User prompt
Сделай секундомер сверху экрана
User prompt
Сделай так чтоб при столкновении героя и врага игра заканчивалась
User prompt
Сделай так чтоб при попадание в врага пули героя враг умирал
User prompt
Сделай чтоб враги игрока таранили а не стреляли
User prompt
Уменьш скорострельность врага на минимум
User prompt
И уменьши скорость атаки
User prompt
Замедли появление врагов
Initial prompt
Выживания в космосе
===================================================================
--- original.js
+++ change.js
@@ -1,72 +1,72 @@
-/****
+/****
* Classes
****/
// Hero class
var Hero = Container.expand(function () {
- var self = Container.call(this);
- var heroGraphics = self.attachAsset('hero', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.update = function () {
- // Hero update logic
- };
- self.shoot = function () {
- // Hero shooting logic
- };
+ var self = Container.call(this);
+ var heroGraphics = self.attachAsset('hero', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.update = function () {
+ // Hero update logic
+ };
+ self.shoot = function () {
+ // Hero shooting logic
+ };
});
// Enemy class
var Enemy = Container.expand(function () {
- var self = Container.call(this);
- var enemyGraphics = self.attachAsset('enemy', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.update = function () {
- // Enemy update logic
- };
- self.shoot = function () {
- // Enemy shooting logic
- };
+ var self = Container.call(this);
+ var enemyGraphics = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.update = function () {
+ // Enemy update logic
+ };
+ self.shoot = function () {
+ // Enemy shooting logic
+ };
});
// Bullet class for hero
var HeroBullet = Container.expand(function () {
- var self = Container.call(this);
- var bulletGraphics = self.attachAsset('heroBullet', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.speed = -10;
- self.move = function () {
- self.y += self.speed;
- };
+ var self = Container.call(this);
+ var bulletGraphics = self.attachAsset('heroBullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = -10;
+ self.move = function () {
+ self.y += self.speed;
+ };
});
// Bullet class for enemies
var EnemyBullet = Container.expand(function () {
- var self = Container.call(this);
- var bulletGraphics = self.attachAsset('enemyBullet', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.speed = 5;
- self.move = function () {
- self.y += self.speed;
- };
+ var self = Container.call(this);
+ var bulletGraphics = self.attachAsset('enemyBullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 5;
+ self.move = function () {
+ self.y += self.speed;
+ };
});
-/****
+/****
* Initialize Game
****/
var game = new LK.Game({
- backgroundColor: 0x000000 // Init game with black background
+ backgroundColor: 0x000000 // Init game with black background
});
-/****
+/****
* Game Code
****/
-// Initialize hero
// Define assets for the hero, enemies, and bullets
+// Initialize hero
var hero = game.addChild(new Hero());
hero.x = 2048 / 2;
hero.y = 2732 - 150;
// Initialize enemies and bullets arrays
@@ -74,76 +74,76 @@
var heroBullets = [];
var enemyBullets = [];
// Game tick event
LK.on('tick', function () {
- // Update hero
- hero.update();
- // Update all enemies
- for (var i = enemies.length - 1; i >= 0; i--) {
- enemies[i].update();
- // Check for enemy off-screen or collision with hero bullets
- if (enemies[i].y > 2732 || enemies[i].intersects(hero)) {
- enemies[i].destroy();
- enemies.splice(i, 1);
- }
- }
- // Update all hero bullets
- for (var j = heroBullets.length - 1; j >= 0; j--) {
- heroBullets[j].move();
- // Check for bullet off-screen
- if (heroBullets[j].y < 0) {
- heroBullets[j].destroy();
- heroBullets.splice(j, 1);
- }
- }
- // Update all enemy bullets
- for (var k = enemyBullets.length - 1; k >= 0; k--) {
- enemyBullets[k].move();
- // Check for bullet off-screen or collision with hero
- if (enemyBullets[k].y > 2732 || enemyBullets[k].intersects(hero)) {
- enemyBullets[k].destroy();
- enemyBullets.splice(k, 1);
- }
- }
- // Hero shooting logic
- if (LK.ticks % 30 == 0) {
- var bullet = new HeroBullet();
- bullet.x = hero.x;
- bullet.y = hero.y;
- heroBullets.push(bullet);
- game.addChild(bullet);
- }
- // Enemy spawning logic
- if (LK.ticks % 120 == 0) {
- var enemy = new Enemy();
- enemy.x = Math.random() * 2048;
- enemy.y = -100;
- enemies.push(enemy);
- game.addChild(enemy);
- }
- // Enemy shooting logic
- enemies.forEach(function (enemy) {
- if (Math.random() < 0.05) {
- var bullet = new EnemyBullet();
- bullet.x = enemy.x;
- bullet.y = enemy.y;
- enemyBullets.push(bullet);
- game.addChild(bullet);
- }
- });
+ // Update hero
+ hero.update();
+ // Update all enemies
+ for (var i = enemies.length - 1; i >= 0; i--) {
+ enemies[i].update();
+ // Check for enemy off-screen or collision with hero bullets
+ if (enemies[i].y > 2732 || enemies[i].intersects(hero)) {
+ enemies[i].destroy();
+ enemies.splice(i, 1);
+ }
+ }
+ // Update all hero bullets
+ for (var j = heroBullets.length - 1; j >= 0; j--) {
+ heroBullets[j].move();
+ // Check for bullet off-screen
+ if (heroBullets[j].y < 0) {
+ heroBullets[j].destroy();
+ heroBullets.splice(j, 1);
+ }
+ }
+ // Update all enemy bullets
+ for (var k = enemyBullets.length - 1; k >= 0; k--) {
+ enemyBullets[k].move();
+ // Check for bullet off-screen or collision with hero
+ if (enemyBullets[k].y > 2732 || enemyBullets[k].intersects(hero)) {
+ enemyBullets[k].destroy();
+ enemyBullets.splice(k, 1);
+ }
+ }
+ // Hero shooting logic
+ if (LK.ticks % 30 == 0) {
+ var bullet = new HeroBullet();
+ bullet.x = hero.x;
+ bullet.y = hero.y;
+ heroBullets.push(bullet);
+ game.addChild(bullet);
+ }
+ // Enemy spawning logic
+ if (LK.ticks % 240 == 0) {
+ var enemy = new Enemy();
+ enemy.x = Math.random() * 2048;
+ enemy.y = -100;
+ enemies.push(enemy);
+ game.addChild(enemy);
+ }
+ // Enemy shooting logic
+ enemies.forEach(function (enemy) {
+ if (Math.random() < 0.05) {
+ var bullet = new EnemyBullet();
+ bullet.x = enemy.x;
+ bullet.y = enemy.y;
+ enemyBullets.push(bullet);
+ game.addChild(bullet);
+ }
+ });
});
// Touch event handling for hero movement
game.on('down', function (obj) {
- var touchPos = obj.event.getLocalPosition(game);
- hero.x = touchPos.x;
- hero.y = touchPos.y;
+ var touchPos = obj.event.getLocalPosition(game);
+ hero.x = touchPos.x;
+ hero.y = touchPos.y;
});
game.on('move', function (obj) {
- if (obj.event.target === hero) {
- var touchPos = obj.event.getLocalPosition(game);
- hero.x = touchPos.x;
- hero.y = touchPos.y;
- }
+ if (obj.event.target === hero) {
+ var touchPos = obj.event.getLocalPosition(game);
+ hero.x = touchPos.x;
+ hero.y = touchPos.y;
+ }
});
game.on('up', function (obj) {
- // Stop moving the hero when touch ends
+ // Stop moving the hero when touch ends
});
\ No newline at end of file
Космолет с оружием и видом с верху. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Космический булыжниклетящий и круживщейся вокруг своей оси С видом с верха. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Космический патрон смотрящий прямо. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.