Code edit (2 edits merged)
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when an enemy is destroyed, add 1 point to the score. add this event inside the enemy class, not the bullet collision, since the enemy can be killed from multiple parts
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when an enemy is destroyed, add 1 point to the score
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consolidate the enemy behavior in a single class
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when an enemy is destroyed, add 1 point to the score.
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the check that adds points to the score should be removed from the bullet collision.
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enemies dont add points to the score when killed. when they are destroyed, add 1 point
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when an enemy dies, add 1 point to the score
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the check that adds points to the score should be removed from the bullet. instead, add it to the enemy death. when an enemy is destroyed, add 1 point to the score. thsi should be the only way to add points to the score, remove any other parts of the code that related to adding points, that are not related to the enemy death
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1 enemy death should equal 1 point added. right now an enemy death awards no points
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the score increases by 2 per killed enemy, which tells me there's either a duplicate code or it's implemented wrong. 1 enemy death should equal 1 point added
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enemy death is not increasing the score by 1 which is a bug. when an enemy is destroyed, a point should be added to the score
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change the scoring mechanism system. instead of increaseing the score when the enemy is killed by a bullet, increase the score when an enemy is killed by any means. so when an enemy is destroyed, by the bullet, or by an explosion or by any other means, add 1 point to the score. so move the enemy death should be the event that adds 1 point to the score, the bullet kill should not affect the score, it's the enemy death that counts the point
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'intersects')' in or related to this line: 'if (bullets[k].intersects(enemySpawners[l])) {' Line Number: 369
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change the scoring mechanism system. instead of increaseing the score when the enemy is killed by a bullet, increase the score when an enemy is killed by any means. so when an enemy is destroyed, by the bullet, or by an explosion or by any other means, add 1 point to the score
Code edit (1 edits merged)
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decrase the enemy speed
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add the civilians, enemies, player and bullets in the midground container
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add the ammo UI in it's own class. maintain the same logic but call this system from the class system
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the latest transparency update broke the UI ammo. the transparency is either more or less than 25% and the order of depleting or refilling is broken, skipping some bullets
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used ammo in the UI should be 25% transparent instead of being fully invisible. basically the ammo UI units should have 2 states. if they are empty thier transparency is 25% and if full their alpha is 100%. change between these states when a bullet is depleted ore refilled
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used ammo in the UI should be 25% transparent instead of being fully invisible
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centralize the ammo UI in a single place and delete duplicate code
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centralize the ammo UI in a single place and delete duplicate code
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make the empty ammo UI units transparent, so that the ones that have been used have 25% transparency instead of being fully invisible
/**** * 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 - 50 - 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; }; }); // Civilian class var Civilian = Container.expand(function () { var self = Container.call(this); var civilianGraphics = self.attachAsset('civilian', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.direction = { x: Math.random() * 2 - 1, y: Math.random() * 2 - 1 }; self.update = function () { // Check for collision with enemies for (var i = 0; i < enemySpawners.length; i++) { if (self.intersects(enemySpawners[i])) { // Move civilian away from the enemy var dx = self.x - enemySpawners[i].x; var dy = self.y - enemySpawners[i].y; var magnitude = Math.sqrt(dx * dx + dy * dy); self.direction.x = dx / magnitude; self.direction.y = dy / magnitude; self.x += self.direction.x * self.speed; self.y += self.direction.y * self.speed; } } // Move civilian self.x += self.direction.x * self.speed; self.y += self.direction.y * self.speed; // Follow enemies within a radius of 500 pixels var closestEnemy = null; var closestDistance = Infinity; for (var i = 0; i < enemySpawners.length; i++) { 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 && closestDistance <= 500) { self.direction.x = closestEnemy.x - self.x; self.direction.y = closestEnemy.y - self.y; var magnitude = Math.sqrt(self.direction.x * self.direction.x + self.direction.y * self.direction.y); self.direction.x /= magnitude; self.direction.y /= magnitude; } // Avoid edges of the screen if (self.x < 100) { self.direction.x = Math.abs(self.direction.x); } if (self.x > 1948) { self.direction.x = -Math.abs(self.direction.x); } if (self.y < 100) { self.direction.y = Math.abs(self.direction.y); } if (self.y > 2632) { self.direction.y = -Math.abs(self.direction.y); } }; }); // 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.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); enemySpawners[i].destroy(); enemySpawners.splice(i, 1); } } // Check for collisions with civilians for (var c = civilians.length - 1; c >= 0; c--) { if (self.hitboxIntersects(civilians[c])) { var newExplosion = new Explosion(); newExplosion.x = civilians[c].x; newExplosion.y = civilians[c].y; midgroundContainer.addChild(newExplosion); civilians[c].destroy(); civilians.splice(c, 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 civilians = []; 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]); } for (var i = 0; i < civilians.length; i++) { midgroundContainer.addChild(civilians[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 Ammo if (ammos.length > 0) { var dx = ammos[0].x - player.x; var dy = ammos[0].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 with civilians for (var c = civilians.length - 1; c >= 0; c--) { if (typeof civilians[c].hitboxIntersects === 'function' && midgroundContainer.children[e].hitboxIntersects(civilians[c])) { var newExplosion = new Explosion(); newExplosion.x = civilians[c].x; newExplosion.y = civilians[c].y; midgroundContainer.addChild(newExplosion); civilians[c].destroy(); civilians.splice(c, 1); } } } } // 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, 90 - LK.getScore()) == 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); } // Spawn new civilians if (LK.ticks % 120 == 0 && civilians.length < 5) { var newCivilian = new Civilian(); newCivilian.x = Math.random() * 2048; newCivilian.y = Math.random() * 2732; civilians.push(newCivilian); midgroundContainer.addChild(newCivilian); } // Update civilians for (var c = civilians.length - 1; c >= 0; c--) { civilians[c].update(); } // Spawn new Ammo only when there is no existing Ammo on the screen if (ammos.length == 0) { 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(); } } };
===================================================================
--- original.js
+++ change.js
@@ -133,9 +133,9 @@
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 1;
- self.acceleration = 0.01; // Decrease acceleration property
+ self.acceleration = 0.005; // Decrease acceleration property
self.update = function () {
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
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.