User prompt
there's a issue with the ammo spawning padding system, as it seems ammo is opnly spawned in the left side of the screen, not the right. ammo should be spawned all acrros the screen, but have a padding from all 4 edges of the screen so it doesn't spawn too close to the edges
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reduce the total available ammo from 10 to 5
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the enemies should have an animation consisting of 2 frames. the second frame is obstacle_2. alternate continously between these 2 frames once every 500 miliseconds
User prompt
create a new asset named obstacle_2
Code edit (1 edits merged)
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User prompt
increase the bullet speed
User prompt
exclude enemies outside the screen area from being targeted by bullets
Code edit (1 edits merged)
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User prompt
increase the player speed
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reduce the player speed
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User prompt
centralize the distance of 400 between the ammo spawn point in a single place and call it from there to remove duplicate mentions of this value
User prompt
when generating ammo items on the screen, ensure there's at least a distance of 400 pixels between them so they are not too close to each other
User prompt
instead of having 3 ammos at all times on the screen, only allow a max of 2 at the same time
Code edit (2 edits merged)
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User prompt
increase the starting spawn time of the enemies
Code edit (1 edits merged)
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User prompt
centralize the padding values for the amo spawning points into a single place and call it from there so it's values are not duplicate in the code
User prompt
increase the padding where the ammo can spawn so it's closer to the screen center
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increase the enemy acceleration
Code edit (7 edits merged)
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optimize the code for the ammo UI stacking so it's values are only mentioned once, then called from that place, instead of using multiiple values for the same thing
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/****
* Classes
****/
// Ammo class
var Ammo = Container.expand(function () {
var self = Container.call(this);
var ammoGraphics = self.attachAsset('ammo', {
anchorX: 0.5,
anchorY: 0.5
});
});
// AmmoUI class
var AmmoUI = Container.expand(function () {
var self = Container.call(this);
self.ammoCount = 10;
self.ammoDisplay = [];
self.init = function () {
for (var i = 0; i < self.ammoCount; i++) {
var ammo = new Ammo();
ammo.x = 60; // Position to the left
ammo.y = 2732 - 70 - i * 60; // Stack vertically from bottom to top
self.ammoDisplay.push(ammo);
self.addChild(ammo);
}
};
self.decreaseAmmo = function () {
if (self.ammoCount > 0) {
self.ammoCount--;
var ammoToRemove = self.ammoDisplay.pop();
ammoToRemove.destroy();
}
};
self.increaseAmmo = function () {
if (self.ammoCount < 10) {
self.ammoCount++;
var newAmmoDisplay = new Ammo();
newAmmoDisplay.x = 60; // Position to the left
newAmmoDisplay.y = 2732 - 50 - (self.ammoCount - 1) * 60; // Stack vertically from bottom to top
self.ammoDisplay.push(newAmmoDisplay);
self.addChild(newAmmoDisplay);
}
};
self.init();
});
// BackgroundContainer class
var BackgroundContainer = Container.expand(function () {
var self = Container.call(this);
});
//<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
});
self.speed = 10;
self.direction = {
x: 0,
y: -1
}; // Default direction
self.targetedEnemy = null; // Add a flag to store the targeted enemy
self.update = function () {
self.x += self.direction.x * self.speed;
self.y += self.direction.y * self.speed;
};
});
// Enemy class
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 1;
self.acceleration = 0.005; // Decrease acceleration property
self.scoreIncreased = false; // Add a flag to check if the score has been increased
self.update = function () {
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > self.speed) {
self.speed += self.acceleration; // Increase speed by acceleration
self.x += dx * self.speed / distance;
self.y += dy * self.speed / distance;
}
};
});
// Explosion class
var Explosion = Container.expand(function () {
var self = Container.call(this);
var explosionGraphics = self.attachAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.01,
scaleY: 0.01
});
self.expandTime = 150; // 150 milliseconds
self.startTime = Date.now();
self.hitboxIntersects = function (target) {
var selfBounds = self.getBounds();
var targetBounds = target.getBounds();
return selfBounds.x < targetBounds.x + targetBounds.width && selfBounds.x + selfBounds.width > targetBounds.x && selfBounds.y < targetBounds.y + targetBounds.height && selfBounds.y + selfBounds.height > targetBounds.y;
};
self.update = function () {
var elapsedTime = Date.now() - self.startTime;
var scale = Math.min(1, elapsedTime / self.expandTime);
explosionGraphics.scale.set(scale, scale);
if (scale >= 1) {
// Check for collisions with enemies
for (var i = enemySpawners.length - 1; i >= 0; i--) {
if (self.hitboxIntersects(enemySpawners[i])) {
var newExplosion = new Explosion();
newExplosion.x = enemySpawners[i].x;
newExplosion.y = enemySpawners[i].y;
midgroundContainer.addChild(newExplosion);
if (!enemySpawners[i].scoreIncreased) {
LK.setScore(LK.getScore() + 1);
scoreTxt.setText(LK.getScore());
enemySpawners[i].scoreIncreased = true;
}
enemySpawners[i].destroy();
enemySpawners.splice(i, 1);
}
}
LK.setScore(LK.getScore() + 1);
scoreTxt.setText(LK.getScore());
self.destroy();
}
};
});
// ForegroundContainer class
var ForegroundContainer = Container.expand(function () {
var self = Container.call(this);
});
// MidgroundContainer class
var MidgroundContainer = Container.expand(function () {
var self = Container.call(this);
});
// Obstacle class
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleGraphics = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.update = function () {
self.x += self.direction.x * self.speed;
self.y += self.direction.y * self.speed;
};
});
// Player class
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.shoot = function () {
var newBullet = new Bullet();
newBullet.x = self.x;
newBullet.y = self.y;
// Find the closest enemy that hasn't been targeted
var closestEnemy = null;
var closestDistance = Infinity;
for (var i = 0; i < enemySpawners.length; i++) {
var alreadyTargeted = bullets.some(function (bullet) {
return bullet.targetedEnemy === enemySpawners[i];
});
if (alreadyTargeted) {
continue; // Skip already targeted enemies
}
var distance = Math.sqrt(Math.pow(enemySpawners[i].x - self.x, 2) + Math.pow(enemySpawners[i].y - self.y, 2));
if (distance < closestDistance) {
closestEnemy = enemySpawners[i];
closestDistance = distance;
}
}
if (closestEnemy === null) {
return; // No enemies to target
}
if (ammoUI.ammoCount <= 0) {
console.log("Out of ammo!");
return; // Out of ammo
}
ammoUI.decreaseAmmo();
// Set the bullet's direction towards the closest enemy
var dx = closestEnemy.x - self.x;
var dy = closestEnemy.y - self.y;
var magnitude = Math.sqrt(dx * dx + dy * dy);
newBullet.direction = {
x: dx / magnitude,
y: dy / magnitude
};
newBullet.targetedEnemy = closestEnemy; // Mark the enemy as targeted
bullets.push(newBullet);
midgroundContainer.addChild(newBullet);
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize arrays and variables
var bullets = [];
var obstacles = [];
var enemySpawners = [];
var ammos = [];
var backgroundContainer = game.addChild(new BackgroundContainer());
var foregroundContainer = game.addChild(new ForegroundContainer());
var ammoUI = foregroundContainer.addChild(new AmmoUI());
var midgroundContainer = game.addChild(new MidgroundContainer());
var player = midgroundContainer.addChild(new Player());
player.x = 2048 / 2;
player.y = 2732 - 200;
for (var i = 0; i < bullets.length; i++) {
midgroundContainer.addChild(bullets[i]);
}
for (var i = 0; i < enemySpawners.length; i++) {
midgroundContainer.addChild(enemySpawners[i]);
}
var scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Handle touch down event
game.down = function (x, y, obj) {
player.shoot();
};
// Update game state
game.update = function () {
// Player moves towards the closest Ammo
if (ammos.length > 0) {
var closestAmmo = null;
var closestDistance = Infinity;
for (var i = 0; i < ammos.length; i++) {
var dx = ammos[i].x - player.x;
var dy = ammos[i].y - player.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < closestDistance) {
closestAmmo = ammos[i];
closestDistance = distance;
}
}
if (closestAmmo !== null) {
var dx = closestAmmo.x - player.x;
var dy = closestAmmo.y - player.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var speed = 10;
if (distance > speed) {
player.x += dx * speed / distance;
player.y += dy * speed / distance;
}
}
}
// Update bullets
for (var i = bullets.length - 1; i >= 0; i--) {
bullets[i].update();
if (bullets[i].y < -50) {
bullets[i].destroy();
bullets.splice(i, 1);
}
}
// Update obstacles
for (var j = obstacles.length - 1; j >= 0; j--) {
obstacles[j].update();
if (obstacles[j].y > 2732 + 50) {
obstacles[j].destroy();
obstacles.splice(j, 1);
}
}
// Update explosions
for (var e = midgroundContainer.children.length - 1; e >= 0; e--) {
if (midgroundContainer.children[e] instanceof Explosion) {
midgroundContainer.children[e].update();
}
}
// Check for collisions
for (var k = bullets.length - 1; k >= 0; k--) {
for (var l = enemySpawners.length - 1; l >= 0; l--) {
if (bullets[k].intersects(enemySpawners[l])) {
bullets[k].destroy();
var explosion = new Explosion();
explosion.x = enemySpawners[l].x;
explosion.y = enemySpawners[l].y;
midgroundContainer.addChild(explosion);
enemySpawners[l].destroy();
bullets.splice(k, 1);
enemySpawners.splice(l, 1);
// Score update removed from bullet collision
break;
}
}
}
// Spawn new enemy spawners
if (LK.ticks % Math.max(10, 50 - Math.floor(LK.getScore() * 0.25)) == 0) {
var newEnemy = new Enemy();
var edge = Math.floor(Math.random() * 4);
switch (edge) {
case 0:
// Top edge
newEnemy.x = Math.random() * 2048;
newEnemy.y = -50;
break;
case 1:
// Right edge
newEnemy.x = 2048 + 50;
newEnemy.y = Math.random() * 2732;
break;
case 2:
// Bottom edge
newEnemy.x = Math.random() * 2048;
newEnemy.y = 2732 + 50;
break;
case 3:
// Left edge
newEnemy.x = -50;
newEnemy.y = Math.random() * 2732;
break;
}
enemySpawners.push(newEnemy);
midgroundContainer.addChild(newEnemy);
}
// Ensure there are always 3 ammo items on the screen
while (ammos.length < 3) {
var newAmmo = new Ammo();
newAmmo.x = 200 + Math.random() * (2048 - 400);
newAmmo.y = 200 + Math.random() * (2732 - 400);
ammos.push(newAmmo);
midgroundContainer.addChild(newAmmo);
}
// Check for game over
for (var m = obstacles.length - 1; m >= 0; m--) {
if (obstacles[m].intersects(player)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
for (var n = enemySpawners.length - 1; n >= 0; n--) {
if (enemySpawners[n].intersects(player)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
// Check for Ammo collection
for (var n = ammos.length - 1; n >= 0; n--) {
if (ammos[n].intersects(player)) {
ammos[n].destroy();
ammos.splice(n, 1);
ammoUI.increaseAmmo();
// Generate new ammo to maintain 3 on the screen
var newAmmo = new Ammo();
newAmmo.x = 200 + Math.random() * (2048 - 400);
newAmmo.y = 200 + Math.random() * (2732 - 400);
ammos.push(newAmmo);
midgroundContainer.addChild(newAmmo);
}
}
};
8-bit pixelated isometric cute watermelon with a rotor above. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8-bit pixelated radial watermelon red juice explosion splash. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8-bit pixelated isometric blueberry-shaped UFO with a cute fruit inside. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8-bit pixelated isometric blueberry projectile. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8-bit pixelated isometric blueberry projectile icon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a minimal and stylized 8-bit pixelated background of an alien village made of pineapple-shaped huts, viewed from a distance so the buildings appear small and occupy a small lower part of the background. The sky should be light blue and occupy the majority of the image, with the huts constructed from various fruits and having primitive shapes. Use a softer color palette to ensure the background does not distract from the main game elements, capturing the essence of classic 8-bit era video games. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.