User prompt
If the guards start shooting the ufo then and only then display a 200 unit wide, 20 unit high green level indicator as a life counter at the bottom center of the screen. If the guards shot hits the ufo asset, Each hit takes 20% of the ufo's health. If it runs out of health, make the ufo asset disappear from the screen with an explosion animation.
User prompt
If the guards shot hits the ufo asset, display a 200 units wide by 20 units high green level marker on top of the ufo asset as a life counter. Each hit takes 20% off the ufo's health
User prompt
If the guards shot hits the ufo asset, display a 300 units wide by 50 units high green level marker on top of the ufo asset as a life counter. Each hit takes 20% off the ufo's health
User prompt
If the guards shot hits the ufo asset, display a green and red divided horizontal level indicator at the top of the screen as a life counter. Each hit takes 20% off the ufo's health
User prompt
ensure that the guards do not shoot the UFO in a continuous beam
User prompt
ensure that the guards do not shoot the UFO in a continuous beam, but in pieces
User prompt
keep ten times the distance between the red laser beams
User prompt
keep three times the distance between the red laser beams
User prompt
rotate the red laser asset by 90 degrees
User prompt
Guards shoot red laser beams towards the UFO when visible
User prompt
You can only display the guards on the field if the alarm sound has already sounded, not before.
User prompt
As soon as the alarmsound asset 3 guard sounds, the screen sub-gate will come up to their current positions.
User prompt
If the player uses the laser beam continuously for 5 seconds, then play the alarm sound
User prompt
If the player uses the laser beam continuously for more than 5 seconds, then play the alarm sound
User prompt
play the alarm sound when the player hold down the laser beam with the mouse button continuously for at least 5 seconds
User prompt
Move the alarm device asset left by 10units
User prompt
move the alarm device asset right with 25 units
User prompt
move the alarm device asset right with 50 units
User prompt
move the alarm device asset right with 50 units
User prompt
move the alarm device asset down with 150 units
User prompt
move the alarm device asset down with 200 units
User prompt
move the alarm device asset down with 200 units
User prompt
Add flashing animation to the alarmdevice asset
User prompt
add flashing animation to the alarm device asset
User prompt
add alarmdevice asset to the map
===================================================================
--- original.js
+++ change.js
@@ -103,15 +103,13 @@
laser.y += Math.sin(laser.rotation) * 10;
}
// Check if the laser hits the UFO
if (laser.intersects(ufo)) {
- // Reduce UFO health by 20%
- ufoHealth -= 20;
- // Update health bar
- greenBar.width = ufoHealth / 100 * 2048;
- redBar.width = 2048 - greenBar.width;
- // Destroy the laser
laser.destroy();
+ // Reduce UFO health
+ ufo.health -= 20;
+ // Update health bar
+ ufo.updateHealthBar();
}
// Destroy the laser if it goes off screen
if (laser.x < 0 || laser.x > 2048 || laser.y < 0 || laser.y > 2732) {
laser.destroy();
@@ -142,8 +140,24 @@
anchorX: 0.5,
anchorY: 0.5
});
self.beam = null; // Add a beam property to the UFO
+ self.health = 100; // Initialize UFO health
+ self.healthBar = new Container(); // Create a container for the health bar
+ var healthBarGraphics = self.healthBar.attachAsset('beam', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ color: 0x00ff00,
+ // Green color
+ width: 300,
+ height: 50
+ });
+ self.healthBar.y = -self.height / 2 - 30; // Position the health bar above the UFO
+ self.addChild(self.healthBar); // Add the health bar to the UFO
+ self.updateHealthBar = function () {
+ // Update the width of the health bar based on the current health
+ healthBarGraphics.width = 300 * (self.health / 100);
+ };
self.update = function () {
// UFO movement logic will be handled in the game move event
if (self.beam) {
// If the beam exists, make it flash by changing its alpha value
@@ -178,30 +192,8 @@
/****
* Game Code
****/
-// Initialize UFO health
-var ufoHealth = 100;
-// Create a health bar
-var healthBar = new Container();
-var greenBar = LK.getAsset('beam', {
- anchorX: 0.0,
- anchorY: 0.0,
- color: 0x00ff00,
- width: 2048,
- height: 50
-});
-var redBar = LK.getAsset('beam', {
- anchorX: 0.0,
- anchorY: 0.0,
- color: 0xff0000,
- width: 0,
- height: 50
-});
-healthBar.addChild(greenBar);
-healthBar.addChild(redBar);
-healthBar.y = 0; // Position at the top of the screen
-game.addChild(healthBar);
// Initialize wormhole asset
var starrySky = game.addChild(new StarrySky());
starrySky.x = 1024; // Center horizontally
starrySky.y = 1366; // Center vertically
@@ -284,13 +276,8 @@
}
};
// Game update loop
game.update = function () {
- // Check for game over condition
- if (ufoHealth <= 0) {
- LK.effects.flashScreen(0xff0000, 1000);
- LK.showGameOver();
- }
if (beam && !laserActive) {
laserStartTime = Date.now();
laserActive = true;
} else if (!beam && laserActive) {
Cute alien in ufo spaceship. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Windows xp hill with a red barn on the top of the hill at night. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Starry sky. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Shining fullmoon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Sherif man, drone view.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
red flashing police alarm device asset from profile view
explosion. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.