User prompt
For enemy bullet - ``` bullet.x = self.x + self.width / 2; bullet.y = self.y + self.height / 2; ```
User prompt
modify lines 27 and 28 to this instead: ``` bullet.x = self.x + self.width / 2; bullet.y = self.y + self.height / 2; ```
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Move hero health down 50 pixels
User prompt
Implement suggestions above to fix enemy bullet movement
User prompt
When player clicks and/or drags hero plane, spawn 3 hero bullet every 1 second
User prompt
Reduce hero plane bullet spawn rate
User prompt
Change hero plane shooting. Automatic shooting only when the player clicks and/or drags plane
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When enemy is destroyed, show explosion graphic for 0.5 seconds then destroy
User prompt
When enemy is diesteoyed display explosion graphic
User prompt
bullet.y += bullet.speed;
User prompt
ensure all enemies shoot enemy bullet down to the bottom of the screen.
User prompt
the enemy bullet's movement should be independent of the hero's position or rotation. The bullet should have a fixed direction (usually downwards towards the bottom of the screen where the hero is located) and should not be affected by the hero's movement or rotation. The bullet's movement logic should only consider its own speed and direction, ensuring consistent behavior as it travels across the screen.
User prompt
all enemie bullets should move in the same direction
User prompt
1. Identify the enemy classes that have the incorrect bullet movement logic. 2. Within the `fire` method of these classes, locate the `move` function for the bullets. 3. Change the logic in the `move` function so that the bullet's y-coordinate is increased by the bullet's speed, rather than decreased. This will make the bullet move downwards. 4. Ensure that the bullet's speed is set to a positive value, as a negative value would still cause the bullet to move upwards. 5. Remove any duplicate lines of code that add the same bullet to the parent container more than once, as this could cause unintended behavior. By following these steps, you would correct the direction in which the bullets are fired, ensuring that they travel towards the player's hero plane at the bottom of the screen. Remember to adhere to the general guidelines provided, such as writing all game logic in the 'Game' class and creating and destroying instances within the core game logic.
User prompt
when hero is hit by enemy bullet, remove one health circle. when all health circles are gone it's game over.
User prompt
change hero health mechanics. instead of the health bar, use 3 circles to show hero plane's 3 hit points.
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when hero bullet hits any enemy, enemy is destroyed
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Reduce opacity of background graphic by 50%
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Ensure enemy2 and enemy3 bullets shoot towards the bottom of screen
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After enemy bullet alpha reaches zero destroy bullet
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Enemy bullets destroy after hitting bottom of screen
User prompt
Hero bullet shoots with tilt of plane
User prompt
Add tilt to hero plane when being dragged right and left
User prompt
Enemy bullets fade out after 3 seconds on screen
User prompt
Reduce the amount of enemies spawning, reduce the amount of enemy bullets
var Enemy4 = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.createAsset('enemy4', 'Enemy Plane 4', .5, .5); self.speed = -5; self.move = function () { self.y -= self.speed; }; self.fire = function () { var bullet = new EnemyBullet(); bullet.x = self.x + self.width / 2; bullet.y = self.y + self.height / 2; bullet.move = function () { bullet.y += bullet.speed; }; self.parent.addChild(bullet); }; }); var Enemy3 = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.createAsset('enemy3', 'Enemy Plane 3', .5, .5); self.speed = -4; self.move = function () { self.y -= self.speed; }; self.fire = function () { var bullet = new EnemyBullet(); bullet.x = self.x; bullet.y = self.y; bullet.move = function () { bullet.y += bullet.speed; }; self.parent.addChild(bullet); }; }); var SpecialItem = Container.expand(function () { var self = Container.call(this); var itemGraphics = self.createAsset('specialItem', 'Special Item', .5, .5); self.speed = -2; self.move = function () { self.y += self.speed; }; }); var Enemy2 = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.createAsset('enemy2', 'Enemy Plane 2', .5, .5); self.speed = -2; self.move = function () { self.y += self.speed; }; self.fire = function () { var bullet = new EnemyBullet(); bullet.x = self.x + self.width / 2; bullet.y = self.y + self.height / 2; bullet.move = function () { bullet.y += bullet.speed; }; self.parent.addChild(bullet); }; }); var HealthDisplay = Container.expand(function () { var self = Container.call(this); self.healthCircles = []; for (var i = 0; i < 3; i++) { var healthCircle = self.createAsset('healthCircle', 'Health Circle', 0, 0); healthCircle.x = i * 100; self.healthCircles.push(healthCircle); self.addChild(healthCircle); } self.updateHealth = function (health) { for (var i = 0; i < self.healthCircles.length; i++) { self.healthCircles[i].alpha = i < health ? 1 : 0.5; } }; }); var Hero = Container.expand(function () { var self = Container.call(this); self.health = 3; var heroGraphics = self.createAsset('hero', 'Hero Plane', .5, .5); self.speed = 5; self.bulletSpeed = 10; self.move = function () {}; self.fire = function () { var bullet = new HeroBullet(); bullet.x = self.x + self.width / 2; bullet.y = self.y + self.height / 2; bullet.speed = self.bulletSpeed; heroBullets.push(bullet); self.parent.addChild(bullet); }; }); var Enemy1 = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.createAsset('enemy1', 'Enemy Plane 1', .5, .5); self.speed = -3; self.move = function () { self.y -= self.speed; }; self.fire = function () { var bullet = new EnemyBullet(); bullet.x = self.x + self.width / 2; bullet.y = self.y + self.height / 2; bullet.move = function () { bullet.y += bullet.speed; }; self.parent.addChild(bullet); }; }); var HeroBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.createAsset('heroBullet', 'Hero Bullet', .5, .5); self.speed = 10; self.move = function () { self.y -= self.speed; self.x += self.parent.rotation * 10; }; }); var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.createAsset('enemyBullet', 'Enemy Bullet', .5, .5); self.speed = 7; self.move = function () { self.y += self.speed; }; LK.setTimeout(function () { self.alpha -= 0.1; if (self.alpha <= 0) { self.destroy(); } }, 3000); }); var Game = Container.expand(function () { var self = Container.call(this); var bg = self.createAsset('background', 'Background Image', 0, 0); bg.width = 2048; bg.height = 2732; bg.alpha = 0.5; var bg2 = self.createAsset('background', 'Background Image', 0, 0); bg2.width = 2048; bg2.height = 2732; bg2.y = -2732; bg2.alpha = 0.5; var hero = self.addChild(new Hero()); var healthDisplay = new HealthDisplay(); LK.gui.topLeft.addChild(healthDisplay); var enemies = []; var heroBullets = []; var enemyBullets = []; var specialItems = []; hero.x = 2048 / 2; hero.y = 2732 - 200; var spawnEnemy = function () { var enemyType = Math.floor(Math.random() * 3); var enemy; switch (enemyType) { case 0: enemy = new Enemy1(); break; case 1: enemy = new Enemy2(); break; case 2: enemy = new Enemy3(); break; } enemy.x = Math.random() * 2048; enemy.y = 0; enemies.push(enemy); self.addChild(enemy); }; var spawnHeroBullet = function () { var bullet = new HeroBullet(); bullet.x = hero.x; bullet.y = hero.y; bullet.move = function () { bullet.y -= bullet.speed; }; heroBullets.push(bullet); self.addChild(bullet); }; var spawnSpecialItem = function () { var item = new SpecialItem(); item.x = Math.random() * 2048; item.y = 0; specialItems.push(item); self.addChild(item); }; var spawnEnemyBullet = function (enemy) { var bullet = new EnemyBullet(); bullet.x = enemy.x; bullet.y = enemy.y; bullet.move = function () { bullet.y += bullet.speed; }; enemyBullets.push(bullet); self.addChild(bullet); }; var checkCollision = function () { specialItems.forEach(function (item, index) { if (hero.intersects(item)) { item.destroy(); specialItems.splice(index, 1); hero.bulletSpeed = 15; LK.setTimeout(function () { hero.bulletSpeed = 10; }, 4000); } }); }; var gameOver = function () {}; LK.on('tick', function () { bg.y += 2; bg2.y += 2; if (bg.y >= 2732) bg.y = -2732; if (bg2.y >= 2732) bg2.y = -2732; hero.move(); healthDisplay.updateHealth(hero.health); enemies.forEach(function (enemy, index) { enemy.move(); if (LK.ticks % 120 === 0) { enemy.fire(); spawnEnemyBullet(enemy); } if (enemy.y > 2732) { enemy.destroy(); enemies.splice(index, 1); } }); heroBullets.forEach(function (bullet, index) { bullet.move(); if (bullet.y < 0) { bullet.destroy(); heroBullets.splice(index, 1); } }); enemyBullets.forEach(function (bullet, index) { bullet.move(); if (bullet.y > 2732) { bullet.destroy(); enemyBullets.splice(index, 1); } }); specialItems.forEach(function (item, index) { item.move(); if (item.y > 2732) { item.destroy(); specialItems.splice(index, 1); } }); checkCollision(); heroBullets.forEach(function (bullet, bIndex) { enemies.forEach(function (enemy, eIndex) { if (bullet.intersects(enemy)) { bullet.destroy(); heroBullets.splice(bIndex, 1); enemy.destroy(); enemies.splice(eIndex, 1); } }); }); enemyBullets.forEach(function (bullet, index) { if (hero.intersects(bullet)) { bullet.destroy(); enemyBullets.splice(index, 1); hero.health--; healthDisplay.updateHealth(hero.health); if (hero.health <= 0) { LK.showGameOver(); } } }); }); LK.on('tick', function () { if (LK.ticks % 30 === 0) { spawnHeroBullet(); } if (LK.ticks % 600 === 0) { spawnSpecialItem(); } if (LK.ticks % 200 === 0) { spawnEnemy(); } }); var dragHero = null; stage.on('down', function (obj) { dragHero = hero; }); stage.on('move', function (obj) { if (dragHero) { var pos = obj.event.getLocalPosition(self); var oldX = dragHero.x; dragHero.x = pos.x; dragHero.y = pos.y; var tilt = (dragHero.x - oldX) * 0.05; tilt = Math.max(-0.5, Math.min(0.5, tilt)); hero.rotation = tilt; } }); stage.on('up', function (obj) { dragHero = null; }); });
===================================================================
--- original.js
+++ change.js
@@ -12,9 +12,8 @@
bullet.move = function () {
bullet.y += bullet.speed;
};
self.parent.addChild(bullet);
- self.parent.addChild(bullet);
};
});
var Enemy3 = Container.expand(function () {
var self = Container.call(this);
@@ -30,9 +29,8 @@
bullet.move = function () {
bullet.y += bullet.speed;
};
self.parent.addChild(bullet);
- self.parent.addChild(bullet);
};
});
var SpecialItem = Container.expand(function () {
var self = Container.call(this);
@@ -53,12 +51,11 @@
var bullet = new EnemyBullet();
bullet.x = self.x + self.width / 2;
bullet.y = self.y + self.height / 2;
bullet.move = function () {
- bullet.y -= bullet.speed;
+ bullet.y += bullet.speed;
};
self.parent.addChild(bullet);
- self.parent.addChild(bullet);
};
});
var HealthDisplay = Container.expand(function () {
var self = Container.call(this);
@@ -102,12 +99,11 @@
var bullet = new EnemyBullet();
bullet.x = self.x + self.width / 2;
bullet.y = self.y + self.height / 2;
bullet.move = function () {
- bullet.y -= bullet.speed;
+ bullet.y += bullet.speed;
};
self.parent.addChild(bullet);
- self.parent.addChild(bullet);
};
});
var HeroBullet = Container.expand(function () {
var self = Container.call(this);
Futuristic fighter plane, chrono trigger, top down view, behind Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Special item shooting game pixel art, shiny Single Game Texture. In-Game asset. 2d. Blank background.
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Bright yellow blast pixel art shooter game Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
65604d9e9017209915d71b35: Top down shooter, alien space enemy craft, retro pixel art, red flying space alien, giant eye ball Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
65604d9e9017209915d71b35: Top down shooter, alien space craft enemy craft, retro pixel art Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Pixel art bullet blue and white shining orb of energy retro Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Pixel art top down aerial view barren desert, sand dunes, retro shooter Single Game Texture. In-Game asset. 2d. Blank background. Low contrast. No shadows.
hit point heart pixel art Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Pixel art explosion, retro Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.