User prompt
Make the bullets look like bullets
User prompt
If you click the equip icon make a box and show the guns so you can equip them
User prompt
Make the equip icon green and move it
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'if (selectedGun) {' Line Number: 55
User prompt
Make a icon so you can equip your guns
User prompt
Move the shop icon somewhere esle
User prompt
Remove the box
User prompt
Add more guns to the shop
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'LK.showPauseMenu();' Line Number: 142
User prompt
Pause the game if you clicked the shop icon
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'LK.resumeGame();' Line Number: 178
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'LK.showPauseScreen();' Line Number: 142
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'LK.showPauseMenu();' Line Number: 142
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'LK.pauseGame();' Line Number: 142
User prompt
Pause the game when your at the shop and if you leave the shop the game continues
User prompt
Make the box bigger
User prompt
Make a box when you click the shop icon
User prompt
If you buy that gun you will get more score with it
User prompt
If you click on the icon there will be a box you can scroll and see prices and you can buy them and you can use them
User prompt
If you click on the icon there will be prices so like buy this shotgun for 10 score
User prompt
Make a shop icon where you can buy more guns to shoot more rocks
User prompt
If you get all of the rocks you go to level 2 when there are bigger rocks and more rocks
User prompt
If you lose health you die and you have to restart again
User prompt
If you lose health the health bar goes down and turns red
User prompt
Make the health bar look like a rectangle
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var ArrowKey = Container.expand(function () { var self = Container.call(this); var arrowGraphics = self.attachAsset('arrowUp', { anchorX: 0.5, anchorY: 0.5 }); self.direction = 'up'; // Default direction self.setDirection = function (direction) { self.direction = direction; switch (direction) { case 'up': arrowGraphics = self.attachAsset('arrowUp', { anchorX: 0.5, anchorY: 0.5 }); break; case 'down': arrowGraphics = self.attachAsset('arrowDown', { anchorX: 0.5, anchorY: 0.5 }); break; case 'left': arrowGraphics = self.attachAsset('arrowLeft', { anchorX: 0.5, anchorY: 0.5 }); break; case 'right': arrowGraphics = self.attachAsset('arrowRight', { anchorX: 0.5, anchorY: 0.5 }); break; } }; return self; }); var Asteroid = Container.expand(function () { var self = Container.call(this); var asteroidGraphics = self.attachAsset('asteroid', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; self.update = function () { self.y += self.speed; }; return self; }); var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('mineral', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -10; self.update = function () { self.y += self.speed; }; return self; }); var HealthBar = Container.expand(function () { var self = Container.call(this); var barBackground = self.addChild(new Container()); var barForeground = self.addChild(new Container()); var backgroundGraphics = barBackground.attachAsset('healthBarBackground', { anchorX: 0, anchorY: 0, x: -150, y: -25, width: 300, height: 50 }); var foregroundGraphics = barForeground.attachAsset('healthBarForeground', { anchorX: 0, anchorY: 0, x: -150, y: -25, width: 300, height: 50 }); self.updateHealth = function (health) { barForeground.scaleX = health / 3; // Assuming max health is 3 if (health < 3) { foregroundGraphics.tint = 0xff0000; // Change color to red when health decreases } else { foregroundGraphics.tint = 0x61d695; // Reset color to original when health is full } }; return self; }); var HomeBase = Container.expand(function () { var self = Container.call(this); var baseGraphics = self.attachAsset('homeBase', { anchorX: 0.5, anchorY: 0.5 }); return self; }); var Mineral = Container.expand(function () { var self = Container.call(this); var mineralGraphics = self.attachAsset('mineral', { anchorX: 0.5, anchorY: 0.5 }); return self; }); var ShopIcon = Container.expand(function () { var self = Container.call(this); var shopGraphics = self.attachAsset('shopIcon', { anchorX: 0.5, anchorY: 0.5 }); self.down = function (x, y, obj) { console.log("Shop icon clicked. Open shop to buy more guns."); var shopMenu = new Container(); var items = [{ name: 'Shotgun', price: 10 }, { name: 'Laser Gun', price: 20 }, { name: 'Rocket Launcher', price: 30 }]; var startY = 2732 / 2 - 100; items.forEach(function (item, index) { var itemText = new Text2('Buy ' + item.name + ': ' + item.price + ' Score', { size: 80, fill: 0xFFFFFF }); itemText.anchor.set(0.5, 0.5); itemText.x = 2048 / 2; itemText.y = startY + index * 100; itemText.down = function (x, y, obj) { if (score >= item.price) { score -= item.price; scoreTxt.setText('Score: ' + score); console.log(item.name + " purchased!"); shopMenu.destroy(); } else { console.log("Not enough score to buy " + item.name + "."); } }; shopMenu.addChild(itemText); }); game.addChild(shopMenu); }; return self; }); var Spaceship = Container.expand(function () { var self = Container.call(this); var spaceshipGraphics = self.attachAsset('spaceship', { anchorX: 0.5, anchorY: 0.5 }); self.energy = 100; self.update = function () { // Update logic for spaceship }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Initialize assets used in this game. Scale them according to what is needed for the game. game.setBackgroundColor(0x000000); var homeBase = game.addChild(new HomeBase()); homeBase.x = 2048 / 2; homeBase.y = 2732 - 300; var spaceship = game.addChild(new Spaceship()); spaceship.x = 2048 / 2; spaceship.y = 2732 - 150; var asteroids = []; var minerals = []; var bullets = []; var score = 0; var energy = 100; var health = 3; // Initialize health for the spaceship var healthBar = game.addChild(new HealthBar()); healthBar.x = 2048 / 2; healthBar.y = 50; healthBar.updateHealth(health); var arrowUp = game.addChild(new ArrowKey()); arrowUp.setDirection('up'); arrowUp.x = 2048 / 2; arrowUp.y = 2732 - 300; var arrowDown = game.addChild(new ArrowKey()); arrowDown.setDirection('down'); arrowDown.x = 2048 / 2; arrowDown.y = 2732 - 50; var arrowLeft = game.addChild(new ArrowKey()); arrowLeft.setDirection('left'); arrowLeft.x = 2048 / 2 - 150; arrowLeft.y = 2732 - 150; var arrowRight = game.addChild(new ArrowKey()); arrowRight.setDirection('right'); arrowRight.x = 2048 / 2 + 150; arrowRight.y = 2732 - 150; var scoreTxt = new Text2('Score: 0', { size: 100, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var energyTxt = new Text2('Energy: 100', { size: 100, fill: 0xFFFFFF }); var shopIcon = game.addChild(new ShopIcon()); shopIcon.x = 2048 - 100; // Position shop icon at the top-right corner shopIcon.y = 100; energyTxt.anchor.set(0.5, 0); LK.gui.topRight.addChild(energyTxt); function handleMove(x, y, obj) { if (dragNode) { dragNode.x = x; dragNode.y = y; } } game.move = handleMove; game.down = function (x, y, obj) { dragNode = spaceship; handleMove(x, y, obj); var newBullet = new Bullet(); newBullet.x = spaceship.x; newBullet.y = spaceship.y - 50; bullets.push(newBullet); game.addChild(newBullet); }; game.up = function (x, y, obj) { dragNode = null; }; game.update = function () { if (LK.ticks % 60 == 0) { var newAsteroid = new Asteroid(); newAsteroid.x = Math.random() * 2048; newAsteroid.y = -50; asteroids.push(newAsteroid); game.addChild(newAsteroid); } for (var i = asteroids.length - 1; i >= 0; i--) { var asteroid = asteroids[i]; if (asteroid.y > 2732) { if (asteroid.intersects(homeBase)) { health -= 1; // Decrease health when asteroid reaches home base healthBar.updateHealth(health); if (health <= 0) { LK.showGameOver(); // Show game over screen and reset game state return; // Exit the update loop } } asteroid.destroy(); asteroids.splice(i, 1); continue; } if (spaceship.intersects(asteroid)) { health -= 1; // Decrease health when asteroid passes through spaceship healthBar.updateHealth(health); if (health <= 0) { LK.showGameOver(); // Show game over screen and reset game state return; // Exit the update loop } asteroid.destroy(); asteroids.splice(i, 1); continue; } } for (var k = bullets.length - 1; k >= 0; k--) { var bullet = bullets[k]; if (bullet.y < -50) { bullet.destroy(); bullets.splice(k, 1); continue; } for (var l = asteroids.length - 1; l >= 0; l--) { var asteroid = asteroids[l]; if (bullet.intersects(asteroid)) { score += 5; scoreTxt.setText('Score: ' + score); bullet.destroy(); bullets.splice(k, 1); asteroid.destroy(); asteroids.splice(l, 1); if (asteroids.length === 0) { // Advance to level 2 for (var m = 0; m < 10; m++) { // Increase number of asteroids var newAsteroid = new Asteroid(); newAsteroid.x = Math.random() * 2048; newAsteroid.y = -50; newAsteroid.speed = 5; // Increase speed for level 2 asteroids.push(newAsteroid); game.addChild(newAsteroid); } } break; } } } if (LK.ticks % 120 == 0) { var newMineral = new Mineral(); newMineral.x = Math.random() * 2048; newMineral.y = -50; minerals.push(newMineral); game.addChild(newMineral); } for (var j = minerals.length - 1; j >= 0; j--) { var mineral = minerals[j]; if (mineral.y > 2732) { mineral.destroy(); minerals.splice(j, 1); continue; } if (spaceship.intersects(mineral)) { score += 10; scoreTxt.setText('Score: ' + score); mineral.destroy(); minerals.splice(j, 1); } } }; LK.playMusic('bgMusic');
===================================================================
--- original.js
+++ change.js
@@ -123,28 +123,40 @@
});
self.down = function (x, y, obj) {
console.log("Shop icon clicked. Open shop to buy more guns.");
var shopMenu = new Container();
- var shotgunPrice = 10;
- var shotgunText = new Text2('Buy Shotgun: ' + shotgunPrice + ' Score', {
- size: 80,
- fill: 0xFFFFFF
+ var items = [{
+ name: 'Shotgun',
+ price: 10
+ }, {
+ name: 'Laser Gun',
+ price: 20
+ }, {
+ name: 'Rocket Launcher',
+ price: 30
+ }];
+ var startY = 2732 / 2 - 100;
+ items.forEach(function (item, index) {
+ var itemText = new Text2('Buy ' + item.name + ': ' + item.price + ' Score', {
+ size: 80,
+ fill: 0xFFFFFF
+ });
+ itemText.anchor.set(0.5, 0.5);
+ itemText.x = 2048 / 2;
+ itemText.y = startY + index * 100;
+ itemText.down = function (x, y, obj) {
+ if (score >= item.price) {
+ score -= item.price;
+ scoreTxt.setText('Score: ' + score);
+ console.log(item.name + " purchased!");
+ shopMenu.destroy();
+ } else {
+ console.log("Not enough score to buy " + item.name + ".");
+ }
+ };
+ shopMenu.addChild(itemText);
});
- shotgunText.anchor.set(0.5, 0.5);
- shotgunText.x = 2048 / 2;
- shotgunText.y = 2732 / 2;
- shopMenu.addChild(shotgunText);
game.addChild(shopMenu);
- shopMenu.down = function (x, y, obj) {
- if (score >= shotgunPrice) {
- score -= shotgunPrice;
- scoreTxt.setText('Score: ' + score);
- console.log("Shotgun purchased!");
- shopMenu.destroy();
- } else {
- console.log("Not enough score to buy Shotgun.");
- }
- };
};
return self;
});
var Spaceship = Container.expand(function () {