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
===================================================================
--- original.js
+++ change.js
@@ -1,45 +1,53 @@
-/****
+/****
* 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
- };
+ var self = Container.call(this);
+ var heroGraphics = self.createAsset('hero', 'Hero character', 0.5, 0.5);
+ self.bulletLimit = 5; // Initialize bullet limit
+ self.update = function () {
+ // Hero update logic
+ };
+ self.shoot = function () {
+ if (this.bulletLimit > 0) {
+ var bullet = new Bullet();
+ bullet.x = this.x;
+ bullet.y = this.y - this.height / 2;
+ heroBullets.push(bullet);
+ game.addChild(bullet);
+ this.bulletLimit--;
+ } // Shoot only if bullets are available and decrement bullet limit
+ };
});
// 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;
- };
+ 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;
- };
+ 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
+ backgroundColor: 0x000000 // Init game with black background
});
-/****
+/****
* Game Code
****/
// Initialize important asset arrays
var heroBullets = [];
@@ -49,78 +57,80 @@
hero.x = game.width / 2;
hero.y = game.height - 100;
// Create score display
var scoreTxt = new Text2('0', {
- size: 150,
- fill: "#ffffff"
+ 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;
+ dragNode = hero;
});
game.on('move', function (obj) {
- if (dragNode) {
- var pos = obj.event.getLocalPosition(game);
- dragNode.x = pos.x;
- }
+ if (dragNode) {
+ var pos = obj.event.getLocalPosition(game);
+ dragNode.x = pos.x;
+ }
});
game.on('up', function (obj) {
- dragNode = null;
+ 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);
- }
+ // 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());
+ // Increment hero's bullet limit
+ hero.bulletLimit++;
+ // 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);
+ }
});
\ No newline at end of file
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