User prompt
move Cosmic Credits a bit lower
User prompt
put Cosmic Credits below High Score
User prompt
make a new currency named "Cosmic Credits" under High Score. 5 cosmic credits per enemy
User prompt
under high score, make a currency system called "Cosmic Credits"
User prompt
name the button test
User prompt
add an interactive button asset at the bottom left of the screen
User prompt
make the font size on the button 50
User prompt
change the button name to "10 Bullets: 50 Cosmic Credits"
User prompt
Fix Bug: 'TypeError: self.containsPoint is not a function' in this line: 'if (self.containsPoint(pos)) {' Line Number: 83
User prompt
Fix Bug: 'TypeError: self.containsPoint is not a function' in this line: 'if (self.containsPoint(pos)) {' Line Number: 83
User prompt
Fix Bug: 'TypeError: self.containsPoint is not a function' in this line: 'if (self.containsPoint(pos)) {' Line Number: 83
User prompt
at the bottom left of the screen, add a button
User prompt
put the button on the bottom left
User prompt
make the button grey so that it is visible
User prompt
make the button visible
User prompt
add button on the bottom left of the screen. Call the button "10 Bullets: 50 Cosmic Credits"
User prompt
remove the lower red line
User prompt
make enemy and bulletpack disappear and become null when hitting the red line
User prompt
move the red line to 5/8 of the screen
User prompt
make the hero a bit lower
User prompt
make the hero a bit loweer
User prompt
make the hero a bit lower
User prompt
make the bottom button a button
User prompt
if i have 50 cosmic credits and i press on the bottom button, i will gain 10 purplebullets
User prompt
the button should be interactive
/****
* 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.containsPoint = function (point) {
var bounds = buttonText.getBounds();
return point.x >= bounds.x && point.x <= bounds.x + bounds.width && point.y >= bounds.y && point.y <= bounds.y + bounds.height;
};
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;
};
});
// Button class
var BottomButton = Container.expand(function (text, onClickCallback) {
var self = Container.call(this);
var buttonText = new Text2(text, {
size: 100,
fill: "#ffffff"
});
buttonText.anchor.set(0.5);
self.addChild(buttonText);
self.y = game.height - buttonText.height / 2 - 50; // Position at the bottom of the screen
self.x = buttonText.width / 2 + 50; // Position at the bottom left
self.interactive = true;
self.containsPoint = function (point) {
var bounds = buttonText.getBounds();
return point.x >= bounds.x + self.x - buttonText.width / 2 && point.x <= bounds.x + self.x + buttonText.width / 2 && point.y >= bounds.y + self.y - buttonText.height / 2 && point.y <= bounds.y + self.y + buttonText.height / 2;
};
self.on('down', function (obj) {
var event = obj.event;
var pos = event.getLocalPosition(game);
if (self.containsPoint(pos)) {
onClickCallback();
}
});
});
var CosmicCredits = Container.expand(function () {
var self = Container.call(this);
self.amount = 0;
self.creditTxt = new Text2('Cosmic Credits: 0', {
size: 50,
fill: "#ffffff"
});
self.creditTxt.anchor.set(1, 0);
self.creditTxt.y = highScoreTxt.height * 2 + 40;
LK.gui.topRight.addChild(self.creditTxt);
self.addCredits = function (amount) {
self.amount += amount;
self.creditTxt.setText('Cosmic Credits: ' + self.amount);
};
});
/****
* 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 score display
var scoreTxt = new Text2('Score: 0', {
size: 50,
fill: "#ffffff"
});
var highScoreTxt = new Text2('High Score: 0 (WIP)', {
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 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 character
var hero = game.addChild(new Hero());
hero.x = game.width / 2;
hero.y = redLine.y + hero.height / 2;
var cosmicCredits = game.addChild(new CosmicCredits());
var highScoreTxt = new Text2('High Score: 0 (WIP)', {
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 + ' (WIP)');
cosmicCredits.addCredits(5); // Award 5 Cosmic Credits for each enemy killed
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);
}
});
// Create BottomButton instance
var bottomButton = new BottomButton('Bottom Button', function () {
console.log('Bottom button was pressed');
// Button click logic here
});
game.addChild(bottomButton);
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