User prompt
when lander lands wait for 2 ticks before it is moved to the top of the screen
User prompt
when lander is rested to initial position, it should first be invisible after 1 tick
User prompt
when lander is rested to initial position, it should first be invisible.
User prompt
after a succesfull landing, hide lander before pause.
User prompt
after landers lands succesfully wait for 10 tick before it is spawned
User prompt
every time a lander is spawned make sure it is invisible for the first 10 tics of existence
User prompt
new lander should be created invisible and set visible after pause
User prompt
when lander lands, set it to invisible
Code edit (1 edits merged)
Please save this source code
User prompt
set lander visibility to false before is paused.
User prompt
make sure lander does not show before it is spawned
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'split')' in this line: 'var newGravity = parseFloat(gravityTxt.text.split(': ')[1]) * 1.1;' Line Number: 141
User prompt
every 5 levels inctease y speed by 10%, and also update the mask value of gravity on this same 10%. Also reduce fuel by 50 units.
User prompt
asteroids should start spawning on level 3
User prompt
platform should start moving on level 2
User prompt
asteroids should start spawning on level 4
User prompt
Respawn lander 150 pixels lower
User prompt
Spawn lander 50 pixels lower
User prompt
Spawn lander 100 pixela lower
User prompt
On level 10 start and every 10 levels increase gravity. Also show a message on level start that reads: "Gravity Increased!". Should disappear after 1.5 seconds
User prompt
When garvoty increases show a message in the center of the screen that reads: 'Gravity was increased!" And also update mask gravity mask to show that 10% increase
User prompt
Every 10 levels increase gravity by 10%>
User prompt
Update safezone radius to 400
User prompt
Reduce spawn increase of asteriods on level progression
User prompt
Use a mask for the gravity display. 0.05 should be shown as 1.62.
/****
* Classes
****/
var CrashedLander = Container.expand(function () {
var self = Container.call(this);
var crashedLanderGraphics = self.createAsset('crashedlander', 'Crashed Lander', 0.5, 0.5);
self.destroyAfterOneSecond = function () {
LK.setTimeout(function () {
self.destroy();
}, 1000);
};
});
var LandedLander = Container.expand(function () {
var self = Container.call(this);
var landedLanderGraphics = self.createAsset('landedlander', 'Landed Lander', 0.5, 0.5);
self.destroyAfterOneSecond = function () {
LK.setTimeout(function () {
self.destroy();
}, 1000);
};
});
// Thruster class
var Thruster = Container.expand(function () {
var self = Container.call(this);
var thrusterGraphics = self.createAsset('thruster', 'Thruster', 0.5, 0.5);
self.update = function () {
// Thruster update code here
};
});
// Lander class
var Lander = Container.expand(function () {
var self = Container.call(this);
var landerGraphics = self.createAsset('lander', 'Player Lander', 0.5, 0.5);
self.speedX = 0;
self.speedY = 0;
self.fuel = 500;
self.isThrusting = false;
self.isLanding = false;
self.update = function () {
if (!self.isLanding) {
self.x += self.speedX;
self.y += self.speedY;
if (self.isThrusting && self.fuel > 0) {
self.speedY -= 0.2; // Thruster effect
self.fuel -= 1;
fuelTxt.setText(Math.round(self.fuel / 500 * 100) + '% Fuel'); // Show fuel as a percentage
} else {
self.speedY += 0.05; // Gravity effect
}
ySpeedTxt.setText('Y Speed: ' + self.speedY.toFixed(2)); // Update Y Speed display
}
// Update thruster position and visibility
thruster.x = self.x;
thruster.y = self.y + self.height - 50; // Position thruster 50 pixels above the lander
thruster.visible = self.isThrusting;
};
self.land = function () {
self.isLanding = true;
var landedLander = game.addChild(new LandedLander());
landedLander.x = self.x;
landedLander.y = self.y;
landedLander.destroyAfterOneSecond();
levelManager.incrementLevel();
};
self.refuel = function () {
self.fuel = 500;
fuelTxt.setText('100% Fuel'); // Show fuel as a percentage when refueled
};
});
// Platform class
var MovingPlatform = Container.expand(function () {
var self = Container.call(this);
var platformGraphics = self.createAsset('platform', 'Landing Platform', 0.5, 0.5);
self.speedX = 0;
self.startMoving = function (level) {
if (level >= 3) {
self.speedX = 2.8 + (level - 3) * 0.2; // Increase sideways speed by 0.2 for each level above 3
}
};
self.update = function () {
self.x += self.speedX;
if (self.x > 1524 || self.x < 524) {
self.speedX *= -1; // Change direction when hitting screen bounds
}
};
self.checkLanding = function (lander) {
if (lander.intersects(self)) {
if (lander.speedY < 2 && lander.x > self.x - self.width / 2 && lander.x < self.x + self.width / 2) {
return true;
} else {
isGameOver = true;
var crashedLander = game.addChild(new CrashedLander());
crashedLander.x = lander.x;
crashedLander.y = lander.y;
crashedLander.destroyAfterOneSecond();
if (levelManager.currentLevel <= 2) {
var crashMessage = new Text2('Slow down cap! Keep Y speed below 2!', {
size: 100,
fill: '#ffffff',
align: 'center'
});
crashMessage.anchor.set(0.5, 0.5);
crashMessage.x = 1024;
crashMessage.y = 1266;
game.addChild(crashMessage);
LK.setTimeout(function () {
crashMessage.destroy();
}, 2000);
}
if (levelManager.currentLevel <= 2) {
LK.setTimeout(function () {
LK.showGameOver();
}, 2000);
} else {
LK.showGameOver();
}
return false;
}
}
return false;
};
});
// Level class
var Level = Container.expand(function () {
var self = Container.call(this);
self.currentLevel = 1;
var levelTxt = new Text2('Level: ' + self.currentLevel, {
size: 100,
// Double the size
fill: "#ffffff"
});
levelTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(levelTxt);
self.incrementLevel = function () {
self.currentLevel += 1;
levelTxt.setText('Level: ' + self.currentLevel);
platform.startMoving(self.currentLevel);
isPaused = true;
pauseTimer = 60;
};
});
// Asteroid class
var Asteroid = Container.expand(function () {
var self = Container.call(this);
var asteroidGraphics = self.createAsset('asteroid', 'Asteroid', 0.5, 0.5);
self.speedX = Math.random() * 2 - 1; // Random horizontal speed
self.speedY = Math.random() * 3 + 1; // Random vertical speed
self.update = function () {
self.x += self.speedX;
self.y += self.speedY;
// Destroy asteroid if it goes off-screen
if (self.y > 2732 || self.x < 0 || self.x > 2048) {
self.destroy();
}
};
});
/****
* Initialize Game
****/
// Stars class
// Center vertically
// Initialize lander
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
// Initialize lander
// Stars class
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
var randomScale = Math.random() * 0.3 + 0.2; // Random scale for different sizes
star.scale.x = randomScale;
star.scale.y = randomScale;
}
}
}]);
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.addChild(new Stars());
// Add second background
var secondBackground = game.addChildAt(LK.getAsset('secondBackground', 'Second Game Background', 0.5, 0.5), 0);
secondBackground.width = 2048;
secondBackground.height = 2732;
secondBackground.x = 2048 / 2; // Center horizontally
secondBackground.y = 2732 / 2; // Center vertically
var scoreTxt = new Text2('0', {
size: 50,
fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
//LK.gui.top.addChild(scoreTxt);
var lander = game.addChild(new Lander());
lander.x = 1024; // Start in the middle of the screen horizontally
lander.y = 100; // Start 100 pixels down from the top
// Initialize thruster
var thruster = game.addChild(new Thruster());
thruster.x = lander.x;
thruster.y = lander.y + lander.height + 5; // Position thruster 5 pixels below the lander
// Initialize level manager
var levelManager = game.addChild(new Level());
// Initialize moving platform
var platform = game.addChild(new MovingPlatform());
platform.x = 1024; // Center horizontally
platform.y = 2632; // Place at the bottom
// Game variables
var isGameOver = false;
var isPaused = false;
var pauseTimer = 0;
var score = 0;
var asteroids = [];
// Fuel display text
var fuelTxt = new Text2('100% Fuel', {
size: 50,
fill: "#ffffff"
});
fuelTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(fuelTxt);
// Y Speed display text
var ySpeedTxt = new Text2('Y Speed: ' + lander.speedY.toFixed(2), {
size: 50,
fill: "#ffffff"
});
ySpeedTxt.anchor.set(1, 0);
ySpeedTxt.y = 50;
LK.gui.topRight.addChild(ySpeedTxt);
// Gravity display text
var gravityTxt = new Text2('Gravity: 1.62', {
size: 50,
fill: "#ffffff"
});
gravityTxt.anchor.set(1, 0);
gravityTxt.y = 100;
LK.gui.topRight.addChild(gravityTxt);
// Event listeners
game.on('down', function (obj) {
lander.isThrusting = true;
});
game.on('up', function (obj) {
lander.isThrusting = false;
});
// Game tick update
LK.on('tick', function () {
if (isPaused) {
lander.visible = false;
pauseTimer--;
if (pauseTimer <= 0) {
isPaused = false;
lander.visible = true;
}
return;
}
if (!isGameOver) {
// Update all asteroids
asteroids = game.children.filter(function (child) {
return child instanceof Asteroid;
});
lander.update();
platform.update(); // Update platform position
// Check for landing
if (platform.checkLanding(lander)) {
lander.land();
score += 1;
scoreTxt.setText(score.toString());
lander.refuel();
lander.x = 1024;
lander.y = 100;
lander.speedY = 0;
lander.isLanding = false;
}
// Check for collision with asteroids and game over conditions
for (var i = 0; i < asteroids.length; i++) {
if (lander.intersects(asteroids[i])) {
isGameOver = true;
LK.showGameOver();
break;
}
}
// Check if lander is off-screen for game over
if (lander.y > 2732) {
isGameOver = true;
LK.showGameOver();
}
// Asteroid spawning
if (levelManager.currentLevel >= 5 && LK.ticks % (240 - (levelManager.currentLevel - 1) * 20) == 0) {
// Spawn an asteroid less frequently as levels progress
var newAsteroid = new Asteroid();
var safeZoneRadius = 200;
var landerSpawnX = 1024;
var minDistanceFromLander;
do {
newAsteroid.x = Math.random() * 2048; // Random horizontal start position
minDistanceFromLander = Math.abs(newAsteroid.x - landerSpawnX);
} while (minDistanceFromLander <= safeZoneRadius);
newAsteroid.y = -50; // Start just above the screen
game.addChild(newAsteroid);
}
// Update all asteroids
asteroids = game.children.filter(function (child) {
return child instanceof Asteroid;
});
for (var i = 0; i < asteroids.length; i++) {
asteroids[i].update();
}
// Check for game over conditions
if (lander.y > 2732) {
isGameOver = true;
LK.showGameOver();
}
}
});