User prompt
Separate the hearts counter and make them heart shaped
User prompt
Add hearts that came and the user couñd grb them and win life also make the life hearts bigger ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Keep shooting when user keep his finger on screen
User prompt
Make a life counter with 3 hearts and just lose 1 heart when hitted
User prompt
Put instructions on screen
User prompt
One tap jump keep the tap and shoot
User prompt
One tap jump two taps shoot
User prompt
Only shoot strs when double tap
User prompt
The shooting starts when double tap
User prompt
Make the character to be able to advance and move with the finger and shoot stars
Remix started
Copy Mario vs Monsters
/**** * Classes ****/ // Define a class for enemies var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { self.x -= self.speed; if (self.x < -50) { self.destroy(); } }; }); //<Assets used in the game will automatically appear here> // Define a class for the player character var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.jumpHeight = 40; self.isJumping = false; self.velocityY = 0; self.update = function () { if (self.isJumping) { self.y += self.velocityY; self.velocityY += 0.7; // Decreased gravity effect by 30% if (self.y >= 2732 / 2) { // Ground level self.y = 2732 / 2; self.isJumping = false; self.velocityY = 0; } } }; self.jump = function () { if (!self.isJumping) { self.isJumping = true; self.velocityY = -self.jumpHeight; } }; }); // Define a class for star bullets var Star = Container.expand(function () { var self = Container.call(this); // Create a yellow star shape using the built-in shape feature var starGraphics = self.attachAsset('star', { width: 50, height: 50, color: 0xffff00, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; // Store the last position for collision detection self.lastY = self.y; self.lastX = self.x; self.update = function () { // Store last position before update self.lastY = self.y; self.lastX = self.x; // Move the star forward self.x += self.speed; // Remove if it goes off-screen if (self.x > 2048 + 50) { self.destroy(); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue background }); /**** * Game Code ****/ var background = game.addChild(LK.getAsset('background', { anchorX: 0, anchorY: 0 })); background.x = 0; background.y = 0; // Initialize player var player = game.addChild(new Player()); player.x = 2048 / 2; player.y = 2732 / 2; // Initialize enemies var enemies = []; var enemySpawnInterval = 100; var enemySpawnCounter = 0; // Create a new Text2 object to display the score var scoreText = new Text2('0', { size: 100, fill: 0xFFFFFF }); // Add the score text to the game GUI at the top center of the screen LK.gui.top.addChild(scoreText); scoreText.x = 2048 / 2; scoreText.y = 0; // Handle game updates // Array to store bullets var stars = []; var shootTimer = 0; game.update = function () { player.update(); // Removed auto-shooting to only allow double tap shooting // Update stars for (var i = stars.length - 1; i >= 0; i--) { stars[i].update(); // Remove stars that are destroyed if (!stars[i].parent) { stars.splice(i, 1); continue; } // Check for star-enemy collisions for (var j = enemies.length - 1; j >= 0; j--) { if (stars[i] && enemies[j] && stars[i].intersects(enemies[j])) { // Remove the enemy and the star enemies[j].destroy(); enemies.splice(j, 1); stars[i].destroy(); stars.splice(i, 1); // Update score LK.setScore(LK.getScore() + 1); scoreText.setText(LK.getScore()); break; } } } // Spawn enemies enemySpawnCounter++; if (enemySpawnCounter >= enemySpawnInterval) { var enemy = new Enemy(); enemy.x = 2048; enemy.y = 2732 / 2; enemies.push(enemy); game.addChild(enemy); // Randomize the spawn interval for the next enemy enemySpawnInterval = Math.floor(Math.random() * 150) + 50; enemySpawnCounter = 0; } // Update enemies for (var j = enemies.length - 1; j >= 0; j--) { enemies[j].update(); if (player.intersects(enemies[j])) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } else if (player.x > enemies[j].x && !enemies[j].passed) { enemies[j].passed = true; LK.setScore(LK.getScore() + 1); scoreText.setText(LK.getScore()); } } }; // Handle player interaction var dragNode = null; // Function to handle movement and shooting while holding function handleMove(x, y, obj) { if (dragNode) { dragNode.x = x; // Keep the player at the same vertical position if not jumping if (!player.isJumping) { dragNode.y = 2732 / 2; } // If holding for more than 300ms, continuously shoot if (shootTimer > 0 && Date.now() - shootTimer > 300) { // Only shoot every 20 ticks to control fire rate if (LK.ticks % 20 === 0) { var star = new Star(); star.x = player.x + 100; star.y = player.y; stars.push(star); game.addChild(star); // Play shooting sound LK.getSound('shoot').play(); } } } } // Variable for shoot timer when holding tap var shootTimer = 0; // Start tracking player movement on touch down and shoot on hold game.down = function (x, y, obj) { // Always make the player jump on tap player.jump(); // Start shooting timer shootTimer = Date.now(); // Handle regular movement dragNode = player; handleMove(x, y, obj); }; // Update player position during movement game.move = handleMove; // Stop tracking player movement and shooting on touch up game.up = function (x, y, obj) { dragNode = null; shootTimer = 0; // Reset shoot timer };
===================================================================
--- original.js
+++ change.js
@@ -166,45 +166,46 @@
}
};
// Handle player interaction
var dragNode = null;
-// Function to handle movement
+// Function to handle movement and shooting while holding
function handleMove(x, y, obj) {
if (dragNode) {
dragNode.x = x;
- // Keep the player at the same vertical position
- dragNode.y = 2732 / 2;
+ // Keep the player at the same vertical position if not jumping
+ if (!player.isJumping) {
+ dragNode.y = 2732 / 2;
+ }
+ // If holding for more than 300ms, continuously shoot
+ if (shootTimer > 0 && Date.now() - shootTimer > 300) {
+ // Only shoot every 20 ticks to control fire rate
+ if (LK.ticks % 20 === 0) {
+ var star = new Star();
+ star.x = player.x + 100;
+ star.y = player.y;
+ stars.push(star);
+ game.addChild(star);
+ // Play shooting sound
+ LK.getSound('shoot').play();
+ }
+ }
}
}
-// Variables for double tap detection
-var lastTapTime = 0;
-var doubleTapDelay = 300; // milliseconds
-// Start tracking player movement on touch down and detect single/double taps
+// Variable for shoot timer when holding tap
+var shootTimer = 0;
+// Start tracking player movement on touch down and shoot on hold
game.down = function (x, y, obj) {
- var currentTime = Date.now();
- var tapLength = currentTime - lastTapTime;
- // Check if it's a double tap
- if (tapLength < doubleTapDelay && tapLength > 0) {
- // Create and shoot a star on double tap
- var star = new Star();
- star.x = player.x + 100;
- star.y = player.y;
- stars.push(star);
- game.addChild(star);
- // Play shooting sound
- LK.getSound('shoot').play();
- } else {
- // Single tap - make the player jump
- player.jump();
- }
- // Update the last tap time
- lastTapTime = currentTime;
+ // Always make the player jump on tap
+ player.jump();
+ // Start shooting timer
+ shootTimer = Date.now();
// Handle regular movement
dragNode = player;
handleMove(x, y, obj);
};
// Update player position during movement
game.move = handleMove;
-// Stop tracking player movement on touch up
+// Stop tracking player movement and shooting on touch up
game.up = function (x, y, obj) {
dragNode = null;
+ shootTimer = 0; // Reset shoot timer
};
\ No newline at end of file
I need an octopus that looks like bowser. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Heart illustration red shinny. Single Game Texture. 2d. Blank background. High contrast. No shadows
Star illustration shinny. Single Game Texture. Blank background. High contrast. No shadows
Make it more detailed and add flying dinosaurs
Re imagine