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 Moon = Container.expand(function () {
var self = Container.call(this);
var moonGraphics = self.attachAsset('moon', {
anchorX: 0.5,
anchorY: 0.5
});
self.targetX = 0;
self.targetY = 0;
self.speed = 6;
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 < 40) {
self.active = false;
onMoonHit(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;
case 'moon':
iconAsset = 'moon';
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 moons = [];
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', 'moon'];
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 onMoonHit(x, y) {
LK.getSound('moonHit').play();
var destroyed = planet.takeDamage(50, x, y);
score += 500;
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;
case 'moon':
var moon = new Moon();
moon.x = Math.random() * 2048;
moon.y = -100;
moon.launch(x, y);
moons.push(moon);
game.addChild(moon);
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 moons
for (var i = moons.length - 1; i >= 0; i--) {
var moon = moons[i];
if (!moon.active) {
moon.destroy();
moons.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
@@ -76,8 +76,38 @@
}
};
return self;
});
+var Moon = Container.expand(function () {
+ var self = Container.call(this);
+ var moonGraphics = self.attachAsset('moon', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.targetX = 0;
+ self.targetY = 0;
+ self.speed = 6;
+ 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 < 40) {
+ self.active = false;
+ onMoonHit(self.x, self.y);
+ }
+ };
+ return self;
+});
var Planet = Container.expand(function () {
var self = Container.call(this);
var planetGraphics = self.attachAsset('planet', {
anchorX: 0.5,
@@ -133,8 +163,11 @@
break;
case 'blackhole':
iconAsset = 'blackhole';
break;
+ case 'moon':
+ iconAsset = 'moon';
+ break;
}
var icon = self.attachAsset(iconAsset, {
anchorX: 0.5,
anchorY: 0.5,
@@ -166,8 +199,9 @@
* Game Code
****/
var planet;
var meteors = [];
+var moons = [];
var bombs = [];
var explosions = [];
var weaponButtons = [];
var selectedWeapon = 'meteor';
@@ -192,9 +226,9 @@
planet = game.addChild(new Planet());
planet.x = 2048 / 2;
planet.y = 2732 / 2;
// Create weapon selection buttons
-var weaponTypes = ['meteor', 'bomb', 'laser', 'blackhole'];
+var weaponTypes = ['meteor', 'bomb', 'laser', 'blackhole', 'moon'];
for (var i = 0; i < weaponTypes.length; i++) {
var button = new WeaponButton(weaponTypes[i]);
button.x = 150 + i * 140;
button.y = 2732 - 150;
@@ -218,8 +252,18 @@
planetDestroyed = true;
LK.showYouWin();
}
}
+function onMoonHit(x, y) {
+ LK.getSound('moonHit').play();
+ var destroyed = planet.takeDamage(50, x, y);
+ score += 500;
+ 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;
@@ -291,8 +335,16 @@
break;
case 'blackhole':
onBlackholeActivate(x, y);
break;
+ case 'moon':
+ var moon = new Moon();
+ moon.x = Math.random() * 2048;
+ moon.y = -100;
+ moon.launch(x, y);
+ moons.push(moon);
+ game.addChild(moon);
+ break;
}
}
};
game.update = function () {
@@ -304,8 +356,16 @@
meteor.destroy();
meteors.splice(i, 1);
}
}
+ // Update moons
+ for (var i = moons.length - 1; i >= 0; i--) {
+ var moon = moons[i];
+ if (!moon.active) {
+ moon.destroy();
+ moons.splice(i, 1);
+ }
+ }
// Update bombs
for (var i = bombs.length - 1; i >= 0; i--) {
var bomb = bombs[i];
if (!bomb.active) {
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
İce 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