User prompt
the joystick does not move smoothly
User prompt
Fix Bug: 'TypeError: joystick.containsPoint is not a function' in this line: 'if (!joystick.containsPoint(pos)) {' Line Number: 190
User prompt
make it so you can press anywhere ,except for the joystickbase and joystickstick, to shoot purplebullets
User prompt
if you try moving the hero by using the joystick, it shoots a purplebullet. It should not do this
User prompt
change instructions to: Use joystick to move. Tap anywhere to shoot
User prompt
make it so you can press anywhere to shoot purplebullets
User prompt
make the enemy move left and right faster as the game progresses
User prompt
make the enemy movement more random as the game progresses
User prompt
make the enemies get faster as the game progresses
User prompt
make there be less enemies as the game progresses
User prompt
add an instruction2. Put it under the bullet counter and make it say "shoot the bullets to get 5 bullets"
User prompt
make the bulletpack move left and right very fast
User prompt
make the bulletpack appear more rare
User prompt
make a new asset that will be a +5 bullets if you shoot it
User prompt
as the game progresses, make the enemies move left and right and go faster
User prompt
the bullet counter should say 3 instead of 5
User prompt
make the enemies initially stay still but through progression they move faster and faster
User prompt
bullet counter starts at 5 when it should start at 3
User prompt
make the enemy move left and right to make it harder
User prompt
make the bullet limit 3
User prompt
bullets start at 5 when they are suppose to start at 3
User prompt
the game isn't hard enough
User prompt
make the game get progressively harder
User prompt
make the joystick only move left and right
User prompt
change score count font size to 50
/****
* Classes
****/
// Character class
var Hero = Container.expand(function () {
var self = Container.call(this);
var heroGraphics = self.createAsset('hero', 'Hero', 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', 0.0625, 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 hero = game.addChild(new Hero());
hero.x = game.width / 2;
hero.y = game.height - 100;
// Create score display
var scoreTxt = new Text2('Score: 0', {
size: 50,
fill: "#ffffff"
});
scoreTxt.anchor.set(1, 0);
LK.gui.topRight.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('Use joystick to move. Tap character 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) {
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 character
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 character'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