User prompt
make the muzzle flash effect a different asset
User prompt
make muzzle flash effect bigger and longer
User prompt
add a muzzle flash when fired
User prompt
make the counter battery moveable
User prompt
do not lose any points if the last base is destroyed
User prompt
If a base is blown you lose 500 points, if a second base is blown you lose 750 points, if a third base you lose 1000 points, if a fourth base you lose 1250 points and if a fifth base you lose 1500 points.
User prompt
If a base explodes you lose 500 points
User prompt
If the enemy missiles land on already destroyed base, an explosion will occur.
User prompt
If the enemy missiles land on empty space, an explosion will occur.
User prompt
the enemy missiles head towards the target base
User prompt
make a background
User prompt
When a military base is hit, an explosion occurs
User prompt
Please fix the bug: 'Timeout.tick error: EnemyMissile is not defined' in or related to this line: 'var missile = new EnemyMissile();' Line Number: 140
User prompt
Please fix the bug: 'City is not defined' in or related to this line: 'var city = new City();' Line Number: 56
User prompt
Please fix the bug: 'Player is not defined' in or related to this line: 'player = new Player();' Line Number: 34
User prompt
Exploding military bases leave behind a structure reduced to ashes
User prompt
The counter missile should be inclined towards the direction of the mouse.
User prompt
make a 0.3 second cooldown for the counter missile
User prompt
When an enemy missile is hit, an explosion occurs
User prompt
Make the counter missile face the direction it was fired from
User prompt
move player battery up a bit
User prompt
the missiles gets more frequent as the score gets higher
User prompt
the speed of the missiles gradually increase as the score gets higher
User prompt
code the game again
User prompt
Cold War Standoff
/**** * Classes ****/ // --- Player Class --- var Player = Container.expand(function () { var self = Container.call(this); var sprite = self.attachAsset('playerBattery', { anchorX: 0.5, anchorY: 0.5 }); // No update needed for static player battery return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // --- Game Variables --- var player; var cities = []; var enemyMissiles = []; var counterMissiles = []; var scoreText; var spawnTimer; var gameOver = false; // Cooldown for counter missile firing var canFire = true; var fireCooldownTimer = null; // --- Setup Game Elements --- function setupGame() { // Add player battery at bottom center player = new Player(); player.x = 2048 / 2; player.y = 2350; game.addChild(player); // Add cities to defend var cityCount = 5; var spacing = 2048 / (cityCount + 1); for (var i = 0; i < cityCount; i++) { var city = new City(); city.x = spacing * (i + 1); city.y = 2650; game.addChild(city); cities.push(city); } // Remove any leftover ashes from previous games if (typeof game !== "undefined" && game.children) { for (var i = game.children.length - 1; i >= 0; i--) { var obj = game.children[i]; if (obj && obj.constructor && obj.constructor.name === "Ashes") { game.removeChild(obj); } } } ; // --- Update explosions --- if (typeof explosions === "undefined") { explosions = []; } // Find all explosions in game.children and update them, remove if destroyed for (var i = game.children.length - 1; i >= 0; i--) { var obj = game.children[i]; if (obj && obj.update && obj.constructor && obj.constructor.name === "Explosion") { obj.update(); if (obj.destroyed) { game.removeChild(obj); } } } // Score text scoreText = new Text2('0', { size: 120, fill: "#fff" }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); // Start enemy missile spawn timer spawnTimer = LK.setInterval(spawnEnemyMissile, 60 * 8); } // --- Calculate enemy missile speed based on score --- function getEnemyMissileSpeed() { // Base speed is 6, increases up to +10 as score increases, capped at 16 var base = 6; var max = 16; var score = LK.getScore(); var speed = base + Math.min(10, Math.floor(score / 500)); return Math.min(speed, max); } // --- Enemy Missile Spawner --- function spawnEnemyMissile() { if (gameOver) return; var missile = new EnemyMissile(); missile.x = 200 + Math.random() * (2048 - 400); missile.y = -80; missile.speed = getEnemyMissileSpeed(); // Target a random city that is not destroyed var aliveCities = cities.filter(function (c) { return !c.destroyed; }); if (aliveCities.length === 0) return; var targetCity = aliveCities[Math.floor(Math.random() * aliveCities.length)]; missile.targetX = targetCity.x; missile.targetY = targetCity.y - 40; enemyMissiles.push(missile); game.addChild(missile); } // --- Game Touch: Launch CounterMissile --- game.down = function (x, y, obj) { if (gameOver) return; if (!canFire) return; // Only allow firing from above the player if (y < player.y - 100) { var missile = new CounterMissile(); missile.x = player.x; missile.y = player.y - 60; missile.setTarget(x, y); counterMissiles.push(missile); game.addChild(missile); // Start cooldown canFire = false; if (fireCooldownTimer !== null) { LK.clearTimeout(fireCooldownTimer); } fireCooldownTimer = LK.setTimeout(function () { canFire = true; fireCooldownTimer = null; }, 300); } }; // --- Game Update Loop --- game.update = function () { if (gameOver) return; // Update enemy missiles for (var i = enemyMissiles.length - 1; i >= 0; i--) { var em = enemyMissiles[i]; em.update(); // Check if hit a city for (var j = 0; j < cities.length; j++) { var city = cities[j]; if (!city.destroyed && em.intersects(city)) { city.destroyCity(); em.destroy(); enemyMissiles.splice(i, 1); // Check for game over if (cities.filter(function (c) { return !c.destroyed; }).length === 0) { gameOver = true; LK.showGameOver(); } break; } } // Remove if off screen if (em.y > 2732) { em.destroy(); enemyMissiles.splice(i, 1); } } // Update counter missiles for (var i = counterMissiles.length - 1; i >= 0; i--) { var cm = counterMissiles[i]; cm.update(); // Remove if off screen if (cm.x < 0 || cm.x > 2048 || cm.y < 0 || cm.y > 2732) { cm.destroy(); counterMissiles.splice(i, 1); continue; } // Check for collision with enemy missiles for (var j = enemyMissiles.length - 1; j >= 0; j--) { var em = enemyMissiles[j]; if (cm.intersects(em)) { // Spawn explosion at collision point var explosion = new Explosion(); explosion.x = em.x; explosion.y = em.y; game.addChild(explosion); // Destroy both cm.destroy(); em.destroy(); counterMissiles.splice(i, 1); enemyMissiles.splice(j, 1); // Score LK.setScore(LK.getScore() + 100); scoreText.setText(LK.getScore()); break; } } } }; // --- Start Game --- setupGame();
===================================================================
--- original.js
+++ change.js
@@ -1,5 +1,19 @@
/****
+* Classes
+****/
+// --- Player Class ---
+var Player = Container.expand(function () {
+ var self = Container.call(this);
+ var sprite = self.attachAsset('playerBattery', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // No update needed for static player battery
+ return self;
+});
+
+/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
a 2d pixel art missile. In-Game asset. 2d. High contrast. No shadows
2d pixel art explosion. In-Game asset. 2d. High contrast. No shadows
2d pixel art military base. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
make the gray concrete shorter. make the clouds smaller, more realistic and less frequent.
a 2d pixel art anti-air battery. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat