User prompt
move speed effect to appear on the back of the candidate
User prompt
only show speedeffect when candidate ishaton true
User prompt
when ishaton also add a new asset that will show behind the candidate when its moving that will represent speed
User prompt
every 10 seconds spawn enemy and have it fly from one side of the screen to the other always on the 1/3 top of the screen. it should fly across the screen.
User prompt
every 10 seconds spawn new enemy and have it fly from one side of the screen to the other always on the 1/3 top of the screen
User prompt
enemy should spawn on one side of the screen and move across to the other side where it will be destroyed
Code edit (1 edits merged)
Please save this source code
User prompt
every 10 seconds spawn enemy that moves across the screen from the center up
User prompt
spawn enemy on game start
User prompt
create a new independent enemy class that will shot bullets. enemy and bullets will use their own new assets.
User prompt
create a new enemy. enemy will fly across the screen and drop bullets.
Code edit (3 edits merged)
Please save this source code
User prompt
when hat is moving downwards also mirror image when iti moves left
User prompt
Fix Bug: 'Uncaught ReferenceError: candidateGraphics is not defined' in or related to this line: 'var shadowGraphics = self.attachAsset('shadow', {' Line Number: 77
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when candidate speed is 0 then use candidatestill asset
Code edit (1 edits merged)
Please save this source code
User prompt
make sure hat uses mirror image when moving left, even when attached to candidate
User prompt
when the hat moves left, mirror its image, independent of the candidate movement.
User prompt
mirror hat x position when player is moving left
Code edit (1 edits merged)
Please save this source code
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update scalex property to -1 of hat when hat is on top of candidate and it is moving left
User prompt
when candidate asset is mirrored, also mirror hat that is attached to candidate
User prompt
add a function that mirrors the hat position on tick when player direction switches. make sure it impacts the game.
User prompt
mirror hat position when player switched direction
User prompt
make sure hat x position is updated when player position is updated
/**** * Classes ****/ var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('enemyBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.move = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; }); var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.bulletCooldown = 60; // Cooldown in frames before shooting again self.move = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; self.shoot = function () { if (self.bulletCooldown <= 0) { var bullet = new EnemyBullet(); bullet.x = self.x; bullet.y = self.y; game.addChild(bullet); self.bulletCooldown = 60; } else { self.bulletCooldown--; } }; }); var DestroyPop = Container.expand(function () { var self = Container.call(this); var destroyPopGraphics = self.attachAsset('destroyPop', { anchorX: 0.5, anchorY: 0.5 }); self.alpha = 1; self.move = function () { self.alpha -= 0.02; if (self.alpha <= 0) { self.destroy(); } }; }); var ScorePop = Container.expand(function () { var self = Container.call(this); var scorePopText = new Text2('+1', { size: 100, fill: '#00ff00' }); scorePopText.anchor.set(0.5, 0.5); self.addChild(scorePopText); self.alpha = 1; self.move = function () { self.y -= 2; self.alpha -= 0.02; if (self.alpha <= 0) { self.destroy(); } }; }); var ScorePopNegative = Container.expand(function () { var self = Container.call(this); var scorePopText = new Text2('-1', { size: 100, fill: '#ff0000' }); scorePopText.anchor.set(0.5, 0.5); self.addChild(scorePopText); self.alpha = 1; self.move = function () { self.y -= 2; self.alpha -= 0.02; if (self.alpha <= 0) { self.destroy(); } }; }); var Candidate = Container.expand(function () { var self = Container.call(this); self.candidateMovingGraphics = self.attachAsset('candidate', { anchorX: 0.5, anchorY: 0.5 }); self.candidateStillGraphics = self.attachAsset('candidateStill', { anchorX: 0.5, anchorY: 0.5, visible: false }); var shadowGraphics = self.attachAsset('shadow', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 0.6, alpha: 0.5, y: self.candidateStillGraphics.height / 2 }); shadowGraphics.tint = 0x000000; self.direction = 1; // 1 for right, -1 for left self.speed = 10; // Speed of candidate's sideways movement self.isHatOn = false; // Indicates whether the candidate is wearing a hat self.update = function (targetX) { var candidateGraphics = self.children[0]; var speed = self.isHatOn ? self.speed * 1.5 : self.speed; var moving = false; if (self.x < targetX) { self.x = Math.min(self.x + speed, targetX); self.candidateMovingGraphics.scale.x = 1; moving = true; } else if (self.x > targetX) { self.x = Math.max(self.x - speed, targetX); self.candidateMovingGraphics.scale.x = -1; moving = true; } self.candidateMovingGraphics.visible = moving; self.candidateStillGraphics.visible = !moving; if (!moving) { self.candidateStillGraphics.scale.x = self.candidateMovingGraphics.scale.x; } }; }); var Vote = Container.expand(function () { var self = Container.call(this); var voteGraphics = self.attachAsset('vote', { anchorX: 0.5, anchorY: 0.5 }); self.speed = Math.random() * 2 + 3; self.move = function () { self.y += self.speed; self.x += Math.sin(self.y / 100) * 3; // Smoother and smaller oscillation if (self.y > 2550) { self.tint = 0xff0000; if (LK.getScore() > 0) { LK.setScore(LK.getScore() - 1); scoreTxt.setText(LK.getScore()); var scorePopNegative = new ScorePopNegative(); scorePopNegative.x = self.x; scorePopNegative.y = self.y; game.addChild(scorePopNegative); } var index = votes.indexOf(self); if (index > -1) { votes.splice(index, 1); } var flickerInterval = LK.setInterval(function () { self.visible = !self.visible; self.tint = self.visible ? 0xff0000 : 0xffffff; }, 100); LK.setTimeout(function () { LK.clearInterval(flickerInterval); self.destroy(); }, 500); } }; }); var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); self.speed = Math.random() * 2 + 3; self.move = function () { self.y += self.speed; self.rotation += 0.05; if (self.y > 2550) { var destroyPop = new DestroyPop(); destroyPop.x = self.x; destroyPop.y = self.y; game.addChild(destroyPop); self.destroy(); var index = obstacles.indexOf(self); if (index > -1) { obstacles.splice(index, 1); } } }; }); var Hat = Container.expand(function () { var self = Container.call(this); var hatGraphics = self.attachAsset('hat', { anchorX: 0.5, anchorY: 0.5 }); self.speed = Math.random() * 2 + 2; self.move = function () { self.y += self.speed; var swing = Math.sin(self.y / 100) * 10; self.x += swing; hatGraphics.scale.x = swing < 0 ? -1 : 1; // Mirror the hat image when moving left if (self.y > 2550) { var flickerInterval = LK.setInterval(function () { self.visible = !self.visible; }, 100); LK.setTimeout(function () { LK.clearInterval(flickerInterval); self.destroy(); }, 500); } }; }); var PopUpText = Container.expand(function (text) { var self = Container.call(this); var popUpText = new Text2(text, { size: 100, fill: '#ffffff' }); popUpText.anchor.set(0.5, 0.5); self.addChild(popUpText); self.alpha = 1; self.move = function () { self.y -= 2; self.alpha -= 0.01; if (self.alpha <= 0) { self.destroy(); } }; }); /**** * Initialize Game ****/ var game = new LK.Game(); /**** * Game Code ****/ var background = game.addChild(LK.getAsset('background', { width: 2048, height: 2732, anchorX: 0, anchorY: 0, alpha: 0.5 })); var candidate = game.addChild(new Candidate()); candidate.x = 2048 / 2; candidate.y = 2732 - candidate.height / 2 - 90; var votes = []; var obstacles = []; var obstacles = []; var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff", dropShadow: true, dropShadowColor: "#000000", dropShadowBlur: 4, dropShadowAngle: Math.PI / 6, dropShadowDistance: 6 }); var scoreBackground = LK.getAsset('scoreBackground', { anchorX: 1, anchorY: 0, alpha: 0.8 }); LK.gui.topRight.addChild(scoreBackground); scoreBackground.x -= 10; scoreTxt.anchor.set(1, 0); LK.gui.topRight.addChild(scoreTxt); scoreTxt.x -= 70; scoreTxt.y += 50; var targetX = candidate.x; game.on('down', function (obj) { var event = obj.event; var pos = event.getLocalPosition(game); targetX = pos.x; }); LK.on('tick', function () { candidate.update(targetX); if (LK.ticks % Math.max(100 - Math.floor(LK.ticks / 600) - 10 * Math.floor(LK.ticks / 600), 20) == 0) { // Spawn a vote more frequently as time progresses var newVote = new Vote(); newVote.x = Math.random() * 2048; // Random x position across the screen width newVote.y = -newVote.height / 2; // Start just above the screen newVote.speed += Math.floor(LK.ticks / 600); // Increase speed over time votes.push(newVote); game.addChild(newVote); } var obstacleSpawnRate = Math.max(280 - Math.floor(LK.ticks / 300), 20) - 30 * Math.floor(LK.ticks / 600); // Decrease the maximum interval and increase the rate of difficulty over time if (LK.ticks % Math.max(obstacleSpawnRate - Math.floor(LK.ticks / 600), 20) == 0) { // Spawn an obstacle more frequently as time progresses var newObstacle = new Obstacle(); newObstacle.x = Math.random() * 2048; // Random x position across the screen width newObstacle.y = -newObstacle.height / 2; // Start just above the screen newObstacle.speed += Math.floor(LK.ticks / 600); // Increase speed over time obstacles.push(newObstacle); game.addChild(newObstacle); } if (LK.ticks == 600 || LK.ticks > 600 && LK.ticks % 2400 == 0) { // Spawn a hat after 10 seconds and then every 30 seconds var newHat = new Hat(); newHat.x = Math.random() * (2048 - 1000) + 500; // Random x position across the screen width, at least 500 pixels from each side newHat.y = -newHat.height / 2; // Start just above the screen votes.push(newHat); game.addChild(newHat); } }); LK.on('tick', function () { for (var i = votes.length - 1; i >= 0; i--) { votes[i].move(); if (votes[i] instanceof Vote && candidate.intersects(votes[i])) { var scorePop = new ScorePop(); scorePop.x = votes[i].x; scorePop.y = votes[i].y; game.addChild(scorePop); votes[i].destroy(); votes.splice(i, 1); LK.setScore(LK.getScore() + 1); scoreTxt.setText(LK.getScore()); } else if (votes[i] instanceof Hat && candidate.intersects(votes[i])) { var hat = votes[i]; hat.y = candidate.y - candidate.height / 2 - hat.height / 2 + 180; hat.x = candidate.x; hat.speed = 0; candidate.isHatOn = true; if (candidate.children[0].scale.x === -1) { hat.children[0].scale.x = -1; } else { hat.children[0].scale.x = 1; } LK.setTimeout(function () { var blinkInterval = LK.setInterval(function () { hat.visible = !hat.visible; }, 200); LK.setTimeout(function () { LK.clearInterval(blinkInterval); hat.destroy(); var index = votes.indexOf(hat); if (index > -1) { votes.splice(index, 1); } candidate.isHatOn = false; }, 2000); }, 8000); } } for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i] instanceof ScorePop || game.children[i] instanceof ScorePopNegative || game.children[i] instanceof PopUpText || game.children[i] instanceof DestroyPop) { game.children[i].move(); } } for (var i = obstacles.length - 1; i >= 0; i--) { obstacles[i].move(); if (candidate.intersects(obstacles[i], 60)) { if (candidate.isHatOn) { var popUpWords = ['Fake News!', 'Fake News!', 'Fake News!']; var randomWord = popUpWords[Math.floor(Math.random() * popUpWords.length)]; var popUpText = new PopUpText(randomWord); popUpText.x = obstacles[i].x; popUpText.y = obstacles[i].y; game.addChild(popUpText); obstacles[i].destroy(); var index = obstacles.indexOf(obstacles[i]); if (index > -1) { obstacles.splice(index, 1); } } else { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } } }); var startText = new Text2('Collect Votes! \n\nDodge Justice! \n\nWear invulneravility \nMAGA hat!', { size: 80, fill: '#ffffff', dropShadow: true, dropShadowColor: '#000000', dropShadowBlur: 4, dropShadowAngle: Math.PI / 6, dropShadowDistance: 6, align: 'center' }); startText.x = 2048 / 2; startText.y = 2732 / 2 - 900; startText.anchor.set(0.5, 0.5); game.addChild(startText); var startTimeout = LK.setTimeout(function () { game.removeChild(startText); }, 3000); // This is a simple initial game structure with a candidate collecting votes. // The game is designed to be mobile-friendly and uses touch events to place votes. // The candidate is centered at the bottom of the screen, and votes move upwards. // When a vote intersects with the candidate, the score increases.
===================================================================
--- original.js
+++ change.js
@@ -1,7 +1,47 @@
/****
* Classes
****/
+var EnemyBullet = Container.expand(function () {
+ var self = Container.call(this);
+ var bulletGraphics = self.attachAsset('enemyBullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 5;
+ self.move = function () {
+ self.y += self.speed;
+ if (self.y > 2732) {
+ self.destroy();
+ }
+ };
+});
+var Enemy = Container.expand(function () {
+ var self = Container.call(this);
+ var enemyGraphics = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 2;
+ self.bulletCooldown = 60; // Cooldown in frames before shooting again
+ self.move = function () {
+ self.y += self.speed;
+ if (self.y > 2732) {
+ self.destroy();
+ }
+ };
+ self.shoot = function () {
+ if (self.bulletCooldown <= 0) {
+ var bullet = new EnemyBullet();
+ bullet.x = self.x;
+ bullet.y = self.y;
+ game.addChild(bullet);
+ self.bulletCooldown = 60;
+ } else {
+ self.bulletCooldown--;
+ }
+ };
+});
var DestroyPop = Container.expand(function () {
var self = Container.call(this);
var destroyPopGraphics = self.attachAsset('destroyPop', {
anchorX: 0.5,
@@ -189,50 +229,8 @@
self.destroy();
}
};
});
-var Enemy = Container.expand(function () {
- var self = Container.call(this);
- var enemyGraphics = self.attachAsset('obstacle', {
- // Reuse obstacle asset for the enemy
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.speed = 5;
- self.bulletDropRate = 120; // Drop a bullet every 2 seconds
- self.move = function () {
- self.x += self.speed;
- if (self.x > 2048 || self.x < 0) {
- self.speed *= -1; // Change direction when hitting screen bounds
- }
- if (LK.ticks % self.bulletDropRate === 0) {
- var bullet = new EnemyBullet();
- bullet.x = self.x;
- bullet.y = self.y + enemyGraphics.height / 2;
- game.addChild(bullet);
- bullets.push(bullet);
- }
- };
-});
-var EnemyBullet = Container.expand(function () {
- var self = Container.call(this);
- var bulletGraphics = self.attachAsset('vote', {
- // Reuse vote asset for the bullet
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.speed = 7;
- self.move = function () {
- self.y += self.speed;
- if (self.y > 2732) {
- self.destroy();
- var index = bullets.indexOf(self);
- if (index > -1) {
- bullets.splice(index, 1);
- }
- }
- };
-});
/****
* Initialize Game
****/
@@ -240,10 +238,8 @@
/****
* Game Code
****/
-var enemies = [];
-var bullets = []; // This will now hold both Vote and EnemyBullet instances
var background = game.addChild(LK.getAsset('background', {
width: 2048,
height: 2732,
anchorX: 0,
@@ -282,20 +278,8 @@
var pos = event.getLocalPosition(game);
targetX = pos.x;
});
LK.on('tick', function () {
- LK.on('tick', function () {
- candidate.update(targetX);
- if (LK.ticks % 600 == 0) {
- // Spawn an enemy every 10 seconds
- var newEnemy = new Enemy();
- newEnemy.x = Math.random() < 0.5 ? 0 : 2048; // Start from left or right edge
- newEnemy.y = Math.random() * 2732 / 2; // Random y position in the upper half of the screen
- enemies.push(newEnemy);
- game.addChild(newEnemy);
- }
- // Existing vote and obstacle spawning logic remains unchanged
- });
candidate.update(targetX);
if (LK.ticks % Math.max(100 - Math.floor(LK.ticks / 600) - 10 * Math.floor(LK.ticks / 600), 20) == 0) {
// Spawn a vote more frequently as time progresses
var newVote = new Vote();
@@ -324,17 +308,8 @@
game.addChild(newHat);
}
});
LK.on('tick', function () {
- for (var i = enemies.length - 1; i >= 0; i--) {
- enemies[i].move();
- }
- for (var i = bullets.length - 1; i >= 0; i--) {
- bullets[i].move();
- }
- // Existing vote and obstacle logic remains unchanged
-});
-LK.on('tick', function () {
for (var i = votes.length - 1; i >= 0; i--) {
votes[i].move();
if (votes[i] instanceof Vote && candidate.intersects(votes[i])) {
var scorePop = new ScorePop();
2d. 8-bit. red baseball cap. maga.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
2d. 8-bit. dust cloud. brown. no shadow.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a 2d funny character in 8-bit and cartoon of joe biden on an airplane..