User prompt
move the shoot button diagonally up left
User prompt
move the shoot button to bottom right corner
User prompt
add a shoot button
Code edit (1 edits merged)
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User prompt
Stickman Sniper: Target Acquired
Initial prompt
Stickman Sniper is a precision shooting game where players control a sniper scope tasked with eliminating various targets across increasingly challenging levels. Player tap and drag to aim, then press a button to fire. Game is level-based and has a storyline that advances with each level. Before the levels start, targets are identified and the player is asked to neutralize the target, while missed shots or hitting civilians result failure of the level. The game features multiple levels, varying targets, and limited time, requiring careful aim and timing to progress and achieve high scores.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Fire Button class
var FireButton = Container.expand(function () {
var self = Container.call(this);
var btn = self.attachAsset('fire_btn', {
anchorX: 0.5,
anchorY: 0.5
});
var txt = new Text2('FIRE', {
size: 60,
fill: "#fff"
});
txt.anchor.set(0.5, 0.5);
txt.x = 0;
txt.y = 0;
self.addChild(txt);
// For press effect
self.flash = function () {
tween(btn, {
alpha: 0.5
}, {
duration: 80,
onFinish: function onFinish() {
tween(btn, {
alpha: 1
}, {
duration: 80
});
}
});
};
return self;
});
// Sniper Scope class
var Scope = Container.expand(function () {
var self = Container.call(this);
// Scope ring
var ring = self.attachAsset('scope_ring', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.25
});
// Crosshairs
var crossV = self.attachAsset('scope_crosshair_v', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.5
});
var crossH = self.attachAsset('scope_crosshair_h', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.5
});
// For shot flash
self.flash = function () {
var flash = self.attachAsset('shot_flash', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.7
});
tween(flash, {
alpha: 0
}, {
duration: 200,
onFinish: function onFinish() {
flash.destroy();
}
});
};
return self;
});
// Stickman class (base for all stickmen)
var Stickman = Container.expand(function () {
var self = Container.call(this);
// Default: civilian
self.isTarget = false;
self.isAlive = true;
// Set up body and head
var body = null;
var head = null;
self.setType = function (type) {
// Remove previous
if (body) body.destroy();
if (head) head.destroy();
if (type === 'target') {
body = self.attachAsset('stickman_target_body', {
anchorX: 0.5,
anchorY: 0
});
head = self.attachAsset('stickman_target_head', {
anchorX: 0.5,
anchorY: 0.5,
y: 0
});
head.y = -30;
self.isTarget = true;
} else if (type === 'civilian') {
body = self.attachAsset('stickman_civilian_body', {
anchorX: 0.5,
anchorY: 0
});
head = self.attachAsset('stickman_civilian_head', {
anchorX: 0.5,
anchorY: 0.5,
y: 0
});
head.y = -30;
self.isTarget = false;
} else {
body = self.attachAsset('stickman_body', {
anchorX: 0.5,
anchorY: 0
});
head = self.attachAsset('stickman_head', {
anchorX: 0.5,
anchorY: 0.5,
y: 0
});
head.y = -30;
self.isTarget = false;
}
};
// For hit detection, we use the head and body rectangles
self.getHitRects = function () {
// Returns array of rectangles in game coordinates
var rects = [];
if (!body || !head) return rects;
// Body
rects.push(new Rectangle(self.x - body.width / 2, self.y, body.width, body.height));
// Head
rects.push(new Rectangle(self.x - head.width / 2, self.y - 30 - head.height / 2, head.width, head.height));
return rects;
};
// Animate death
self.die = function () {
if (!self.isAlive) return;
self.isAlive = false;
// Fade out and fall
tween(self, {
rotation: Math.PI / 2,
alpha: 0
}, {
duration: 700,
easing: tween.cubicOut,
onFinish: function onFinish() {
self.visible = false;
}
});
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x222222
});
/****
* Game Code
****/
// Music
// Sound effects
// Shot effect
// Fire button
// Sniper scope
// Stickman body (used for both targets and civilians, colored differently)
// --- Level Data ---
var levels = [
// Each level: {targets: [positions], civilians: [positions], time: seconds, story: string}
{
targets: [{
x: 600,
y: 1200
}],
civilians: [{
x: 900,
y: 1200
}, {
x: 1400,
y: 1200
}],
time: 15,
story: "Eliminate the red stickman. Avoid civilians!"
}, {
targets: [{
x: 400,
y: 1000
}, {
x: 1600,
y: 1300
}],
civilians: [{
x: 900,
y: 1200
}, {
x: 1200,
y: 1400
}, {
x: 700,
y: 1500
}],
time: 18,
story: "Two targets this time. Don't miss!"
}, {
targets: [{
x: 500,
y: 900
}, {
x: 1550,
y: 1100
}, {
x: 1000,
y: 1700
}],
civilians: [{
x: 800,
y: 1200
}, {
x: 1200,
y: 1300
}, {
x: 1700,
y: 1500
}, {
x: 600,
y: 1600
}],
time: 20,
story: "Three targets. Watch out for blue civilians!"
}
// More levels can be added here
];
// --- Game State ---
var currentLevel = 0;
var stickmen = [];
var targetsLeft = 0;
var timeLeft = 0;
var timerInterval = null;
var gameActive = false;
var score = 0;
var shotsFired = 0;
var shotsHit = 0;
var levelStartTime = 0;
// --- UI Elements ---
var scope = null;
var fireBtn = null;
var timerTxt = null;
var scoreTxt = null;
var storyTxt = null;
// --- Setup UI ---
function setupUI() {
// Remove previous UI if any
if (timerTxt) timerTxt.destroy();
if (scoreTxt) scoreTxt.destroy();
if (storyTxt) storyTxt.destroy();
// Timer (top right)
timerTxt = new Text2('00', {
size: 90,
fill: "#fff"
});
timerTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(timerTxt);
// Score (top center)
scoreTxt = new Text2('Score: 0', {
size: 90,
fill: "#fff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Story (top, below score)
storyTxt = new Text2('', {
size: 60,
fill: "#fff"
});
storyTxt.anchor.set(0.5, 0);
storyTxt.y = 100;
LK.gui.top.addChild(storyTxt);
}
// --- Start Level ---
function startLevel(levelIdx) {
// Clean up previous
for (var i = 0; i < stickmen.length; ++i) {
stickmen[i].destroy();
}
stickmen = [];
targetsLeft = 0;
timeLeft = 0;
gameActive = false;
shotsFired = 0;
shotsHit = 0;
setupUI();
// Level data
var level = levels[levelIdx];
if (!level) {
// No more levels: show win
LK.showYouWin();
return;
}
// Show story
storyTxt.setText(level.story);
// Place stickmen
// Targets
for (var i = 0; i < level.targets.length; ++i) {
var t = new Stickman();
t.setType('target');
t.x = level.targets[i].x;
t.y = level.targets[i].y;
game.addChild(t);
stickmen.push(t);
targetsLeft++;
}
// Civilians
for (var i = 0; i < level.civilians.length; ++i) {
var c = new Stickman();
c.setType('civilian');
c.x = level.civilians[i].x;
c.y = level.civilians[i].y;
game.addChild(c);
stickmen.push(c);
}
// Reset scope position to center
if (scope) scope.destroy();
scope = new Scope();
scope.x = 2048 / 2;
scope.y = 2732 / 2;
game.addChild(scope);
// Fire button (bottom right)
if (fireBtn) fireBtn.destroy();
fireBtn = new FireButton();
fireBtn.x = 2048 - 200;
fireBtn.y = 2732 - 200;
LK.gui.bottomRight.addChild(fireBtn);
// Timer
timeLeft = level.time;
timerTxt.setText(timeLeft.toFixed(1));
scoreTxt.setText('Score: ' + score);
// Start timer
if (timerInterval) LK.clearInterval(timerInterval);
timerInterval = LK.setInterval(function () {
if (!gameActive) return;
timeLeft -= 0.1;
if (timeLeft < 0) timeLeft = 0;
timerTxt.setText(timeLeft.toFixed(1));
if (timeLeft <= 0) {
failLevel("Time's up!");
}
}, 100);
// Enable game
gameActive = true;
levelStartTime = Date.now();
}
// --- Fire Shot ---
function fireShot() {
if (!gameActive) return;
fireBtn.flash();
scope.flash();
LK.getSound('shot').play();
shotsFired++;
// Check if any stickman is under the scope center
var hit = false;
var hitTarget = null;
var hitCivilian = null;
for (var i = 0; i < stickmen.length; ++i) {
var s = stickmen[i];
if (!s.isAlive) continue;
var rects = s.getHitRects();
for (var j = 0; j < rects.length; ++j) {
var r = rects[j];
// Scope center is (scope.x, scope.y)
if (scope.x >= r.x && scope.x <= r.x + r.width && scope.y >= r.y && scope.y <= r.y + r.height) {
hit = true;
if (s.isTarget) hitTarget = s;else hitCivilian = s;
break;
}
}
if (hit) break;
}
if (hitTarget) {
// Success: kill target
hitTarget.die();
targetsLeft--;
shotsHit++;
score += 100 + Math.max(0, Math.floor(50 * (timeLeft / levels[currentLevel].time)));
scoreTxt.setText('Score: ' + score);
LK.getSound('success').play();
if (targetsLeft <= 0) {
// Level complete
gameActive = false;
LK.setTimeout(function () {
currentLevel++;
startLevel(currentLevel);
}, 1200);
}
} else if (hitCivilian) {
// Fail: hit civilian
hitCivilian.die();
failLevel("You shot a civilian!");
} else {
// Missed shot
failLevel("You missed!");
}
}
// --- Fail Level ---
function failLevel(msg) {
if (!gameActive) return;
gameActive = false;
LK.getSound('fail').play();
LK.effects.flashScreen(0xff0000, 800);
// Show game over after a short delay
LK.setTimeout(function () {
LK.showGameOver();
}, 900);
}
// --- Game Move/Drag Handling ---
var draggingScope = false;
var dragOffsetX = 0;
var dragOffsetY = 0;
// Only allow dragging scope, not fire button
game.down = function (x, y, obj) {
// If touch is inside fireBtn, don't drag scope
var local = LK.gui.bottomRight.toLocal({
x: x,
y: y
});
if (fireBtn && fireBtn.containsPoint && fireBtn.containsPoint(local)) {
// Do nothing, handled by fireBtn
return;
}
// If touch is inside scope, start dragging
var dx = x - scope.x;
var dy = y - scope.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < 200) {
// inside scope ring
draggingScope = true;
dragOffsetX = dx;
dragOffsetY = dy;
}
};
game.move = function (x, y, obj) {
if (draggingScope && gameActive) {
// Clamp scope inside game area
var nx = x - dragOffsetX;
var ny = y - dragOffsetY;
// Keep scope inside screen
if (nx < 200) nx = 200;
if (nx > 2048 - 200) nx = 2048 - 200;
if (ny < 200) ny = 200;
if (ny > 2732 - 200) ny = 2732 - 200;
scope.x = nx;
scope.y = ny;
}
};
game.up = function (x, y, obj) {
draggingScope = false;
};
// Fire button press
fireBtn = null; // Will be created in startLevel
// Add a shoot button to the game UI and handle its press to fire
// We need to handle fireBtn presses
LK.gui.bottomRight.down = function (x, y, obj) {
// Convert to fireBtn local
if (!fireBtn || !gameActive) return;
var local = fireBtn.toLocal({
x: x,
y: y
});
// Check if inside button
if (local.x >= -110 && local.x <= 110 && local.y >= -60 && local.y <= 60) {
fireShot();
}
};
// --- Game Update ---
game.update = function () {
// No per-frame logic needed for now
};
// --- Start Game ---
currentLevel = 0;
score = 0;
setupUI();
startLevel(currentLevel);
// --- Play music ---
LK.playMusic('sniper_bg'); ===================================================================
--- original.js
+++ change.js
@@ -464,8 +464,9 @@
draggingScope = false;
};
// Fire button press
fireBtn = null; // Will be created in startLevel
+// Add a shoot button to the game UI and handle its press to fire
// We need to handle fireBtn presses
LK.gui.bottomRight.down = function (x, y, obj) {
// Convert to fireBtn local
if (!fireBtn || !gameActive) return;