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move versiontxt a bit lower
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move versiontxt lower
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move versiontxt lower
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there is a black vertical mark that is covering a bit of the right of the screen. Is it possible to remove
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why is there a black part covering part of the screen on the right
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move versiontxt lower
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move versiontxt a lot lower
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move versiontxt lower
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move versiontxt lower
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move versiontxt lower
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move versiontxt lower
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move versiontxt lower
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move versiontxt below high score
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put versiontxt top center
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versiontxt is not visible. it does not appear on the screen. make it appear on the screen
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move versiontxt below the red line
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move versiontxt to y-axis of -1
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move versiontxt to y-axis of 0
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move versiontxt down
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move versiontxt to the bottom
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under the high score text, put a text saying: "v0.1"
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move the v0.1 a bit to the left
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make a text on the bottom right of the screen saying v.0.1
Code edit (1 edits merged)
Please save this source code
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Fix Bug: 'Uncaught ReferenceError: Joystick is not defined' in this line: 'var joystick = new Joystick(200, game.height - 200, function (direction) {' Line Number: 152
/****
* Classes
****/
// Hero class
var Hero = Container.expand(function () {
var self = Container.call(this);
var heroGraphics = self.createAsset('hero', 'Hero character', 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', 0.5, 0.5);
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 hero
var hero = game.addChild(new Hero());
hero.x = game.width / 2;
hero.y = game.height - 100;
// Create score display
var scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Create bullet count display
var bulletCountTxt = new Text2('Bullets: 5', {
size: 100,
fill: "#ffffff"
});
bulletCountTxt.anchor.set(0.5, 0);
bulletCountTxt.y = scoreTxt.height + 20; // Position below the score display
LK.gui.top.addChild(bulletCountTxt);
// Create joystick instance
var joystick = new JoystickAsset(200, game.height - 200, 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));
});
LK.gui.left.addChild(joystick);
// Handle hero dragging
var dragNode = null;
// Game tick event
LK.on('tick', function () {
// Update hero
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 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);
}
});
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