User prompt
Create a new class within the Game Code, called "SoundManager". Inside the "SoundManager" class, initialize a variable to act as a timer. Name this variable "soundTimer". Set the initial value of "soundTimer" to 0. In the game's main update loop, which runs on every game tick, call a method within "SoundManager" that updates "soundTimer". This method should increment "soundTimer" by the time elapsed since the last tick. Within the same method, check if "soundTimer" has reached or exceeded 10 seconds. If "soundTimer" is greater than or equal to 10 seconds, stop the playback of "Music". Immediately after stopping the sound, reset "soundTimer" to 0. Restart the playback of "Music" as soon as the timer is reset. Ensure the method within "SoundManager" is called within the gameβs main update loop on every tick.
User prompt
Create a new class named "SoundController". This class will manage the playback of the Music sound. Implement a Timer: In the "SoundController", set up a timer that counts up to 10 seconds. This timer will be used to control the start and stop of the sound file. Play the Sound: In the "SoundController", configure it to play the sound "Music" when the timer starts. Ensure the sound plays immediately as the timer begins. Stop the Sound: Set the "SoundController" to stop the playback of "Music" after 10 seconds. This can be done by checking if the timer has reached 10 seconds and then issuing a stop command for the sound. Reset the Timer: After 10 seconds, reset the timer to 0 seconds. This ensures that the loop can start again from the beginning. Loop Continuation: Set up the system so that after the timer resets to 0 seconds, it automatically starts again. check this on every game thick
User prompt
when the game starts, play the Music sound
User prompt
Create a new class named "SoundController". This class will manage the playback of the Music sound. Implement a Timer: In the "SoundController", set up a timer that counts up to 10 seconds. This timer will be used to control the start and stop of the sound file. Play the Sound: In the "SoundController", configure it to play the sound "Music" when the timer starts. Ensure the sound plays immediately as the timer begins. Stop the Sound: Set the "SoundController" to stop the playback of "Music" after 10 seconds. This can be done by checking if the timer has reached 10 seconds and then issuing a stop command for the sound. Reset the Timer: After 10 seconds, reset the timer to 0 seconds. This ensures that the loop can start again from the beginning. Loop Continuation: Set up the system so that after the timer resets to 0 seconds, it automatically starts again.
User prompt
Create a new class named "SoundController".Place this ins the "Initialize Game" part of the code. This class will manage the playback of the Music sound. Implement a Timer: In the "SoundController", set up a timer that counts up to 10 seconds. This timer will be used to control the start and stop of the sound file. Play the Sound: In the "SoundController", configure it to play the sound "Music" when the timer starts. Ensure the sound plays immediately as the timer begins. Stop the Sound: Set the "SoundController" to stop the playback of "Music" after 10 seconds. This can be done by checking if the timer has reached 10 seconds and then issuing a stop command for the sound. Reset the Timer: After 10 seconds, reset the timer to 0 seconds. This ensures that the loop can start again from the beginning. Loop Continuation: Set up the system so that after the timer resets to 0 seconds, it automatically starts again.
Code edit (1 edits merged)
Please save this source code
User prompt
only play the ammo sound if there are empty ammo units, if all 10 are filled don't play the sound
User prompt
make the empty ammo units 50% transparency insetad of 25
User prompt
move the score 100 pixels lower
User prompt
more the score lower
User prompt
the score bumps, but it's ancor is at the top of the text, it should be in it's center
Code edit (4 edits merged)
Please save this source code
User prompt
the score bump animation takes too long it should be snappier
User prompt
optimize the score bumping to remove duplicate parts of the code
Code edit (1 edits merged)
Please save this source code
User prompt
bump up the score whenever points are added
User prompt
when the score increments, make it bump a little by making it 10% larger
User prompt
when the score increments, make it bump a little by making it 10% larger, then immediatelly return it to it's original size
User prompt
create a new asset named Emoji_1
Code edit (1 edits merged)
Please save this source code
User prompt
when an ammo item is collected by the player play the Ammo sound
User prompt
when the player shoots a bullet play the Shoot sound
User prompt
when an enemy is destroyed play the Pop_1 sound. attach the sound to the enemy descriction event. this plays regardless if the enemy was destroyed by a bullet or by another explosion
User prompt
when an enemy is destroyed play the Pop_1 sound. attach the sound to the enemy descriction eent
User prompt
change the bg color to #7cc3ca
/**** * 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 + 30); // Increase gap between ammo units ammo.alpha = 1; self.ammoDisplay.push(ammo); self.addChild(ammo); } }; self.decreaseAmmo = function () { if (self.ammoCount > 0) { self.ammoCount--; self.updateAmmoAlpha(); } }; self.increaseAmmo = function () { if (self.ammoCount < 10) { self.ammoCount++; self.updateAmmoAlpha(); } }; self.updateAmmoAlpha = function () { for (var i = 0; i < self.ammoDisplay.length; i++) { self.ammoDisplay[i].alpha = i < self.ammoCount ? 1 : 0.25; } }; 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 = 20; 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.fullyInsideScreen = false; // Add a flag to check if the enemy is fully inside the screen // Add animation frames var frame1 = enemyGraphics; var frame2 = LK.getAsset('obstacle_2', { anchorX: 0.5, anchorY: 0.5 }); var currentFrame = 1; var lastFrameChange = Date.now(); 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; self.fullyInsideScreen = self.x >= 0 && self.x <= 2048 && self.y >= 0 && self.y <= 2732; } // Magnetic attraction and repulsion between enemies for (var i = 0; i < enemySpawners.length; i++) { if (enemySpawners[i] !== self) { var otherEnemy = enemySpawners[i]; var dxEnemy = otherEnemy.x - self.x; var dyEnemy = otherEnemy.y - self.y; var distanceEnemy = Math.sqrt(dxEnemy * dxEnemy + dyEnemy * dyEnemy); if (distanceEnemy < 400) { // Magnetic attraction var attractionForce = 0.1; // Adjust this value to control the attraction speed self.x += dxEnemy / distanceEnemy * attractionForce; self.y += dyEnemy / distanceEnemy * attractionForce; otherEnemy.x -= dxEnemy / distanceEnemy * attractionForce; otherEnemy.y -= dyEnemy / distanceEnemy * attractionForce; } if (distanceEnemy < 150) { // Repel overlapping enemies var repelForce = 1; // Adjust this value to control the repelling speed self.x -= dxEnemy / distanceEnemy * repelForce; self.y -= dyEnemy / distanceEnemy * repelForce; otherEnemy.x += dxEnemy / distanceEnemy * repelForce; otherEnemy.y += dyEnemy / distanceEnemy * repelForce; } } } // Handle frame animation if (Date.now() - lastFrameChange >= 100) { if (currentFrame === 1) { self.removeChild(frame1); self.addChild(frame2); currentFrame = 2; } else { self.removeChild(frame2); self.addChild(frame1); currentFrame = 1; } lastFrameChange = Date.now(); } }; }); // 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 = 120; // 200 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]) && enemySpawners[i].fullyInsideScreen) { 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; } LK.getSound('Pop_1').play(); 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: 0x7cc3ca //Init game with new background color }); /**** * Game Code ****/ // Define constants for ammo UI positioning and spacing // Initialize arrays and variables var AMMO_X_POSITION = 70; var AMMO_Y_START_POSITION = 2732 - 60; var AMMO_SPACING = 80; var AMMO_PADDING_X = 300; 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 background = LK.getAsset('background', { anchorX: 0.5, anchorY: 1.0, scaleX: 1, scaleY: 1, x: 2048 / 2, y: 2732 }); backgroundContainer.addChild(background); var midgroundContainer = game.addChild(new MidgroundContainer()); var foregroundContainer = game.addChild(new ForegroundContainer()); var ammoUI = foregroundContainer.addChild(new AmmoUI()); var player = foregroundContainer.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", stroke: "#000000", strokeThickness: 15 }); 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 oldest Ammo if (ammos.length > 0) { var oldestAmmo = ammos[0]; // The oldest ammo is the first one in the array var dx = oldestAmmo.x - player.x; var dy = oldestAmmo.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; if (dx > 0) { player.scale.x = -1; // Flip the player asset on x-axis when moving right } else { player.scale.x = 1; // Revert the player asset on x-axis when moving left } } } // 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; foregroundContainer.addChild(explosion); LK.getSound('Pop_1').play(); 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() * 0.1)) == 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() * (2048 - 2 * AMMO_PADDING_X); newAmmo.y = AMMO_PADDING_Y + Math.random() * (2732 - 2 * AMMO_PADDING_Y); 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); foregroundContainer.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(); // Determine direction to the next ammo if (ammos.length > 0) { var nextAmmo = ammos[0]; var dx = nextAmmo.x - player.x; if (dx > 0) { player.scale.x = -1; // Flip the player asset on x-axis when moving right } else { player.scale.x = 1; // Revert the player asset on x-axis when moving left } } // 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() * (2048 - 2 * AMMO_PADDING_X); newAmmo.y = AMMO_PADDING_Y + Math.random() * (2732 - 2 * AMMO_PADDING_Y); 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); } } };
===================================================================
--- original.js
+++ change.js
@@ -263,10 +263,10 @@
/****
* Game Code
****/
-// Initialize arrays and variables
// Define constants for ammo UI positioning and spacing
+// Initialize arrays and variables
var AMMO_X_POSITION = 70;
var AMMO_Y_START_POSITION = 2732 - 60;
var AMMO_SPACING = 80;
var AMMO_PADDING_X = 300;
@@ -362,8 +362,9 @@
var explosion = new Explosion();
explosion.x = enemySpawners[l].x;
explosion.y = enemySpawners[l].y;
foregroundContainer.addChild(explosion);
+ LK.getSound('Pop_1').play();
enemySpawners[l].destroy();
bullets.splice(k, 1);
enemySpawners.splice(l, 1);
// Score update removed from bullet collision
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.