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actually use hitarea for collision detection
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i can not see any units
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properly implement hitArea
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every 10 score, lower the LK.ticks required by 1 LK.ticks % 35 == 0
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do not spawn bullets until the player has moved for 50px
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Please fix the bug: 'ReferenceError: Circle is not defined' in or related to this line: 'var playerGraphics = self.attachAsset('player', {' Line Number: 48
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hitarea needs to be round. it is not properly centered on the player sprite
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make player unit hitbox 1 by 1 pixel
Code edit (1 edits merged)
Please save this source code
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add 3 seconds of grace time at beginning of game where player can not die. give a point when a bullet spawns
Code edit (2 edits merged)
Please save this source code
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make the bullets round. also, reduce their hitbox to be 1x1 pixel at center of bullet
Code edit (2 edits merged)
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the bullet speed variable does not affect how fast the bullets move
Code edit (1 edits merged)
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make the bullets half the player movement speed. also make them bounce of the game's edges
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the first 1 second of bullet lifespan, disable collisions and make half transparent
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make starting pos of unit center of game screen
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the bullets are spawning on top of player. make them spawn BEHIND player
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make the bullets spawn with a 300ms delay
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can you spawn the bullets behind the player? make them move in the same direction the player is moving
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implement
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fix the "follow mouse" logic. It flickers and is offset from actual mouse position
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dont spawn bullets yet. make the player unit round
Initial prompt
bullet hell avoider
/**** * Classes ****/ //<Assets used in the game will automatically appear here> // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5, shape: 'ellipse', hitArea: new Rectangle(49.5, 49.5, 1, 1) }); self.speed = 0.25; // Half the player's movement speed self.lifespan = 60; // 1 second lifespan (60 frames) self.update = function () { self.x += self.speedX * self.speed; self.y += self.speedY * self.speed; self.lifespan--; if (self.lifespan > 0) { self.alpha = 0.5; // Make the bullet half transparent } else { self.alpha = 1; // Make the bullet fully opaque } if (self.y > 2732) { self.speedY = -self.speedY; } if (self.y < 0) { self.speedY = -self.speedY; } if (self.x > 2048) { self.speedX = -self.speedX; } if (self.x < 0) { self.speedX = -self.speedX; } }; }); // Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5, shape: 'ellipse' }); self.update = function () { var dx = targetX - self.x; var dy = targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 1) { // Only move if the distance is greater than a small threshold var speed = 5; // Adjust speed as needed self.x += dx / distance * speed; self.y += dy / distance * speed; playerDirection.x = dx / distance; playerDirection.y = dy / distance; } }; self.down = function (x, y, obj) { var game_position = game.toLocal(obj.global); targetX = game_position.x; targetY = game_position.y; }; self.move = function (x, y, obj) { var game_position = game.toLocal(obj.global); targetX = game_position.x; targetY = game_position.y; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ var player = game.addChild(new Player()); player.x = 2048 / 2; player.y = 2732 / 2; var bullets = []; var score = 0; var gracePeriod = 180; // 3 seconds at 60FPS var targetX = player.x; var targetY = player.y; var playerDirection = { x: 0, y: 0 }; var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); game.update = function () { for (var i = bullets.length - 1; i >= 0; i--) { bullets[i].update(); if (gracePeriod <= 0 && bullets[i].lifespan <= 0 && bullets[i].intersects(player)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } if (gracePeriod > 0) { gracePeriod--; } if (LK.ticks % 35 == 0) { var newBullet = new Bullet(); newBullet.x = player.x - playerDirection.x * 150; // Spawn bullet behind the player newBullet.y = player.y - playerDirection.y * 150; newBullet.speedX = playerDirection.x * 5; // Bullet moves in the player's direction newBullet.speedY = playerDirection.y * 5; bullets.push(newBullet); game.addChild(newBullet); score++; scoreTxt.setText(score); } }; game.down = function (x, y, obj) { player.down(x, y, obj); }; game.move = function (x, y, obj) { player.move(x, y, obj); }; game.up = function (x, y, obj) { // No action needed on up event };
===================================================================
--- original.js
+++ change.js
@@ -10,9 +10,9 @@
anchorY: 0.5,
shape: 'ellipse',
hitArea: new Rectangle(49.5, 49.5, 1, 1)
});
- self.speed = 0.2; // Half the player's movement speed
+ self.speed = 0.25; // Half the player's movement speed
self.lifespan = 60; // 1 second lifespan (60 frames)
self.update = function () {
self.x += self.speedX * self.speed;
self.y += self.speedY * self.speed;
@@ -107,9 +107,9 @@
}
if (gracePeriod > 0) {
gracePeriod--;
}
- if (LK.ticks % 50 == 0) {
+ if (LK.ticks % 35 == 0) {
var newBullet = new Bullet();
newBullet.x = player.x - playerDirection.x * 150; // Spawn bullet behind the player
newBullet.y = player.y - playerDirection.y * 150;
newBullet.speedX = playerDirection.x * 5; // Bullet moves in the player's direction