User prompt
make the player shoot bullets and make it so the bullet counter goes down when the player shoots one
User prompt
the purple things are the bullets
User prompt
when the player shoots, the bullet counter doesn't decrease
User prompt
make it show how many bullets you have left
User prompt
make there be a limit to the bullets and by shooting the objects, you can collect more bullets
Initial prompt
Project Cloud
/****
* Classes
****/
// Hero class
var Hero = Container.expand(function () {
var self = Container.call(this);
var heroGraphics = self.createAsset('hero', 'Hero character', 0.5, 0.5);
self.update = function () {
// Hero update logic
};
self.shoot = function () {
// Hero shoot logic
};
});
// Bullet class
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.createAsset('bullet', 'Hero Bullet', 0.5, 0.5);
self.speed = -10;
self.move = function () {
self.y += self.speed;
};
});
// Enemy class
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.createAsset('enemy', 'Enemy character', 0.5, 0.5);
self.speed = 2;
self.move = function () {
self.y += self.speed;
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
// Initialize important asset arrays
var heroBullets = [];
var enemies = [];
// Create hero
var hero = game.addChild(new Hero());
hero.x = game.width / 2;
hero.y = game.height - 100;
// Create score display
var scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Handle hero dragging
var dragNode = null;
game.on('down', function (obj) {
dragNode = hero;
});
game.on('move', function (obj) {
if (dragNode) {
var pos = obj.event.getLocalPosition(game);
dragNode.x = pos.x;
}
});
game.on('up', function (obj) {
dragNode = null;
});
// Game tick event
LK.on('tick', function () {
// Update hero
hero.update();
// Move and check bullets
for (var i = heroBullets.length - 1; i >= 0; i--) {
var bullet = heroBullets[i];
bullet.move();
// Check for bullet collision with enemies
for (var j = enemies.length - 1; j >= 0; j--) {
if (bullet.intersects(enemies[j])) {
// Update score
LK.setScore(LK.getScore() + 1);
scoreTxt.setText(LK.getScore());
// Destroy enemy and bullet
enemies[j].destroy();
enemies.splice(j, 1);
bullet.destroy();
heroBullets.splice(i, 1);
break;
}
}
// Remove off-screen bullets
if (bullet.y < -50) {
bullet.destroy();
heroBullets.splice(i, 1);
}
}
// Move enemies
for (var k = enemies.length - 1; k >= 0; k--) {
enemies[k].move();
// Check for enemy collision with hero
if (enemies[k].intersects(hero)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
}
}
// Spawn enemies
if (LK.ticks % 120 == 0) {
var enemy = new Enemy();
enemy.x = Math.random() * (game.width - enemy.width) + enemy.width / 2;
enemy.y = -enemy.height;
enemies.push(enemy);
game.addChild(enemy);
}
// Hero shoots bullets
if (LK.ticks % 30 == 0) {
var bullet = new Bullet();
bullet.x = hero.x;
bullet.y = hero.y - hero.height / 2;
heroBullets.push(bullet);
game.addChild(bullet);
}
});
android. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
letter X png. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
space background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
galaxy background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
galaxy background. High quality
space background.. High contrast