User prompt
the enemy and bulletpack should disappear and become null when it reaches the red line
User prompt
the enemy does not disappear and become null 3/4 down the screen
User prompt
Fix Bug: 'TypeError: Cannot read properties of null (reading 'y')' in this line: 'self.y += self.speed;' Line Number: 62
User prompt
the enemy and bulletpack should become null when reaching 3/4 down the screen
User prompt
change instruction to say: "Tap anywhere to shoot"
User prompt
make it so you cannot just spam click
User prompt
the purple bullet should not disappear until it reaches the top of the screen
User prompt
Fix Bug: 'Uncaught TypeError: Graphics is not a constructor' in this line: 'var redLine = new Graphics();' Line Number: 188
User prompt
make a red line 3/4 down the screen
User prompt
make the enemies and bullet pack disappear 3/4 down the screen
User prompt
make the enemy move left and right faster as the game progresses
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'setItem')' in this line: 'localStorage.setItem('highScore', highScore.toString());' Line Number: 223
User prompt
Fix Bug: 'TypeError: parseInt is not a function' in this line: 'var highScore = Math.max(newScore, parseInt((typeof localStorage !== 'undefined' ? localStorage.getItem('highScore') : '0') || '0', 10));' Line Number: 222
User prompt
Fix Bug: 'TypeError: parseInt is not a function' in this line: 'var highScore = Math.max(newScore, parseInt((typeof localStorage !== 'undefined' ? localStorage.getItem('highScore') : '0') || '0', 10));' Line Number: 222
User prompt
Fix Bug: 'TypeError: parseInt is not a function' in this line: 'var highScore = Math.max(newScore, parseInt((typeof localStorage !== 'undefined' ? localStorage.getItem('highScore') : '0') || '0'));' Line Number: 222
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'getItem')' in this line: 'var highScore = Math.max(newScore, parseInt(localStorage.getItem('highScore') || '0'));' Line Number: 222
User prompt
make a high score count
User prompt
make it so you can press anywhere to shoot purplebullets
User prompt
you should not be able to move the hero up and down
User prompt
make the hero only able to move left and right
User prompt
make the hero move wherever the mouse is
User prompt
remove the stick asset
User prompt
Fix Bug: 'ReferenceError: baseGraphics is not defined' in this line: 'var maxDistance = baseGraphics.width * 0.5;' Line Number: 118
User prompt
Fix Bug: 'Uncaught ReferenceError: stickGraphics is not defined' in this line: 'var stickOrigin = {' Line Number: 89
User prompt
get rid of the joystickstick and joystickbase
/**** * Classes ****/ // BulletPack class var BulletPack = Container.expand(function () { var self = Container.call(this); var bulletPackGraphics = self.createAsset('bulletPack', 'Bullet Pack', 0.5, 0.5); self.speed = 4; self.direction = Math.random() < 0.5 ? -1 : 1; self.move = function () { self.y += self.speed; self.x += self.direction * 10; if (self.x < 0 || self.x > game.width) { self.direction *= -1; } }; }); // Character class var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.createAsset('hero', 'Hero', 0.5, 0.5); self.bulletLimit = 3; // Initialize bullet limit self.canShoot = true; // Allow shooting initially self.update = function () { // Hero update logic }; self.shoot = function () { if (this.bulletLimit > 0 && this.canShoot) { 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 this.canShoot = false; // Set shooting cooldown LK.setTimeout(function () { self.canShoot = true; }, 500); // Cooldown of 500ms before next shot } }; }); // 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 = 4; self.direction = Math.random() < 0.5 ? -1 : 1; self.move = function () { self.y += self.speed; var speedIncreaseFactor = 0.1 + LK.ticks * 0.0002; // Increase the speed factor over time self.x += self.direction * (4 + speedIncreaseFactor); if (self.x < 0 || self.x > game.width) { self.direction *= -1; } self.speed += 0.02 + LK.ticks * 0.0001; // Increase speed over time with an accelerating factor }; }); 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); self.interactive = true; self.isDragging = false; self.onMoveCallback = null; self.setMoveCallback = function (callback) { self.onMoveCallback = function (direction) { callback({ x: direction.x, y: 0 }); }; }; 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 maxDistance = stickGraphics.width * 0.5; if (Math.abs(dx) > maxDistance) { dx = maxDistance * (dx > 0 ? 1 : -1); } stickGraphics.x = stickOrigin.x + dx; stickGraphics.y = stickOrigin.y; if (self.onMoveCallback) { self.onMoveCallback({ x: dx / maxDistance, y: 0 }); } } }); self.containsPoint = function (point) { return point.x >= self.x - self.width / 2 && point.x <= self.x + self.width / 2 && point.y >= self.y - self.height / 2 && point.y <= self.y + self.height / 2; }; }); /**** * 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" }); var highScoreTxt = new Text2('High Score: 0', { size: 50, fill: "#ffffff" }); scoreTxt.anchor.set(1, 0); highScoreTxt.anchor.set(1, 0); highScoreTxt.y = scoreTxt.height + 20; LK.gui.topRight.addChild(scoreTxt); LK.gui.topRight.addChild(highScoreTxt); // Create bullet count display var bulletCountTxt = new Text2('Bullets: 3', { 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('Tap anywhere to shoot', { size: 50, fill: "#ffffff" }); instructionsTxt.anchor.set(0, 0); LK.gui.topLeft.addChild(instructionsTxt); // Create a red line 3/4 down the screen var redLine = LK.getAsset('redLine', 'Horizontal Red Line', 0, 0); redLine.width = game.width; redLine.height = 5; redLine.y = game.height * 0.75; game.addChild(redLine); // 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)); }); game.addChild(joystick); // Handle hero dragging var dragNode = null; game.on('down', function (obj) { hero.shoot(); }); game.on('move', function (obj) { var event = obj.event; var pos = event.getLocalPosition(game); hero.x = pos.x; // hero.y = pos.y; // Removed the line that sets the hero's y position }); // Global event listener for shooting bullets // 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 and bullet packs for (var j = enemies.length - 1; j >= 0; j--) { if (bullet.intersects(enemies[j])) { if (enemies[j] instanceof BulletPack) { // If the enemy is a bullet pack // Increment character's bullet limit by 5 hero.bulletLimit += 5; } else { // If the enemy is an actual enemy // Update score var newScore = LK.getScore() + 1; LK.setScore(newScore); scoreTxt.setText('Score: ' + newScore); var highScore = Math.max(newScore, Number((typeof localStorage !== 'undefined' ? localStorage.getItem('highScore') : '0') || '0')); if (typeof localStorage !== 'undefined') { localStorage.setItem('highScore', highScore.toString()); } highScoreTxt.setText('High Score: ' + highScore); // Increment character's bullet limit hero.bulletLimit++; } bulletCountTxt.setText('Bullets: ' + hero.bulletLimit); // Update bullet count display // Destroy enemy/bullet pack 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 < 0) { 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 and check if they pass the red line for (var k = enemies.length - 1; k >= 0; k--) { enemies[k].move(); if (enemies[k].y > game.height * 0.75) { // Enemy passes the red line, but do not destroy it } } var enemySpawnRate = 60; // Initialize enemy spawn rate // Spawn enemies and bullet packs if (LK.ticks % enemySpawnRate == 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); if (enemySpawnRate > 30) { enemySpawnRate -= 0.5; } // Decrease spawn rate over time to a minimum of 30 ticks } if (LK.ticks % 600 == 0) { // Spawn a bullet pack every 600 ticks var bulletPack = new BulletPack(); bulletPack.x = Math.random() * (game.width - bulletPack.width) + bulletPack.width / 2; bulletPack.y = -bulletPack.height; enemies.push(bulletPack); // Add bullet pack to enemies array for collision detection game.addChild(bulletPack); } });
===================================================================
--- original.js
+++ change.js
@@ -255,11 +255,14 @@
LK.showGameOver(); // End the game when the last bullet is out of frame
}
}
}
- // Move enemies
+ // Move enemies and check if they pass the red line
for (var k = enemies.length - 1; k >= 0; k--) {
enemies[k].move();
+ if (enemies[k].y > game.height * 0.75) {
+ // Enemy passes the red line, but do not destroy it
+ }
}
var enemySpawnRate = 60; // Initialize enemy spawn rate
// Spawn enemies and bullet packs
if (LK.ticks % enemySpawnRate == 0) {
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