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
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
/**** * 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