User prompt
make the button be on the bottom left
User prompt
Fix Bug: 'TypeError: self.containsPoint is not a function' in this line: 'if (self.containsPoint(pos)) {' Line Number: 158
User prompt
Fix Bug: 'TypeError: self.containsPoint is not a function' in this line: 'if (self.containsPoint(pos)) {' Line Number: 157
User prompt
Fix Bug: 'TypeError: self.containsPoint is not a function' in this line: 'if (self.containsPoint(pos)) {' Line Number: 154
User prompt
make button at the bottom of the screen.
User prompt
the hero is above the red line. It is meant to be below the red line
User prompt
move the red line to 5/8 of the screen
User prompt
Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'y')' in this line: 'hero.y = redLine.y - hero.height / 2;' Line Number: 187
User prompt
move the hero just below the red line
User prompt
move the hero a bit up
User prompt
move the hero to 0
User prompt
move the hero a bit up
User prompt
Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'height')' in this line: 'self.creditTxt.y = highScoreTxt.height * 2 + 40;' Line Number: 147
User prompt
under the high score, add a currency called "Cosmic Credits" which you will get 5 of every time you kill an enemy
User prompt
make the easter egg spawn all the time
User prompt
make the easter egg rarity be the same as the enemy
User prompt
the easter egg might be a bit too rare
User prompt
make easter eggs which the player could find
User prompt
the (WIP) in high score should not disappear when the score count is updated
User prompt
make high score say: High Score (WIP): (whatever the score count is)
User prompt
the '(WIP)' should appear
User prompt
the '(WIP)' in the HighScore should not disappear when the score counter goes up for high score
User prompt
for the high score make it say: High Score (WIP): (whatever the high score is)
User prompt
make the bulletpack gradually move faster as the game progresses
User prompt
the high score should stay when the game ends
/**** * 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 () { var speedIncreaseFactor = 0.1 + LK.ticks * 0.0002; self.y += self.speed + speedIncreaseFactor; self.x += self.direction * (10 + speedIncreaseFactor); 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({ title: '(WIP)', 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 (WIP): 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')); highScoreTxt.setText('High Score: ' + highScore); if (typeof localStorage !== 'undefined' && newScore > highScore) { localStorage.setItem('highScore', newScore.toString()); } // 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) { enemies[k].destroy(); enemies[k] = null; enemies.splice(k, 1); } } 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
@@ -160,9 +160,9 @@
var scoreTxt = new Text2('Score: 0', {
size: 50,
fill: "#ffffff"
});
-var highScoreTxt = new Text2('High Score: 0', {
+var highScoreTxt = new Text2('High Score (WIP): 0', {
size: 50,
fill: "#ffffff"
});
scoreTxt.anchor.set(1, 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