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 EnemyShip = Container.expand(function () {
var self = Container.call(this);
self.hit = function () {
if (self.isDestroyed) return; // Already destroyed
self.health--;
if (self.health <= 0) {
self.isDestroyed = true;
// Optionally, trigger a small visual effect here like a flash
// LK.effects.flashObject(self, 0xffffff, 100);
} else {
// Optionally, visual effect for taking damage but not destroyed
// LK.effects.flashObject(self, 0xffaaaa, 50);
}
};
self.update = function () {
if (self.isOffScreen || self.isDestroyed) return; // Don't update if off-screen or destroyed
self.lastY = self.y; // Update lastY before moving
self.y += self.speed;
var gameHeight = 2732;
// Margin based on sprite size to ensure it's fully off-screen at the bottom
var margin = self.shipSprite && self.shipSprite.height ? self.shipSprite.height / 2 + 50 : 100;
// Check if ship moved off the bottom of the screen in this frame
if (self.lastY <= gameHeight + margin && self.y > gameHeight + margin) {
self.isOffScreen = true;
}
};
self.shipSprite = self.attachAsset('enemyShipSprite', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 4; // Enemy ships move a bit slower than player projectiles
self.isOffScreen = false;
self.lastY = self.y; // Initialize lastY for off-screen detection
self.health = 1; // Enemy ships can take one hit by default
self.isDestroyed = false; // Flag to mark if the ship is destroyed
return self;
});
var FireButton = Container.expand(function () {
var self = Container.call(this);
self.buttonSprite = self.attachAsset('fireButtonSprite', {
anchorX: 0.5,
anchorY: 0.5
});
self.down = function (x, y, obj) {
// Check if playerShip exists and projectileSpawnPoint is defined
if (playerShip && typeof playerShip.currentAngle !== 'undefined' && typeof projectileSpawnPoint !== 'undefined' && playerProjectiles && PlayerProjectile) {
var newProjectile = new PlayerProjectile(playerShip.currentAngle); // Pass the ship's current firing angle
newProjectile.x = projectileSpawnPoint.x; // Set initial position from calculated spawn point
newProjectile.y = projectileSpawnPoint.y;
// lastY initialization is no longer needed as PlayerProjectile handles its state differently.
playerProjectiles.push(newProjectile);
game.addChild(newProjectile); // Add projectiles to the main game stage
// Future enhancement: LK.getSound('shoot').play(); if a shoot sound is added
}
};
return self;
});
// Red circular fire button
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 (fireAngle) {
var self = Container.call(this);
// Attach bullet sprite
self.bulletSprite = self.attachAsset('playerBulletSprite', {
anchorX: 0.5,
anchorY: 0.5
});
self.angle = fireAngle; // Store the firing angle
self.speed = 20; // Projectile speed magnitude
// The playerBulletSprite has orientation:1, meaning it's rotated 90deg clockwise.
// If original was thin vertical, it's now thin horizontal, "pointing" along its X-axis.
// So, self.angle directly applies.
self.bulletSprite.rotation = self.angle;
self.isOffScreen = false; // Flag to indicate if projectile is off-screen
// Update method to move projectile
self.update = function () {
if (self.isOffScreen) return; // Don't update if already marked off-screen
self.x += Math.cos(self.angle) * self.speed;
self.y += Math.sin(self.angle) * self.speed;
// Check if off-screen
var gameWidth = 2048;
var gameHeight = 2732;
// Margin based on projectile size to ensure it's fully off-screen
var margin = Math.max(self.bulletSprite.width, self.bulletSprite.height) / 2 + 50;
if (self.x < -margin || self.x > gameWidth + margin || self.y < -margin || self.y > gameHeight + margin) {
self.isOffScreen = true;
}
}; //{M} // Note: Original L was self.destroy related, removed.
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
// currentAngle is the direction the ship moves and fires projectiles.
// 0 radians = right, -PI/2 = up (screen coordinates).
self.currentAngle = -Math.PI / 2; // Initial angle: pointing up.
// playerShipSprite is assumed to be designed pointing "up" (its nose along its local -Y axis).
// To make the sprite's nose align with currentAngle, its visual rotation needs adjustment.
// Visual rotation = currentAngle + Math.PI / 2.
// E.g., currentAngle = -PI/2 (up) => visual rotation = 0.
// E.g., currentAngle = 0 (right) => visual rotation = PI/2.
self.shipSprite.rotation = self.currentAngle + Math.PI / 2;
// 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) {
// Update angle only if joystick provides directional input
if (inputX !== 0 || inputY !== 0) {
self.currentAngle = Math.atan2(inputY, inputX);
self.shipSprite.rotation = self.currentAngle + Math.PI / 2;
}
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 and rotation
self.update = function () {
var shipAsset = self.shipSprite;
if (!shipAsset) return;
// Calculate spawn point at the tip of the ship, considering its currentAngle.
// The "nose" is shipAsset.height / 2 distance from the center.
var noseDistance = shipAsset.height / 2;
projectileSpawnPoint.x = self.x + Math.cos(self.currentAngle) * noseDistance;
projectileSpawnPoint.y = self.y + Math.sin(self.currentAngle) * noseDistance;
};
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 = [];
// Array to keep track of all enemy ships
var enemyShips = [];
// 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 add Enemy Ships
var enemyShip1 = new EnemyShip();
var enemyShipAssetHeight1 = enemyShip1.shipSprite && enemyShip1.shipSprite.height ? enemyShip1.shipSprite.height : 146; // Default to asset height
enemyShip1.x = 2048 / 3;
enemyShip1.y = -(enemyShipAssetHeight1 / 2) - 50; // Start off-screen at the top
enemyShip1.lastY = enemyShip1.y; // Initialize lastY
game.addChild(enemyShip1);
enemyShips.push(enemyShip1);
var enemyShip2 = new EnemyShip();
var enemyShipAssetHeight2 = enemyShip2.shipSprite && enemyShip2.shipSprite.height ? enemyShip2.shipSprite.height : 146; // Default to asset height
enemyShip2.x = 2048 * 2 / 3;
enemyShip2.y = -(enemyShipAssetHeight2 / 2) - 150; // Start off-screen, staggered further up
enemyShip2.lastY = enemyShip2.y; // Initialize lastY
game.addChild(enemyShip2);
enemyShips.push(enemyShip2);
// Game event handlers
// Create and position Fire Button
var fireButton = new FireButton();
LK.gui.bottomLeft.addChild(fireButton);
// Position the fire button visually in the bottom-left corner with some margin
// The buttonSprite is 200x200 and anchored at its center (0.5, 0.5)
// fireButton (Container) is added to LK.gui.bottomLeft, positioning its top-left (0,0) at screen bottom-left.
// Adjust x and y to make the button appear correctly.
var buttonMargin = 50; // 50px margin from screen edges
fireButton.x = fireButton.buttonSprite.width / 2 + buttonMargin;
fireButton.y = -fireButton.buttonSprite.height / 2 - buttonMargin; // Negative Y moves up from the bottom edge
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, and check for collisions with enemies
for (var i = playerProjectiles.length - 1; i >= 0; i--) {
var proj = playerProjectiles[i];
if (proj.update) {
proj.update(); // Call projectile's own update logic (movement)
}
// Check if the projectile flagged itself as off-screen AFTER moving
if (proj.isOffScreen) {
proj.destroy(); // Destroy the projectile
playerProjectiles.splice(i, 1); // Remove from the tracking array
continue; // Move to the next projectile
}
// Collision detection with enemy ships
for (var k = enemyShips.length - 1; k >= 0; k--) {
var enemy = enemyShips[k];
// Skip already destroyed or off-screen enemies for collision checks
if (enemy.isDestroyed || enemy.isOffScreen) {
continue;
}
if (proj.intersects(enemy)) {
enemy.hit(); // Enemy takes damage, potentially sets isDestroyed = true
proj.destroy(); // Projectile is consumed on hit
playerProjectiles.splice(i, 1); // Remove projectile
// If enemy.isDestroyed became true, it will be handled in the enemyShips loop below.
// Score will be awarded there too.
break; // Projectile is gone, no need to check against other enemies
}
}
// If proj was spliced, loop continues correctly to the new element at index i or finishes.
}
// Update and clean up enemy ships
for (var j = enemyShips.length - 1; j >= 0; j--) {
var enemy = enemyShips[j];
// First, check if the enemy ship is marked as destroyed (e.g., by a projectile hit)
if (enemy.isDestroyed) {
enemy.destroy(); // Destroy the enemy ship
enemyShips.splice(j, 1); // Remove from the tracking array
LK.setScore(LK.getScore() + 10); // Award score for destroying an enemy
// If you have a scoreText object accessible globally, update it here:
// if (typeof scoreTxt !== 'undefined' && scoreTxt && scoreTxt.setText) {
// scoreTxt.setText(LK.getScore());
// }
continue; // Move to the next enemy ship in the list
}
if (enemy.update) {
enemy.update(); // Call enemy ship's own update logic (movement, etc.)
}
// Then, check if the enemy ship flagged itself as off-screen (if not already destroyed)
if (enemy.isOffScreen) {
enemy.destroy(); // Destroy the enemy ship
enemyShips.splice(j, 1); // Remove from the tracking array
// No score for merely going off-screen, unless desired.
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -2,17 +2,22 @@
* Classes
****/
var EnemyShip = Container.expand(function () {
var self = Container.call(this);
- self.shipSprite = self.attachAsset('enemyShipSprite', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.speed = 4; // Enemy ships move a bit slower than player projectiles
- self.isOffScreen = false;
- self.lastY = self.y; // Initialize lastY for off-screen detection
+ self.hit = function () {
+ if (self.isDestroyed) return; // Already destroyed
+ self.health--;
+ if (self.health <= 0) {
+ self.isDestroyed = true;
+ // Optionally, trigger a small visual effect here like a flash
+ // LK.effects.flashObject(self, 0xffffff, 100);
+ } else {
+ // Optionally, visual effect for taking damage but not destroyed
+ // LK.effects.flashObject(self, 0xffaaaa, 50);
+ }
+ };
self.update = function () {
- if (self.isOffScreen) return;
+ if (self.isOffScreen || self.isDestroyed) return; // Don't update if off-screen or destroyed
self.lastY = self.y; // Update lastY before moving
self.y += self.speed;
var gameHeight = 2732;
// Margin based on sprite size to ensure it's fully off-screen at the bottom
@@ -21,8 +26,17 @@
if (self.lastY <= gameHeight + margin && self.y > gameHeight + margin) {
self.isOffScreen = true;
}
};
+ self.shipSprite = self.attachAsset('enemyShipSprite', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 4; // Enemy ships move a bit slower than player projectiles
+ self.isOffScreen = false;
+ self.lastY = self.y; // Initialize lastY for off-screen detection
+ self.health = 1; // Enemy ships can take one hit by default
+ self.isDestroyed = false; // Flag to mark if the ship is destroyed
return self;
});
var FireButton = Container.expand(function () {
var self = Container.call(this);
@@ -301,29 +315,59 @@
// Update player ship (e.g., to recalculate projectileSpawnPoint after moving)
if (playerShip && playerShip.update) {
playerShip.update();
}
- // Update and clean up projectiles
+ // Update and clean up projectiles, and check for collisions with enemies
for (var i = playerProjectiles.length - 1; i >= 0; i--) {
var proj = playerProjectiles[i];
if (proj.update) {
- proj.update(); // Call projectile's own update logic
+ proj.update(); // Call projectile's own update logic (movement)
}
- // Check if the projectile flagged itself as off-screen
+ // Check if the projectile flagged itself as off-screen AFTER moving
if (proj.isOffScreen) {
- proj.destroy(); // Destroy the projectile (can only be called from Game class context)
+ proj.destroy(); // Destroy the projectile
playerProjectiles.splice(i, 1); // Remove from the tracking array
+ continue; // Move to the next projectile
}
+ // Collision detection with enemy ships
+ for (var k = enemyShips.length - 1; k >= 0; k--) {
+ var enemy = enemyShips[k];
+ // Skip already destroyed or off-screen enemies for collision checks
+ if (enemy.isDestroyed || enemy.isOffScreen) {
+ continue;
+ }
+ if (proj.intersects(enemy)) {
+ enemy.hit(); // Enemy takes damage, potentially sets isDestroyed = true
+ proj.destroy(); // Projectile is consumed on hit
+ playerProjectiles.splice(i, 1); // Remove projectile
+ // If enemy.isDestroyed became true, it will be handled in the enemyShips loop below.
+ // Score will be awarded there too.
+ break; // Projectile is gone, no need to check against other enemies
+ }
+ }
+ // If proj was spliced, loop continues correctly to the new element at index i or finishes.
}
// Update and clean up enemy ships
for (var j = enemyShips.length - 1; j >= 0; j--) {
var enemy = enemyShips[j];
+ // First, check if the enemy ship is marked as destroyed (e.g., by a projectile hit)
+ if (enemy.isDestroyed) {
+ enemy.destroy(); // Destroy the enemy ship
+ enemyShips.splice(j, 1); // Remove from the tracking array
+ LK.setScore(LK.getScore() + 10); // Award score for destroying an enemy
+ // If you have a scoreText object accessible globally, update it here:
+ // if (typeof scoreTxt !== 'undefined' && scoreTxt && scoreTxt.setText) {
+ // scoreTxt.setText(LK.getScore());
+ // }
+ continue; // Move to the next enemy ship in the list
+ }
if (enemy.update) {
- enemy.update(); // Call enemy ship's own update logic
+ enemy.update(); // Call enemy ship's own update logic (movement, etc.)
}
- // Check if the enemy ship flagged itself as off-screen
+ // Then, check if the enemy ship flagged itself as off-screen (if not already destroyed)
if (enemy.isOffScreen) {
enemy.destroy(); // Destroy the enemy ship
enemyShips.splice(j, 1); // Remove from the tracking array
+ // No score for merely going off-screen, unless desired.
}
}
};
\ 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