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 ****/ // Character class var Character = Container.expand(function () { var self = Container.call(this); var characterGraphics = self.createAsset('character', 'Character', 0.5, 0.5); self.bulletLimit = 5; // Initialize bullet limit self.update = function () { // Character 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', 0.0625, 0.0625); 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 character var character = game.addChild(new Character()); character.x = game.width / 2; character.y = game.height - 100; // Create score display var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(0, 0); LK.gui.topLeft.addChild(scoreTxt); // Create bullet count display var bulletCountTxt = new Text2('Bullets: 5', { size: 100, fill: "#ffffff" }); bulletCountTxt.anchor.set(0, 0); bulletCountTxt.y = scoreTxt.height + 50; // Position below the score display LK.gui.topLeft.addChild(bulletCountTxt); // Create instructions display var instructionsTxt = new Text2('Instructions: Use the joystick to move the hero. Tap the hero to shoot.', { size: 50, fill: "#ffffff" }); instructionsTxt.anchor.set(0, 0); LK.gui.topLeft.addChild(instructionsTxt); // Create joystick instance var joystick = new JoystickAsset(); joystick.x = joystick.width / 2 + 150; joystick.y = game.height - joystick.height / 2 - 150; joystick.setMoveCallback(function (direction) { character.x = Math.max(character.width / 2, Math.min(game.width - character.width / 2, character.x + direction.x * 10)); character.y = Math.max(character.height / 2, Math.min(game.height - character.height / 2, character.y + direction.y * 10)); }); game.addChild(joystick); // Handle hero dragging var dragNode = null; // Game tick event LK.on('tick', function () { // Update character character.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); } });
===================================================================
--- original.js
+++ change.js
@@ -167,10 +167,10 @@
// Handle hero dragging
var dragNode = null;
// Game tick event
LK.on('tick', function () {
- // Update hero
- hero.update();
+ // Update character
+ character.update();
// Move and check bullets
for (var i = heroBullets.length - 1; i >= 0; i--) {
var bullet = heroBullets[i];
bullet.move();
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