User prompt
Maximum hero speed set to 5
User prompt
If hero collide with enemy game over
User prompt
Bullet despawn in 0.5s
User prompt
Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'height')' in this line: 'thumbstick.y = 2732 - shootButton.height - 100;' Line Number: 300
User prompt
Move thumbstick control to same height as shoot button
User prompt
Reduce hero speed movement
User prompt
Make thumbstick can be controlled inside thumvbstick outer only
User prompt
Limit hero movement to stay within the screen bounds
User prompt
Hero can only move horiz
User prompt
Fix Bug: 'TypeError: hero.update is not a function' in this line: 'hero.update();' Line Number: 451
User prompt
Fix Bug: 'TypeError: hero.update is not a function' in this line: 'hero.update();' Line Number: 451
User prompt
Add thumbstick control for hero
User prompt
Move hero a bit more up
User prompt
Remove thunbstick
User prompt
Put thumbstick to mid
User prompt
Add thumbstick to move hero verticallt
User prompt
Move shoot button a bit to upper left
User prompt
Put bullet shoot button near to right bottom corner
User prompt
Add bullet shooting button instead of auto shoot.
User prompt
Bullet lifetime decrease to 1
User prompt
Limit maximum bullet to 50 if more it will despawn
User prompt
Bullet lifetime for 2 second
User prompt
Remove fire rate upgrade button from screen after pressing it 4 timed
User prompt
Disable fire rate button after being pressed 4x
User prompt
Only can upgrade fire rate for 4 times max
/**** * Classes ****/ // ShootButton class var ShootButton = Container.expand(function () { var self = Container.call(this); var shootButtonGraphics = self.createAsset('shootButton', 'Shoot Button', 0.5, 0.5); self.on('down', function () { for (var i = 0; i < hero.bulletCount; i++) { var newBullet = new Bullet(); // Calculate the distance between bullets based on the current bullet count var bulletSpacing = hero.bulletCount > 1 ? 2048 / (hero.bulletCount + 1) : 0; newBullet.x = hero.x + (i - Math.floor(hero.bulletCount / 2)) * bulletSpacing; newBullet.y = hero.y; if (bullets.length < 50) { bullets.push(newBullet); game.addChild(newBullet); } else { newBullet.destroy(); } } }); }); // Hero class var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.createAsset('hero', 'Hero character', 0.5, 0.5); self.bulletCount = 1; // Initialize with 1 bullet // The update method for the Hero class self.update = function () { // Add hero movement or other periodic update logic here }; }); // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.createAsset('bullet', 'Hero Bullet', 0.5, 0.5); self.speed = -10; self.move = function () { self.y += self.speed; }; }); // Coin class var Coin = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.createAsset('coin', 'Coin', 0.5, 0.5); self.value = 1; self.speed = 5; self.move = function () { self.y += self.speed; }; self.collect = function () { // Collection logic will be implemented in the game logic section }; }); // 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; }; }); // CoinsDisplay class var CoinsDisplay = Container.expand(function () { var self = Container.call(this); var coinsText = new Text2('Coins: 0', { size: 100, fill: "#ffd700" }); coinsText.anchor.set(0.5, 0); self.addChild(coinsText); self.updateCoins = function (totalCoins) { coinsText.setText('Coins: ' + totalCoins.toString()); }; }); //{5.1} // DiamondsDisplay class var DiamondsDisplay = Container.expand(function () { var self = Container.call(this); var diamondsText = new Text2('Diamonds: 0', { size: 100, fill: "#b9f2ff" }); diamondsText.anchor.set(0.5, 0); self.addChild(diamondsText); self.updateDiamonds = function (totalDiamonds) { diamondsText.setText('Diamonds: ' + totalDiamonds.toString()); }; }); // FireRateUpgradeButton class var FireRateUpgradeButton = Container.expand(function () { var self = Container.call(this); var upgradeButtonGraphics = self.createAsset('fireRateUpgradeButton', 'Fire Rate Upgrade Button', 0.5, 0.5); self.cost = 5; self.pressCount = 0; self.on('down', function () { if (totalCoins >= self.cost && fireRate > 5 && self.pressCount < 4) { fireRate = Math.max(5, fireRate - 5); totalCoins -= self.cost; coinsDisplay.updateCoins(totalCoins); self.pressCount++; } if (self.pressCount >= 4) { self.interactive = false; self.alpha = 0.5; // Visually indicate that the button is disabled self.visible = false; // Remove the button from the screen } }); }); var FrenzyButton = Container.expand(function () { var self = Container.call(this); var frenzyButtonGraphics = self.createAsset('frenzyButton', 'Frenzy Mode Button', 0.5, 0.5); self.isFrenzyActive = false; self.toggleFrenzyMode = function () { if (!self.isFrenzyActive && !self.cooldownActive) { self.isFrenzyActive = true; fireRate = Math.max(5, fireRate - 10); LK.setTimeout(function () { self.isFrenzyActive = false; fireRate = 30; // Reset fire rate to default when frenzy mode ends self.cooldownActive = true; LK.setTimeout(function () { self.cooldownActive = false; }, 30000); // 30-second cooldown }, 10000); // Frenzy mode lasts only 10 seconds } }; self.on('down', function () { self.toggleFrenzyMode(); }); }); // Diamond class var Diamond = Container.expand(function () { var self = Container.call(this); var diamondGraphics = self.createAsset('diamond', 'Diamond', 0.5, 0.5); self.value = 5; self.speed = 5; self.move = function () { self.y += self.speed; }; self.collect = function () { // Collection logic will be implemented in the game logic section }; }); // Bomb class var Bomb = Container.expand(function () { var self = Container.call(this); var bombGraphics = self.createAsset('bomb', 'Bomb', 0.5, 0.5); self.explode = function () { enemies.forEach(function (enemy) { // Determine whether to drop a coin or a diamond var dropChance = Math.random(); if (dropChance < 0.2) { // 20% chance to drop a diamond var newDiamond = new Diamond(); newDiamond.x = enemy.x; newDiamond.y = enemy.y; diamonds.push(newDiamond); game.addChild(newDiamond); } else { // 80% chance to drop a coin var newCoin = new Coin(); newCoin.x = enemy.x; newCoin.y = enemy.y; coins.push(newCoin); game.addChild(newCoin); } // Increase score for each enemy destroyed by the bomb score++; scoreTxt.setText(score.toString()); enemy.destroy(); }); enemies = []; // Clear the enemies array self.destroy(); // Destroy the bomb immediately after explosion }; // Set a timeout to remove the bullet from the game after 0.5 seconds LK.setTimeout(function () { if (self.parent) { self.parent.removeChild(self); } }, 500); }); // BombButton class var BombButton = Container.expand(function () { var self = Container.call(this); var bombButtonGraphics = self.createAsset('bombButton', 'Bomb Button', 0.5, 0.5); self.cooldown = false; self.on('down', function () { if (!self.cooldown) { self.cooldown = true; var bomb = new Bomb(); bomb.x = 2048 / 2; bomb.y = 2732 / 2; game.addChild(bomb); bomb.explode(); LK.setTimeout(function () { self.cooldown = false; }, 5000); } }); }); // MagnetButton class var MagnetButton = Container.expand(function () { var self = Container.call(this); var magnetButtonGraphics = self.createAsset('magnetButton', 'Magnet Button', 0.5, 0.5); self.cooldown = false; self.on('down', function () { if (!self.cooldown) { self.cooldown = true; coins.forEach(function (coin) { // Increment total coins collected totalCoins += coin.value; // Update the total coins display coinsDisplay.updateCoins(totalCoins); coin.destroy(); }); coins = []; // Clear the coins array diamonds.forEach(function (diamond) { // Increment total diamonds collected totalDiamonds += 1; // Update the total diamonds display diamondsDisplay.updateDiamonds(totalDiamonds); // Increment total coins collected by diamond value totalCoins += diamond.value; // Update the total coins display coinsDisplay.updateCoins(totalCoins); diamond.destroy(); }); diamonds = []; // Clear the diamonds array LK.setTimeout(function () { self.cooldown = false; }, 3000); // 3-second cooldown } }); }); // MultiBulletUpgradeButton class var MultiBulletUpgradeButton = Container.expand(function () { var self = Container.call(this); var upgradeButtonGraphics = self.createAsset('multiBulletUpgradeButton', 'Multi Bullet Upgrade Button', 0.5, 0.5); self.cost = 5; self.on('down', function () { if (totalDiamonds >= self.cost) { hero.bulletCount = Math.min(5, hero.bulletCount + 1); totalDiamonds -= self.cost; diamondsDisplay.updateDiamonds(totalDiamonds); } }); }); var Thumbstick = Container.expand(function () { var self = Container.call(this); var outerCircle = self.createAsset('thumbstickOuter', 'Thumbstick Outer Circle', 0.5, 0.5); var innerCircle = self.createAsset('thumbstickInner', 'Thumbstick Inner Circle', 0.5, 0.5); self.isDragging = false; self.on('down', function (obj) { self.isDragging = true; var pos = obj.event.getLocalPosition(game); innerCircle.position.set(pos.x, pos.y); }); game.on('move', function (obj) { if (self.isDragging) { var pos = obj.event.getLocalPosition(outerCircle); var dx = pos.x - outerCircle.width * 0.5; var dy = pos.y - outerCircle.height * 0.5; var distance = Math.sqrt(dx * dx + dy * dy); var maxDistance = outerCircle.width * 0.5; if (distance > maxDistance) { var angle = Math.atan2(dy, dx); innerCircle.x = Math.cos(angle) * maxDistance; innerCircle.y = Math.sin(angle) * maxDistance; } else { innerCircle.position.set(pos.x, pos.y); } var heroMoveX = Math.min(5, Math.abs(dx * 0.05)) * Math.sign(dx); var heroMoveY = Math.min(5, Math.abs(dy * 0.05)) * Math.sign(dy); hero.x = Math.max(hero.width / 2, Math.min(2048 - hero.width / 2, hero.x + heroMoveX)); hero.y = Math.max(hero.height / 2, Math.min(2732 - hero.height / 2, hero.y + heroMoveY)); } }); game.on('up', function (obj) { self.isDragging = false; innerCircle.position.set(outerCircle.x, outerCircle.y); }); }); /**** * Initialize Game ****/ // Create frenzy button instance var game = new LK.Game({ backgroundColor: 0xFFFFFF //Init game with white background }); /**** * Game Code ****/ var shootButton = game.addChild(new ShootButton()); shootButton.x = 2048 - shootButton.width / 2 - 100; shootButton.y = 2732 - shootButton.height - 100; var thumbstick = game.addChild(new Thumbstick()); thumbstick.x = thumbstick.width / 2 + 100; thumbstick.y = 2732 - shootButton.height - 100; // Create shoot button instance // Create multi bullet upgrade button instance var shootButton = game.addChild(new ShootButton()); shootButton.x = 2048 - shootButton.width / 2 - 100; shootButton.y = 2732 - shootButton.height - 100; var multiBulletUpgradeButton = game.addChild(new MultiBulletUpgradeButton()); multiBulletUpgradeButton.x = 100; var fireRateUpgradeButton = game.addChild(new FireRateUpgradeButton()); fireRateUpgradeButton.x = 100; fireRateUpgradeButton.y = 2732 / 2; var multiBulletUpgradeButton = game.addChild(new MultiBulletUpgradeButton()); multiBulletUpgradeButton.x = 100; multiBulletUpgradeButton.y = fireRateUpgradeButton.y + fireRateUpgradeButton.height + 20; var frenzyButton = game.addChild(new FrenzyButton()); frenzyButton.x = 2048 - frenzyButton.width / 2 - 100; frenzyButton.y = 2732 / 2; var bombButton = game.addChild(new BombButton()); bombButton.x = frenzyButton.x; bombButton.y = frenzyButton.y + frenzyButton.height + 20; var fireRateUpgradeButton = game.addChild(new FireRateUpgradeButton()); fireRateUpgradeButton.x = 100; fireRateUpgradeButton.y = 2732 / 2; var frenzyButton = game.addChild(new FrenzyButton()); var magnetButton = game.addChild(new MagnetButton()); magnetButton.x = 2048 - magnetButton.width / 2 - 100; magnetButton.y = bombButton.y + bombButton.height + 20; frenzyButton.x = 2048 - frenzyButton.width / 2 - 100; frenzyButton.y = 2732 / 2; // Initialize important asset arrays, score, coins, diamonds, and fire rate var bullets = []; var enemies = []; var coins = []; // Array to store coin instances var diamonds = []; // Array to store diamond instances var fireRate = 30; // Initialize fire rate to 30 var totalCoins = 0; // Initialize total coins collected to 0 var totalDiamonds = 0; // Initialize total diamonds collected to 0 var score = 0; // Initialize score to 0 // Create score display var scoreTxt = new Text2(score.toString(), { size: 150, fill: "#000000" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Create coins display instance var coinsDisplay = new CoinsDisplay(); coinsDisplay.scale.set(0.5, 0.5); LK.gui.top.addChild(coinsDisplay); coinsDisplay.y = scoreTxt.height; // Create diamonds display instance var diamondsDisplay = new DiamondsDisplay(); diamondsDisplay.scale.set(0.5, 0.5); LK.gui.top.addChild(diamondsDisplay); diamondsDisplay.y = coinsDisplay.y + coinsDisplay.height; // Create hero instance var hero = game.addChild(new Hero()); hero.x = 2048 / 2; hero.y = 2732 - hero.height / 2 - 100; // Position hero a bit more up from the bottom of the screen // Game tick event LK.on('tick', function () { // Move bullets for (var i = bullets.length - 1; i >= 0; i--) { bullets[i].move(); if (bullets[i].y < 0) { bullets[i].destroy(); bullets.splice(i, 1); } } // Move enemies and check for collision with hero for (var j = enemies.length - 1; j >= 0; j--) { enemies[j].move(); if (enemies[j].y > 2732 || hero.intersects(enemies[j])) { LK.showGameOver(); } } // Check for bullet-enemy collisions for (var b = bullets.length - 1; b >= 0; b--) { for (var e = enemies.length - 1; e >= 0; e--) { if (bullets[b].intersects(enemies[e])) { // Increase score and update display score++; scoreTxt.setText(score.toString()); bullets[b].destroy(); bullets.splice(b, 1); // Spawn a coin or diamond when an enemy is destroyed if (Math.random() < 0.2) { // 20% chance to drop a diamond if (diamonds.length < 5) { // Limit the number of diamonds on screen var newDiamond = new Diamond(); newDiamond.x = enemies[e].x; newDiamond.y = enemies[e].y; diamonds.push(newDiamond); game.addChild(newDiamond); } } else if (coins.length < 10) { // 80% chance to drop a coin var newCoin = new Coin(); newCoin.x = enemies[e].x; newCoin.y = enemies[e].y; coins.push(newCoin); game.addChild(newCoin); } enemies[e].destroy(); enemies.splice(e, 1); break; } } } // Move and collect diamonds for (var d = diamonds.length - 1; d >= 0; d--) { diamonds[d].move(); if (hero.intersects(diamonds[d])) { // Increment total diamonds collected totalDiamonds += 1; // Update the total diamonds display diamondsDisplay.updateDiamonds(totalDiamonds); // Increment total coins collected by diamond value totalCoins += diamonds[d].value; // Update the total coins display coinsDisplay.updateCoins(totalCoins); diamonds[d].destroy(); diamonds.splice(d, 1); } else if (diamonds[d].y > 2732) { // Remove diamonds that have moved off screen diamonds[d].destroy(); diamonds.splice(d, 1); } } // Move and collect coins for (var c = coins.length - 1; c >= 0; c--) { coins[c].move(); if (hero.intersects(coins[c])) { // Increment total coins collected totalCoins += coins[c].value; // Update the total coins display coinsDisplay.updateCoins(totalCoins); coins[c].destroy(); coins.splice(c, 1); } else if (coins[c].y > 2732) { // Remove coins that have moved off screen coins[c].destroy(); coins.splice(c, 1); } } // Spawn enemies var enemySpawnRate = frenzyButton.isFrenzyActive ? 30 : 120; // Halve the spawn rate during frenzy mode if (LK.ticks % enemySpawnRate == 0) { var newEnemy = new Enemy(); newEnemy.x = Math.random() * 2048; newEnemy.y = -50; enemies.push(newEnemy); game.addChild(newEnemy); } // Update hero hero.update(); });
===================================================================
--- original.js
+++ change.js
@@ -271,10 +271,10 @@
innerCircle.y = Math.sin(angle) * maxDistance;
} else {
innerCircle.position.set(pos.x, pos.y);
}
- var heroMoveX = dx * 0.05;
- var heroMoveY = dy * 0.05;
+ var heroMoveX = Math.min(5, Math.abs(dx * 0.05)) * Math.sign(dx);
+ var heroMoveY = Math.min(5, Math.abs(dy * 0.05)) * Math.sign(dy);
hero.x = Math.max(hero.width / 2, Math.min(2048 - hero.width / 2, hero.x + heroMoveX));
hero.y = Math.max(hero.height / 2, Math.min(2732 - hero.height / 2, hero.y + heroMoveY));
}
});
Coin. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Fighter jet. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Has rocket behind to boost movement to down faster
Explosion. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Medkit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.