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Show stars in front of backgeound2
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Show stars on game stars, they should be static butbhave different aizes
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Add stars behing baclground
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Secondbackground update anchor to ocupy full screen
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Backgeound2 should ocupy the whole screen and be behing background
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Add secondbackground
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Add backgound asset
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When landedlander asset is shown also show lander asset.
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When landedlander is displayed for a second, also display for that same second the lander behind it
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lander should overlap 50 pixels with platform for collision to be valid
Code edit (8 edits merged)
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lander collision with platfrom should be measured 60 pixels down from the top of the platform asset.
Code edit (4 edits merged)
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move thruster 30 pixels closer to the lander
Code edit (1 edits merged)
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if lander intersects with either side of the platform, then its game over
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lander can only land on the top of the platform. if it touches the side of the platform, its game over
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game should get more difficult as levels progress
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when lander is destroyed by coisioning with the platform, show a new asset called, CrashedLander on top of the lander. this asset should be destroyed after one second.
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create a class called crashedlander. this asset will be displayed for one second on top of the lander, when the lander crasehs with the platform.
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when lander crashes with platform, wait one second before game ovevr
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when lander crashes, wait 1 second before showing game over message
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increase gravity 10%
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asteroids should start spawning on level 4
===================================================================
--- original.js
+++ change.js
@@ -140,8 +140,9 @@
/****
* Initialize Game
****/
+// Stars class
// Center vertically
// Initialize lander
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
@@ -149,14 +150,172 @@
/****
* Game Code
****/
+// Stars class
// Initialize lander
+function _typeof(o) {
+ "@babel/helpers - typeof";
+
+ return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
+ return typeof o;
+ } : function (o) {
+ return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o;
+ }, _typeof(o);
+}
+function _classCallCheck(instance, Constructor) {
+ if (!(instance instanceof Constructor)) {
+ throw new TypeError("Cannot call a class as a function");
+ }
+}
+function _defineProperties(target, props) {
+ for (var i = 0; i < props.length; i++) {
+ var descriptor = props[i];
+ descriptor.enumerable = descriptor.enumerable || false;
+ descriptor.configurable = true;
+ if ("value" in descriptor) {
+ descriptor.writable = true;
+ }
+ Object.defineProperty(target, _toPropertyKey(descriptor.key), descriptor);
+ }
+}
+function _createClass(Constructor, protoProps, staticProps) {
+ if (protoProps) {
+ _defineProperties(Constructor.prototype, protoProps);
+ }
+ if (staticProps) {
+ _defineProperties(Constructor, staticProps);
+ }
+ Object.defineProperty(Constructor, "prototype", {
+ writable: false
+ });
+ return Constructor;
+}
+function _toPropertyKey(t) {
+ var i = _toPrimitive(t, "string");
+ return "symbol" == _typeof(i) ? i : String(i);
+}
+function _toPrimitive(t, r) {
+ if ("object" != _typeof(t) || !t) {
+ return t;
+ }
+ var e = t[Symbol.toPrimitive];
+ if (void 0 !== e) {
+ var i = e.call(t, r || "default");
+ if ("object" != _typeof(i)) {
+ return i;
+ }
+ throw new TypeError("@@toPrimitive must return a primitive value.");
+ }
+ return ("string" === r ? String : Number)(t);
+}
+function _inherits(subClass, superClass) {
+ if (typeof superClass !== "function" && superClass !== null) {
+ throw new TypeError("Super expression must either be null or a function");
+ }
+ subClass.prototype = Object.create(superClass && superClass.prototype, {
+ constructor: {
+ value: subClass,
+ writable: true,
+ configurable: true
+ }
+ });
+ Object.defineProperty(subClass, "prototype", {
+ writable: false
+ });
+ if (superClass) {
+ _setPrototypeOf(subClass, superClass);
+ }
+}
+function _setPrototypeOf(o, p) {
+ _setPrototypeOf = Object.setPrototypeOf ? Object.setPrototypeOf.bind() : function _setPrototypeOf(o, p) {
+ o.__proto__ = p;
+ return o;
+ };
+ return _setPrototypeOf(o, p);
+}
+function _createSuper(Derived) {
+ var hasNativeReflectConstruct = _isNativeReflectConstruct();
+ return function _createSuperInternal() {
+ var Super = _getPrototypeOf(Derived),
+ result;
+ if (hasNativeReflectConstruct) {
+ var NewTarget = _getPrototypeOf(this).constructor;
+ result = Reflect.construct(Super, arguments, NewTarget);
+ } else {
+ result = Super.apply(this, arguments);
+ }
+ return _possibleConstructorReturn(this, result);
+ };
+}
+function _possibleConstructorReturn(self, call) {
+ if (call && (_typeof(call) === "object" || typeof call === "function")) {
+ return call;
+ } else if (call !== void 0) {
+ throw new TypeError("Derived constructors may only return object or undefined");
+ }
+ return _assertThisInitialized(self);
+}
+function _assertThisInitialized(self) {
+ if (self === void 0) {
+ throw new ReferenceError("this hasn't been initialised - super() hasn't been called");
+ }
+ return self;
+}
+function _isNativeReflectConstruct() {
+ if (typeof Reflect === "undefined" || !Reflect.construct) {
+ return false;
+ }
+ if (Reflect.construct.sham) {
+ return false;
+ }
+ if (typeof Proxy === "function") {
+ return true;
+ }
+ try {
+ Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {}));
+ return true;
+ } catch (e) {
+ return false;
+ }
+}
+function _getPrototypeOf(o) {
+ _getPrototypeOf = Object.setPrototypeOf ? Object.getPrototypeOf.bind() : function _getPrototypeOf(o) {
+ return o.__proto__ || Object.getPrototypeOf(o);
+ };
+ return _getPrototypeOf(o);
+}
+var Stars = /*#__PURE__*/function (_Container) {
+ _inherits(Stars, _Container);
+ var _super = _createSuper(Stars);
+ function Stars() {
+ var _this;
+ _classCallCheck(this, Stars);
+ _this = _super.call(this);
+ _this.createStars();
+ return _this;
+ }
+ _createClass(Stars, [{
+ key: "createStars",
+ value: function createStars() {
+ for (var i = 0; i < 100; i++) {
+ var star = this.addChild(LK.getAsset('star', 'Star', 0.5, 0.5));
+ star.x = Math.random() * 2048;
+ star.y = Math.random() * 2732;
+ star.alpha = Math.random() * 0.5 + 0.5; // Random transparency for twinkling effect
+ }
+ }
+ }]);
+ return Stars;
+}(Container);
var background = game.addChild(LK.getAsset('background', 'Game Background', 0, 0));
background.x = 1024; // Center horizontally
background.y = 1366;
+// Add stars behind the main background
+var stars = game.addChildAt(new Stars(), 0);
+
// Add second background
-var secondBackground = game.addChildAt(LK.getAsset('secondBackground', 'Second Game Background', 0.5, 0.5), 0);
+var secondBackground = game.addChildAt(LK.getAsset('secondBackground', 'Second Game Background', 0.5, 0.5), 1);
secondBackground.width = 2048;
secondBackground.height = 2732;
secondBackground.x = 2048 / 2; // Center horizontally
secondBackground.y = 2732 / 2; // Center vertically