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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in this line: 'var middle = (game.width - EnemyShip.prototype.width) / 2;' Line Number: 79
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create a function to spawn enemy in various geometric patterns.
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update the code to spawn starts with different colored tint
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update Starfield to spawn stars of different sizes
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Fix Bug: 'ReferenceError: gasme is not defined' in this line: 'if (star.y > gasme.height) {' Line Number: 22
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Fix Bug: 'TypeError: starfield.move is not a function' in this line: 'starfield.move();' Line Number: 107
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Fix Bug: 'TypeError: starfield.move is not a function' in this line: 'starfield.move();' Line Number: 107
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create a new image for a starfield that scrolls down the screen
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make background2 tiled
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make the background scrolling towards the bottom of the screen
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'tileScale')' in this line: 'game.background.tileScale.x = game.width / game.background.width;' Line Number: 51
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make the background tiled so it fills the background.
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create an asset to set the background called "happyBkg1"
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/**** * Classes ****/ // Starfield background class var Starfield = Container.expand(function () { var self = Container.call(this); self.stars = []; var numberOfStars = 300; for (var i = 0; i < numberOfStars; i++) { var star = LK.getAsset('star', 'Star'); star.anchor.set(0.5, 0.5); star.x = Math.random() * 2048; star.y = Math.random() * 2732; star.speed = Math.random() * 2 + 0.5; star.alpha = Math.random() * 0.5 + 0.5; self.addChild(star); self.stars.push(star); } self.moveStars = function () { for (var i = 0; i < self.stars.length; i++) { var star = self.stars[i]; star.y += star.speed; if (star.y > 2732) { star.y -= 2732; } } }; }); // Hero ship class var HeroShip = Container.expand(function () { var self = Container.call(this); var shipGraphics = self.createAsset('heroShip', 'Cute smiley ship', 0.5, 0.5); self.speed = 5; self.isShooting = false; self.shootingInterval = 30; self._shootingCounter = 0; self.shoot = function () { var bullet = new HeroBullet(); bullet.x = self.x; bullet.y = self.y - self.height / 2; game.addChild(bullet); return bullet; }; }); // Hero bullet class var HeroBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.createAsset('heroBullet', 'Heart bullet', 0.5, 1); self.speed = -10; self.move = function () { self.y += self.speed; }; }); // Enemy ship class var EnemyShip = Container.expand(function () { var self = Container.call(this); var shipGraphics = self.createAsset('enemyShip', 'Evil smiley', 0.5, 0.5); self.speed = 2; self.move = function () { self.y += self.speed; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xFEF3BD // Init game with black background }); /**** * Game Code ****/ // Initialize starfield var starfield = game.addChild(new Starfield()); starfield.x = 0; starfield.y = -game.height; // Start off screen // Initialize important asset arrays var heroBullets = []; var enemyShips = []; // Create hero ship var heroShip = game.addChild(new HeroShip()); heroShip.x = game.width / 2; heroShip.y = game.height - 450; // Create enemies function spawnEnemy() { var enemy = new EnemyShip(); enemy.x = Math.random() * (game.width - enemy.width) + enemy.width / 2; enemy.y = -enemy.height / 2; enemyShips.push(enemy); game.addChild(enemy); } // Spawn initial enemies for (var i = 0; i < 5; i++) { spawnEnemy(); } // Game tick event LK.on('tick', function () { // Move the starfield starfield.moveStars(); // Move hero bullets for (var i = heroBullets.length - 1; i >= 0; i--) { var bullet = heroBullets[i]; bullet.move(); if (bullet.y < -bullet.height) { bullet.destroy(); heroBullets.splice(i, 1); } else { // Check collision with enemies for (var j = enemyShips.length - 1; j >= 0; j--) { if (bullet.intersects(enemyShips[j])) { bullet.destroy(); enemyShips[j].destroy(); heroBullets.splice(i, 1); enemyShips.splice(j, 1); break; } } } } // Move enemy ships for (var i = enemyShips.length - 1; i >= 0; i--) { var enemy = enemyShips[i]; enemy.move(); if (enemy.y > game.height + enemy.height / 2) { enemy.destroy(); enemyShips.splice(i, 1); spawnEnemy(); } } // Shoot bullets if (heroShip._shootingCounter % heroShip.shootingInterval == 0) { if (heroShip.isShooting) { heroBullets.push(heroShip.shoot()); heroShip._shootingCounter = 0; } } heroShip._shootingCounter += 1; }); // Touch controls to make heroShip follow the pointer game.on('move', function (obj) { var touchPos = obj.event.getLocalPosition(game); heroShip.x = touchPos.x; }); game.on('down', function (obj) { heroShip._shootingCounter = 0; heroShip.isShooting = true; }); game.on('up', function (obj) { heroShip.isShooting = false; });
===================================================================
--- original.js
+++ change.js
@@ -15,9 +15,9 @@
star.alpha = Math.random() * 0.5 + 0.5;
self.addChild(star);
self.stars.push(star);
}
- self.move = function () {
+ self.moveStars = function () {
for (var i = 0; i < self.stars.length; i++) {
var star = self.stars[i];
star.y += star.speed;
if (star.y > 2732) {
@@ -101,9 +101,9 @@
// Game tick event
LK.on('tick', function () {
// Move the starfield
- starfield.move();
+ starfield.moveStars();
// Move hero bullets
for (var i = heroBullets.length - 1; i >= 0; i--) {
var bullet = heroBullets[i];
a cute cool looking emoji face. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a cute looking heart. bright red.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
an evil looking emoji. purple and blue colors.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a shiny blue cute star. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A start button. White on Red.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a grey touchpad. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a bright yellow shiny cute star. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.