User prompt
Skoten ska bara koma från planet
User prompt
Spelaren ska bara kunna vara på buren av skärmen
User prompt
Blå bakgrund med moln
User prompt
Skur hela tiden
User prompt
Kan du göra så att det fins fienden och en spelare
User prompt
Radera spelet
User prompt
När man dubbelklickar så skuts misilen
User prompt
Gör så att nosen spånar på 25 dödade fiender
User prompt
Gör så att bara bossen har misilern
User prompt
Gör så att man kan duka misilerna
User prompt
Sakta ner misiler
User prompt
Kan du göra så att visa fienden har missiler
User prompt
Kan du göra så att man kan sluta misilerna
User prompt
Kan du göra så att efter man har fått dödat 10 fienden så kan får man en missil och vidare
Code edit (1 edits merged)
Please save this source code
User prompt
Air Combat Squadron
Initial prompt
Kan du göra ett spel där man är ett militär plan och ska ta synder fiende miltär flyg plan
/****
* Classes
****/
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -12;
self.damage = 1;
self.update = function () {
self.y += self.speed;
};
return self;
});
var Cloud = Container.expand(function () {
var self = Container.call(this);
var cloudType = ['cloud1', 'cloud2', 'cloud3'][Math.floor(Math.random() * 3)];
var cloudGraphics = self.attachAsset(cloudType, {
anchorX: 0.5,
anchorY: 0.5
});
cloudGraphics.alpha = 0.7;
self.speed = Math.random() * 2 + 1;
self.update = function () {
self.y += self.speed;
};
return self;
});
// Game variables
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3;
self.health = 1;
self.update = function () {
self.y += self.speed;
};
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.health = 3;
self.update = function () {
// Keep player in bounds
if (self.x < 40) self.x = 40;
if (self.x > 2008) self.x = 2008;
if (self.y < 100) self.y = 100;
if (self.y > 2632) self.y = 2632;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB
});
/****
* Game Code
****/
// Game variables
var player;
var enemies = [];
var bullets = [];
var clouds = [];
var score = 0;
var enemySpawnTimer = 0;
var cloudSpawnTimer = 0;
// Initialize background clouds
for (var i = 0; i < 8; i++) {
var cloud = new Cloud();
cloud.x = Math.random() * 2048;
cloud.y = Math.random() * 2732;
clouds.push(cloud);
game.addChild(cloud);
}
// Create player
player = game.addChild(new Player());
player.x = 1024;
player.y = 2400;
// Score display
var scoreTxt = new Text2('Score: ' + score, {
size: 60,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0, 0);
LK.gui.topLeft.addChild(scoreTxt);
scoreTxt.x = 120;
scoreTxt.y = 20;
// Input handling
game.move = function (x, y, obj) {
player.x = x;
player.y = y;
};
game.down = function (x, y, obj) {
player.x = x;
player.y = y;
};
// Main game loop
game.update = function () {
// Spawn new clouds
cloudSpawnTimer++;
if (cloudSpawnTimer > 120) {
var cloud = new Cloud();
cloud.x = Math.random() * 2048;
cloud.y = -100;
clouds.push(cloud);
game.addChild(cloud);
cloudSpawnTimer = 0;
}
// Update clouds
for (var i = clouds.length - 1; i >= 0; i--) {
var cloud = clouds[i];
if (cloud.y > 2800) {
cloud.destroy();
clouds.splice(i, 1);
}
}
// Continuous shooting every 10 ticks
if (LK.ticks % 10 === 0) {
var bullet = new Bullet();
bullet.x = player.x;
bullet.y = player.y - 60;
bullets.push(bullet);
game.addChild(bullet);
LK.getSound('shoot').play();
}
// Spawn enemies
enemySpawnTimer++;
if (enemySpawnTimer > 60) {
var enemy = new Enemy();
enemy.x = Math.random() * 1900 + 100;
enemy.y = -50;
enemies.push(enemy);
game.addChild(enemy);
enemySpawnTimer = 0;
}
// Update bullets
for (var i = bullets.length - 1; i >= 0; i--) {
var bullet = bullets[i];
// Remove bullets that are off screen
if (bullet.y < -50) {
bullet.destroy();
bullets.splice(i, 1);
continue;
}
// Check bullet-enemy collisions
for (var j = enemies.length - 1; j >= 0; j--) {
var enemy = enemies[j];
if (bullet.intersects(enemy)) {
// Destroy enemy and bullet
LK.getSound('explosion').play();
bullet.destroy();
bullets.splice(i, 1);
enemy.destroy();
enemies.splice(j, 1);
// Update score
score += 10;
LK.setScore(score);
scoreTxt.setText('Score: ' + score);
break;
}
}
}
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
// Remove enemies that are off screen
if (enemy.y > 2800) {
enemy.destroy();
enemies.splice(i, 1);
continue;
}
// Check enemy-player collision
if (enemy.intersects(player)) {
player.health--;
if (player.health <= 0) {
LK.showGameOver();
} else {
LK.effects.flashObject(player, 0xff0000, 500);
}
enemy.destroy();
enemies.splice(i, 1);
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -13,8 +13,22 @@
self.y += self.speed;
};
return self;
});
+var Cloud = Container.expand(function () {
+ var self = Container.call(this);
+ var cloudType = ['cloud1', 'cloud2', 'cloud3'][Math.floor(Math.random() * 3)];
+ var cloudGraphics = self.attachAsset(cloudType, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ cloudGraphics.alpha = 0.7;
+ self.speed = Math.random() * 2 + 1;
+ self.update = function () {
+ self.y += self.speed;
+ };
+ return self;
+});
// Game variables
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
@@ -49,9 +63,9 @@
/****
* Initialize Game
****/
var game = new LK.Game({
- backgroundColor: 0x000000
+ backgroundColor: 0x87CEEB
});
/****
* Game Code
@@ -59,10 +73,20 @@
// Game variables
var player;
var enemies = [];
var bullets = [];
+var clouds = [];
var score = 0;
var enemySpawnTimer = 0;
+var cloudSpawnTimer = 0;
+// Initialize background clouds
+for (var i = 0; i < 8; i++) {
+ var cloud = new Cloud();
+ cloud.x = Math.random() * 2048;
+ cloud.y = Math.random() * 2732;
+ clouds.push(cloud);
+ game.addChild(cloud);
+}
// Create player
player = game.addChild(new Player());
player.x = 1024;
player.y = 2400;
@@ -85,8 +109,26 @@
player.y = y;
};
// Main game loop
game.update = function () {
+ // Spawn new clouds
+ cloudSpawnTimer++;
+ if (cloudSpawnTimer > 120) {
+ var cloud = new Cloud();
+ cloud.x = Math.random() * 2048;
+ cloud.y = -100;
+ clouds.push(cloud);
+ game.addChild(cloud);
+ cloudSpawnTimer = 0;
+ }
+ // Update clouds
+ for (var i = clouds.length - 1; i >= 0; i--) {
+ var cloud = clouds[i];
+ if (cloud.y > 2800) {
+ cloud.destroy();
+ clouds.splice(i, 1);
+ }
+ }
// Continuous shooting every 10 ticks
if (LK.ticks % 10 === 0) {
var bullet = new Bullet();
bullet.x = player.x;
Moln. In-Game asset. 2d. High contrast. No shadows
Moln. In-Game asset. 2d. High contrast. No shadows
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A-10 uppifrån. In-Game asset. 2d. High contrast. No shadows