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fix blaxck screen
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add hitarea to player and bullet. make hitarea round
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make player move at least 50 px before first bullet spawns
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fix
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visualize hitarea
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bullets[i].intersects(player.hitArea) i don't think this works. compare bullet hitarea with player hirtarea
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fix
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fix error
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review and fix
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fix
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every frame, draw a red box on each hitbox
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display the hitboxes as red
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hitArea: new Rectangle(49.5, 49.5, 1, 1) hitArea: new Rectangle(0, 0, 100, 100) why different, fix
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if (gracePeriod <= 0 && bullets[i].lifespan <= 0 && bullets[i].intersects(player)) { this does not check hitare
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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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fix
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other one too
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hitarea needs to be circle.
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fix
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change bg color to black while game running, gray while paused
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whan game is paused, do not run update
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enable debug mode
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add debug mode toggle. in that mode, do not show game over and instead pause the gameplay until click is received
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still wrong
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gameover is not showing
/**** * 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; playerMovedDistance += 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 playerMovedDistance = 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 (playerMovedDistance >= 50 && 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
@@ -8,14 +8,10 @@
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5,
shape: 'ellipse',
- hitArea: new Rectangle(0, 0, 100, 100)
+ hitArea: new Rectangle(49.5, 49.5, 1, 1)
});
- var bulletHitAreaGraphics = new Graphics();
- bulletHitAreaGraphics.lineStyle(2, 0xFF0000, 1);
- bulletHitAreaGraphics.drawRect(0, 0, 100, 100);
- self.addChild(bulletHitAreaGraphics);
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;
@@ -45,15 +41,10 @@
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5,
- shape: 'ellipse',
- hitArea: new Rectangle(0, 0, 100, 100)
+ shape: 'ellipse'
});
- var playerHitAreaGraphics = new Graphics();
- playerHitAreaGraphics.lineStyle(2, 0xFF0000, 1);
- playerHitAreaGraphics.drawRect(0, 0, 100, 100);
- self.addChild(playerHitAreaGraphics);
self.update = function () {
var dx = targetX - self.x;
var dy = targetY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
@@ -61,11 +52,11 @@
// 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;
- totalDistanceMoved += Math.abs(dx / distance * speed) + Math.abs(dy / distance * speed);
playerDirection.x = dx / distance;
playerDirection.y = dy / distance;
+ playerMovedDistance += distance;
}
};
self.down = function (x, y, obj) {
var game_position = game.toLocal(obj.global);
@@ -100,9 +91,9 @@
var playerDirection = {
x: 0,
y: 0
};
-var totalDistanceMoved = 0;
+var playerMovedDistance = 0;
var scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff"
});
@@ -118,9 +109,9 @@
}
if (gracePeriod > 0) {
gracePeriod--;
}
- if (totalDistanceMoved > 50 && LK.ticks % Math.max(5, 35 - Math.floor(score / 10)) == 0) {
+ if (playerMovedDistance >= 50 && 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