', {width:200, height:200, color:0xFF0000, shape:'ellipse'})
+ // The engine will handle its creation.
+ self.buttonSprite = self.attachAsset('fireButtonSprite', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Event handler called when a press happens on this button.
+ self.down = function (x, y, event) {
+ // Call the global function to fire a projectile.
+ if (typeof firePlayerProjectile === 'function') {
+ firePlayerProjectile();
+ }
+ // Event is consumed by this button, so it won't propagate to game.down typically.
+ };
+ return self;
+});
var Joystick = Container.expand(function () {
var self = Container.call(this);
self.baseSprite = self.attachAsset('joystickBaseSprite', {
anchorX: 0.5,
@@ -156,8 +175,28 @@
};
var joystick; // Declare joystick instance
// Array to keep track of all player projectiles
var playerProjectiles = [];
+var fireButton; // Declare fire button instance variable
+// Function to fire a player projectile
+function firePlayerProjectile() {
+ if (!playerShip || typeof projectileSpawnPoint === 'undefined') {
+ // Safety check to ensure player ship and spawn point are available
+ return;
+ }
+ var newProjectile = new PlayerProjectile();
+ newProjectile.x = projectileSpawnPoint.x;
+ newProjectile.y = projectileSpawnPoint.y;
+ // Explicitly set lastY after positioning, as PlayerProjectile's initial lastY might be based on self.y = 0
+ newProjectile.lastY = newProjectile.y;
+ playerProjectiles.push(newProjectile);
+ game.addChild(newProjectile);
+ // Play shoot sound if available
+ var shootSound = LK.getSound('shoot'); // Assuming 'shoot' sound is defined
+ if (shootSound && typeof shootSound.play === 'function') {
+ shootSound.play();
+ }
+}
// Create player ship and add to game
var playerShip = new PlayerShip();
game.addChild(playerShip);
// Center player ship horizontally, place near bottom
@@ -169,8 +208,20 @@
// Set initial position (e.g., 0,0), though it will jump to touch.
joystick.x = 0;
joystick.y = 0;
joystick.visible = false; // Joystick starts hidden and will appear at touch position
+// Create and position Fire Button
+fireButton = new FireButton();
+// Position the fire button in the bottom-right area.
+// We access buttonSprite.width/height assuming 'fireButtonSprite' asset is e.g. 200x200.
+// The anchor for buttonSprite is 0.5, 0.5 within the FireButton container.
+// So, fireButton.x, fireButton.y refers to the center of the button.
+var fireButtonWidth = fireButton.buttonSprite ? fireButton.buttonSprite.width : 200; // Default if sprite not ready
+var fireButtonHeight = fireButton.buttonSprite ? fireButton.buttonSprite.height : 200; // Default if sprite not ready
+var padding = 50; // 50px padding from screen edges
+fireButton.x = 2048 - fireButtonWidth / 2 - padding;
+fireButton.y = 2732 - fireButtonHeight / 2 - padding;
+game.addChild(fireButton);
// Game event handlers
game.down = function (x, y, obj) {
// x, y are global game coordinates
// Move the joystick to the touch position
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