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
/**** * Classes ****/ var Stopwatch = Container.expand(function () { var self = Container.call(this); var time = 0; var stopwatchText = new Text2('00:00', { size: 100, fill: "#ffffff" }); self.addChild(stopwatchText); self.update = function (delta) { time += delta; var minutes = Math.floor(time / 60000); var seconds = Math.floor(time % 60000 / 1000); stopwatchText.setText(minutes.toString().padStart(2, '0') + ':' + seconds.toString().padStart(2, '0')); }; }); // 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 }; }); // 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 () { // Updated logic for enemies to move towards the player's hero self.y += 5; // Move enemy down the screen towards the player }; self.shoot = function () { // Removed shooting logic so enemies will ram the player }; }); // 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; }; }); // 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; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Initialize stopwatch var stopwatch = game.addChild(new Stopwatch()); stopwatch.x = 2048 / 2 - stopwatch.width / 2; stopwatch.y = 50; // 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 var enemies = []; 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(); // End game when hero collides with an enemy if (enemies[i].intersects(hero)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } // Check for enemy off-screen if (enemies[i].y > 2732) { 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 or collision with enemies for (var i = enemies.length - 1; i >= 0; i--) { if (heroBullets[j].intersects(enemies[i])) { enemies[i].destroy(); enemies.splice(i, 1); heroBullets[j].destroy(); heroBullets.splice(j, 1); break; // Exit the loop after destroying the bullet to avoid errors } } if (heroBullets[j] && 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); } } // Update stopwatch stopwatch.update(LK.delta); // Hero shooting logic if (LK.ticks % 60 == 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 }); // 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; }); game.on('move', function (obj) { 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 });
===================================================================
--- original.js
+++ change.js
@@ -1,7 +1,22 @@
/****
* Classes
****/
+var Stopwatch = Container.expand(function () {
+ var self = Container.call(this);
+ var time = 0;
+ var stopwatchText = new Text2('00:00', {
+ size: 100,
+ fill: "#ffffff"
+ });
+ self.addChild(stopwatchText);
+ self.update = function (delta) {
+ time += delta;
+ var minutes = Math.floor(time / 60000);
+ var seconds = Math.floor(time % 60000 / 1000);
+ stopwatchText.setText(minutes.toString().padStart(2, '0') + ':' + seconds.toString().padStart(2, '0'));
+ };
+});
// Hero class
var Hero = Container.expand(function () {
var self = Container.call(this);
var heroGraphics = self.attachAsset('hero', {
@@ -64,8 +79,12 @@
/****
* Game Code
****/
+// Initialize stopwatch
+var stopwatch = game.addChild(new Stopwatch());
+stopwatch.x = 2048 / 2 - stopwatch.width / 2;
+stopwatch.y = 50;
// Define assets for the hero, enemies, and bullets
// Initialize hero
var hero = game.addChild(new Hero());
hero.x = 2048 / 2;
@@ -119,8 +138,10 @@
enemyBullets[k].destroy();
enemyBullets.splice(k, 1);
}
}
+ // Update stopwatch
+ stopwatch.update(LK.delta);
// Hero shooting logic
if (LK.ticks % 60 == 0) {
var bullet = new HeroBullet();
bullet.x = hero.x;
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.