User prompt
when enemies explode play explode sound effect
User prompt
when the hero bullets fire, play hero bullet sound effect
User prompt
var HeroBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('heroBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 20; // Increase the speed to 20 self._move_migrated = function () { self.y -= self.speed; }; });
User prompt
var spawnHeroBullet = function spawnHeroBullet() { // Left bullet var leftBullet = new HeroBullet(); leftBullet.x = hero.x - 100; // Increase the offset to the left (100 pixels) leftBullet.y = hero.y; leftBullet._move_migrated = function () { leftBullet.y -= leftBullet.speed; }; heroBullets.push(leftBullet); game.addChild(leftBullet); // Right bullet var rightBullet = new HeroBullet(); rightBullet.x = hero.x + 100; // Increase the offset to the right (100 pixels) rightBullet.y = hero.y; rightBullet._move_migrated = function () { rightBullet.y -= rightBullet.speed; }; heroBullets.push(rightBullet); game.addChild(rightBullet); };
User prompt
var spawnHeroBullet = function spawnHeroBullet() { // Left bullet var leftBullet = new HeroBullet(); leftBullet.x = hero.x - 50; // Offset to the left leftBullet.y = hero.y; leftBullet._move_migrated = function () { leftBullet.y -= leftBullet.speed; }; heroBullets.push(leftBullet); game.addChild(leftBullet); // Right bullet var rightBullet = new HeroBullet(); rightBullet.x = hero.x + 50; // Offset to the right rightBullet.y = hero.y; rightBullet._move_migrated = function () { rightBullet.y -= rightBullet.speed; }; heroBullets.push(rightBullet); game.addChild(rightBullet); };
User prompt
fire the hero bullet from each side of the hero graphic
User prompt
reduce opacity of background image to 50%\
User prompt
reduce the background image opacity to 75%
User prompt
Migrate to the latest version of LK
User prompt
Fix Bug: 'TypeError: enemy.fire is not a function. (In 'enemy.fire()', 'enemy.fire' is undefined)' in this line: 'enemy.fire();' Line Number: 189
User prompt
Make all enemies have positive speed values When applying enemy speed always add the value never subtract Never redefine bullet.move Don’t redefine bullet move in spawnEnemyBullet Remove fire method from all enemies
User prompt
fix the issue with Enemy2 not spawning, you need to adjust the `spawnEnemy` function within the `Game` class to correctly include a case for `Enemy2`. Specifically, you should: 1. Modify the switch statement to include a case for when `enemyType` is 1, which should create an instance of `Enemy2`. 2. Ensure that the case for `Enemy3` is correctly associated with `enemyType` 2. 3. Remove the incorrect case for `enemyType` 3, as it is currently unreachable with the existing random number generation logic.
User prompt
Increase enemy spawn rate by 20%
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Spawn enemy2
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Modify EnemyBullet container so all enemy bullets move toward bottom the screen
User prompt
Modify enemybullwt contain so all enemy bullet shoot down to bottom of screen
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Change enemy2 bullet to match other enemy bullet movement
User prompt
Increase enemy frequency by 20%. Enemies do not fire enemy bullet until enemy is on screen
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Spawn special item every 10 seconds. Special item floats on screen moving from top to bottom of screen. Special item destroys all enemy bullets on screen at that moment.
User prompt
Modify line 52 to match other enemy bullet pattern
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Modify Line 52 to be - bullet.x = self.x + self.height / 2
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Modify Line 52 - bullet.x = self.x + self.height / 2
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Modify Line 28 - bullet.y = self.y + self.height / 2
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Attribute above change to all enemy bullet
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alright, try these two prompts <@1068937927243091998>: `change line 27 to say "bullet.x = self.x + self.width / 2;"` `change line 28 to say "bullet.y = self.y + self.height / 2;"`
/**** * Classes ****/ var Enemy1 = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy1', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; self._move_migrated = function () { self.y += self.speed; }; }); var Enemy2 = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy2', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self._move_migrated = function () { self.y += self.speed; }; }); var Enemy3 = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy3', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 4; self._move_migrated = function () { self.y += self.speed; }; }); var Enemy4 = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy4', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self._move_migrated = function () { self.y += self.speed; }; }); var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('enemyBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self._move_migrated = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; }); var HealthDisplay = Container.expand(function () { var self = Container.call(this); self.healthCircles = []; for (var i = 0; i < 3; i++) { var healthCircle = self.attachAsset('healthCircle', {}); 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.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.bulletSpeed = 10; self.lastBulletTime = 0; self._move_migrated = function () {}; self.fire = function () { var bullet = new HeroBullet(); bullet.x = self.x; bullet.y = self.y; bullet.speed = self.bulletSpeed; heroBullets.push(bullet); self.parent.addChild(bullet); }; }); var HeroBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('heroBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self._move_migrated = function () { self.y += self.speed; self.x += self.parent.rotation * 10; }; }); var SpecialItem = Container.expand(function () { var self = Container.call(this); var itemGraphics = self.attachAsset('specialItem', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -2; self._move_migrated = function () { self.y += self.speed; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ var bg = game.attachAsset('background', {}); bg.width = 2048; bg.height = 2732; bg.alpha = 0.5; var bg2 = game.attachAsset('background', {}); bg2.width = 2048; bg2.height = 2732; bg2.y = -2732; bg2.alpha = 0.5; var hero = game.addChild(new Hero()); var healthDisplay = new HealthDisplay(); healthDisplay.y += 50; LK.gui.topLeft.addChild(healthDisplay); var enemies = []; var heroBullets = []; var enemyBullets = []; var specialItems = []; hero.x = 2048 / 2; hero.y = 2732 - 200; var spawnEnemy = function spawnEnemy() { 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); game.addChild(enemy); }; var spawnHeroBullet = function spawnHeroBullet() { var bullet = new HeroBullet(); bullet.x = hero.x; bullet.y = hero.y; bullet._move_migrated = function () { bullet.y -= bullet.speed; }; heroBullets.push(bullet); game.addChild(bullet); }; var spawnSpecialItem = function spawnSpecialItem() { var item = new SpecialItem(); item.x = Math.random() * 2048; item.y = 0; specialItems.push(item); game.addChild(item); item.on('down', function () { enemyBullets.forEach(function (bullet, index) { bullet.destroy(); enemyBullets.splice(index, 1); }); }); }; var spawnEnemyBullet = function spawnEnemyBullet(enemy) { var bullet = new EnemyBullet(); bullet.x = enemy.x; bullet.y = enemy.y; bullet._move_migrated = function () { bullet.y += bullet.speed; }; enemyBullets.push(bullet); game.addChild(bullet); }; var checkCollision = function checkCollision() { 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 gameOver() {}; 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_migrated(); healthDisplay.updateHealth(hero.health); enemies.forEach(function (enemy, index) { enemy._move_migrated(); if (LK.ticks % 120 === 0 && enemy.y > 0) { spawnEnemyBullet(enemy); } if (enemy.y > 2732) { enemy.destroy(); enemies.splice(index, 1); } }); heroBullets.forEach(function (bullet, index) { bullet._move_migrated(); if (bullet.y < 0) { bullet.destroy(); heroBullets.splice(index, 1); } }); enemyBullets.forEach(function (bullet, index) { bullet._move_migrated(); if (bullet.y > 2732) { bullet.destroy(); enemyBullets.splice(index, 1); } }); specialItems.forEach(function (item, index) { item._move_migrated(); 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); var explosion = game.attachAsset('explosion', { anchorX: 0.5, anchorY: 0.5 }); explosion.x = enemy.x; explosion.y = enemy.y; game.addChild(explosion); LK.setTimeout(function () { explosion.destroy(); }, 500); 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 % 600 === 0) { spawnSpecialItem(); } if (LK.ticks % 384 === 0) { spawnEnemy(); } }); var dragHero = null; game.on('down', function (x, y, obj) { dragHero = hero; if (LK.ticks - hero.lastBulletTime >= 60) { hero.lastBulletTime = LK.ticks; spawnHeroBullet(); spawnHeroBullet(); spawnHeroBullet(); } }); game.on('move', function (x, y, obj) { if (dragHero) { var pos = game.toLocal(obj.global); 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; if (LK.ticks - hero.lastBulletTime >= 60) { hero.lastBulletTime = LK.ticks; spawnHeroBullet(); spawnHeroBullet(); spawnHeroBullet(); } } }); game.on('up', function (x, y, obj) { dragHero = null; });
===================================================================
--- original.js
+++ change.js
@@ -130,14 +130,14 @@
****/
var bg = game.attachAsset('background', {});
bg.width = 2048;
bg.height = 2732;
-bg.alpha = 0.75;
+bg.alpha = 0.5;
var bg2 = game.attachAsset('background', {});
bg2.width = 2048;
bg2.height = 2732;
bg2.y = -2732;
-bg2.alpha = 0.75;
+bg2.alpha = 0.5;
var hero = game.addChild(new Hero());
var healthDisplay = new HealthDisplay();
healthDisplay.y += 50;
LK.gui.topLeft.addChild(healthDisplay);
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