User prompt
change score count font size to 20
User prompt
label score count
User prompt
move score count to the right of the screen
User prompt
change instructions to: "Use joystick to move. Tap character to shoot"
User prompt
Fix Bug: 'ReferenceError: character is not defined' in this line: 'bulletCountTxt.setText('Bullets: ' + character.bulletLimit); // Update bullet count display' Line Number: 185
User prompt
Fix Bug: 'ReferenceError: character is not defined' in this line: 'character.bulletLimit++;' Line Number: 184
User prompt
change character to hero
User prompt
Fix Bug: 'ReferenceError: hero is not defined' in this line: 'hero.update();' Line Number: 172
User prompt
Fix Bug: 'ReferenceError: hero is not defined' in this line: 'hero.update();' Line Number: 172
User prompt
change hero name to character
User prompt
make the score count on the same y-axis as the bullet count
User prompt
Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'height')' in this line: 'scoreTxt.y = bulletCountTxt.height + 50; // Position below the bullet count display' Line Number: 142
User prompt
put the score count on the same level as the bullet count
User prompt
move the bullet count to the left
User prompt
make the score count above the bullet count
User prompt
move socre count lower
User prompt
move score count a bit lower
User prompt
move the bullet count a bit lower
User prompt
give instructions in the top left of the screen
User prompt
the purplebullet is still too big
User prompt
make purplebullet smaller
User prompt
make the bullet smaller
User prompt
the joystick is not smooth
User prompt
move the joystick a bit up
User prompt
move the joy stick a bit to the right
/****
* 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.bulletLimit = 5; // Initialize bullet limit
self.update = function () {
// Hero update logic
};
self.on('down', function (obj) {
self.shoot();
});
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--;
bulletCountTxt.setText('Bullets: ' + this.bulletLimit); // Update bullet count display
}
};
});
// Bullet class
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.createAsset('purpleBullet', 'Purple 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 Button = Container.expand(function (text, positionX, positionY, onClickCallback) {
var self = Container.call(this);
var buttonText = new Text2(text, {
size: 200,
fill: "#ffffff"
});
buttonText.anchor.set(0.5);
self.addChild(buttonText);
self.x = positionX;
self.y = positionY;
self.interactive = true;
self.on('down', function (obj) {
var event = obj.event;
var pos = event.getLocalPosition(game);
if (self.containsPoint(pos)) {
onClickCallback();
}
});
});
// JoystickAsset class
var JoystickAsset = Container.expand(function () {
var self = Container.call(this);
var baseGraphics = self.createAsset('joystickBase', 'Joystick Base', 0.5, 0.5);
var stickGraphics = self.createAsset('joystickStick', 'Joystick Stick', 0.5, 0.5);
self.interactive = true;
var stickOrigin = {
x: stickGraphics.x,
y: stickGraphics.y
};
self.isDragging = false;
self.onMoveCallback = null;
self.setMoveCallback = function (callback) {
self.onMoveCallback = callback;
};
self.on('down', function (obj) {
self.isDragging = true;
});
self.on('up', function (obj) {
self.isDragging = false;
stickGraphics.x = stickOrigin.x;
stickGraphics.y = stickOrigin.y;
if (self.onMoveCallback) {
self.onMoveCallback({
x: 0,
y: 0
});
}
});
self.on('move', function (obj) {
if (self.isDragging) {
var event = obj.event;
var pos = event.getLocalPosition(self);
var dx = pos.x - stickOrigin.x;
var dy = pos.y - stickOrigin.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var maxDistance = baseGraphics.width * 0.5;
if (distance > maxDistance) {
var angle = Math.atan2(dy, dx);
dx = maxDistance * Math.cos(angle);
dy = maxDistance * Math.sin(angle);
}
stickGraphics.x = stickOrigin.x + dx;
stickGraphics.y = stickOrigin.y + dy;
if (self.onMoveCallback) {
self.onMoveCallback({
x: dx / maxDistance,
y: dy / maxDistance
});
}
}
});
});
/****
* Initialize Game
****/
// Create left movement button
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);
// Create bullet count display
var bulletCountTxt = new Text2('Bullets: 5', {
size: 100,
fill: "#ffffff"
});
bulletCountTxt.anchor.set(0.5, 0);
bulletCountTxt.y = scoreTxt.height + 20; // Position below the score display
LK.gui.top.addChild(bulletCountTxt);
// Create joystick instance
var joystick = new JoystickAsset();
joystick.x = joystick.width / 2 + 150;
joystick.y = game.height - joystick.height / 2 - 50;
joystick.setMoveCallback(function (direction) {
hero.x = Math.max(hero.width / 2, Math.min(game.width - hero.width / 2, hero.x + direction.x * 10));
hero.y = Math.max(hero.height / 2, Math.min(game.height - hero.height / 2, hero.y + direction.y * 10));
});
game.addChild(joystick);
// Handle hero dragging
var 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());
// Increment hero's bullet limit
hero.bulletLimit++;
bulletCountTxt.setText('Bullets: ' + hero.bulletLimit); // Update bullet count display
// Destroy enemy and bullet
enemies[j].destroy();
enemies.splice(j, 1);
bullet.destroy();
heroBullets.splice(i, 1);
break;
}
}
// Remove off-screen bullets and end the game if it's the last one
if (bullet.y < -50) {
bullet.destroy();
heroBullets.splice(i, 1);
if (heroBullets.length === 0 && hero.bulletLimit === 0) {
LK.showGameOver(); // End the game when the last bullet is out of frame
}
}
}
// Move enemies
for (var k = enemies.length - 1; k >= 0; k--) {
enemies[k].move();
}
// 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);
}
});
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