User prompt
Let no tomatoes come from behind the wall.
User prompt
May the wall have 5 lives.
User prompt
the tomatoes should attack 5 times and have 50 health on the wall
User prompt
When it comes to this, may they not disappear, may they destroy this, and the wall blocks my entire front, let the tomatoes hit the wall 5 times, may it be alive with 50 lives.
User prompt
Let there be stone walls a few centimeters ahead of the character, trying to smash tomatoes against them.
User prompt
prevent the player from moving
User prompt
make the bullets smaller
User prompt
add the gun as a different asses on the bllue dot
User prompt
add a gun to the blue dot and make the attack to the point where gun faces
User prompt
fix it i cant see the button
User prompt
add the button but to the left
User prompt
i want you to add a button on the bottom right of the page for attacking the red dots. it needs to shoot bullets when we press the button.
User prompt
Let me walk by holding down.4
User prompt
When I hold it down, it should go to where I am holding it.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Player Ball var Ball = Container.expand(function () { var self = Container.call(this); var ballGfx = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); // Gun graphic (use separate 'gun' asset, as gun barrel) var gunGfx = self.attachAsset('gun', { anchorX: 0.5, // center horizontally anchorY: 0.85, // anchor at base of gun scaleX: 1, scaleY: 1, rotation: 0 }); gunGfx.y = -ballGfx.height * 0.08; // slightly above center self.gunGfx = gunGfx; // For possible future use self.radius = ballGfx.width / 2; // Track gun angle (radians) self.gunAngle = -Math.PI / 2; // default up // Method to set gun angle self.setGunAngle = function (angle) { self.gunAngle = angle; self.gunGfx.rotation = angle; }; return self; }); // Bullet var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGfx = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); // Direction (unit vector) self.dx = 0; self.dy = -1; self.speed = 40; // px per frame self.update = function () { self.x += self.dx * self.speed; self.y += self.dy * self.speed; }; return self; }); // Tomato Enemy var Tomato = Container.expand(function () { var self = Container.call(this); var tomatoGfx = self.attachAsset('tomato', { anchorX: 0.5, anchorY: 0.5 }); // Target to move towards (the player ball) self.target = null; self.speed = 7 + Math.random() * 3; // px per frame, randomize a bit self.update = function () { if (!self.target) return; var dx = self.target.x - self.x; var dy = self.target.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { self.x += dx / dist * self.speed; self.y += dy / dist * self.speed; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181818 }); /**** * Game Code ****/ // Center player ball // Game area: 2048x2732 // Ball (player) // Bullet // Tomato enemy // Sound for shooting var player = new Ball(); player.x = 2048 / 2; player.y = 2732 - 350; game.addChild(player); // Score display var score = 0; var scoreTxt = new Text2('0', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Bullets and tomatoes arrays var bullets = []; var tomatoes = []; // Dragging var dragNode = null; // For shooting: track last tap position var lastTapX = null; var lastTapY = null; // Store UI: 5 gun buttons at the bottom of the screen var gunCount = 5; var gunButtons = []; var selectedGun = 0; // default gun // Gun names (could be used for upgrades later) var gunNames = ["Basic", "Spread", "Rapid", "Big", "Pierce"]; // Gun colors for button visuals var gunColors = [0x3a9efd, 0x6cbb3c, 0xf7b32b, 0xd7263d, 0x7c3aed]; // Create gun buttons and add to GUI bottom for (var i = 0; i < gunCount; i++) { var btn = new Container(); // Button background var btnBg = LK.getAsset('bullet', { width: 180, height: 180, color: gunColors[i], anchorX: 0.5, anchorY: 0.5 }); btn.addChild(btnBg); // Button label var btnLabel = new Text2(gunNames[i], { size: 48, fill: "#fff" }); btnLabel.anchor.set(0.5, 0.5); btnLabel.y = 50; btn.addChild(btnLabel); // Position buttons evenly along the bottom, avoiding bottom corners btn.x = 2048 / (gunCount + 1) * (i + 1); btn.y = 2732 - 120; // Store index for event btn.gunIndex = i; // Highlight selected gun btnBg.alpha = i === selectedGun ? 1 : 0.5; // Add to GUI LK.gui.bottom.addChild(btn); gunButtons.push(btn); } // (Arrow button code removed for walk-by-hold movement) // Store gun selection handler function handleGunButtonDown(x, y, obj) { // Find which button was pressed for (var i = 0; i < gunButtons.length; i++) { var btn = gunButtons[i]; // Convert event to local button space var local = btn.toLocal({ x: x, y: y }); // Button is 180x180 centered if (local.x > -90 && local.x < 90 && local.y > -90 && local.y < 90) { selectedGun = btn.gunIndex; // Update button highlights for (var j = 0; j < gunButtons.length; j++) { gunButtons[j].children[0].alpha = j === selectedGun ? 1 : 0.5; } break; } } } // Add attack button at bottom left using LK.gui.bottomLeft for reliable placement var attackBtn = new Container(); var attackBtnBg = LK.getAsset('ball', { width: 220, height: 220, color: 0xd7263d, anchorX: 0.5, anchorY: 0.5 }); attackBtn.addChild(attackBtnBg); var attackBtnLabel = new Text2("Attack", { size: 60, fill: "#fff" }); attackBtnLabel.anchor.set(0.5, 0.5); attackBtn.addChild(attackBtnLabel); // Place at bottom left, with margin so it's not flush to the edge attackBtn.x = 140; attackBtn.y = -140; LK.gui.bottomLeft.addChild(attackBtn); // Track attack button hold state var attackBtnHeld = false; var attackBtnShootCooldown = 0; // Track where the gun is aiming (defaults up) var gunAimX = player.x; var gunAimY = player.y - 400; // Attack button event attackBtn.down = function (x, y, obj) { attackBtnHeld = true; // Shoot in the direction the gun is facing shootBullet(gunAimX, gunAimY); attackBtnShootCooldown = 8; // frames between shots }; attackBtn.up = function (x, y, obj) { attackBtnHeld = false; }; // Add event to GUI bottom for gun selection LK.gui.bottom.down = function (x, y, obj) { // If attack button is pressed, don't select gun var local = attackBtn.toLocal({ x: x, y: y }); if (local.x > -110 && local.x < 110 && local.y > -110 && local.y < 110) { // handled by attackBtn.down return; } handleGunButtonDown(x, y, obj); }; // Prevent elements in top left 100x100 // (player and GUI are well away from this area) // Spawn tomato at random edge (but NOT from the bottom) function spawnTomato() { var t = new Tomato(); // Only pick from top, left, or right edges (no bottom) var edge = Math.floor(Math.random() * 3); var margin = 100; if (edge === 0) { // Top t.x = margin + Math.random() * (2048 - 2 * margin); t.y = -80; } else if (edge === 1) { // Left t.x = -80; t.y = margin + Math.random() * (2732 - 2 * margin); } else { // Right t.x = 2048 + 80; t.y = margin + Math.random() * (2732 - 2 * margin); } t.target = player; tomatoes.push(t); game.addChild(t); } // Initial tomato spawn for (var i = 0; i < 2; i++) { spawnTomato(); } // Tomato spawn timer var tomatoTimer = LK.setInterval(function () { spawnTomato(); }, 1200); // Handle dragging the player ball function handleMove(x, y, obj) { // If finger is down anywhere, move the player ball to that position (clamped) if (dragNode) { var r = dragNode.radius; var nx = Math.max(r, Math.min(2048 - r, x)); var ny = Math.max(100 + r, Math.min(2732 - r, y)); dragNode.x = nx; dragNode.y = ny; } // Always update gun aim to point at the current touch/move position // Only if not on attack button (so we don't aim while holding attack) var local = attackBtn.toLocal({ x: x, y: y }); if (!(local.x > -110 && local.x < 110 && local.y > -110 && local.y < 110)) { gunAimX = x; gunAimY = y; // Calculate angle from player to aim point var dx = gunAimX - player.x; var dy = gunAimY - player.y; var angle = Math.atan2(dy, dx); player.setGunAngle(angle); } } game.move = handleMove; game.down = function (x, y, obj) { // Always start dragging the player ball on any touch down dragNode = player; // Update gun aim to this position (unless on attack button) var local = attackBtn.toLocal({ x: x, y: y }); if (!(local.x > -110 && local.x < 110 && local.y > -110 && local.y < 110)) { gunAimX = x; gunAimY = y; var dx = gunAimX - player.x; var dy = gunAimY - player.y; var angle = Math.atan2(dy, dx); player.setGunAngle(angle); } }; game.up = function (x, y, obj) { dragNode = null; }; // Shoot bullet from player towards (tx, ty) function shootBullet(tx, ty) { // Calculate direction var dx = tx - player.x; var dy = ty - player.y; var dist = Math.sqrt(dx * dx + dy * dy); var dirX = dist === 0 ? 0 : dx / dist; var dirY = dist === 0 ? -1 : dy / dist; // Gun logic if (selectedGun === 0) { // Basic: single bullet var b = new Bullet(); b.x = player.x; b.y = player.y; b.dx = dirX; b.dy = dirY; bullets.push(b); game.addChild(b); } else if (selectedGun === 1) { // Spread: 3 bullets, spread angle for (var i = -1; i <= 1; i++) { var angle = Math.atan2(dirY, dirX) + i * 0.18; var b = new Bullet(); b.x = player.x; b.y = player.y; b.dx = Math.cos(angle); b.dy = Math.sin(angle); bullets.push(b); game.addChild(b); } } else if (selectedGun === 2) { // Rapid: 2 fast bullets for (var i = 0; i < 2; i++) { var b = new Bullet(); b.x = player.x; b.y = player.y; b.dx = dirX; b.dy = dirY; b.speed = 60; bullets.push(b); game.addChild(b); } } else if (selectedGun === 3) { // Big: 1 slow, big bullet var b = new Bullet(); b.x = player.x; b.y = player.y; b.dx = dirX; b.dy = dirY; b.speed = 25; // Make bullet bigger b.children[0].scale.x = 2; b.children[0].scale.y = 2; bullets.push(b); game.addChild(b); } else if (selectedGun === 4) { // Pierce: 1 bullet, mark as piercing var b = new Bullet(); b.x = player.x; b.y = player.y; b.dx = dirX; b.dy = dirY; b.pierce = true; bullets.push(b); game.addChild(b); } LK.getSound('shoot').play(); } // Main game update game.update = function () { // Attack button hold-to-shoot logic if (attackBtnHeld) { if (attackBtnShootCooldown <= 0) { // Shoot in the direction the gun is facing shootBullet(gunAimX, gunAimY); attackBtnShootCooldown = 8; // frames between shots } else { attackBtnShootCooldown--; } } else { attackBtnShootCooldown = 0; } // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { var b = bullets[i]; b.update(); // Remove if off screen if (b.x < -60 || b.x > 2048 + 60 || b.y < -60 || b.y > 2732 + 60) { b.destroy(); bullets.splice(i, 1); continue; } } // Update tomatoes for (var j = tomatoes.length - 1; j >= 0; j--) { var t = tomatoes[j]; t.update(); // Check collision with player if (t.intersects(player)) { // Flash screen, game over LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } // Check collision with bullets for (var k = bullets.length - 1; k >= 0; k--) { var b = bullets[k]; if (t.intersects(b)) { // Destroy tomato t.destroy(); tomatoes.splice(j, 1); // If not piercing, destroy bullet if (!b.pierce) { b.destroy(); bullets.splice(k, 1); } // Score up score += 1; LK.setScore(score); scoreTxt.setText(score); // Only allow one bullet to hit this tomato break; } } } }; // Play music if you want, but not required for MVP // Clean up on game over (handled by LK automatically)
===================================================================
--- original.js
+++ change.js
@@ -12,15 +12,16 @@
var ballGfx = self.attachAsset('ball', {
anchorX: 0.5,
anchorY: 0.5
});
- // Gun graphic (use bullet asset, but horizontal, as gun barrel)
- var gunGfx = self.attachAsset('bullet', {
+ // Gun graphic (use separate 'gun' asset, as gun barrel)
+ var gunGfx = self.attachAsset('gun', {
anchorX: 0.5,
+ // center horizontally
anchorY: 0.85,
// anchor at base of gun
- scaleX: 0.6,
- scaleY: 0.6,
+ scaleX: 1,
+ scaleY: 1,
rotation: 0
});
gunGfx.y = -ballGfx.height * 0.08; // slightly above center
self.gunGfx = gunGfx;