User prompt
Move guards horizontally towards the UFO and shoot thin red lines at least 2 seconds of pressing.
User prompt
Move guards horizontally towards the UFO and shoot thin red lines after 2 seconds of pressing.
User prompt
Move guards horizontally towards the UFO and shoot thin red lines after 2.5 seconds of pressing.
User prompt
Add red flashing animation to the alarmdevice asset
User prompt
If the guards shot hits the ufo asset, Each hit takes 10% of the ufo's health.
User prompt
When the player pressing the click more than 3 sec, then the guards moving horizontaly to chase the ufo and sends to the ufo thin red lines
User prompt
When the player pressing the click more than 4 sec, then the guards moving horizontaly to chase the ufo and sends to the ufo thin red lines
User prompt
When the player pressing the click more than 3 sec, then the guards moving horizontaly to chase the ufo and sends to the ufo thin red lines
User prompt
When the player pressing the click more than 3,5 sec, then the guards moving horizontaly to chase the ufo and sends to the ufo thin red lines
User prompt
When the player pressing the click more than 3.5 sec, then the guards moving horizontaly to chase the ufo and sends to the ufo thin red lines
User prompt
Add logic to track continuous laser beam usage and play alarm sound after 3,5 seconds
User prompt
Add logic to track continuous laser beam usage and play alarm sound after 3.5 seconds
User prompt
Add logic to track continuous laser beam usage and play alarm sound after 4 seconds
User prompt
play cowmooing sound when to ufo is moving up the cow asset
User prompt
After you have removed the UFO and the explosion asset from the field, the guards will stop firing and GAME OVER
User prompt
when the ufo destroyed display the explosion asset only for 1 sec and then hide it from the map with the ufo
User prompt
YOU LEFT OUT THE EXPLOSION ASSET. Make it disappear along with the UFO
User prompt
WHEN THE UFO IS DESTROYED FLASH THE explosion animation FOR 1 SEC AND HIDE THE UFO AND THE EXPLOSION ASSET FROM THE GAME
User prompt
AVOID THE DUPLICATE explosion animation
User prompt
REPLACE YOUR explosion animation TO THE EXPLOSION ASSET
User prompt
Please fix the bug: 'TypeError: LK.effects.explode is not a function' in or related to this line: 'LK.effects.explode(ufo, 1000); // Assuming explode is a valid effect' Line Number: 129
User prompt
If the guards start shooting the ufo then display a 200 unit wide, 20 unit high green level indicator as a life counter at the top 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 start shooting the ufo 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
still not working the ufo destruction
User prompt
fix it
/**** * Classes ****/ // Beam class var Beam = Container.expand(function () { var self = Container.call(this); var beamGraphics = self.attachAsset('beam', { anchorX: 0.5, anchorY: 1.0 }); beamGraphics.rotation = -Math.PI / 2; self.update = function () { // Move the beam upwards by 5 units every frame // But stop if the beam's top edge is at or above the UFO's bottom edge if (self.y - self.height / 2 > ufo.y + ufo.height / 2) { self.y -= 5; } }; }); // Cow class var Cow = Container.expand(function () { var self = Container.call(this); var cowGraphics = self.attachAsset('cow', { anchorX: 0.5, anchorY: 0.5 }); self.isAbducted = false; // Add a new property to check if the cow is being abducted self.update = function () { if (!self.isAbducted) { // If the cow is not being abducted, it can move freely if (this.x < guards[0].x) { this.x = guards[0].x; } if (this.x > guards[1].x) { this.x = guards[1].x; } } else { // If the cow is being abducted, it should move towards the UFO var dx = ufo.x - this.x; var dy = ufo.y - this.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 5 && this.y - this.height / 2 > ufo.y + ufo.height / 2) { // If the cow is not yet at the UFO and the cow's top edge is below the UFO's bottom edge, it should continue moving towards it this.x += dx / distance * 5; this.y += dy / distance * 5; } else { // If the cow has reached the UFO or its top edge is at or above the UFO's bottom edge, it should disappear this.destroy(); cows.splice(cows.indexOf(this), 1); } } }; }); // Ground class var Ground = Container.expand(function () { var self = Container.call(this); var groundGraphics = self.attachAsset('ground', { anchorX: 0.5, anchorY: 1.0 }); }); // Moon class var Moon = Container.expand(function () { var self = Container.call(this); var moonGraphics = self.attachAsset('moon', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Moon shining animation logic // this.alpha = 0.5 + Math.sin(LK.ticks / 30) / 2; // Create a shining effect by changing the alpha value }; }); // SecurityGuard class var SecurityGuard = Container.expand(function () { var self = Container.call(this); var guardGraphics = self.attachAsset('guard', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { if (self.visible) { if (!self.lastShotTime || Date.now() - self.lastShotTime > 1000) { // Add a cooldown of 1 second between shots self.lastShotTime = Date.now(); // Create a red laser beam shooting towards the UFO var laser = new Container(); var laserGraphics = laser.attachAsset('redlaser', { anchorX: 0.5, anchorY: 0.0 }); laser.x = self.x; laser.y = self.y; laser.rotation = Math.atan2(ufo.y - self.y, ufo.x - self.x); game.addChild(laser); // Move the laser towards the UFO laser.update = function () { laser.x += Math.cos(laser.rotation) * 10; laser.y += Math.sin(laser.rotation) * 10; // Ensure the laser beams maintain ten times the distance between them if (game.ticks % 10 === 0) { laser.x += Math.cos(laser.rotation) * 10; laser.y += Math.sin(laser.rotation) * 10; } // Destroy the laser if it goes off screen if (laser.x < 0 || laser.x > 2048 || laser.y < 0 || laser.y > 2732) { laser.destroy(); } if (laser.intersects(ufo)) { // Reduce UFO health by 20% ufoHealthBar.scaleX -= 0.2; if (ufoHealthBar.scaleX <= 0) { // If health is depleted, replace the UFO with an explosion asset if (!ufo.exploded) { var explosion = LK.getAsset('explosion', { anchorX: 0.5, anchorY: 0.5 }); explosion.x = ufo.x; explosion.y = ufo.y; game.addChild(explosion); ufo.exploded = true; ufo.destroy(); } } laser.destroy(); // Destroy the laser after hitting the UFO } }; } } }; }); // StarrySky class var StarrySky = Container.expand(function () { var self = Container.call(this); var starrySkyGraphics = self.attachAsset('starrySky', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Starry sky animation logic this.alpha = 0.5 + Math.sin(LK.ticks / 120) / 2; // Create a shining effect by changing the alpha value }; }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // UFO class var UFO = Container.expand(function () { var self = Container.call(this); var ufoGraphics = self.attachAsset('ufo', { anchorX: 0.5, anchorY: 0.5 }); self.beam = null; // Add a beam property to the UFO 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 self.beam.alpha = 0.5 + Math.sin(LK.ticks / 10) / 2; // If the beam's top is inside the UFO, make it disappear if (self.beam.y <= self.y + self.height / 2) { self.beam.destroy(); self.beam = null; } } }; }); // Wormhole class var Wormhole = Container.expand(function () { var self = Container.call(this); var wormholeGraphics = self.attachAsset('wormhole', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Rotate the wormhole continuously self.rotation += 0.05; // Adjust the rotation speed as needed }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize variables var ufoHealthBar = new Container(); var healthBarGraphics = ufoHealthBar.attachAsset('beam', { anchorX: 0.5, anchorY: 0.5, width: 200, height: 20, color: 0x00ff00 // Green color }); ufoHealthBar.x = 1024; // Center horizontally ufoHealthBar.y = 20; // Position at the top of the screen ufoHealthBar.visible = false; // Initially hidden game.addChild(ufoHealthBar); var starrySky = game.addChild(new StarrySky()); starrySky.x = 1024; // Center horizontally starrySky.y = 1366; // Center vertically // Initialize variables var ground = game.addChild(new Ground()); var moon = game.addChild(new Moon()); moon.x = 2048 - moon.width / 2 - 200; // Position moon at the upper right corner and move it left by 200 units moon.y = moon.height / 2 + 200; // Move the moon down by 200 units var wormhole = game.addChild(new Wormhole()); var alarmdevice = LK.getAsset('alarmdevice', { anchorX: 0.5, anchorY: 0.5 }); alarmdevice.x = 565; // Set x position of alarmdevice alarmdevice.y = 850; // Set y position of alarmdevice game.addChild(alarmdevice); // Add alarmdevice to the game wormhole.x = moon.x; // Center wormhole on the moon wormhole.y = moon.y; // Align vertically with the moon wormhole.visible = false; // Initially hide the wormhole ground.x = 1024; // Center horizontally ground.y = 2732; // Bottom of the screen var ufo = game.addChild(new UFO()); ufo.x = 1024; // Center horizontally ufo.y = 500; // Upper half of the screen var cows = []; var guards = []; var sucking = false; var suckStartTime = 0; var beam = null; // Define the beam variable var laserStartTime = null; // Track when the laser beam starts var laserActive = false; // Track if the laser is currently active // Create cows for (var i = 0; i < 10; i++) { var cow = new Cow(); do { cow.x = Math.random() * 2048; cow.y = 2000 + Math.random() * 500; // Lower half of the screen } while (cows.some(function (existingCow) { return Math.abs(existingCow.x - cow.x) < 50 && Math.abs(existingCow.y - cow.y) < 50; })); cows.push(cow); game.addChild(cow); } // Create security guards but do not add them to the game yet for (var i = 0; i < 2; i++) { var guard = new SecurityGuard(); guard.x = i * 2048 + (i == 0 ? 200 : -200); // Position guards at each side of the screen but 200 units closer to the center guard.y = 2600; // Bottom of the screen guards.push(guard); } // Handle UFO movement game.move = function (x, y, obj) { ufo.x = x; ufo.y = Math.min(y, 1366); // Restrict to upper half }; // Handle mouse down event game.down = function (x, y, obj) { // Check if the player clicked on a cow for (var i = 0; i < cows.length; i++) { if (Math.abs(cows[i].x - x) < 50 && Math.abs(cows[i].y - y) < 50) { cows[i].isAbducted = true; // Set the isAbducted property of the clicked cow to true beam = new Beam(); beam.x = cows[i].x; beam.y = cows[i].y; beam.height = Math.abs(cows[i].y - ufo.y); // Adjust the beam's height to match the distance between the UFO and the cow game.addChildAt(beam, game.getChildIndex(cows[0])); // Add the beam behind the cows in the display list break; } } }; // Handle mouse up event game.up = function (x, y, obj) { if (beam) { beam.destroy(); beam = null; for (var i = 0; i < cows.length; i++) { // Set the isAbducted property of all cows to false cows[i].isAbducted = false; } } }; // Game update loop game.update = function () { if (beam && !laserActive) { laserStartTime = Date.now(); laserActive = true; } else if (!beam && laserActive) { laserStartTime = null; laserActive = false; } if (laserActive && Date.now() - laserStartTime >= 5000) { ufoHealthBar.visible = true; // Show the health bar LK.getSound('alarm').play(); laserStartTime = null; // Reset to prevent repeated alarms laserActive = false; // Add guards to the game after the alarm sound has played guards.forEach(function (guard) { game.addChild(guard); }); } if (sucking) { var currentTime = Date.now(); if (currentTime - suckStartTime > 5000) { // Move guards horizontally towards the UFO guards.forEach(function (guard) { if (guard.x < ufo.x) { guard.x += 2; // Move right } else if (guard.x > ufo.x) { guard.x -= 2; // Move left } // Shoot thin red lines towards the UFO var line = new Container(); var lineGraphics = line.attachAsset('beam', { anchorX: 0.5, anchorY: 0.5, color: 0xff0000, // Red color width: 2, // Thin line height: Math.abs(guard.y - ufo.y) }); line.x = guard.x; line.y = guard.y; game.addChild(line); }); } var currentTime = Date.now(); if (currentTime - suckStartTime > 6000) { // Game over logic LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); if (beam) { beam.destroy(); beam = null; } } else { // Suck cows for (var i = cows.length - 1; i >= 0; i--) { if (Math.abs(cows[i].x - ufo.x) < 50 && Math.abs(cows[i].y - ufo.y) < 50) { cows[i].destroy(); cows.splice(i, 1); } } } } // Check if all cows are collected if (cows.length === 0) { wormhole.visible = true; // Display the wormhole } // Check if UFO intersects with the wormhole if (ufo.intersects(wormhole)) { // Reduce UFO size continuously by 0.05 ufo.scaleX = Math.max(0, ufo.scaleX - 0.05); ufo.scaleY = Math.max(0, ufo.scaleY - 0.05); } };
===================================================================
--- original.js
+++ change.js
@@ -110,16 +110,19 @@
// Reduce UFO health by 20%
ufoHealthBar.scaleX -= 0.2;
if (ufoHealthBar.scaleX <= 0) {
// If health is depleted, replace the UFO with an explosion asset
- var explosion = LK.getAsset('explosion', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- explosion.x = ufo.x;
- explosion.y = ufo.y;
- game.addChild(explosion);
- ufo.destroy();
+ if (!ufo.exploded) {
+ var explosion = LK.getAsset('explosion', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ explosion.x = ufo.x;
+ explosion.y = ufo.y;
+ game.addChild(explosion);
+ ufo.exploded = true;
+ ufo.destroy();
+ }
}
laser.destroy(); // Destroy the laser after hitting the UFO
}
};
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.