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increase enemy animation speed
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decrease the animation for the enemy
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enemies should not be able to overlap eachother. if they do, slowly repel them so they don't intersect
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enemies should not be able to intersect eachother
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add a collision detection mechanism to the enemies so they can't intersect each other
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decrease the enemy acceleration
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enemies should be immune to explosions until they fully enter inside the screen area
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increase the player speed to 10
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instead of moving the player to the nearest available bullet, move it to the oldest created one that was already on the screen
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decrease the player speed to 8
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increase the ammo from 5 to 10
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increase the player speed
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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
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create a new asset named obstacle_2
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increase the bullet speed
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exclude enemies outside the screen area from being targeted by bullets
/****
* Classes
****/
// Ammo class
var Ammo = Container.expand(function () {
var self = Container.call(this);
var ammoGraphics = self.attachAsset('ammo', {
anchorX: 0.5,
anchorY: 0.5
});
});
// Define constants for ammo UI positioning and spacing
// 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 = AMMO_X_POSITION; // Position to the left
ammo.y = AMMO_Y_START_POSITION - i * AMMO_SPACING; // 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 = AMMO_X_POSITION; // Position to the left
newAmmoDisplay.y = AMMO_Y_START_POSITION - (self.ammoCount - 1) * AMMO_SPACING; // 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 = 0.0075; // Increase 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++) {
// Check if the enemy is within the screen bounds
if (enemySpawners[i].x < 0 || enemySpawners[i].x > 2048 || enemySpawners[i].y < 0 || enemySpawners[i].y > 2732) {
continue; // Skip enemies outside the screen area
}
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
// Define constants for ammo UI positioning and spacing
var AMMO_X_POSITION = 100;
var AMMO_Y_START_POSITION = 2732 - 60;
var AMMO_SPACING = 80;
var AMMO_PADDING_X = 200;
var AMMO_PADDING_Y = 400;
var AMMO_SPAWN_WIDTH = 2048 - 1200;
var AMMO_SPAWN_HEIGHT = 2732 - 1600;
var AMMO_MIN_DISTANCE = 700;
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 = 7;
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--) {
// Check if the enemy is within the screen bounds
if (enemySpawners[l].x >= 0 && enemySpawners[l].x <= 2048 && enemySpawners[l].y >= 0 && enemySpawners[l].y <= 2732 && 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, 40 - 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);
}
// Generate new ammo to maintain 2 on the screen
if (ammos.length < 2) {
while (ammos.length < 2) {
var newAmmo = new Ammo();
var validPosition = false;
while (!validPosition) {
newAmmo.x = AMMO_PADDING_X + Math.random() * AMMO_SPAWN_WIDTH;
newAmmo.y = AMMO_PADDING_Y + Math.random() * AMMO_SPAWN_HEIGHT;
validPosition = true;
for (var i = 0; i < ammos.length; i++) {
var dx = newAmmo.x - ammos[i].x;
var dy = newAmmo.y - ammos[i].y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < AMMO_MIN_DISTANCE) {
validPosition = false;
break;
}
}
}
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();
var validPosition = false;
while (!validPosition) {
newAmmo.x = AMMO_PADDING_X + Math.random() * AMMO_SPAWN_WIDTH;
newAmmo.y = AMMO_PADDING_Y + Math.random() * AMMO_SPAWN_HEIGHT;
validPosition = true;
for (var i = 0; i < ammos.length; i++) {
var dx = newAmmo.x - ammos[i].x;
var dy = newAmmo.y - ammos[i].y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 400) {
validPosition = false;
break;
}
}
}
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.