User prompt
the joystick does not move smoothly
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Fix Bug: 'TypeError: joystick.containsPoint is not a function' in this line: 'if (!joystick.containsPoint(pos)) {' Line Number: 190
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make it so you can press anywhere ,except for the joystickbase and joystickstick, to shoot purplebullets
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if you try moving the hero by using the joystick, it shoots a purplebullet. It should not do this
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change instructions to: Use joystick to move. Tap anywhere to shoot
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make it so you can press anywhere to shoot purplebullets
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make the enemy move left and right faster as the game progresses
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make the enemy movement more random as the game progresses
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make the enemies get faster as the game progresses
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make there be less enemies as the game progresses
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add an instruction2. Put it under the bullet counter and make it say "shoot the bullets to get 5 bullets"
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make the bulletpack move left and right very fast
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make the bulletpack appear more rare
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make a new asset that will be a +5 bullets if you shoot it
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as the game progresses, make the enemies move left and right and go faster
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the bullet counter should say 3 instead of 5
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make the enemies initially stay still but through progression they move faster and faster
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bullet counter starts at 5 when it should start at 3
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make the enemy move left and right to make it harder
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make the bullet limit 3
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bullets start at 5 when they are suppose to start at 3
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the game isn't hard enough
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make the game get progressively harder
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make the joystick only move left and right
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change score count font size to 50
/**** * 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.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 = 4; self.direction = Math.random() < 0.5 ? -1 : 1; self.move = function () { self.y += self.speed; var randomFactor = Math.random() * (0.1 + LK.ticks * 0.0001); // Random factor increases over time self.x += self.direction * (4 + randomFactor); 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); 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 maxDistance = baseGraphics.width * 0.5; if (Math.abs(dx) > maxDistance) { dx = maxDistance * (dx > 0 ? 1 : -1); } stickGraphics.x = stickOrigin.x + dx * 0.1; stickGraphics.y = stickOrigin.y; if (self.onMoveCallback) { self.onMoveCallback({ x: dx / maxDistance, y: 0 }); } } }); self.containsPoint = function (point) { return point.x >= self.x - baseGraphics.width / 2 && point.x <= self.x + baseGraphics.width / 2 && point.y >= self.y - baseGraphics.height / 2 && point.y <= self.y + baseGraphics.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" }); scoreTxt.anchor.set(1, 0); LK.gui.topRight.addChild(scoreTxt); // 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('Use joystick to move. Tap anywhere 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; // Global event listener for shooting bullets game.on('down', function (obj) { var event = obj.event; var pos = event.getLocalPosition(game); if (!joystick.containsPoint(pos)) { hero.shoot(); } }); // 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 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/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 < -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(); } 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
@@ -119,9 +119,9 @@
var maxDistance = baseGraphics.width * 0.5;
if (Math.abs(dx) > maxDistance) {
dx = maxDistance * (dx > 0 ? 1 : -1);
}
- stickGraphics.x = stickOrigin.x + dx;
+ stickGraphics.x = stickOrigin.x + dx * 0.1;
stickGraphics.y = stickOrigin.y;
if (self.onMoveCallback) {
self.onMoveCallback({
x: dx / maxDistance,
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