User prompt
Hero should point towards the touch
User prompt
While holding hero should rotate following movement
User prompt
On touch for swipe bullet should appear
User prompt
Shoot bullet on swipe directio
User prompt
When touch screen bullet to be shot should appear on screen on top of hero. On release it should be shot
Code edit (1 edits merged)
Please save this source code
User prompt
when hero moves from a to b we should see the movement of the hero
User prompt
hero can only move up or down left or right
User prompt
change color of cells that hero is moving through
User prompt
if hero want to go from one cell to another it has to go through the cell in between
User prompt
delete 1 row
User prompt
add 4 more rows
User prompt
stop auto shoot
User prompt
change color of cell where hero is over
User prompt
send grid to the back
User prompt
bring hero to the front
User prompt
show hero on top
User prompt
hero starts in the center of the grid
User prompt
add one more row and column
User prompt
double grid and hero size
User prompt
hero can only move from cell to cell
User prompt
create an 8 by 8 grid
Initial prompt
Simple Shooter
var EnemyBoss = Container.expand(function (hero) {
var self = Container.call(this);
var bossGraphics = self.createAsset('enemyBoss', 'Enemy Boss Graphics', .5, .5);
bossGraphics.tint = 0xFFFFFF * (0.5 + Math.random() * 0.5);
self.speedY = 3;
self.hero = hero;
self.lifebar = self.createAsset('lifebar', 'Boss Lifebar', .5, 0);
self.lifebar.y = -self.lifebar.height - 170;
self.lifebar.x -= 10;
self.life = 500;
self.move = function () {
var dx = this.hero.x - this.x + (Math.random() - 0.5) * 100;
var dy = this.hero.y - this.y + (Math.random() - 0.5) * 100;
var angle = Math.atan2(dy, dx);
var newX = self.x + Math.cos(angle) * self.speedY + Math.sin(LK.ticks / 60) * 5;
var newY = self.y + Math.sin(angle) * self.speedY;
newX = Math.max(bossGraphics.width / 2, Math.min(newX, 2048 - bossGraphics.width / 2));
newY = Math.max(bossGraphics.height / 2, Math.min(newY, 2732 - bossGraphics.height / 2));
self.x = newX;
self.y = newY;
self.lifebar.scale.x = self.life / 500;
if (self.life <= 0) {
self.destroy();
}
};
self.shoot = function () {};
self.on('tick', function () {
self.move();
self.shoot();
});
});
var Cloud = Container.expand(function () {
var self = Container.call(this);
var trail = LK.getAsset('trail', 'Trail Graphics', 0.5, 0.5);
var cloudGraphics = self.createAsset('cloud', 'Cloud Graphics', 0.5, 0.5);
self.speedY = 1;
self.move = function () {
var cloudSpeed = 3.5;
self.y += cloudSpeed;
if (self.y > 2732) {
self.y = -cloudGraphics.height;
}
};
});
var HeroBullet = Container.expand(function (hero) {
var self = Container.call(this);
self.bulletGraphics = self.createAsset('heroBullet', 'Hero Bullet Graphics', .5, .5);
self.creationTick = LK.ticks;
self.bulletGraphics.tint = 0x6EC1E4;
self.speed = -1.5;
self.damage = 1;
self.isShot = false;
self.flickerSpeed = 0.7;
self.flickerMinAlpha = 0.5;
self.flickerMaxAlpha = 1;
self.move = function () {
self.x += self.speedX * self.scale.x * self.scale.x;
self.y += self.speedY * self.scale.y * self.scale.y;
self.rotation += LK.ticks * 0.01;
self.damage = self.scale.x * self.scale.y;
var holdDuration = (LK.ticks - self.creationTick) % 240;
if (holdDuration < 120) {
var sizeMultiplier = 1 + holdDuration / 40;
} else {
var sizeMultiplier = 4 - (holdDuration - 120) / 40;
}
self.scale.x = self.scale.y = Math.max(1, sizeMultiplier);
if (self.flicker) {
self.alpha += self.flickerSpeed;
if (self.alpha <= self.flickerMinAlpha || self.alpha >= self.flickerMaxAlpha) {
self.flickerSpeed *= -1;
}
self.alpha = Math.max(self.flickerMinAlpha, Math.min(self.alpha, self.flickerMaxAlpha));
}
};
});
var EnemyBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.createAsset('enemyBullet', 'Enemy Bullet Graphics', .5, .5);
self.speed = 3;
self.move = function () {
self.y += self.speed;
};
});
var Hero = Container.expand(function () {
var self = Container.call(this);
var heroGraphics = self.createAsset('hero', 'Hero character', .5, .5);
var trail = self.createAsset('trail', 'Trail Graphics', 1, 0.5);
trail.rotation = Math.PI / 4;
trail.y = heroGraphics.height / 2 - 80;
trail.x = -heroGraphics.width / 2 + 30;
trail.flicker = true;
trail.flickerSpeed = 0.1;
trail.flickerMinAlpha = 0.3;
trail.flickerMaxAlpha = 0.7;
LK.on('tick', function () {
if (trail.flicker) {
trail.alpha += trail.flickerSpeed;
if (trail.alpha < trail.flickerMinAlpha || trail.alpha > trail.flickerMaxAlpha) {
trail.flickerSpeed *= -1;
trail.alpha = Math.max(trail.flickerMinAlpha, Math.min(trail.alpha, trail.flickerMaxAlpha));
}
}
});
self.movementDirection = 1;
self.movementSpeed = 0.5;
self.movementRange = 100;
self.originalX = 2048 / 2;
self.x = self.originalX;
self.updateMovement = function () {
self.x += self.movementDirection * self.movementSpeed;
if (self.x < self.originalX - self.movementRange || self.x > self.originalX + self.movementRange) {
self.movementDirection *= -1;
}
};
});
var Enemy = Container.expand(function (hero) {
var self = Container.call(this);
var enemyGraphics = self.createAsset('enemy', 'Enemy character', .5, .5);
self.speedY = 2;
self.hero = hero;
self.lifebar = self.createAsset('lifebar', 'Enemy Lifebar', .5, 0);
self.lifebar.y = -self.lifebar.height - 100;
self.life = 100;
self.move = function () {
var dx = this.hero.x - this.x;
var dy = this.hero.y - this.y;
var angle = Math.atan2(dy, dx);
var speedMultiplier = 1 + Math.floor(LK.ticks / 7200);
self.x += (Math.cos(angle) * self.speedY + Math.sin(LK.ticks / 60) * 5) * speedMultiplier;
self.y += Math.sin(angle) * self.speedY * speedMultiplier;
self.lifebar.scale.x = self.life / 100;
};
});
var Background = Container.expand(function () {
var self = Container.call(this);
var bg1 = self.createAsset('background', 'Game Background 1', 0, 0);
var bg2 = self.createAsset('background', 'Game Background 2', 0, 0);
bg1.width = bg2.width = 2048;
bg1.height = bg2.height = 2732;
bg2.y = -2732;
self.addChild(bg1);
self.addChild(bg2);
self.move = function () {
bg1.y += 1;
bg2.y += 1;
if (bg1.y >= 2732) bg1.y = -2732;
if (bg2.y >= 2732) bg2.y = -2732;
};
});
var Game = Container.expand(function () {
var self = Container.call(this);
var getReadyMessage = new Text2('Get Ready!', {
size: 200,
fill: '#ffffff',
align: 'center'
});
getReadyMessage.anchor.set(0.8, 0.8);
getReadyMessage.x = 2048 / 2;
getReadyMessage.y = 2732 / 3 - 100;
getReadyMessage.alpha = 0;
LK.gui.addChild(getReadyMessage);
var fadeInInterval = LK.setInterval(function () {
getReadyMessage.alpha += 0.05;
if (getReadyMessage.alpha >= 1) {
LK.clearInterval(fadeInInterval);
}
}, 1000 / 60);
var getSetMessage = new Text2('(tap or hold for super shot!)', {
size: 50,
fill: '#ffffff',
align: 'center'
});
getSetMessage.anchor.set(0.8, 0.8);
getSetMessage.x = 2048 / 2 - 90;
getSetMessage.y = getReadyMessage.y + 100;
LK.gui.addChild(getSetMessage);
LK.setTimeout(function () {
var fadeOutInterval = LK.setInterval(function () {
getReadyMessage.alpha -= 0.05;
if (getReadyMessage.alpha <= 0) {
LK.clearInterval(fadeOutInterval);
getReadyMessage.destroy();
}
}, 1000 / 60);
getSetMessage.destroy();
}, 3000);
var enemies = [];
var enemiesSpawnedCount = 0;
var background = self.addChild(new Background());
background.alpha = 0.3;
self.spawnEnemy = function () {
var enemy;
if (enemiesSpawnedCount % 10 === 0 && enemiesSpawnedCount !== 0) {
enemy = new EnemyBoss(hero);
enemy.scale.x *= 1 * (1 + enemiesSpawnedCount / 100);
enemy.scale.y *= 1 * (1 + enemiesSpawnedCount / 100);
enemy.speedY *= 1 * (1 + enemiesSpawnedCount / 100);
enemy.life *= 1 * (0.5 + enemiesSpawnedCount / 100);
} else {
enemy = new Enemy(hero);
}
enemy.x = Math.random() * 2048;
enemy.y = -enemy.height;
enemies.push(enemy);
self.addChild(enemy);
enemiesSpawnedCount++;
};
var enemySpawnTicker = 0;
LK.on('tick', function () {
var spawnRate = Math.max(30, 120 - Math.floor(LK.ticks / 3600));
if (enemySpawnTicker++ % spawnRate === 0) {
self.spawnEnemy();
}
});
stage.on('up', function (obj) {
if (currentBullet) {
var pos = obj.event.getLocalPosition(self);
var dx = pos.x - hero.x;
var dy = pos.y - hero.y;
var angle = Math.atan2(dy, dx);
currentBullet.isShot = true;
currentBullet.speedX = Math.cos(angle) * 15;
currentBullet.speedY = Math.sin(angle) * 15;
hero.rotation = angle;
heroBullets.push(currentBullet);
currentBullet = null;
}
});
LK.on('tick', function () {
hero.updateMovement();
background.move();
if (currentBullet) {
var holdDuration = LK.ticks - holdTime;
var sizeMultiplier = Math.max(1, 1 + Math.abs(Math.sin(holdDuration / 60)) * 3);
if (currentBullet.scale.x < sizeMultiplier) {
currentBullet.scale.x = sizeMultiplier;
currentBullet.scale.y = sizeMultiplier;
if (currentBullet.bulletGraphics.width * currentBullet.scale.x > 150) {
currentBullet.bulletGraphics.tint = 0xFFA500;
}
}
currentBullet.flicker = true;
var flickerAmount = Math.abs(Math.sin(LK.ticks / 30)) * (currentBullet.flickerMaxAlpha - currentBullet.flickerMinAlpha);
currentBullet.alpha = currentBullet.flickerMinAlpha + flickerAmount;
if (currentBullet.flicker) {
currentBullet.alpha += currentBullet.flickerSpeed;
if (currentBullet.alpha <= currentBullet.flickerMinAlpha || currentBullet.alpha >= currentBullet.flickerMaxAlpha) {
currentBullet.flickerSpeed *= -1;
}
currentBullet.alpha = Math.max(currentBullet.flickerMinAlpha, Math.min(currentBullet.alpha, currentBullet.flickerMaxAlpha));
}
currentBullet.rotation = hero.rotation;
currentBullet.x = hero.x;
currentBullet.y = hero.y - hero.height / 2 - currentBullet.height / 2 - 10;
currentBullet.flickerSpeed = 0.1;
currentBullet.flickerMinAlpha = 0.3;
currentBullet.flickerMaxAlpha = 1;
}
});
var currentBullet = null;
var holdTime = 0;
var hero;
hero = self.addChild(new Hero());
hero.rotation = -Math.PI / 2;
var touchActive = false;
stage.on('down', function (obj) {
if (!touchActive) {
touchActive = true;
var pos = obj.event.getLocalPosition(self);
var dx = pos.x - hero.x;
var dy = pos.y - hero.y;
var angle = Math.atan2(dy, dx);
hero.rotation = angle;
currentBullet = new HeroBullet(hero);
currentBullet.x = hero.x;
currentBullet.y = hero.y - hero.height / 2 - currentBullet.height / 2 - 10;
currentBullet.rotation = hero.rotation;
self.addChild(currentBullet);
if (self.scale.x > 2 && self.scale.y > 2) {
bulletGraphics.tint = 0xFFA500;
}
holdTime = LK.ticks;
}
});
stage.on('up', function (obj) {
touchActive = false;
});
stage.on('move', function (obj) {
var pos = obj.event.getLocalPosition(self);
var dx = pos.x - hero.x;
var dy = pos.y - hero.y;
var angle = Math.atan2(dy, dx);
hero.rotation = angle;
});
var enemies = [];
var heroBullets = [];
var enemyBullets = [];
var clouds = [];
var particles = [];
for (var i = 0; i < 2; i++) {
var cloud = new Cloud();
cloud.alpha = 0.3;
cloud.x = Math.random() * 2048;
cloud.y = Math.random() * -2732;
clouds.push(cloud);
self.addChildAt(cloud, 1);
}
var scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff",
dropShadow: true,
dropShadowColor: "#000000",
dropShadowBlur: 4,
dropShadowAngle: Math.PI / 6,
dropShadowDistance: 6
});
LK.gui.topCenter.addChild(scoreTxt);
var isGameOver = false;
hero.x = 2048 / 2;
hero.y = 2732 - 280;
LK.setTimeout(function () {
var startPosition = hero.y;
var endPosition = startPosition - 500;
var duration = 120;
var step = (startPosition - endPosition) / duration;
var currentStep = 0;
var moveHero = function () {
if (currentStep < duration) {
hero.y -= step;
currentStep++;
} else if (currentStep < duration * 2) {
hero.y += step;
currentStep++;
} else {
hero.y = startPosition;
LK.clearInterval(heroMoveInterval);
}
};
var heroMoveInterval = LK.setInterval(moveHero, 1000 / 60);
}, 0);
LK.on('tick', function () {
for (var i = 0; i < heroBullets.length; i++) {
if (heroBullets[i]) heroBullets[i].move();
for (var j = 0; j < enemies.length; j++) {
if (heroBullets[i] && heroBullets[i].intersects(enemies[j])) {
enemies[j].life -= heroBullets[i].damage * 10;
if (enemies[j].life <= 0) {
var scoreIncrement = enemies[j] instanceof EnemyBoss ? 50 : 10;
scoreIncrement += Math.floor(LK.ticks / 3600);
LK.setScore(LK.getScore() + scoreIncrement);
scoreTxt.setText(LK.getScore().toString());
enemies[j].destroy();
enemies.splice(j, 1);
}
heroBullets[i].destroy();
heroBullets.splice(i, 1);
break;
}
}
if (heroBullets[i] && heroBullets[i].y < -50) {
heroBullets[i].destroy();
heroBullets.splice(i, 1);
i--;
i--;
}
}
for (var i = 0; i < enemyBullets.length; i++) {
enemyBullets[i].move();
if (enemyBullets[i].y > 2732 + 50) {
enemyBullets[i].destroy();
enemyBullets.splice(i, 1);
}
}
for (var i = 0; i < enemies.length; i++) {
if (enemies[i].intersects(hero)) {
isGameOver = true;
break;
}
}
for (var i = 0; i < enemies.length; i++) {
enemies[i].move();
if (enemies[i].y > 2732) {
enemies[i].destroy();
enemies.splice(i, 1);
i--;
}
}
clouds.forEach(function (cloud) {
cloud.move();
});
if (isGameOver) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
});
});
Goku arms doing kamehameha. seen from above. 8-bit. Cartoon. In game asset. No shadow Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
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rotate image 45 degrees
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