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heatmap should "radiate" around bullets and draw some gradient
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the heatmap should use the current position of all bullets as input data
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make heatmap visible
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i can not see heatmap. make more visible
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make heatmap circles much larger
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heatmap is currently not visible
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improve heatmap performance. only render once per frame
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Please fix the bug: 'TypeError: Graphics is not a constructor' in or related to this line: 'var heatmapDot = new Graphics();' Line Number: 230
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game is supposed to be abstract. can you draw a bullet heatmap on the background
Code edit (1 edits merged)
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make the pellet move in random direction and collide off walls same way as bullets
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improve the gradient effect on the bullets. show player unit's facing direction
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make the bullets collide with the edges of the game. instead of using the center, incorporate their size
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right now the bullet center is colliding with the walls. make the edges collide instead
Code edit (4 edits merged)
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implement
Code edit (3 edits merged)
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make bullets slow down over time. also increase their size over time
Code edit (1 edits merged)
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add a thunk when bullet collides with wall
Code edit (1 edits merged)
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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
/**** * 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 self.speed *= 0.999; // Slow down the bullet over time self.scale.x *= 1.001; // Increase the bullet size over time self.scale.y *= 1.001; // Increase the bullet size over time } else { self.alpha = 1; // Make the bullet fully opaque } if (self.y > 2732) { self.speedY = -self.speedY; LK.getSound('bulletWallCollision').play(); } if (self.y < 0) { self.speedY = -self.speedY; LK.getSound('bulletWallCollision').play(); } if (self.x > 2048) { self.speedX = -self.speedX; LK.getSound('bulletWallCollision').play(); } if (self.x < 0) { self.speedX = -self.speedX; LK.getSound('bulletWallCollision').play(); } }; }); 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('snakeHead', { 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, 3), 9); // 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; } // Check for collision with pellet if (pellet && self.intersects(pellet)) { console.log("Player intersects with pellet"); var redCircle = new RedCircle(); redCircle.x = pellet.x; redCircle.y = pellet.y; game.addChild(redCircle); pellet.destroy(); pellet = null; // Destroy bullets overlapping with redCircle on the frame it is created for (var i = bullets.length - 1; i >= 0; i--) { if (bullets[i].intersects(redCircle)) { bullets[i].destroy(); bullets.splice(i, 1); } } // Play sound effect for pellet eaten LK.getSound('pelletEaten').play(); } }; 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; }; }); // RedCircle class var RedCircle = Container.expand(function () { var self = Container.call(this); var circleGraphics = self.attachAsset('redCircle', { anchorX: 0.5, anchorY: 0.5, scaleX: 4, scaleY: 4 }); self.lifespan = 60; // 1 second lifespan (60 frames) self.update = function () { self.lifespan--; if (self.lifespan > 0) { self.alpha = self.lifespan / 60; // Fade out over time } else { self.destroy(); // Destroy the circle when it's fully faded } }; }); /**** * 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 pellet; 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) { 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) < 50 && Math.abs(playerCenter.y - bulletCenter.y) < 50) { 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 (!pellet && LK.ticks % 60 == 0) { // Spawn a pellet every second if there is no existing pellet pellet = new Pellet(); // Ensure pellet does not spawn close to the wall var distance; do { pellet.x = Math.random() * (2048 - 400) + 200; // Random x position pellet.y = Math.random() * (2732 - 400) + 200; // Random y position distance = Math.sqrt(Math.pow(pellet.x - player.x, 2) + Math.pow(pellet.y - player.y, 2)); } while (distance < 500); // Ensure pellet spawns at least 500 units away from the player game.addChild(pellet); } if (playerMovedDistance >= 50 && LK.ticks % 13 == 0) { 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; bullets.push(newBullet); game.addChild(newBullet); // Play sound effect for bullet spawn LK.getSound('bulletSpawn').play(); 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
@@ -18,11 +18,11 @@
self.y += self.speedY * self.speed;
self.lifespan--;
if (self.lifespan > 0) {
self.alpha = 0.5; // Make the bullet half transparent
- self.speed *= 0.99; // Slow down the bullet over time
- self.scale.x *= 1.01; // Increase the bullet size over time
- self.scale.y *= 1.01; // Increase the bullet size over time
+ self.speed *= 0.999; // Slow down the bullet over time
+ self.scale.x *= 1.001; // Increase the bullet size over time
+ self.scale.y *= 1.001; // Increase the bullet size over time
} else {
self.alpha = 1; // Make the bullet fully opaque
}
if (self.y > 2732) {