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 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 EquipIcon = Container.expand(function () { var self = Container.call(this); var equipGraphics = self.attachAsset('shopIcon', { anchorX: 0.5, anchorY: 0.5, tint: 0x00ff00 // Set color to green }); self.down = function (x, y, obj) { console.log("Equip icon clicked. Showing gun selection box."); var gunSelectionBox = new GunSelectionBox(); game.addChild(gunSelectionBox); }; return self; }); var GunSelectionBox = Container.expand(function () { var self = Container.call(this); var boxGraphics = self.attachAsset('shopIcon', { anchorX: 0.5, anchorY: 0.5, tint: 0x333333 // Dark gray for the box }); self.x = 2048 / 2; self.y = 2732 / 2; self.width = 600; self.height = 800; var guns = ['Pistol', 'Rifle', 'Shotgun', 'Sniper']; var startY = -150; guns.forEach(function (gun, index) { var gunText = new Text2(gun, { size: 80, fill: 0xFFFFFF }); gunText.anchor.set(0.5, 0.5); gunText.x = 0; gunText.y = startY + index * 100; gunText.down = function (x, y, obj) { selectedGun = { name: gun }; console.log(gun + " selected!"); self.destroy(); // Close the selection box after selecting a gun }; self.addChild(gunText); }); 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 shopBox = new Container(); shopBox.x = 2048 / 2; shopBox.y = 2732 / 2; shopBox.width = 600; shopBox.height = 800; shopBox.attachAsset('shopIcon', { anchorX: 0.5, anchorY: 0.5 }); game.addChild(shopBox); var shopMenu = new Container(); var items = [{ name: 'Shotgun', price: 10 }, { name: 'Laser Gun', price: 20 }, { name: 'Rocket Launcher', price: 30 }, { name: 'Plasma Rifle', price: 40 }, { name: 'Sniper Cannon', price: 50 }]; 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(); // Apply score multiplier based on the purchased gun if (item.name === 'Shotgun') { scoreMultiplier = 2; } else if (item.name === 'Laser Gun') { scoreMultiplier = 3; } else if (item.name === 'Rocket Launcher') { scoreMultiplier = 4; } } 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 scoreMultiplier = 1; // Default score multiplier var selectedGun = null; // Initialize selectedGun variable 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 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 bottom-right corner shopIcon.y = 2732 - 100; var equipIcon = game.addChild(new EquipIcon()); equipIcon.x = 2048 - 500; // Move equip icon further to the left equipIcon.y = 2732 - 200; // Move equip icon up 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 * scoreMultiplier; 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
@@ -38,18 +38,46 @@
anchorY: 0.5,
tint: 0x00ff00 // Set color to green
});
self.down = function (x, y, obj) {
- console.log("Equip icon clicked. Equip your selected gun.");
- // Logic to equip the selected gun
- if (selectedGun) {
- console.log(selectedGun.name + " equipped!");
- } else {
- console.log("No gun selected to equip.");
- }
+ console.log("Equip icon clicked. Showing gun selection box.");
+ var gunSelectionBox = new GunSelectionBox();
+ game.addChild(gunSelectionBox);
};
return self;
});
+var GunSelectionBox = Container.expand(function () {
+ var self = Container.call(this);
+ var boxGraphics = self.attachAsset('shopIcon', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ tint: 0x333333 // Dark gray for the box
+ });
+ self.x = 2048 / 2;
+ self.y = 2732 / 2;
+ self.width = 600;
+ self.height = 800;
+ var guns = ['Pistol', 'Rifle', 'Shotgun', 'Sniper'];
+ var startY = -150;
+ guns.forEach(function (gun, index) {
+ var gunText = new Text2(gun, {
+ size: 80,
+ fill: 0xFFFFFF
+ });
+ gunText.anchor.set(0.5, 0.5);
+ gunText.x = 0;
+ gunText.y = startY + index * 100;
+ gunText.down = function (x, y, obj) {
+ selectedGun = {
+ name: gun
+ };
+ console.log(gun + " selected!");
+ self.destroy(); // Close the selection box after selecting a gun
+ };
+ self.addChild(gunText);
+ });
+ return self;
+});
var HealthBar = Container.expand(function () {
var self = Container.call(this);
var barBackground = self.addChild(new Container());
var barForeground = self.addChild(new Container());