User prompt
use crash sound when lander crashes
User prompt
whne lander lands succesfully play hooray
User prompt
every time the player touches the screen and the trhuster is active play thruster sound
User prompt
Migrate to the latest version of LK
User prompt
Remove dotted line and thruater message after lander goes out of bounds
User prompt
When missed platform wait 2 seconda before game over and remove dottes line and thruater text if first level
User prompt
If lander goes out of boundries in the bottom, show message that reads: "Did you just miss the platform? Try again Cap!"
User prompt
If lander goes of limits on level 1 remove dotted lines and thruater text
User prompt
Befor game over message in level one, remove dotted line and text
User prompt
If lander game over is because lander goes off screen on the top or to the sides, add a message befor game over that reads: "You got Lost in Space! Try again!"
User prompt
Allow lander to go 300 pixels up and to the sides before game over
User prompt
If lander leaves the screens on the side or the top its also game over
Code edit (1 edits merged)
Please save this source code
User prompt
Fix Bug: 'Timeout.tick error: crashMessage is not defined' in this line: 'crashMessage.destroy();' Line Number: 159
User prompt
separate crashmessage in two lines
User prompt
make lines 2 and 3 of crash message a little smaller font size
Code edit (2 edits merged)
Please save this source code
User prompt
platformm should move sideways from level 5 onwards
User prompt
platform shoud move from level 5 on
Code edit (1 edits merged)
Please save this source code
User prompt
show success message on every level if success
/****
* 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);
};
});
// Left Thruster class
var LeftThruster = Container.expand(function () {
var self = Container.call(this);
var leftThrusterGraphics = self.createAsset('leftThruster', 'Left Thruster', 0.5, 0.5);
});
// Right Thruster class
var RightThruster = Container.expand(function () {
var self = Container.call(this);
var rightThrusterGraphics = self.createAsset('rightThruster', 'Right Thruster', 0.5, 0.5);
});
// Down Thruster class
var DownThruster = Container.expand(function () {
var self = Container.call(this);
var downThrusterGraphics = self.createAsset('thruster', 'Down Thruster', 0.5, 0.5);
});
// 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) {
if (self.thrustDirection === 'left') {
self.speedX += 0.1; // Right thruster effect
} else if (self.thrustDirection === 'right') {
self.speedX -= 0.1; // Left thruster effect
} else {
self.speedY -= 0.2; // Down 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
if (self.thrustDirection === 'left') {
leftThruster.x = self.x - self.width / 2;
leftThruster.y = self.y;
leftThruster.visible = self.isThrusting;
} else {
leftThruster.visible = false;
}
if (self.thrustDirection === 'right') {
rightThruster.x = self.x + self.width / 2;
rightThruster.y = self.y;
rightThruster.visible = self.isThrusting;
} else {
rightThruster.visible = false;
}
if (self.thrustDirection === 'down') {
downThruster.x = self.x;
downThruster.y = self.y + self.height / 2 + 10;
downThruster.visible = self.isThrusting;
} else {
downThruster.visible = false;
}
downThruster.x = self.x;
downThruster.y = self.y + self.height / 2 + 40;
};
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) {
LK.setTimeout(function () {
if (level >= 2) {
self.x = Math.random() * (2048 - self.width) + self.width / 2; // Random horizontal start position ensuring platform is fully visible
}
if (level >= 5) {
self.speedX = 2.8 + (level - 5) * 0.2; // Increase sideways speed by 0.2 for each level above 5
}
}, 1000); // Add a 1 second pause before repositioning the platform
};
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.speedX >= -1 && lander.speedX <= 1 && 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();
leftMessage.visible = false;
centerMessage.visible = false;
rightMessage.visible = false;
leftDottedLine.visible = false;
rightDottedLine.visible = false;
if (levelManager.currentLevel <= 2) {
var crashMessage = new Text2('Slow down cap!\n(Keep Y speed below 2)\n(And X between -1 and 1)', {
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);
leftDottedLine.visible = false;
rightDottedLine.visible = false;
leftMessage.visible = false;
centerMessage.visible = false;
rightMessage.visible = false;
var successMessages = ['Smooth landing Captain!', 'Perfect touchdown!', 'Another successful landing!', 'You nailed it!', 'Flawless descent!'];
var randomIndex = Math.floor(Math.random() * successMessages.length);
var successMessage = new Text2(successMessages[randomIndex], {
size: 100,
fill: '#ffffff',
align: 'center'
});
successMessage.anchor.set(0.5, 0.5);
successMessage.x = 1024;
successMessage.y = 1066;
game.addChild(successMessage);
LK.setTimeout(function () {
successMessage.destroy();
}, 1000);
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();
}
};
});
var DottedLine = Container.expand(function () {
var self = Container.call(this);
self.createDottedLine = function (startX, startY, endX, endY, color, dotSize, gapSize) {
var distance = Math.sqrt(Math.pow(endX - startX, 2) + Math.pow(endY - startY, 2));
var dotCount = Math.floor(distance / (dotSize + gapSize * 2));
for (var i = 0; i < dotCount; i++) {
var dot = self.addChild(LK.getAsset('dot', 'Dotted Line Dot', 0.5, 0.5));
dot.alpha = 0.5;
dot.x = startX + (endX - startX) * (i / dotCount);
dot.y = startY + (endY - startY) * (i / dotCount);
dot.width = dotSize;
dot.height = dotSize;
dot.tint = color;
}
};
});
/****
* Initialize Game
****/
// Stars class
// Center vertically
// Initialize lander
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* 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 _thi;
_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);
// Initialize thrusters
var downThruster = game.addChild(new DownThruster()); // Position down thruster at the bottom center of the lander
var leftThruster = game.addChild(new LeftThruster());
leftThruster.visible = false;
var rightThruster = game.addChild(new RightThruster());
rightThruster.visible = false;
// Initialize level manager
var levelManager = game.addChild(new Level());
var leftMessage = new Text2('Tap here for\nLeft Thruster', {
size: 70,
fill: '#cccccc',
alpha: 0.5,
align: 'center'
});
leftMessage.anchor.set(0.5, 0.5);
leftMessage.x = 2048 / 6;
leftMessage.y = 1066;
game.addChild(leftMessage);
var centerMessage = new Text2('Tap here for\nCenter Thruster', {
size: 70,
fill: '#cccccc',
alpha: 0.5,
align: 'center'
});
centerMessage.anchor.set(0.5, 0.5);
centerMessage.x = 2048 / 2;
centerMessage.y = 1066;
game.addChild(centerMessage);
var rightMessage = new Text2('Tap here for\nRight Thruster', {
size: 70,
alpha: 0.5,
fill: '#cccccc',
align: 'center'
});
rightMessage.anchor.set(0.5, 0.5);
rightMessage.x = 2048 * 5 / 6;
rightMessage.y = 1066;
game.addChild(rightMessage);
// Create and add two vertical dotted lines
var leftDottedLine = game.addChild(new DottedLine());
leftDottedLine.createDottedLine(2048 / 3, 0, 2048 / 3, 2732, 0xffffff, 5, 10);
var rightDottedLine = game.addChild(new DottedLine());
rightDottedLine.createDottedLine(2048 * 2 / 3, 0, 2048 * 2 / 3, 2732, 0xffffff, 5, 10);
// Initialize moving platform
var platform = game.addChild(new MovingPlatform());
// Add the lander after the messages to ensure it appears in front of them
var lander = game.addChild(new Lander());
lander.x = 1024; // Start in the middle of the screen horizontally
lander.y = 250; // Start 250 pixels down from the top
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);
// X Speed display text
var xSpeedTxt = new Text2('X Speed: ' + lander.speedX.toFixed(2), {
size: 50,
fill: "#ffffff"
});
xSpeedTxt.anchor.set(1, 0);
xSpeedTxt.y = 100;
LK.gui.topRight.addChild(xSpeedTxt);
// Gravity display text
var gravityTxt = new Text2('Gravity: 1.62', {
size: 50,
fill: "#ffffff"
});
gravityTxt.anchor.set(1, 0);
gravityTxt.y = 150;
LK.gui.topRight.addChild(gravityTxt);
// Event listeners
game.on('down', function (obj) {
var touchPos = obj.event.getLocalPosition(game);
if (touchPos.x < 2048 / 3) {
lander.thrustDirection = 'left';
} else if (touchPos.x > 2048 * 2 / 3) {
lander.thrustDirection = 'right';
} else {
lander.thrustDirection = 'down';
}
lander.isThrusting = true;
});
game.on('up', function (obj) {
lander.isThrusting = false;
lander.thrustDirection = null;
});
// 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
// Update X Speed display
xSpeedTxt.setText('X Speed: ' + lander.speedX.toFixed(2));
// Check for landing
if (platform.checkLanding(lander)) {
lander.land();
score += 1;
scoreTxt.setText(score.toString());
lander.refuel();
lander.isLanding = true;
LK.setTimeout(function () {
lander.x = 1024;
lander.y = 250;
lander.speedX = 0;
lander.speedY = 0;
lander.isLanding = false;
}, 2 * 1000 / 60); // Wait for 2 ticks (1000ms/60fps * 2)
}
// 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 >= 3 && LK.ticks % (240 - Math.floor((levelManager.currentLevel - 1) / 2) * 20) == 0) {
// Spawn an asteroid less frequently as levels progress
// Adjusted the rate of increase for asteroid spawn frequency
var newAsteroid = new Asteroid();
var safeZoneRadius = 400;
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();
}
}
});