User prompt
Venus health is 95%
User prompt
I cant see mars and venus health
User prompt
Earth:100% Health Mars:85% Health Venus:95%
User prompt
The start game stays there even after the game starts.
User prompt
I cant see the planet selection location
User prompt
Add a planet selection location. (New 2 planets. Venus, Mars)
User prompt
Add moon its deal %50 health
Code edit (1 edits merged)
Please save this source code
User prompt
Planet Destroyer
Initial prompt
Make a planet destroy game, let it be a world, let's destroy it with a few things
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Bomb = Container.expand(function () { var self = Container.call(this); var bombGraphics = self.attachAsset('bomb', { anchorX: 0.5, anchorY: 0.5 }); self.timer = 120; // 2 seconds at 60fps self.active = false; self.activate = function () { self.active = true; }; self.update = function () { if (!self.active) return; self.timer--; if (self.timer <= 0) { self.active = false; onBombExplode(self.x, self.y); } }; return self; }); var Explosion = Container.expand(function () { var self = Container.call(this); var explosionGraphics = self.attachAsset('explosion', { anchorX: 0.5, anchorY: 0.5 }); self.lifetime = 60; // 1 second self.maxLifetime = 60; self.update = function () { self.lifetime--; var alpha = self.lifetime / self.maxLifetime; explosionGraphics.alpha = alpha; if (self.lifetime <= 0) { self.destroy(); var index = explosions.indexOf(self); if (index > -1) explosions.splice(index, 1); } }; return self; }); var Meteor = Container.expand(function () { var self = Container.call(this); var meteorGraphics = self.attachAsset('meteor', { anchorX: 0.5, anchorY: 0.5 }); self.targetX = 0; self.targetY = 0; self.speed = 8; self.active = false; self.launch = function (targetX, targetY) { self.targetX = targetX; self.targetY = targetY; self.active = true; var angle = Math.atan2(targetY - self.y, targetX - self.x); self.velocityX = Math.cos(angle) * self.speed; self.velocityY = Math.sin(angle) * self.speed; }; self.update = function () { if (!self.active) return; self.x += self.velocityX; self.y += self.velocityY; var distance = Math.sqrt(Math.pow(self.targetX - self.x, 2) + Math.pow(self.targetY - self.y, 2)); if (distance < 30) { self.active = false; onMeteorHit(self.x, self.y); } }; return self; }); var Planet = Container.expand(function () { var self = Container.call(this); var planetGraphics = self.attachAsset('planet', { anchorX: 0.5, anchorY: 0.5 }); self.health = 100; self.maxHealth = 100; self.destructionZones = []; self.takeDamage = function (amount, x, y) { self.health -= amount; if (self.health < 0) self.health = 0; // Add destruction zone var destructionZone = { x: x - self.x, y: y - self.y, size: amount * 2 }; self.destructionZones.push(destructionZone); // Update planet appearance based on health var healthPercent = self.health / self.maxHealth; if (healthPercent > 0.7) { planetGraphics.tint = 0x4CAF50; // Green } else if (healthPercent > 0.4) { planetGraphics.tint = 0xFFEB3B; // Yellow } else if (healthPercent > 0.1) { planetGraphics.tint = 0xFF5722; // Orange } else { planetGraphics.tint = 0x8D6E63; // Brown } return self.health <= 0; }; return self; }); var WeaponButton = Container.expand(function (weaponType) { var self = Container.call(this); var buttonGraphics = self.attachAsset('weaponButton', { anchorX: 0.5, anchorY: 0.5 }); self.weaponType = weaponType; self.selected = false; // Add weapon icon var iconAsset; switch (weaponType) { case 'meteor': iconAsset = 'meteor'; break; case 'bomb': iconAsset = 'bomb'; break; case 'laser': iconAsset = 'laser'; break; case 'blackhole': iconAsset = 'blackhole'; break; } var icon = self.attachAsset(iconAsset, { anchorX: 0.5, anchorY: 0.5, scaleX: 0.7, scaleY: 0.7 }); self.setSelected = function (selected) { self.selected = selected; if (selected) { buttonGraphics.tint = 0xFFFFFF; } else { buttonGraphics.tint = 0x888888; } }; self.down = function (x, y, obj) { selectWeapon(self.weaponType); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000011 }); /**** * Game Code ****/ var planet; var meteors = []; var bombs = []; var explosions = []; var weaponButtons = []; var selectedWeapon = 'meteor'; var score = 0; var planetDestroyed = false; // UI Elements var scoreTxt = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0, 0); scoreTxt.x = 150; scoreTxt.y = 50; LK.gui.topLeft.addChild(scoreTxt); var healthTxt = new Text2('Planet Health: 100%', { size: 60, fill: 0xFFFFFF }); healthTxt.anchor.set(0.5, 0); LK.gui.top.addChild(healthTxt); // Create planet planet = game.addChild(new Planet()); planet.x = 2048 / 2; planet.y = 2732 / 2; // Create weapon selection buttons var weaponTypes = ['meteor', 'bomb', 'laser', 'blackhole']; for (var i = 0; i < weaponTypes.length; i++) { var button = new WeaponButton(weaponTypes[i]); button.x = 150 + i * 140; button.y = 2732 - 150; weaponButtons.push(button); game.addChild(button); } // Select initial weapon selectWeapon('meteor'); function selectWeapon(weaponType) { selectedWeapon = weaponType; for (var i = 0; i < weaponButtons.length; i++) { weaponButtons[i].setSelected(weaponButtons[i].weaponType === weaponType); } } function onMeteorHit(x, y) { LK.getSound('meteorHit').play(); var destroyed = planet.takeDamage(15, x, y); score += 100; createExplosion(x, y); if (destroyed && !planetDestroyed) { planetDestroyed = true; LK.showYouWin(); } } function onBombExplode(x, y) { LK.getSound('bombExplode').play(); var destroyed = planet.takeDamage(25, x, y); score += 200; createExplosion(x, y); // Create multiple smaller explosions for effect for (var i = 0; i < 3; i++) { var offsetX = (Math.random() - 0.5) * 100; var offsetY = (Math.random() - 0.5) * 100; createExplosion(x + offsetX, y + offsetY); } if (destroyed && !planetDestroyed) { planetDestroyed = true; LK.showYouWin(); } } function onLaserFire(startX, startY, endX, endY) { LK.getSound('laserFire').play(); var destroyed = planet.takeDamage(20, endX, endY); score += 150; createExplosion(endX, endY); if (destroyed && !planetDestroyed) { planetDestroyed = true; LK.showYouWin(); } } function onBlackholeActivate(x, y) { LK.getSound('blackholeActivate').play(); var destroyed = planet.takeDamage(30, x, y); score += 300; createExplosion(x, y); if (destroyed && !planetDestroyed) { planetDestroyed = true; LK.showYouWin(); } } function createExplosion(x, y) { var explosion = new Explosion(); explosion.x = x; explosion.y = y; explosions.push(explosion); game.addChild(explosion); } function isPlanetClick(x, y) { var distance = Math.sqrt(Math.pow(x - planet.x, 2) + Math.pow(y - planet.y, 2)); return distance < 200; } game.down = function (x, y, obj) { if (planetDestroyed) return; if (isPlanetClick(x, y)) { switch (selectedWeapon) { case 'meteor': var meteor = new Meteor(); meteor.x = Math.random() * 2048; meteor.y = -100; meteor.launch(x, y); meteors.push(meteor); game.addChild(meteor); break; case 'bomb': var bomb = new Bomb(); bomb.x = x; bomb.y = y; bomb.activate(); bombs.push(bomb); game.addChild(bomb); break; case 'laser': onLaserFire(x, 0, x, y); break; case 'blackhole': onBlackholeActivate(x, y); break; } } }; game.update = function () { if (planetDestroyed) return; // Update meteors for (var i = meteors.length - 1; i >= 0; i--) { var meteor = meteors[i]; if (!meteor.active) { meteor.destroy(); meteors.splice(i, 1); } } // Update bombs for (var i = bombs.length - 1; i >= 0; i--) { var bomb = bombs[i]; if (!bomb.active) { bomb.destroy(); bombs.splice(i, 1); } } // Update UI scoreTxt.setText('Score: ' + score); var healthPercent = Math.round(planet.health / planet.maxHealth * 100); healthTxt.setText('Planet Health: ' + healthPercent + '%'); LK.setScore(score); };
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,321 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+
+/****
+* Classes
+****/
+var Bomb = Container.expand(function () {
+ var self = Container.call(this);
+ var bombGraphics = self.attachAsset('bomb', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.timer = 120; // 2 seconds at 60fps
+ self.active = false;
+ self.activate = function () {
+ self.active = true;
+ };
+ self.update = function () {
+ if (!self.active) return;
+ self.timer--;
+ if (self.timer <= 0) {
+ self.active = false;
+ onBombExplode(self.x, self.y);
+ }
+ };
+ return self;
+});
+var Explosion = Container.expand(function () {
+ var self = Container.call(this);
+ var explosionGraphics = self.attachAsset('explosion', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.lifetime = 60; // 1 second
+ self.maxLifetime = 60;
+ self.update = function () {
+ self.lifetime--;
+ var alpha = self.lifetime / self.maxLifetime;
+ explosionGraphics.alpha = alpha;
+ if (self.lifetime <= 0) {
+ self.destroy();
+ var index = explosions.indexOf(self);
+ if (index > -1) explosions.splice(index, 1);
+ }
+ };
+ return self;
+});
+var Meteor = Container.expand(function () {
+ var self = Container.call(this);
+ var meteorGraphics = self.attachAsset('meteor', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.targetX = 0;
+ self.targetY = 0;
+ self.speed = 8;
+ self.active = false;
+ self.launch = function (targetX, targetY) {
+ self.targetX = targetX;
+ self.targetY = targetY;
+ self.active = true;
+ var angle = Math.atan2(targetY - self.y, targetX - self.x);
+ self.velocityX = Math.cos(angle) * self.speed;
+ self.velocityY = Math.sin(angle) * self.speed;
+ };
+ self.update = function () {
+ if (!self.active) return;
+ self.x += self.velocityX;
+ self.y += self.velocityY;
+ var distance = Math.sqrt(Math.pow(self.targetX - self.x, 2) + Math.pow(self.targetY - self.y, 2));
+ if (distance < 30) {
+ self.active = false;
+ onMeteorHit(self.x, self.y);
+ }
+ };
+ return self;
+});
+var Planet = Container.expand(function () {
+ var self = Container.call(this);
+ var planetGraphics = self.attachAsset('planet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.health = 100;
+ self.maxHealth = 100;
+ self.destructionZones = [];
+ self.takeDamage = function (amount, x, y) {
+ self.health -= amount;
+ if (self.health < 0) self.health = 0;
+ // Add destruction zone
+ var destructionZone = {
+ x: x - self.x,
+ y: y - self.y,
+ size: amount * 2
+ };
+ self.destructionZones.push(destructionZone);
+ // Update planet appearance based on health
+ var healthPercent = self.health / self.maxHealth;
+ if (healthPercent > 0.7) {
+ planetGraphics.tint = 0x4CAF50; // Green
+ } else if (healthPercent > 0.4) {
+ planetGraphics.tint = 0xFFEB3B; // Yellow
+ } else if (healthPercent > 0.1) {
+ planetGraphics.tint = 0xFF5722; // Orange
+ } else {
+ planetGraphics.tint = 0x8D6E63; // Brown
+ }
+ return self.health <= 0;
+ };
+ return self;
+});
+var WeaponButton = Container.expand(function (weaponType) {
+ var self = Container.call(this);
+ var buttonGraphics = self.attachAsset('weaponButton', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.weaponType = weaponType;
+ self.selected = false;
+ // Add weapon icon
+ var iconAsset;
+ switch (weaponType) {
+ case 'meteor':
+ iconAsset = 'meteor';
+ break;
+ case 'bomb':
+ iconAsset = 'bomb';
+ break;
+ case 'laser':
+ iconAsset = 'laser';
+ break;
+ case 'blackhole':
+ iconAsset = 'blackhole';
+ break;
+ }
+ var icon = self.attachAsset(iconAsset, {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 0.7,
+ scaleY: 0.7
+ });
+ self.setSelected = function (selected) {
+ self.selected = selected;
+ if (selected) {
+ buttonGraphics.tint = 0xFFFFFF;
+ } else {
+ buttonGraphics.tint = 0x888888;
+ }
+ };
+ self.down = function (x, y, obj) {
+ selectWeapon(self.weaponType);
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x000011
+});
+
+/****
+* Game Code
+****/
+var planet;
+var meteors = [];
+var bombs = [];
+var explosions = [];
+var weaponButtons = [];
+var selectedWeapon = 'meteor';
+var score = 0;
+var planetDestroyed = false;
+// UI Elements
+var scoreTxt = new Text2('Score: 0', {
+ size: 60,
+ fill: 0xFFFFFF
+});
+scoreTxt.anchor.set(0, 0);
+scoreTxt.x = 150;
+scoreTxt.y = 50;
+LK.gui.topLeft.addChild(scoreTxt);
+var healthTxt = new Text2('Planet Health: 100%', {
+ size: 60,
+ fill: 0xFFFFFF
+});
+healthTxt.anchor.set(0.5, 0);
+LK.gui.top.addChild(healthTxt);
+// Create planet
+planet = game.addChild(new Planet());
+planet.x = 2048 / 2;
+planet.y = 2732 / 2;
+// Create weapon selection buttons
+var weaponTypes = ['meteor', 'bomb', 'laser', 'blackhole'];
+for (var i = 0; i < weaponTypes.length; i++) {
+ var button = new WeaponButton(weaponTypes[i]);
+ button.x = 150 + i * 140;
+ button.y = 2732 - 150;
+ weaponButtons.push(button);
+ game.addChild(button);
+}
+// Select initial weapon
+selectWeapon('meteor');
+function selectWeapon(weaponType) {
+ selectedWeapon = weaponType;
+ for (var i = 0; i < weaponButtons.length; i++) {
+ weaponButtons[i].setSelected(weaponButtons[i].weaponType === weaponType);
+ }
+}
+function onMeteorHit(x, y) {
+ LK.getSound('meteorHit').play();
+ var destroyed = planet.takeDamage(15, x, y);
+ score += 100;
+ createExplosion(x, y);
+ if (destroyed && !planetDestroyed) {
+ planetDestroyed = true;
+ LK.showYouWin();
+ }
+}
+function onBombExplode(x, y) {
+ LK.getSound('bombExplode').play();
+ var destroyed = planet.takeDamage(25, x, y);
+ score += 200;
+ createExplosion(x, y);
+ // Create multiple smaller explosions for effect
+ for (var i = 0; i < 3; i++) {
+ var offsetX = (Math.random() - 0.5) * 100;
+ var offsetY = (Math.random() - 0.5) * 100;
+ createExplosion(x + offsetX, y + offsetY);
+ }
+ if (destroyed && !planetDestroyed) {
+ planetDestroyed = true;
+ LK.showYouWin();
+ }
+}
+function onLaserFire(startX, startY, endX, endY) {
+ LK.getSound('laserFire').play();
+ var destroyed = planet.takeDamage(20, endX, endY);
+ score += 150;
+ createExplosion(endX, endY);
+ if (destroyed && !planetDestroyed) {
+ planetDestroyed = true;
+ LK.showYouWin();
+ }
+}
+function onBlackholeActivate(x, y) {
+ LK.getSound('blackholeActivate').play();
+ var destroyed = planet.takeDamage(30, x, y);
+ score += 300;
+ createExplosion(x, y);
+ if (destroyed && !planetDestroyed) {
+ planetDestroyed = true;
+ LK.showYouWin();
+ }
+}
+function createExplosion(x, y) {
+ var explosion = new Explosion();
+ explosion.x = x;
+ explosion.y = y;
+ explosions.push(explosion);
+ game.addChild(explosion);
+}
+function isPlanetClick(x, y) {
+ var distance = Math.sqrt(Math.pow(x - planet.x, 2) + Math.pow(y - planet.y, 2));
+ return distance < 200;
+}
+game.down = function (x, y, obj) {
+ if (planetDestroyed) return;
+ if (isPlanetClick(x, y)) {
+ switch (selectedWeapon) {
+ case 'meteor':
+ var meteor = new Meteor();
+ meteor.x = Math.random() * 2048;
+ meteor.y = -100;
+ meteor.launch(x, y);
+ meteors.push(meteor);
+ game.addChild(meteor);
+ break;
+ case 'bomb':
+ var bomb = new Bomb();
+ bomb.x = x;
+ bomb.y = y;
+ bomb.activate();
+ bombs.push(bomb);
+ game.addChild(bomb);
+ break;
+ case 'laser':
+ onLaserFire(x, 0, x, y);
+ break;
+ case 'blackhole':
+ onBlackholeActivate(x, y);
+ break;
+ }
+ }
+};
+game.update = function () {
+ if (planetDestroyed) return;
+ // Update meteors
+ for (var i = meteors.length - 1; i >= 0; i--) {
+ var meteor = meteors[i];
+ if (!meteor.active) {
+ meteor.destroy();
+ meteors.splice(i, 1);
+ }
+ }
+ // Update bombs
+ for (var i = bombs.length - 1; i >= 0; i--) {
+ var bomb = bombs[i];
+ if (!bomb.active) {
+ bomb.destroy();
+ bombs.splice(i, 1);
+ }
+ }
+ // Update UI
+ scoreTxt.setText('Score: ' + score);
+ var healthPercent = Math.round(planet.health / planet.maxHealth * 100);
+ healthTxt.setText('Planet Health: ' + healthPercent + '%');
+ LK.setScore(score);
+};
\ No newline at end of file
Earth. In-Game asset. 2d. High contrast. No shadows
Moon. In-Game asset. 2d. High contrast. No shadows
Meteor. In-Game asset. 2d. High contrast. No shadows
Explosion. In-Game asset. 2d. High contrast. No shadows
Black hole. In-Game asset. 2d. High contrast. No shadows
Laser only. In-Game asset. 2d. High contrast. No shadows
Bomb. In-Game asset. 2d. High contrast. No shadows
Mars. In-Game asset. 2d. High contrast. No shadows
Venus. In-Game asset. 2d. High contrast. No shadows
Jupiter. In-Game asset. 2d. High contrast. No shadows
Mercury. In-Game asset. 2d. High contrast. No shadows
Sun. In-Game asset. 2d. High contrast. No shadows
Saturn. In-Game asset. 2d. High contrast. No shadows
Just laser, but ice. In-Game asset. 2d. High contrast. No shadows
IĢce Explosion. In-Game asset. 2d. High contrast. No shadows
Uranus. In-Game asset. 2d. High contrast. No shadows
Fireball. In-Game asset. 2d. High contrast. No shadows
Planet of fire, volcano, magma, lava. In-Game asset. 2d. High contrast. No shadows