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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
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increase the player speed
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reduce the player speed
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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
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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
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instead of having 3 ammos at all times on the screen, only allow a max of 2 at the same time
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increase the starting spawn time of the enemies
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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
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increase the padding where the ammo can spawn so it's closer to the screen center
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increase the enemy acceleration
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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 }); }); // Define constants for ammo UI positioning and spacing // AmmoUI class var AmmoUI = Container.expand(function () { var self = Container.call(this); self.ammoCount = 5; 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 < 5) { 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 = 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 = 0.0075; // Increase acceleration property self.scoreIncreased = false; // Add a flag to check if the score has been increased // 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; } // 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 = 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() * (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); 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() * (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
@@ -372,10 +372,10 @@
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;
+ 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;
@@ -412,10 +412,10 @@
// 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;
+ 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;
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.