User prompt
move trail 10 pixels down
User prompt
move trail 50 pixels to the righ
User prompt
move trail 50 pixels up
User prompt
rotate trail asset 45 degrees
User prompt
rotate trail asset 90 degress
User prompt
move trail 20 pixels up
User prompt
move trail 50 pixels up
User prompt
move trail image 50 pixels to the left
User prompt
rotate trail 90 degrees
User prompt
rotate trail asset 120 %
User prompt
move trail to the left of the hero
User prompt
trail should be displayed beind hero
User prompt
just create an asset, no class, named trail
User prompt
add engine particle asset begind hero
User prompt
dim couds 30% more
User prompt
dim clouds 30%
User prompt
add wave logic to the game
User prompt
dim clouds by 30%
User prompt
dim clouds 80%
User prompt
Fix Bug: 'ReferenceError: Enemy is not defined' in this line: 'enemy = new Enemy(hero);' Line Number: 93
User prompt
Fix Bug: 'ReferenceError: Enemy is not defined' in this line: 'enemy = new Enemy(hero);' Line Number: 93
User prompt
add enemyboss to game
User prompt
reduce max speed of hero bulllets in half
User prompt
remove particles and engine particles references from game
User prompt
Fix Bug: 'ReferenceError: EngineParticle is not defined' in this line: 'var particle = new EngineParticle();' Line Number: 46
var Particle = Container.expand(function () {
var self = Container.call(this);
var particleGraphics = self.createAsset('particle', 'Particle Graphics', .5, .5);
self.move = function () {};
});
var Cloud = Container.expand(function () {
var self = Container.call(this);
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);
var bulletGraphics = self.createAsset('heroBullet', 'Hero Bullet Graphics', .5, .5);
self.speed = -3;
self.damage = 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 = hero.rotation + Math.PI / 2;
self.damage = self.scale.x * self.scale.y;
};
});
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);
self.movementDirection = 1;
self.movementSpeed = 0.5;
self.movementRange = 50;
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;
}
if (Math.random() < 0.02 && self.movementDirection > 0) {
var particle = new Particle();
self.parent.addChildAt(particle, self.parent.getChildIndex(self));
}
};
});
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 enemies = [];
var particles = [];
var background = self.addChild(new Background());
background.alpha = 0.3;
self.spawnEnemy = function () {
var enemy = new Enemy(hero);
enemy.x = Math.random() * 2048;
enemy.y = -enemy.height;
enemies.push(enemy);
self.addChild(enemy);
};
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.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);
currentBullet.scale.x = sizeMultiplier;
currentBullet.scale.y = sizeMultiplier;
currentBullet.rotation = hero.rotation;
}
});
var currentBullet = null;
var holdTime = 0;
var hero;
hero = self.addChild(new Hero());
hero.rotation = -Math.PI / 2;
stage.on('down', 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;
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);
holdTime = LK.ticks;
});
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 < 5; i++) {
var cloud = new Cloud();
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 = 10 + 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;
}
}
particles.forEach(function (particle, index) {
particle.move();
if (particle.alpha <= 0) {
particles.splice(index, 1);
}
});
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.
8-bit. Cartoon. Orange energy ball. . In game asset. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
rotate image 45 degrees
8-bit. cartoon. white energy ball. gradieint. transparent. in game asset. flicker. shoot. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8-bit. cartoon. front view. flying final boss. white. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.