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/**** * Classes ****/ // No plugins needed for this game yet. // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -15; // Speed moving upwards // Called every tick by the engine if the bullet is attached to the game self.update = function () { self.y += self.speed; }; return self; }); // Player class var Player = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); // No update needed here as movement is handled by drag in the main game code return self; }); // Target class var Target = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('target', { anchorX: 0.5, anchorY: 0.5 }); // Target is stationary, no update needed unless adding animations later return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2c3e50 // Dark slate blue background }); /**** * Game Code ****/ // Red target circle // Yellow bullet rectangle // Blue player rectangle // Define assets using LK.init.shape for simplicity // Game constants var WIN_SCORE = 50; var FIRE_RATE = 15; // Lower number means faster firing (fire every 15 ticks) var PLAYER_BOTTOM_MARGIN = 150; // How far from the bottom the player is positioned // Game variables var bullets = []; var dragPlayer = false; // Flag to track if the player is being dragged var playerLastIntersectingTarget = false; // Track player collision state // Create and position the target var target = game.addChild(new Target()); target.x = 2048 / 2; // Center horizontally target.y = 2732 / 3; // Position vertically (adjust as needed) // Create and position the player var player = game.addChild(new Player()); player.x = 2048 / 2; // Start at center horizontally player.y = 2732 - PLAYER_BOTTOM_MARGIN - player.height / 2; // Position near the bottom // Score Display var scoreTxt = new Text2('0', { size: 150, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); // Anchor top-center LK.gui.top.addChild(scoreTxt); // Add to top-center GUI area // --- Event Handlers --- // Handle dragging the player function handleMove(x, y, obj) { if (dragPlayer) { // Convert the event x-coordinate (relative to the game stage) to the player's local x var localX = game.toLocal(obj.position).x; // Clamp player position within screen bounds (consider player width) var halfPlayerWidth = player.width / 2; player.x = Math.max(halfPlayerWidth, Math.min(localX, 2048 - halfPlayerWidth)); } // Check for player collision with target *during* move for immediate feedback checkPlayerTargetCollision(); } // Start dragging game.down = function (x, y, obj) { // Check if the down event happened on or near the player // We allow starting drag anywhere on the screen for simplicity dragPlayer = true; handleMove(x, y, obj); // Immediately move player to touch position }; // Stop dragging game.up = function (x, y, obj) { dragPlayer = false; }; // Assign move handler game.move = handleMove; // --- Collision Check Functions --- function checkPlayerTargetCollision() { var currentPlayerIntersecting = player.intersects(target); if (!playerLastIntersectingTarget && currentPlayerIntersecting) { // Collision just started LK.getSound('gameOverSound').play(); LK.effects.flashObject(player, 0xff0000, 300); // Flash player red LK.effects.flashObject(target, 0xff0000, 300); // Flash target red LK.showGameOver(); // End the game } // Update last state for next check playerLastIntersectingTarget = currentPlayerIntersecting; } // --- Game Update Loop --- game.update = function () { // Check player collision (also checked in handleMove, but good to have here too) checkPlayerTargetCollision(); // Auto-fire bullets if (LK.ticks % FIRE_RATE === 0) { var newBullet = new Bullet(); newBullet.x = player.x; newBullet.y = player.y - player.height / 2; // Start from top of player newBullet.lastY = newBullet.y; // Initialize lastY newBullet.lastIntersectingTarget = newBullet.intersects(target); // Initialize intersection state game.addChild(newBullet); bullets.push(newBullet); LK.getSound('shoot').play(); } // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; // Update bullet's last states before moving if (bullet.lastY === undefined) { bullet.lastY = bullet.y; } if (bullet.lastIntersectingTarget === undefined) { bullet.lastIntersectingTarget = false; } // bullet.update() is called automatically by the engine var currentY = bullet.y; var currentIntersectingTarget = bullet.intersects(target); // 1. Check for collision with target if (!bullet.lastIntersectingTarget && currentIntersectingTarget) { LK.setScore(LK.getScore() + 1); scoreTxt.setText(LK.getScore()); LK.getSound('hit').play(); LK.effects.flashObject(target, 0xffffff, 100); // Flash target white on hit // Check for win condition if (LK.getScore() >= WIN_SCORE) { LK.showYouWin(); // No need to continue processing bullets if game is won return; } // Destroy bullet and remove from array bullet.destroy(); bullets.splice(i, 1); continue; // Skip off-screen check for this bullet } // 2. Check if bullet is off-screen (top) // Trigger when crossing the boundary from on-screen to off-screen if (bullet.lastY >= -bullet.height / 2 && currentY < -bullet.height / 2) { bullet.destroy(); bullets.splice(i, 1); continue; // Bullet is gone, move to the next } // Update last known states for the next frame bullet.lastY = currentY; bullet.lastIntersectingTarget = currentIntersectingTarget; } }; // Optionally start background music if one was defined and loaded // LK.playMusic('musicId');
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,174 @@
-/****
+/****
+* Classes
+****/
+// No plugins needed for this game yet.
+// Bullet class
+var Bullet = Container.expand(function () {
+ var self = Container.call(this);
+ var graphics = self.attachAsset('bullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = -15; // Speed moving upwards
+ // Called every tick by the engine if the bullet is attached to the game
+ self.update = function () {
+ self.y += self.speed;
+ };
+ return self;
+});
+// Player class
+var Player = Container.expand(function () {
+ var self = Container.call(this);
+ var graphics = self.attachAsset('player', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // No update needed here as movement is handled by drag in the main game code
+ return self;
+});
+// Target class
+var Target = Container.expand(function () {
+ var self = Container.call(this);
+ var graphics = self.attachAsset('target', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Target is stationary, no update needed unless adding animations later
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x2c3e50 // Dark slate blue background
+});
+
+/****
+* Game Code
+****/
+// Red target circle
+// Yellow bullet rectangle
+// Blue player rectangle
+// Define assets using LK.init.shape for simplicity
+// Game constants
+var WIN_SCORE = 50;
+var FIRE_RATE = 15; // Lower number means faster firing (fire every 15 ticks)
+var PLAYER_BOTTOM_MARGIN = 150; // How far from the bottom the player is positioned
+// Game variables
+var bullets = [];
+var dragPlayer = false; // Flag to track if the player is being dragged
+var playerLastIntersectingTarget = false; // Track player collision state
+// Create and position the target
+var target = game.addChild(new Target());
+target.x = 2048 / 2; // Center horizontally
+target.y = 2732 / 3; // Position vertically (adjust as needed)
+// Create and position the player
+var player = game.addChild(new Player());
+player.x = 2048 / 2; // Start at center horizontally
+player.y = 2732 - PLAYER_BOTTOM_MARGIN - player.height / 2; // Position near the bottom
+// Score Display
+var scoreTxt = new Text2('0', {
+ size: 150,
+ fill: 0xFFFFFF
+});
+scoreTxt.anchor.set(0.5, 0); // Anchor top-center
+LK.gui.top.addChild(scoreTxt); // Add to top-center GUI area
+// --- Event Handlers ---
+// Handle dragging the player
+function handleMove(x, y, obj) {
+ if (dragPlayer) {
+ // Convert the event x-coordinate (relative to the game stage) to the player's local x
+ var localX = game.toLocal(obj.position).x;
+ // Clamp player position within screen bounds (consider player width)
+ var halfPlayerWidth = player.width / 2;
+ player.x = Math.max(halfPlayerWidth, Math.min(localX, 2048 - halfPlayerWidth));
+ }
+ // Check for player collision with target *during* move for immediate feedback
+ checkPlayerTargetCollision();
+}
+// Start dragging
+game.down = function (x, y, obj) {
+ // Check if the down event happened on or near the player
+ // We allow starting drag anywhere on the screen for simplicity
+ dragPlayer = true;
+ handleMove(x, y, obj); // Immediately move player to touch position
+};
+// Stop dragging
+game.up = function (x, y, obj) {
+ dragPlayer = false;
+};
+// Assign move handler
+game.move = handleMove;
+// --- Collision Check Functions ---
+function checkPlayerTargetCollision() {
+ var currentPlayerIntersecting = player.intersects(target);
+ if (!playerLastIntersectingTarget && currentPlayerIntersecting) {
+ // Collision just started
+ LK.getSound('gameOverSound').play();
+ LK.effects.flashObject(player, 0xff0000, 300); // Flash player red
+ LK.effects.flashObject(target, 0xff0000, 300); // Flash target red
+ LK.showGameOver(); // End the game
+ }
+ // Update last state for next check
+ playerLastIntersectingTarget = currentPlayerIntersecting;
+}
+// --- Game Update Loop ---
+game.update = function () {
+ // Check player collision (also checked in handleMove, but good to have here too)
+ checkPlayerTargetCollision();
+ // Auto-fire bullets
+ if (LK.ticks % FIRE_RATE === 0) {
+ var newBullet = new Bullet();
+ newBullet.x = player.x;
+ newBullet.y = player.y - player.height / 2; // Start from top of player
+ newBullet.lastY = newBullet.y; // Initialize lastY
+ newBullet.lastIntersectingTarget = newBullet.intersects(target); // Initialize intersection state
+ game.addChild(newBullet);
+ bullets.push(newBullet);
+ LK.getSound('shoot').play();
+ }
+ // Update bullets
+ for (var i = bullets.length - 1; i >= 0; i--) {
+ var bullet = bullets[i];
+ // Update bullet's last states before moving
+ if (bullet.lastY === undefined) {
+ bullet.lastY = bullet.y;
+ }
+ if (bullet.lastIntersectingTarget === undefined) {
+ bullet.lastIntersectingTarget = false;
+ }
+ // bullet.update() is called automatically by the engine
+ var currentY = bullet.y;
+ var currentIntersectingTarget = bullet.intersects(target);
+ // 1. Check for collision with target
+ if (!bullet.lastIntersectingTarget && currentIntersectingTarget) {
+ LK.setScore(LK.getScore() + 1);
+ scoreTxt.setText(LK.getScore());
+ LK.getSound('hit').play();
+ LK.effects.flashObject(target, 0xffffff, 100); // Flash target white on hit
+ // Check for win condition
+ if (LK.getScore() >= WIN_SCORE) {
+ LK.showYouWin();
+ // No need to continue processing bullets if game is won
+ return;
+ }
+ // Destroy bullet and remove from array
+ bullet.destroy();
+ bullets.splice(i, 1);
+ continue; // Skip off-screen check for this bullet
+ }
+ // 2. Check if bullet is off-screen (top)
+ // Trigger when crossing the boundary from on-screen to off-screen
+ if (bullet.lastY >= -bullet.height / 2 && currentY < -bullet.height / 2) {
+ bullet.destroy();
+ bullets.splice(i, 1);
+ continue; // Bullet is gone, move to the next
+ }
+ // Update last known states for the next frame
+ bullet.lastY = currentY;
+ bullet.lastIntersectingTarget = currentIntersectingTarget;
+ }
+};
+// Optionally start background music if one was defined and loaded
+// LK.playMusic('musicId');
\ No newline at end of file