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add a thunk when bullet collides with wall
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make pellet spawn some distance away from player
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add a click sound when bullet spawns
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add sfx for pellet eaten
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make player unit a snake head
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destroy bullets overlappping redcircle. only do this on the frame redcircle is created
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bullets are not destroyed anymore
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only destroy bullets on first frame of pellet eating
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pellets still spawn to close to wall. explain your code, then fix
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make red circle 3x bigger. destroy all bullets that collide with it
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when a pellet is eaten, draw a semitransparent red circle around it. the circle slowly disappears
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do not spawn pellet close to wall
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Please fix the bug: 'ReferenceError: pellet is not defined' in or related to this line: 'if (!pellet && LK.ticks % 60 == 0) {' Line Number: 147
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allow eating pellet by colliding don't spawn pellets until player has eaten it
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spawn 1 pellet in random screen position
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you broke player movement
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add pellets that can be eaten. eating a pellet gives 50 score
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var speed = Math.min(Math.max(distance / 100, 6), 20); // Speed is proportional to distance, capped at 10 fix. min 6 max 20
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spawn bullets bit closer to player. make player movement speed relate to distance from cursor
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make player unit movement more interesting
/**** * 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 = 0.15; // Half the player's movement speed self.lifespan = 100; // 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; } }; }); var Pellet = Container.expand(function () { var self = Container.call(this); var pelletGraphics = self.attachAsset('pellet', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Pellets do not move, so no update logic is needed }; }); // 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 = Math.min(Math.max(distance / 100, 6), 20); // Speed is proportional to distance, capped at 20 self.x += dx / distance * speed; self.y += dy / distance * speed; playerDirection.x = dx / distance; playerDirection.y = dy / distance; playerMovedDistance = 0; } }; 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 pellets = []; 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); // Function to spawn a pellet at a random position function spawnPellet() { var newPellet = new Pellet(); newPellet.x = Math.random() * 2048; newPellet.y = Math.random() * 2732; pellets.push(newPellet); game.addChild(newPellet); } // Spawn initial pellets for (var i = 0; i < 5; i++) { spawnPellet(); } game.update = function () { for (var i = bullets.length - 1; i >= 0; i--) { bullets[i].update(); if (gracePeriod <= 0 && bullets[i].lifespan <= 0) { var playerCenter = { x: player.x, y: player.y }; var bulletCenter = { x: bullets[i].x, y: bullets[i].y }; if (Math.abs(playerCenter.x - bulletCenter.x) < 25 && Math.abs(playerCenter.y - bulletCenter.y) < 25) { console.log("Bullet intersects with player center at:", playerCenter, "Bullet center at:", bulletCenter); LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } } if (gracePeriod > 0) { gracePeriod--; } if (playerMovedDistance >= 50) { var newBullet = new Bullet(); newBullet.x = player.x - playerDirection.x * 60; // Spawn bullet closer to the player newBullet.y = player.y - playerDirection.y * 60; newBullet.speedX = playerDirection.x * 3; // Bullet moves in the player's direction newBullet.speedY = playerDirection.y * 3; bullets.push(newBullet); game.addChild(newBullet); score++; scoreTxt.setText(score); } // Check for pellet collection for (var j = pellets.length - 1; j >= 0; j--) { var pelletCenter = { x: pellets[j].x, y: pellets[j].y }; if (Math.abs(playerCenter.x - pelletCenter.x) < 25 && Math.abs(playerCenter.y - pelletCenter.y) < 25) { console.log("Pellet collected at:", pelletCenter); score += 50; scoreTxt.setText(score); pellets[j].destroy(); pellets.splice(j, 1); // Spawn a new pellet spawnPellet(); } } }; 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
@@ -59,14 +59,14 @@
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 = Math.min(Math.max(distance / 100, 3), 20); // Speed is proportional to distance, capped at 20
+ var speed = Math.min(Math.max(distance / 100, 6), 20); // Speed is proportional to distance, capped at 20
self.x += dx / distance * speed;
self.y += dy / distance * speed;
playerDirection.x = dx / distance;
playerDirection.y = dy / distance;
- playerMovedDistance += distance;
+ playerMovedDistance = 0;
}
};
self.down = function (x, y, obj) {
var game_position = game.toLocal(obj.global);
@@ -133,9 +133,9 @@
var bulletCenter = {
x: bullets[i].x,
y: bullets[i].y
};
- if (Math.abs(playerCenter.x - bulletCenter.x) < 50 && Math.abs(playerCenter.y - bulletCenter.y) < 50) {
+ if (Math.abs(playerCenter.x - bulletCenter.x) < 25 && Math.abs(playerCenter.y - bulletCenter.y) < 25) {
console.log("Bullet intersects with player center at:", playerCenter, "Bullet center at:", bulletCenter);
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
@@ -143,14 +143,14 @@
}
if (gracePeriod > 0) {
gracePeriod--;
}
- if (playerMovedDistance >= 50 && LK.ticks % 20 == 0) {
+ if (playerMovedDistance >= 50) {
var newBullet = new Bullet();
newBullet.x = player.x - playerDirection.x * 60; // Spawn bullet closer to the player
newBullet.y = player.y - playerDirection.y * 60;
- newBullet.speedX = playerDirection.x * 5; // Bullet moves in the player's direction
- newBullet.speedY = playerDirection.y * 5;
+ newBullet.speedX = playerDirection.x * 3; // Bullet moves in the player's direction
+ newBullet.speedY = playerDirection.y * 3;
bullets.push(newBullet);
game.addChild(newBullet);
score++;
scoreTxt.setText(score);
@@ -160,9 +160,9 @@
var pelletCenter = {
x: pellets[j].x,
y: pellets[j].y
};
- if (Math.abs(playerCenter.x - pelletCenter.x) < 50 && Math.abs(playerCenter.y - pelletCenter.y) < 50) {
+ if (Math.abs(playerCenter.x - pelletCenter.x) < 25 && Math.abs(playerCenter.y - pelletCenter.y) < 25) {
console.log("Pellet collected at:", pelletCenter);
score += 50;
scoreTxt.setText(score);
pellets[j].destroy();